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Super Street Fighter 4 devs discuss Guile, Dhalsim and old boss characters

Posted by Jonathan 'Catalyst' Grey • April 5, 2010 at 10:42 p.m. PDT
Super Street Fighter 4 devs discuss Guile, Dhalsim and old boss characters The Japanese Super Street Fighter 4 development team have chimed in with another entry that was translated by Azrael.

This week they discuss tweaks to Guile, Dhalsim, Balrog, Vega, Sagat and M. Bison.

Hello everyone. This is Tsukamoto.

All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!

And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!

This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.

Let's get right into it - please tell us about the adjustments for Guile.

Okada:
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.

Sano:
We also worked on his offensive priority quite a bit.

Okada:
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.

Combo functionality... which means we can juggle after it?

Okada:
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.

Tsukamoto:
We've also made some corrections to his combos.

Okada:
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.

What about adjustments to his special moves?

Okada:
Guile is all about the Sonic Boom. But in SF4, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though his Sonic Boom is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.

What type of move is his new ultra, Sonic Hurricane?

Okada:
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.

Sounds like Guile's been buffed up.

Okada:
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.

Tsukamoto:
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.

Sano:
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ... And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.

Okada:
Jump Hard Kick, Standing Hard Punch, Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.

Next, tell us about Dhalsim's adjustments.

Okada:
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in Super Street Fighter 4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.

Sano:
Isn't he the only character who hasn't had some kind of numerical reduction?

Okada:
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in Super Street Fighter 4 I think that will be a better fight for you.

(*Azrael's note: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting SSF4 to increase this number, so "turns" probably refers to this.)

Many people wanted the his Yoga Fire to be sped up...

Okada:
We haven't changed the speed of Yoga Fire, but EX-Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.

What type of move is his new ultra, Yoga Shangri-la?

Okada:
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.

Sano:
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.

Now then, please tell us about Balrog's adjustments.

Okada:
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in Street Fighter 4. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.

How about his new ultra, Dirty Bull?

Okada:
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.

Now please tell us about Vega's adjustments.

Okada:
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (Down-Toward + Medium Kick) was a high attack, but in SSF4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in SF4, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.

Sano:
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his Medium Punch Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.

How about his ultras?

Okada:
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX-Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.

Many people feel that Vega isn't quite as agile as compared to his Street Fighter 2 version...?

Okada:
Really though, in SF4 Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.

There were also a lot of opinions that his claw throw-away move came out too easily.

Sano:
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.

Well then, now tell us about the adjustments to Sagat.

Okada:
Sagat was well known as a strong character, and we on the development team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his Jumping Medium Punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.

Sano:
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.

Okada:
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" (Angry Scar) uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.

Sagat was called the strongest in SF4 - what do you think his position is in SSF4?

Okada:
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.

Sano:
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.

What type of move is his new ultra, Tiger Cannon?

Okada:
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.

And finally, tell us about the improvements to M. Bison.

Okada:
I think there are a lot of skilled M. Bison players in SF4, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.

The usage of Psycho Crusher?

Okada:
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in SF4, but now you can use it on wakeup to give Bison an advantage.

Are there any other areas that have been changed?

Okada:
We've improved the EX-Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.

What kind of move is his new ultra, Psycho Punisher?

Okada:
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help M. Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.

Do you have a message to everyone looking forward to playing the game?

Okada:
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings i.e. the World Warrior bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.

Tsukamoto:
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.

See you next week!

Comments

JJOR64 said on April 5, 2010 at 10:56 p.m.

Glad to see Vega is getting some buffs.

#1
Jarkyttaa said on April 5, 2010 at 10:59 p.m.

Love the reduced charge times on SB. Can't wait to see some combos you can make in SSFIV with SB cancels, especially with the spin knuckle.

#2
sabrewulf said on April 5, 2010 at 11 p.m.

sim needed that buff, and guile well every guile mainer knows that this is exactly what he needs (except for the charging time)

#3
NA said on April 5, 2010 at 11:05 p.m.

I hope this will finally satisfy the Guile fans.

#4
VanillaSF4 said on April 5, 2010 at 11:13 p.m.

yup.

guile's gonna be havin fun now knockin all those smug looks from those faces. :)

#5
Unabel said on April 5, 2010 at 11:15 p.m.

