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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 7, Balrog)</title>
	<link>http://blog.capcom.com/archives/987</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sat, 17 May 2008 00:29:04 +0000</pubDate>
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		<title>By: C YOU 1N HELL gamertag</title>
		<link>http://blog.capcom.com/archives/987#comment-4563</link>
		<dc:creator>C YOU 1N HELL gamertag</dc:creator>
		<pubDate>Tue, 11 Mar 2008 09:02:20 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4563</guid>
		<description>I dont think Balrog's throw should take less life out since alot of times they get escaped anyway but reach should be toned down to stop the loops they're gay. Also his jab headbutt should be as safe Ryu's jab Dragon Punch and so on other wise he's going to sux now especially since u gave Ryu users a fake FB :(. I think u over rate these top tier guys most casual players dont use them I use Ryu &#38; find it nice to get my butt kicked by non Ryu &#38; Ken users (noobs like me). Balrog is hard to use &#38; gets ur hands tired so if u can beat Ryu wit him u deserve it since the inputs will be easyer to do it will close the gap between all players. Also I think it's not a good idea 2 weakin his super leveling or super move at all its what saves Balrog's but most of the time it's what makes Balrog Balrog u can't take that away that's his signature move. Lastly his Turn Around Punch charge wit fierce &#38; roundhouse should not be that bad cuz u can hold 3Ps &#38; use RK or 3Ks wit FP anyway so ur just add 1 mo button.</description>
		<content:encoded><![CDATA[<p>I dont think Balrog&#8217;s throw should take less life out since alot of times they get escaped anyway but reach should be toned down to stop the loops they&#8217;re gay. Also his jab headbutt should be as safe Ryu&#8217;s jab Dragon Punch and so on other wise he&#8217;s going to sux now especially since u gave Ryu users a fake FB :(. I think u over rate these top tier guys most casual players dont use them I use Ryu &amp; find it nice to get my butt kicked by non Ryu &amp; Ken users (noobs like me). Balrog is hard to use &amp; gets ur hands tired so if u can beat Ryu wit him u deserve it since the inputs will be easyer to do it will close the gap between all players. Also I think it&#8217;s not a good idea 2 weakin his super leveling or super move at all its what saves Balrog&#8217;s but most of the time it&#8217;s what makes Balrog Balrog u can&#8217;t take that away that&#8217;s his signature move. Lastly his Turn Around Punch charge wit fierce &amp; roundhouse should not be that bad cuz u can hold 3Ps &amp; use RK or 3Ks wit FP anyway so ur just add 1 mo button.</p>
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		<title>By: Ziggly</title>
		<link>http://blog.capcom.com/archives/987#comment-4557</link>
		<dc:creator>Ziggly</dc:creator>
		<pubDate>Mon, 10 Mar 2008 21:23:48 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4557</guid>
		<description>I have read all the sections of the tweaking process (parts 1-7) and I’m really impressed.  Through this rebalancing process, Sirlin, you have shown the careful touch of someone who not only values the role of each fighter but also the work of art that a finely balanced fighting game is.

Man, I don’t know how else to bring this up…have you looked into removing Chun Li’s fireball. Believe me I love the character, so please entertain a few thoughts about this. When Chun Li’s fireball first arrived in Hyper Fighting it really felt tacked on. Looking beyond appearances though I decided to post here in light of 2 gameplay considerations.

1) The Character Herself (the spirit of the character): I remember in the days of Champions Edition watching someone at the arcade who had really devoted their time to Chun Li and It was like watching this beautiful, spinning, agile acrobat. Chun Li is dazzling and dizzying when she pecks with her kicks, flips over you, bounces off the wall, and of course the spinning bird kick (upside down hurricane). I just felt like that’s her strength, that’s the element that she brings to the game and the inclusion of the fireball (although the animation was made more cool/sexy in Super SF) made her a bit more grounded.

2) The Character’s Uniqueness (unique function in the game): First of all, I like the fact that some characters don’t have fireballs. When there is too much overlap of moves and abilities then it is not as engaging to watch (again I know that times have changed and it’s all about the internet and youtube, but I have the mindset of someone who grew up spending good portions of the day at the arcade playing and watching some of the talented players in Hermosa Beach, CA). The fact that some people showed up who were skillful with characters that rely on other things besides fireball/trap fireball/jump tactics really added a breath of fresh air to the matchups.

