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	<title>Comments on: SSF2T HD Remix, Part 12: Guile</title>
	<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/</link>
	<description>A game designer's eye view of things</description>
	<pubDate>Wed, 20 Aug 2008 14:08:38 +0000</pubDate>
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		<title>by: Chuck</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-165424</link>
		<pubDate>Fri, 20 Jun 2008 06:05:04 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-165424</guid>
					<description>I DO think the random throw tiebreaker is kinda stupid.

My suggestion follows. It's not very simple, but it IS balanced, I believe. :)

Break throw ties by the following methods:

1) The person with less life gets the throw.  Make ticking easier when behind then ahead, unless you outrange your opponent, which all good tickers do anyway. :) This will uually be what happens.
2) Failing that, the player who got thrown last that match gets the throw. You win with a throw, then the other person gets to open with the throw.  This will not be uncommon with throw happy players.
3) Failing that, give super throws priority, then command throws.  The more difficult a throw is to enter, the better priority it should have.  Can happen some at the start of a match.
4) Failing that, give Zangief the throw.  :) Throwing is his schtick, and he deserves a little extra throw priority. Can happen at the start.
5) Failing that, the person with the smaller throw range gets the throw.  If the person is too silly to out range the counter thrower in this case, the other person deserves two frames to throw.  Can still happen at the start, if it's not a mirror match.
6) failing that, break the tie randomly, because no other fair tiebreak is possible. (this can only happen for the first throw of the match with characters with idenntical throw ranges, if both life bars are equal)</description>
		<content:encoded><![CDATA[<p>I DO think the random throw tiebreaker is kinda stupid.</p>
<p>My suggestion follows. It&#8217;s not very simple, but it IS balanced, I believe. :)</p>
<p>Break throw ties by the following methods:</p>
<p>1) The person with less life gets the throw.  Make ticking easier when behind then ahead, unless you outrange your opponent, which all good tickers do anyway. :) This will uually be what happens.<br />
2) Failing that, the player who got thrown last that match gets the throw. You win with a throw, then the other person gets to open with the throw.  This will not be uncommon with throw happy players.<br />
3) Failing that, give super throws priority, then command throws.  The more difficult a throw is to enter, the better priority it should have.  Can happen some at the start of a match.<br />
4) Failing that, give Zangief the throw.  :) Throwing is his schtick, and he deserves a little extra throw priority. Can happen at the start.<br />
5) Failing that, the person with the smaller throw range gets the throw.  If the person is too silly to out range the counter thrower in this case, the other person deserves two frames to throw.  Can still happen at the start, if it&#8217;s not a mirror match.<br />
6) failing that, break the tie randomly, because no other fair tiebreak is possible. (this can only happen for the first throw of the match with characters with idenntical throw ranges, if both life bars are equal)
</p>
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		<title>by: Alex</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164972</link>
		<pubDate>Wed, 18 Jun 2008 14:51:20 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164972</guid>
					<description>Mr.  Sirlin,

How are things going with production?  I haven't seen any new articles/updates from you on SSF2T-HDR.  Nor have I seen any new pictures or footage posted on the web.  I was just wondering how things were going?

Also, I was wondering what you thought about the 16 character line up in SF4.</description>
		<content:encoded><![CDATA[<p>Mr.  Sirlin,</p>
<p>How are things going with production?  I haven&#8217;t seen any new articles/updates from you on SSF2T-HDR.  Nor have I seen any new pictures or footage posted on the web.  I was just wondering how things were going?</p>
<p>Also, I was wondering what you thought about the 16 character line up in SF4.
</p>
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		<title>by: Tim</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164820</link>
		<pubDate>Wed, 18 Jun 2008 03:29:54 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164820</guid>
					<description>Hey Sirlin,

This game looks really good.  Congratulations on getting all of this done.  But please, for the love of God, change Guile's voice back to how he's supposed to sound, which would NOT be like how he sounds in SSF2T.  I mean, seriously, I would not buy this game if you did all of this work and STILL kept his &quot;girly man&quot; voice.</description>
		<content:encoded><![CDATA[<p>Hey Sirlin,</p>
<p>This game looks really good.  Congratulations on getting all of this done.  But please, for the love of God, change Guile&#8217;s voice back to how he&#8217;s supposed to sound, which would NOT be like how he sounds in SSF2T.  I mean, seriously, I would not buy this game if you did all of this work and STILL kept his &#8220;girly man&#8221; voice.
</p>
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		<title>by: ren uriarte</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164580</link>
		<pubDate>Tue, 17 Jun 2008 04:49:14 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-164580</guid>
					<description>I have nothing to say about super street fighter but have you ever thought about making cap vs snk 2 available for 360 live market place so we can all throw down please were all waiting for that ps, 

or have you thought about making marvel vs cap 2 live with a bridge Id pay extra to play it live