Here that? Guiles mid tier now. MID TIER. Hopefully the crying will stop

#6
SnakeX said on April 5, 2010 at 11:17 p.m.

The changes to Guile and Vega are good to hear. Whether or not these changes are enough to make them not suck remains to be seen, but I'm going to stay optimistic.

#7
jgunz said on April 5, 2010 at 11:20 p.m.

now this is real info. all gud news not i understand all these.

#8
corybell said on April 5, 2010 at 11:22 p.m.

Happy that Bison got good buffs. Guile needs more work imho. Sagats in a good place now. I hate him, but I didn't want actual Sagat mainers (the people who are actually good as him, not cheap bastards.) to be left out, so Im glad they didnt nerf him to bad, but instead buffed the others a tad bit.

#9
duckmouth said on April 5, 2010 at 11:22 p.m.

I can't wait to try out the new and improved Vega! I don't expect him to be the best character in the game, but anything that moves him closer to mid-tier is very welcome.

I imagine I'll be sticking with Bloody High Claw, which is kind of a shame (buying new game but playing it in almost the same way as the original).

#10
Makavelo said on April 5, 2010 at 11:24 p.m.

Guile getting some serious improvements !

#11
cyclo said on April 5, 2010 at 11:32 p.m.

'High Kick (Down-Toward + Hard Kick) -> can juggle after it with EX-Flash Kick'

It's already worked in SF4.... what is etc.? Ultra or sc or air throw?

#12
Ex_Ein said on April 5, 2010 at 11:35 p.m.

Gaygo read the last sentence before "see you next week"....

anyway I can't wait to hear what they did with Abel and I love how they dodge the question of agile in SF2 compared to SF4 to "oh well he's the most agile in SF4"

#13
duckmouth said on April 5, 2010 at 11:40 p.m.

Also, they should have kept in Guile's cancellable! I would have pissed myself if someone was whaleing me out and whipped out the sunglasses mid-combo.

#14
Duder said on April 5, 2010 at 11:50 p.m.

Guile fans seem to be insanely vocal about wanting buffs.

I'd honestly like to hear some stuff about Fei Long.

#15
Burn said on April 5, 2010 at 11:53 p.m.

Yeah, I would give someone crazy respect if they whipped out the glasses during a combo. Especially if it was during a tourney. Finally we get to hear about Akuma next week. They probably won't say too much about him though. Need moar Fei Long!

#16
THTB said on April 5, 2010 at 11:59 p.m.

These changes are exciting. :)

Can't wait to hear the rest of the changes.

#17
MetabolicFrolic said on April 6, 2010 at 12:04 a.m.

Good, good stuff about Guile! I am happy with what they talked about. Stronger normals and faster Booms. All good!

#18
JumpMan33 said on April 6, 2010 at 12:05 a.m.

I'm surprised they didn't list any changes to balrog other then fixing some shortcut inputs. Then again, i guess he didn't really needed many changes.

#19
xShonuffx said on April 6, 2010 at 12:05 a.m.

So hopfully people crying about Guile will well, stop crying, he's got a lot of good stuff here.

#20
Jaf said on April 6, 2010 at 12:05 a.m.

I hope d/b HK to Sonic Hurricane works

#21
yes4me said on April 6, 2010 at 12:19 a.m.

That was a great post. Very interesting.

#22
OIIIEGA said on April 6, 2010 at 12:24 a.m.

Oh my dear Guile. I knew you would get taken care of eventually...

#23
DSledge said on April 6, 2010 at 12:25 a.m.

Guile has better priority on his normals and faster sonic booms? That's awesome. Plus his tough links do more damage it looks like, which is great. The only thing else I can really ask for is better priority on flash kick as a anti-air, and shorten it's recovery time, one of the two.

But I'm a pretty happy camper.

#24
WTF said on April 6, 2010 at 12:27 a.m.

.......have they even LOOKED at his flash kick?

I mean SERIOUSLY. LOOK AT IT!

#25
JamRock said on April 6, 2010 at 12:38 a.m.