Maybe such a change/reversal at this point is beyond the scope of your project, I dunno.  I really started to feel like I had to post and get this off my chest after reading your perspective about fine-tuning Ryu, it revealed a certain awareness of preserving the purity of a character. If other people want to post here (maybe a pro with Chun Li) and weigh in on this, and say how wrong I am, then so be it. My argument though is about aesthetics as much as it is about elevating Chun Li and setting her gracefully apart from the pack of fireball-tossers.</description>
		<content:encoded><![CDATA[<p>I have read all the sections of the tweaking process (parts 1-7) and I’m really impressed.  Through this rebalancing process, Sirlin, you have shown the careful touch of someone who not only values the role of each fighter but also the work of art that a finely balanced fighting game is.</p>
<p>Man, I don’t know how else to bring this up…have you looked into removing Chun Li’s fireball. Believe me I love the character, so please entertain a few thoughts about this. When Chun Li’s fireball first arrived in Hyper Fighting it really felt tacked on. Looking beyond appearances though I decided to post here in light of 2 gameplay considerations.</p>
<p>1) The Character Herself (the spirit of the character): I remember in the days of Champions Edition watching someone at the arcade who had really devoted their time to Chun Li and It was like watching this beautiful, spinning, agile acrobat. Chun Li is dazzling and dizzying when she pecks with her kicks, flips over you, bounces off the wall, and of course the spinning bird kick (upside down hurricane). I just felt like that’s her strength, that’s the element that she brings to the game and the inclusion of the fireball (although the animation was made more cool/sexy in Super SF) made her a bit more grounded.</p>
<p>2) The Character’s Uniqueness (unique function in the game): First of all, I like the fact that some characters don’t have fireballs. When there is too much overlap of moves and abilities then it is not as engaging to watch (again I know that times have changed and it’s all about the internet and youtube, but I have the mindset of someone who grew up spending good portions of the day at the arcade playing and watching some of the talented players in Hermosa Beach, CA). The fact that some people showed up who were skillful with characters that rely on other things besides fireball/trap fireball/jump tactics really added a breath of fresh air to the matchups.</p>
<p>Maybe such a change/reversal at this point is beyond the scope of your project, I dunno.  I really started to feel like I had to post and get this off my chest after reading your perspective about fine-tuning Ryu, it revealed a certain awareness of preserving the purity of a character. If other people want to post here (maybe a pro with Chun Li) and weigh in on this, and say how wrong I am, then so be it. My argument though is about aesthetics as much as it is about elevating Chun Li and setting her gracefully apart from the pack of fireball-tossers.</p>
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		<title>By: Saner</title>
		<link>http://blog.capcom.com/archives/987#comment-4554</link>
		<dc:creator>Saner</dc:creator>
		<pubDate>Mon, 10 Mar 2008 02:00:35 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4554</guid>
		<description>yup yup great decisions!  ^_^</description>
		<content:encoded><![CDATA[<p>yup yup great decisions!  ^_^</p>
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		<title>By: Zagief</title>
		<link>http://blog.capcom.com/archives/987#comment-4523</link>
		<dc:creator>Zagief</dc:creator>
		<pubDate>Sat, 08 Mar 2008 02:34:51 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4523</guid>
		<description>Strong Headbutt passing! wouldn't that make all 3 headbutts useless against Blanka &#38; Dictator &#38; Honda charges?!

Like, I used to use the Strong Headbutt to counter fast rushing moves! because for example if blanka does his Roll, he would pass through you if you do it late with jab or Fierce but wont pass you if u use Strong.</description>
		<content:encoded><![CDATA[<p>Strong Headbutt passing! wouldn&#8217;t that make all 3 headbutts useless against Blanka &amp; Dictator &amp; Honda charges?!</p>
<p>Like, I used to use the Strong Headbutt to counter fast rushing moves! because for example if blanka does his Roll, he would pass through you if you do it late with jab or Fierce but wont pass you if u use Strong.</p>
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		<title>By: Ultima</title>
		<link>http://blog.capcom.com/archives/987#comment-4521</link>
		<dc:creator>Ultima</dc:creator>
		<pubDate>Sat, 08 Mar 2008 02:00:53 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4521</guid>
		<description>Wait: Why shouldn't Rog have access to HP/HK while charing Turn Punch?

