
The Super Street Fighter 4 Development Blog was updated today, and although we don't have a full translation, here are some notes that have been translated by KTallguy, The Log Ride and Street11. Thanks to those we mentioned for their efforts and I'll be sure to update the post with a full translation as soon as it's available. Either way, this will give readers a good idea of some of the changes to these handful of characters.
UPDATE: Full translation now available from Azrael of SRK! Big thanks to him for once again coming through with the full translation!
Overall, it sounds like Guile and Vega received some subtle but potentially significant buffs with changes to certain move properties. There is also some new info on Dhalsim's game saying he is the only character who didn't receive any decrease in damage output, and some notes on Balrog, Dictator and Sagat that shouldn't be too new to anyone who has kept up with this stuff.
So what do you guys think? Will these changes really help these mid to low tier characters move up? Will the nerfs to Sagat be enough to bring him down to be more inline with the rest of the cast?
One more thing, I've uploaded some new screenshots from the Development Blog to our Super Street Fighter 4 Screenshot Gallery.
Azrael Development Blog Translation:
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 SFII, 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 S4, 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 (DF+RH), which many people didn't quite know how to use. In IV we intended for it to be an anti-air for when Guile doesn't have charge, but in S4 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.
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