Finally all the guile mainers will stop crying and bashing capcom they got what they asked for so they should me happy...but I think he will still suck cause everybody is getting buffs also so if he struggled with characters before they got buffed he might struggle the same if not more because of character buffs all in all I'm glad every character is getting buffs and nerfs to make the game more fun and competitive

#26
derpsauce said on April 6, 2010 at 12:39 a.m.

"Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom."

Uh.. these are already possible in SF4 aren't they?

Failure.

#27
General_Awesomo said on April 6, 2010 at 12:46 a.m.

Cool changes for Vega. Wouldn't it be cool if Piece of Mercury (his overhead) knocksdown? Since it has some a negative frame disadvantage. Finally, somebody called out Capcom regarding Vega's agility in SF4. Their response was weak. Sure, blame it on Vega's tall stature. I would like to find out the new combo possibility with his improved Bloody High Claw and his new Splendid Claw.

#28
joker101 said on April 6, 2010 at 12:52 a.m.

@29: Yes, they are. At 0:36 of gilley's new Guile combo vid. Again at 1:09.

http://www.youtube.com/watch?v=eyxrT9...

Seems odd that he mentioned that. Then again, I've never seen a Guile actually do that in a match before.

Good info overall though.

#29
akillyz said on April 6, 2010 at 1:03 a.m.

so pumped for vega :D this news made me jizz my pants!

#30
tommyjesus said on April 6, 2010 at 1:03 a.m.

they really needed to buff guile, but his sonic boom? really? he's gonna win fireball wars now??

haha, i'll take it though. surprised; seems they buffed guile more than i was expecting!

#31
NobleEskimo said on April 6, 2010 at 1:07 a.m.

Guile FTW!!

#32
maniacman said on April 6, 2010 at 1:26 a.m.

That's all thy had to say about Bison?? :(

#33
SoundwaveButcher said on April 6, 2010 at 1:37 a.m.

criers gonna cry

#34
irrenmann said on April 6, 2010 at 1:37 a.m.

These changes sound smart. I look forward to seeing how they play out—especially with Vega, someone with whom I already had a measure of success.

#35
chickenwings said on April 6, 2010 at 1:40 a.m.

Nice quick over view but im hoping theres more to this. Some characters needed alittle more then what they have listed(ie flash kick fixed, hooligan throw grabing crouching players etc). Im really hopeing for a more balanced/agressive game this time out.

#36
ZeroShift said on April 6, 2010 at 1:44 a.m.

YAY GUILE!

#37
Qurest said on April 6, 2010 at 1:54 a.m.

Hope they stop whining about guile now for once, Imo he was already a fine character..
Cheap, but fine. To be fair, he didn't need any buffs. Not any at all.

Besides, I will laugh seeing how all the Guile players will bash the f**k out of the Ryu fan's cause of the improvements he recently Received.

I honestly feel sorry for the Ryu players, he needed some tweaks, yeah. But all the nerfs combined together has made him an empty useless shell, Atleast from what we've read so far. Exceptions can be made when the game is finally released, but for now..

Coming from an abel player.

#38
Guile said on April 6, 2010 at 2:08 a.m.

Guile players have been vocal at places but our requests were pretty humble. I one of the complainers about Guile. I compromised to the point where i didnt even mind if Guile stayed low tier AS LONG as his worst matchups (like his several 3-7 matchups, which ive mentioned a million times) were corrected. Thats all I needed.

But man does it appear I got more than i bargained for. At the same time it feels like its what Guile deserved.

Not only does it seem like Guile's worst matchups are prolly fixed, but hes been raised up to middle tier at least? This seems believable when reading the details (comboble SH, faster recovery SB, other more comboable moves, etc).

o ya ill shut up i guess.

#39
VanillaSF4 said on April 6, 2010 at 2:22 a.m.

ladies and gentlemen,

may i present the new ryu anthem

http://www.youtube.com/watch?v=zxtn6-...

the shoto army will prevail.

#40
VanillaSF4 said on April 6, 2010 at 2:27 a.m.

he just needs some of invincibility restored to his SRK.
(judgement based on the italian ssf4 yt playtest)

#41
Syliander said on April 6, 2010 at 2:29 a.m.

@29

Jeah, I think that is really funny. Those are my main weapons with guile, in sf4, and they says its a new thing. XD

#42
Bolton said on April 6, 2010 at 2:31 a.m.