well thanks for the new super streetfighter  it will kick ass

xbox live redog81 gamertag</description>
		<content:encoded><![CDATA[<p>I have nothing to say about super street fighter but have you ever thought about making cap vs snk 2 available for 360 live market place so we can all throw down please were all waiting for that ps, </p>
<p>or have you thought about making marvel vs cap 2 live with a bridge Id pay extra to play it live</p>
<p>well thanks for the new super streetfighter  it will kick ass</p>
<p>xbox live redog81 gamertag
</p>
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		<title>by: sonic boom!</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-159353</link>
		<pubDate>Sun, 01 Jun 2008 12:03:37 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-159353</guid>
					<description>Guile is the only character not to see a new special move since world warrior! Time for an upgrade. I always thought he should have an army roll of some sort. Maybe one that goes through fireballs on start up animation like boxers headbutt and performed with BF + kick.

This will help him against non-charge fireball characters and allow him to advance on screen while storing a charge when he performs the move.</description>
		<content:encoded><![CDATA[<p>Guile is the only character not to see a new special move since world warrior! Time for an upgrade. I always thought he should have an army roll of some sort. Maybe one that goes through fireballs on start up animation like boxers headbutt and performed with BF + kick.</p>
<p>This will help him against non-charge fireball characters and allow him to advance on screen while storing a charge when he performs the move.
</p>
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		<title>by: Aquashark</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-158353</link>
		<pubDate>Wed, 28 May 2008 20:11:25 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-158353</guid>
					<description>SF4 will hit the PC!
put SF:HD on Steam too!! :D</description>
		<content:encoded><![CDATA[<p>SF4 will hit the PC!<br />
put SF:HD on Steam too!! :D
</p>
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		<title>by: UberCyberBeast</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-157716</link>
		<pubDate>Mon, 26 May 2008 12:26:49 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-157716</guid>
					<description>Sirlin said: “The common request is to find some way to make back + short into Old Guile’s rapid fire kick.”

What about changing the lunging knee to down-back + short?
Obviously, this would make a flash kick immdediately after a lunging knee feasible, which might be a bad thing. . . .</description>
		<content:encoded><![CDATA[<p>Sirlin said: “The common request is to find some way to make back + short into Old Guile’s rapid fire kick.”</p>
<p>What about changing the lunging knee to down-back + short?<br />
Obviously, this would make a flash kick immdediately after a lunging knee feasible, which might be a bad thing. . . .
</p>
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		<title>by: Kurt W. Horsting</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155682</link>
		<pubDate>Tue, 20 May 2008 07:46:09 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155682</guid>
					<description>Its not so much reaction, but its planning.  Being a good guesser and figuring out attack patterns is a better way to keep you safe then just reacting to visual cues.</description>
		<content:encoded><![CDATA[<p>Its not so much reaction, but its planning.  Being a good guesser and figuring out attack patterns is a better way to keep you safe then just reacting to visual cues.
</p>
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		<title>by: NateTG</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155185</link>
		<pubDate>Sun, 18 May 2008 16:16:33 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155185</guid>
					<description>Single-choice reactions are much faster -- on the order of 180 ms, so if the overhead is the only mix-up then a player migth well be able to block it on reaction.   Looking around at www.shoryuken.com I haven't seen a whole lot that suggests that peole react more quickly than that, but, rather that technical player skill comes into play in the form of yomi, option-select type techniques, and methods for moving things into single choice reactions from multi-choice reactions.</description>
		<content:encoded><![CDATA[<p>Single-choice reactions are much faster &#8212; on the order of 180 ms, so if the overhead is the only mix-up then a player migth well be able to block it on reaction.   Looking around at <a href='http://www.shoryuken.com' rel='nofollow'>www.shoryuken.com</a> I haven&#8217;t seen a whole lot that suggests that peole react more quickly than that, but, rather that technical player skill comes into play in the form of yomi, option-select type techniques, and methods for moving things into single choice reactions from multi-choice reactions.
</p>
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		<title>by: Time Mage</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155144</link>
		<pubDate>Sun, 18 May 2008 12:19:09 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comment-155144</guid>
					<description>Yeah, if reaction was so important, some of us wouldn't do anything :P

As Claytus said, 380 ms is only the average reaction of an untrained eye. If you know what options Guile has after a SB, you can reduce that significantly. And if you can predict well, then it's even less important. The Guile player can apply Yomi, too, though ;)</description>
		<content:encoded><![CDATA[<p>Yeah, if reaction was so important, some of us wouldn&#8217;t do anything :P</p>
<p>As Claytus said, 380 ms is only the average reaction of an untrained eye. If you know what options Guile has after a SB, you can reduce that significantly. And if you can predict well, then it&#8217;s even less important. The Guile player can apply Yomi, too, though ;)
</p>
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