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Behind-the-Scenes: Rebalancing Super Street Fighte

Mar 07, 2008 // s-kill

This is part seven in an extended series of articles from David Sirlin , detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous 6 articles can be found here . This week’s article focuses Balrog ” What’s a kick? ” the Boxer. With Balrog near the top of the original Super Turbo characters, remixing him was more about putting a collar on some of his most brutal tricks while still keeping him competitive, fun, and, well… like Balrog! Balrog Balrog is generally considered to be tied for the best character in Super Street Fighter 2 Turbo (ST). Pretty much everyone ranks Balrog and Dhalsim as top, with some Americans adding in Old Sagat, some Japanese adding in Vega, and a few people claiming Chun Li. But there’s not much debate about Balrog (or Dhalsim) being top. The knee-jerk reaction is to nerf, nerf, nerf (that’s internet-speak for “reducing the power level” of something). I said in my first article that we would leave the top characters top, so it’s been quite a test of willpower to follow my own advice and avoid bringing down the hammer on Balrog. Before you read the actual nerfs, I’d like you to consider what might have happened. By far the most common suggestion for Balrog was to reduce his overall damage by about 20%. Almost everyone who said anything about Balrog said this. But reducing the overall damage of a character by 20% is mostly just another way of making him 20% worse, and does nothing to remove the tactics we’d like to tone down. So the good news for Balrog players is that he still does a whole lot of damage and is not a 20% worse Balrog. Throw Loops After Balrog’s headbutt hold, he can do a mixup where he either walks under the opponent (to get on the other side) or not walk under and say on the same side. He can threaten to do a low roundhouse from either side, resulting in a knockdown. This part is fine. He can also do a low forward or low strong and then attempt another throw, resulting in a loop. This part is too abuseable. As with Ken, it was a tough decision, but I think it‒s more fun if Balrog gets to keep his mixup, yet loses the power of a repeatable loop. His low strong, throw, low strong, throw sequence could be done from literally so far away that some characters cannot counter throw. The change is that Balrog‒s throw range is now shorter, and the first hit of the hold does less damage. The walk-under tricks still work, as do the throw tricks after whiffing a short dashing punch, but if you want to attempt a throw loop, you a) have to be close enough that your opponent might counterthrow and b) deal less damage when you successfully do it. Balrog‒s relentless offense is so good that a slightly worse throw game should leave him plenty powerful. Safe Attack, Safe Attack Another problem with Balrog is this sequence: low rushing punch, then jab headbutt. The low rushing punch is fast, damaging, must be blocked low, and is safe on block. The command for the move leaves him charged to immediately do a Buffalo Headbutt. So not only can you not hit back the low rushing punch on block, but if you even try, you will probably get hit by the headbutt (it‒s an invulnerable startup move, somewhat like a Dragon Punch). If you block the headbutt, it too is safe on block. And to make matters worse, he gets a huge amount of super meter for doing that sequence. And to make matters worse than that, he has the best super move in the game. Something has to give! I thought for a very long time about removing the ability to charge for a headbutt right after a low rushing punch (or some method of making sure you couldn‒t do those two moves right in a row). In the end, I have to say that the fun-factor of that sequence is good, and the problem is the safe-on-block jab headbutt. This feeling was corroborated when I asked multiple-time tournament champion and Balrog player Graham Wolfe what the most abuseable Balrog thing is. His answer, “Safe jab headbutt…and Daigo said so too.†(Note to Daigo: If you never really said that, I hold Graham Wolfe responsible!). The jab headbutt now has more recovery and can be hit back on block. To keep things in line, the strong headbutt also has worse recovery (and can now go through fireballs), but the fierce headbutt is not changed. All three headbutts also generate less super meter, and the less powerful versions of the turnaround punch also generate less super meter. Note that all the rushing punches generate just as much super meter as ever though. Super I think about Balrog‒s super a lot. It sits there taunting me, daring me to tone it down when I know that the rookie mistake would be to tone Balrog down too much. If I wake up with cold sweats about this in the middle of the night one more time, maybe I‒ll tone down the damage, but for now, it‒s as powerful as ever. The only two nerfs to it are: a) smaller super meter gains from turn punch and headbutt mean he can‒t get his super as fast and b) the first hit of the super is now possible to Dragon Punch. If someone is going to do the best super in the game at you—and you know it‒s coming—you should at least be able to Dragon Punch it. Turn Around Punch To be consistent with the rest of the game, this move can now be performed by pressing and releasing just two punches or two kicks, rather than three. We certainly don‒t want to allow Balrog to access fierce and roundhouse while he charges turn punches though, so we‒re working on a few possible solutions. I don‒t want to go into it because it‒s still in progress, but the bottom line is that pad players can use two buttons, the old three-button method will still work, and trying to do tricky stuff with the new two-button command won‒t get you much, if anything. In closing, Balrog remains incredibly powerful. His throw game is a bit weaker, but his throw tricks are still intact. His ability to generate super is a little worse, but the power of his super is still intact. His general ability to rush you down is also intact, as is his high damage, so I expect him to remain near the top. –Sirlin