Sagat is still 1st or 2nd... lol I doubt it but when they say it I just facepalm. ):

#43
JrockEclipse said on April 6, 2010 at 3:02 a.m.

Sano: So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.

And that's what its all about!

Sagat FTW

#44
Smorgasboard said on April 6, 2010 at 3:15 a.m.

I got the impressions that the Flash Kick was always meant to be weak. Sorry, but that's that way things are sometimes. It's not like he didn't have any other AA to begin with though.

The DownFront + Roundhouse probably juggles like Sagat's Forward + Roundhouse. Maybe you can string two together now.

#45
guy22 said on April 6, 2010 at 3:31 a.m.

finally i can stop reading angry comments from guile fans WHENEVER a change log appears

#46
riku45 said on April 6, 2010 at 3:50 a.m.

most of the stuff they said about guile is already in SF4 :P

#47
KilerG2000 said on April 6, 2010 at 3:57 a.m.

@Qurest and all guile haters....

It seems like you are all babies... yes we are happy that we are receiving some guile buffs as it appears but to start judging who is useless now (@Qurest ryu being an empty shell) and who is not is an act of either a noob, hater or a pure idiot since nothing will be somewhat clear until at least two months after trying the game and experiencing the different match ups intensively.

so all u haters shut the fugg up for now I beg of you.

#48
KilerG2000 said on April 6, 2010 at 4:02 a.m.

@Qurest and by the way his abel match up is one of his few fair match ups... thats why u poorly judge accordingly.

seems like u got ur azz whipped from average guile players too many times.

#49
Gutter_Trash said on April 6, 2010 at 4:04 a.m.

I don't think Sim needed a Buff he was already really good. If he's in the hands of a good player then he's top tier IMO but, if he's in the hands of a bad player then he really really sucks and you can't fluke out wins. If you're going to buff up Sim then why not Viper?

#50
Super_Shoto_Fighter_4 said on April 6, 2010 at 4:12 a.m.

Well deserved buffs for Guile and Vega.

#51
ssbigdaddy76 said on April 6, 2010 at 4:44 a.m.

DANG IT! I was kind of looking forward to abandoning Guile and trying out other characters. However, after reading this I can't be playing as any other characters and not think... I really should give him a chance. He just went from an old friend that would be kind of awkward to talk to now and again, to a top competitor for my main. Btw, I firmly believe that the sunglasses are a buff move. Much like how Vega takes his mask off he gains damage output. (I'm pretty excited about the Vega buffs too)

#52
KanyeWest said on April 6, 2010 at 4:46 a.m.

@53

are you retarded?

#53
ssbigdaddy76 said on April 6, 2010 at 5:11 a.m.

Oh, and people wondering about the Guile's down-forward fierce having juggle capabilities, it always has... BUT, it would whiff if there was even a bit of distance. So, using it in a combo is actually more viable.(You could actually use it in combos on SFIV for the ipod. Yeah, I bought it. lol) I still find it to be a waste of meter, unless they make both hits of ex-flash kick hit, but I won't complain about any changes for the better.

#54
ScytheWP said on April 6, 2010 at 5:13 a.m.

"Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this."

I love hearing that about Balrog.

#55
guile_makoto said on April 6, 2010 at 5:32 a.m.

Hey maybe guile can do like balrog now you know like head butt to ultra guile can do flashkick to ultra 2 the same balrog does it because he did say it could be comboed into and I hope he doesn't think super to ultra 2 is combo it is but who has a super with guile when we always chucking sonic booms all over ther place

#56
guile_makoto said on April 6, 2010 at 5:34 a.m.

Hey maybe guile can do like balrog now you know like head butt to ultra guile can do flashkick to ultra 2 the same balrog does it because he did say it could be comboed into and I hope he doesn't think super to ultra 2 is combo it is but who has a super with guile when we always chucking sonic booms all over ther place guile can wins fireballs war yahh guile still going to be my second makoto taking over but it feels good that little by little guile going to be back to his god like status like no jumping in on guile

#57
SedoSan said on April 6, 2010 at 5:38 a.m.

"Sano:
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong."

