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Q&A: Backbone’s Sirlin Talks Remixing Street Fighter II

It doesn’t seem to me that lowering the barrier of the move complexity is changing the strategy too much, because really, you’re just using the right move at the right time; it’s all about timing and strategy rather than complexity of input, right?

DS: That’s right. There’s still a lot of nuances of timing. One developer I worked with during the project, at one point said, that Cammy’s Dragon Punch move — call it a thrust kick or cannon spike depending on who you ask — is too good and has too high a priority. That was the claim.

I was playing as Cammy at the time, and he was playing as Fei Long, and later we switched characters so I was playing as Fei Long, and he said that Fei Long’s Flame Kick has too much priority, it’s like his Dragon Punch.

The thing is, the priority on these moves is actually about the same; I don’t have the frame stats off the top of my head, but I have a feeling that both of them are invulnerable for a certain amount of time, and both of them become vulnerable later.

It’s really about, did you do yours a little bit before mine or a little bit after? It’s all about those nuances in timing, and we’ll deliver there just as much as ever.

The whole article is here.

April 25, 2008   No Comments