Speaking of Turn Punch, how about making it invincible to projectiles again? Say if he charges it for less than 3 seconds or something.</description>
		<content:encoded><![CDATA[<p>Wait: Why shouldn&#8217;t Rog have access to HP/HK while charing Turn Punch?</p>
<p>Speaking of Turn Punch, how about making it invincible to projectiles again? Say if he charges it for less than 3 seconds or something.</p>
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		<title>By: Seth Killian</title>
		<link>http://blog.capcom.com/archives/987#comment-4519</link>
		<dc:creator>Seth Killian</dc:creator>
		<pubDate>Fri, 07 Mar 2008 23:43:37 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4519</guid>
		<description>Yep, short-rush -&gt; super still works!  

Strong headbutt through Fireballs is a nice bonus too, so when you're hopping through FB traps you're not stuck either going nowhere (jab), or halfway across the screen (fierce).</description>
		<content:encoded><![CDATA[<p>Yep, short-rush -> super still works!  </p>
<p>Strong headbutt through Fireballs is a nice bonus too, so when you&#8217;re hopping through FB traps you&#8217;re not stuck either going nowhere (jab), or halfway across the screen (fierce).</p>
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		<title>By: hamster78</title>
		<link>http://blog.capcom.com/archives/987#comment-4518</link>
		<dc:creator>hamster78</dc:creator>
		<pubDate>Fri, 07 Mar 2008 23:33:28 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4518</guid>
		<description>I doubt you can fireball Balrog's super.  Balrog's super functions much like Chun-li's in that it slides right through fireballs.

It's what really makes the OG Sagat vs Balrog fight so much fun.  If Sagat can get Balrog on the other side of the screen, he can pelt Balrog with tiger shots.  Once Balrog gets meter, the game immediately changes. 

I'm curious whether Sirlin left in the "glitch" mid motion short rush punch mid motion into super.

Definately the article I've been waiting for since Balrog is my favorite character in the game.</description>
		<content:encoded><![CDATA[<p>I doubt you can fireball Balrog&#8217;s super.  Balrog&#8217;s super functions much like Chun-li&#8217;s in that it slides right through fireballs.</p>
<p>It&#8217;s what really makes the OG Sagat vs Balrog fight so much fun.  If Sagat can get Balrog on the other side of the screen, he can pelt Balrog with tiger shots.  Once Balrog gets meter, the game immediately changes. </p>
<p>I&#8217;m curious whether Sirlin left in the &#8220;glitch&#8221; mid motion short rush punch mid motion into super.</p>
<p>Definately the article I&#8217;ve been waiting for since Balrog is my favorite character in the game.</p>
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		<title>By: phamtq</title>
		<link>http://blog.capcom.com/archives/987#comment-4513</link>
		<dc:creator>phamtq</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:42:41 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4513</guid>
		<description>But can he kick now? ;)</description>
		<content:encoded><![CDATA[<p>But can he kick now? <img src='http://blog.capcom.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Saner</title>
		<link>http://blog.capcom.com/archives/987#comment-4510</link>
		<dc:creator>Saner</dc:creator>
		<pubDate>Fri, 07 Mar 2008 20:15:24 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/987#comment-4510</guid>
		<description>well it sounds like the top tier may shift to the 
shotos but it sounds like Balrog still got some fight
in him.  but it won't make a difference to the ones
without a dragon punch, they'll probably have to block 
or fireball his super.  but not sure if Chun Li's 
Rising Kicks counts as a dragon punch, unless that move
is given more invincibility frames otherwise it might
be useless to counter his first part of the super. 

I think Balrog deserves access to his strongest buttons
while charging turn punches cause it fits his style,
it's not like he can dragon punch all day or spam 
tiger shots, and other things.  Balrog although one 
of the best, requires a lot of up close skill to 
deliver results. characters like Ken and Ryu are beginner-class characters compared to Balrog.  so fierce and roundhouse should be there for him.</description>
		<content:encoded><![CDATA[<p>well it sounds like the top tier may shift to the<br />
shotos but it sounds like Balrog still got some fight<br />
in him.  but it won&#8217;t make a difference to the ones<br />
without a dragon punch, they&#8217;ll probably have to block<br />
or fireball his super.  but not sure if Chun Li&#8217;s<br />
Rising Kicks counts as a dragon punch, unless that move<br />
is given more invincibility frames otherwise it might<br />
be useless to counter his first part of the super. </p>
<p>I think Balrog deserves access to his strongest buttons<br />
while charging turn punches cause it fits his style,<br />
it&#8217;s not like he can dragon punch all day or spam<br />
tiger shots, and other things.  Balrog although one<br />
of the best, requires a lot of up close skill to<br />
deliver results. characters like Ken and Ryu are beginner-class characters compared to Balrog.  so fierce and roundhouse should be there for him.</p>
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