Well, I feel the same way with Balrog, I feel like he's the one who won, not me. Last tournament I won was with Balrog. But I didn't really feel satisfied. I did have a hard match against a Sagat, but thats almost it.

Balrog's rush game is too great and his headbutt almost never hit trades. So you have to be extremely careful against him. All his ex-moves are throw-able (excluding HB), thats a good thing, but a good balrog will never rush in that way.

Coz of how strong Balrog is, I changed my main to Viper, since she's really rewarding, not to mention the hardest in the game, but seriously, My match-up against Sagat players are easier than against Balrog players.

Balrog got a couple of bad match-ups against sagat and Zangief, though he can deal a little with gief, but i think he should be tweaked a bit. His jump-in roundhouse is too good, I think even better than Sagat's jump-in strong.

His forward punch has really good recovery (3 frames) on block, if they make it 4 frames, most players start jab with 4 frames, except for very few.

I wont mind his headbutt -> ultra, coz this makes ultra hits for much less. But if they at least make his headbutt easier to hit trade.

Just clarifying, I used to main Balrog, and I still play him, but I think he need some tiny nerfing. Thats it.

#58
Eventhubs31 said on April 6, 2010 at 6 a.m.

#62, I completely agree with you...Viper is a solid character, why add buffs to her? Although maybe she does needs it... Idk..It could be that since all the game's characters have been tweaked, she needs to be tweaked too.. Whether to be buffed or nerfed depends on the game's balance itself and Capcom would have to decide that themselves.

#59
sbeast64 said on April 6, 2010 at 6:08 a.m.

Guile and Dhalsim got buffed.
Sagat got nerfed.

Thankyou Capcom!

#60
juxtapose said on April 6, 2010 at 6:30 a.m.

Yaaay! Now all the whiners can STFU.

#61
Eventhubs31 said on April 6, 2010 at 6:42 a.m.

@juxtapose LOL!.. But the whiners realy did have something to whine about in SF4, Guile...He was just too weak to be appreaciated and used... Hopefully Guile will be better.. Btw, I am a Chun-Li player and i can't play online...Not for this month at least.. My XBOX LIVE..I canceled it to get some better income first lol

#62
SmoothJK said on April 6, 2010 at 7:10 a.m.

As a Guile player, I will shut up now. I think some of the complaints and requests were legit, but from what's written here, I am definitely satisfied.

(Assuming it's true...you never know with Capcom.)

#63
capetusco said on April 6, 2010 at 7:13 a.m.

nice! really nice. vega r0cks.

PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!
PLEASE SPEAK ABOUT CAMMY!

#64
Eventhubs31 said on April 6, 2010 at 7:14 a.m.

@capetus,co,#69,Patience is a virtue,young man... LOL!

#65
juxtapose said on April 6, 2010 at 7:24 a.m.

@66

The problem was not the people who wanted buffs for the weaker characters, it was the people who believed the initial reports that there were no buffs at all for those characters and did nothing but say they would never play SSF4.

@62

I think he was lumping them together because they're harder to play at high levels. He's right, but I definitely agree that they're apples and oranges.

Dhalsim is hard to play at high levels because his damage output is low and unless you play a perfect game, you're screwed, and Viper is hard to play because she is just complex. There's a difference.

#66
chickenwings said on April 6, 2010 at 7:26 a.m.

@sedosan

honestly when it comes to balrog the only thing i really feel they needed to tone down was his jab, but at the same time they need to improve his low rush punch. Make it come out faster like it used to in turbo along with speeding up his overhead so he would have an actually mix up instead of just mashing jab and hopeing to counter hit someone and combo(the problem is that works lol).

#67
RandomJohn said on April 6, 2010 at 7:35 a.m.

Less charge time for his sonic boom? Really? Guile has already have enough normals to play keep away. Does he really need an improvement on one of those moves?

#68
Jarkyttaa said on April 6, 2010 at 7:41 a.m.

Dhalsim will probably get more popular on the tournament scene, but I doubt we'll see many more during online play. Especially with 10 new characters, I doubt someone is going to move from a vanilla fighter over to Dhalsim because of these changes. Even with his increased (proportional) damage, you still need to play a very patient and consistent game to win. I mostly hope that the head drill will be much safer on block. Having more options for mixing up your movement game while in the air will be more than welcome, especially if teleport, head drill into a small block string will be possible (as long block strings will never be part of Dhalsim's game).

#69
Jarkyttaa said on April 6, 2010 at 7:44 a.m.

@RandomJohn The charge time reduction is likely to give him move viable combos once he's in close (which he had a hard time with), as you'll be able to throw SB's into the middle of combos more easily. Since his flash kick will still likely suck, hopefully sb aa will be more viable and consistent.

#70
Artiskan said on April 6, 2010 at 7:49 a.m.

Glad to see all the adjustments with these characters....my vega will be even more deadly than before...i hope that his scarlet terror will be a bit more useful this time around...

#71
Stingah said on April 6, 2010 at 7:53 a.m.

Does that mean that other charge moves now have a shorter charge? It should be across the board, right?

#72
Eventhubs31 said on April 6, 2010 at 7:55 a.m.

Vega will be better for sure.. And then I will use Chun-Li and do a Hadouken and ask Vega to smell my butt! Lol!

#73
Bibuki said on April 6, 2010 at 7:55 a.m.

@77

charge reduction for Guile only, and probably only for SB, but it's not mentioned

#74
Ixion said on April 6, 2010 at 8:23 a.m.

(About Guile High Kick (Down-Toward + Hard Kick) "Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom."

What kind of idiot of a f*ckdog is this?

#75
Amar said on April 6, 2010 at 8:25 a.m.

@ 61 Balrog was a character that was good in vanilla SF4 and close to being great. Balrog has upperbody invincibility only on his buffalo headbutt. You've tripped him or ground combo'd him out of it more than you know. He will just be a shadow in SSF4. Most everyone who played him will be flocking to Dudley.

#76
anti_nelaelu said on April 6, 2010 at 8:28 a.m.

they shouldn't nerf sagat...

#77
Sakura said on April 6, 2010 at 8:35 a.m.

THANK THE LORD, NO MOAR GUILE CRYBABIES!!!!!!!!

#78
Jarkyttaa said on April 6, 2010 at 8:43 a.m.

Besides the fact that they're both boxers... there really isn't too much in common between Balrog and Dudley, and I don't really expect a mass exodus between the two. Dudley is pretty much a pure rush/momentum character, where Rog is much more about burst damage and chip damage in an otherwise defensive game.

#79
radica said on April 6, 2010 at 9:02 a.m.

#84

Balrog - Opportunist/Momentum
Dudley - Pure Rushdown

#80
Shadaloo_Angel said on April 6, 2010 at 9:13 a.m.

Seriously, Psycho Punisher is one of the main reasons I'm buying this game! \m/

#81
griever2000 said on April 6, 2010 at 9:31 a.m.

**NOT COMING FROM A GUILE PLAYER**

could everyone stop saying: no more guile crybabies yay etc...

it's getting annoying. Seriously.

and I hope they talk about Rose next week. I've heard she got some buffs but I would like to know where. And apparently her backdash got nerfed ???? :/

#82
OIIIEGA said on April 6, 2010 at 9:38 a.m.

This IS coming from a Guile player.

It's so funny, all these people calling Guile users crybabies. I think that they are mad at the fact that now I'll be able to beat their faces in much easier. As will *most* Guile players, ( the good ones ).

:)

#83
juxtapose said on April 6, 2010 at 9:39 a.m.

@87

No more Guile crybabies! YAY!

#84
deteknician said on April 6, 2010 at 9:41 a.m.

#40 and anyone who thinks that Ryu will stink: you're the dumbest people on this board and you know nothing about this game. You have to be complete scrubs.

Better booms for Guile? I don't think that's what he needed. He needed a better flash kick and easier links. The damage buff is also really good. We didn't know how to use the down-forward kick? WTF are these dummies talking about? No, we did it just sucked ass so nobody used it.

Happy for all Vega and Sim players, Vega especially should've been much better.

#85
SteadiestShark said on April 6, 2010 at 10:01 a.m.

Ok, Guile's going back on my Main squad - along with Ken and Cody.

I was gonna demote Guile to secondary but these buffs look really nice. I'm especially liking the reduced Sonic Boom charge time - it was way too freaking long in vanilla SF4 (probably due to the ridiculous stage width, despite the fact his projectiles rarely go full-screen).

#86
BedtimeShoryuken said on April 6, 2010 at 10:01 a.m.

great news for us Vega players, i'm happy and all but...

...i gotta wait another week to hear about Cammy changes? :(

#87
Jarkyttaa said on April 6, 2010 at 10:04 a.m.

I was hoping they'd increase the stun on Dhalsim's normals, but I guess that was hoping for too much. I'll take the increased damage, but I could already get perfects on several characters without ever triggering a dizzy. Plus, in SSIV most characters have the same or less health, so dizzying will be even more rare.

#88
Joseph said on April 6, 2010 at 10:53 a.m.

Can't wait to play this game...

#89
NightmareBooster said on April 6, 2010 at 11:18 a.m.

@OIIIEGA:

Guile already beat Bison for free. Psycho Punish doesn't help Bison in that match-up, as it's far too slow (or Guile's SB recovery is far too fast). The same is true for the EX Psycho Crusher.

Still, as long as Guile players rely on his Flash Kick instead of using his air throw and normals as anti-air, I'll have a chance. ;)

#90
NJCU said on April 6, 2010 at 11:25 a.m.

Im glad Dhalsim was not nerfed; Sim is my main and let me tell you, winnin with him requires a very high degree of precision; ONE error against a good player and you are dead. XBL Deus Le Volt

#91
RyuSpirit said on April 6, 2010 at 11:34 a.m.

NO
MORE
GUILE
CRYBABIES!

#92
JerseyFame said on April 6, 2010 at 11:35 a.m.

(About Guile High Kick (Down-Toward + Hard Kick) "Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom."

You can already do this in the first game...you made his combos more damaging?

Great they are still1 frame links thus impossible to do against a mashing shoryuken scrub.

These arent legit buffs at all by any means.

2 frame links, better recovery on flash kick is a buff.

Less charge time on sonic booms is the only buff they mentioned.

LEARN THE GAME BEFORE YOU CELEBRATE. GUILE ONLY GOT 1 BUFF IN THIS ARTICLE.

#93
SteadiestShark said on April 6, 2010 at 11:38 a.m.

@ 98

Easy for a Ryu player (if your name accurate) to call Guile players crybabies for having to fight such uphill battles all the damned time...

#94
SteadiestShark said on April 6, 2010 at 11:42 a.m.

@ 99

I agree about the whole link thing. Having EVERYTHING as a one frame link is kinda ridiculous. These damage buffs better be freaking worth their difficulty...

You're also right about that High Kick thing - I just hope they've made normal Flash Kicks combo among other things.

Still, all that aside - they say they've buffed his normals.

#95
Ztv said on April 6, 2010 at 11:50 a.m.

i can't stand vega.

does this mean i have to actually bother learning match ups?

lame

#96
shannaro1992 said on April 6, 2010 at 11:51 a.m.

For those of you who want to hear about the changes of Cammy, Fei Long, and the other SFIV console characters, we'll probably have to wait for the week after they discuss about the adjustments for Abel, C. Viper, etc.

#97
Her0 said on April 6, 2010 at 11:56 a.m.

Hoping they buff C. Viper's thunder knuckle (the uppercut one). I play against Minicree all the time and even if he knows I'm going for a dp, there is nothing he can do about it since it beats everything he has except blocking. Happy about the Guile changes. I just got into using him in SF4, so maybe my transition will be a little more smooth in Super.

#98
Johasthan said on April 6, 2010 at 11:59 a.m.

mmm... I hope Guile buffs are a bit better than it seems by the devs comments. If Down-Toward + HK can be linked from other attack and/or can juggle with something more, not only with EX-Flash Kick (like Sonic Hurricane Ultra II for example) then the buff is great. Otherwise there is no buff (Guile can already do all that in SF4)

I would be happy if charge time adjustements are for all his specials and ultras and if his links are easier to do.

Anyhow, I'm going to main Guile again, specially seing the nerfs Sagat and Ryu are going to recive.

Oh, and Vega(Claw) changes sounds good(on paper at least)

#99
BADS said on April 6, 2010 at 12:28 p.m.

El Fuerte and Gouken adjustments next week yay!

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