Sony appears to have patched it from firmware 4.06 and up. The adieu in the title appears to refer to bidding a farewell to the exploit rather than a codename for it ;-)
Phusion co-founder here (creators of the Passenger app server); just wanted to chime in and say that this article resonated a lot with our experiences with VCs and our ventures in open source. Even down to the "lifestyle business" remark. Like OP, I'd encourage first-time founders to talk to VCs when starting out just to get an idea of how they perceive your business. Yes, even if you don't plan on raising. You may walk away learning a thing or two :-)
As for RethinkDB; we loved it, and even wrote an article about it a few weeks ago, outlining how it could be awesomely used with Rails 5 [1]. Having tried to bootstrap a company solely around an open source product ourselves as well[2], we can't help but share their pain here a bit. For instance, and I'm just going on what OP has shared about RethinkDBs business model, we tried to build our business solely on support contracts initially too. That didn't work out great for us.
And it kind of makes sense if you think about it: the support contract is available in case your software is failing during critical operations, yet your main efforts in product improvements are to minimize those chances. So you may have two conflicting interests, and I think you will find yourself having a hard time satisfying both. Through product improvements, you're basically minimizing the probability that such a support contract is needed. That might make it more enticing to only get the contract whenever you actually really need it, and that moment might never come. Especially if you consider how many hoops customers have to jump through to procure something within the enterprise. I can imagine something similar happening for RethinkDB.
This was an important realization for us though: rather than charge for the probability of problems, consider charging for the product's merits instead. As much as it pained us to introduce a closed source premium version of Passenger a few years ago to do this, I can confidently say that it was the best choice we could have made for our open source users as well; it allowed us to have a sustainable income and allowed us to rapidly improve Passenger's open source core alongside the closed source version as well. So even though I commend OPs determination into keeping things strictly open source, I'd encourage him to look into a hybrid option as well. We wouldn't be around here today as a company if we didn't.
Lastly, seeing as OP is a fellow bootstrapper and a fan of Basecamp as well, I think Jason Fried put it best when it comes to VC monies: "if you start out by raising money, you get good at spending money, but if you start without money, you get really good at making money", or something like that :-)
As for (former) top tiers: you're forgetting Yang ;-) He was considered top tier in Arcade Edition too, and was nerfed considerably in Arcade Edition 2012 to the point many thought he was not tournament viable anymore. The game gradually went from favouring defensive characters to rush down characters, and now with Ultra Street Fighter 4, back to zoning/footsie characters: I believe Ultra Street Fighter 4 has seen the most diverse top 8 in tournaments (see Evo for example) from all iterations when it came to characters, which makes me believe that it is currently balanced quite nicely, meaning that almost all characters have a good shot at winning a tournament. Well, except for maybe Dee Jay, Honda and Dhalsim unfortunately.
For those wondering why there have been so many iterations of Street Fighter over the past few years: aside from introducing new mechanics and characters, SF has been "broken" a few times in the past with the discovery of so called un-blockable setups. These unblockable setups caused hitboxes to overlap in such a way that it would leave your opponent in a state where he/she could do nothing other than to get hit with an the attack. The only way to block it was to do it frame-perfect, which is incredibly hard to do considering the game runs at 60fps. Especially under tournament pressure :)
It was broken again with the discovery of so called vortex setups, which kept your opponent in constant 50-50 guessing state after being knocked down: will the attack hit from the front or back? It wasn't uncommon for even the aggressor to not know what side it would hit. A vortex like that could easily lead to stun, and a subsequent KO if you guessed wrong for more than 2 times. Talk about unforgiving right? ;-) Characters like Ibuki and Akuma benefitted strongly from this and almost allowed for autopilot gameplay. No fun if you were on the receiving side indeed.
In an effort to combat gamebreaking setups like unblockables and vortexes, Ultra Street Fighter 4 introduced the delayed wakeup mechanic which allowed you to mess up the timing of your opponent if they tried to do a vortex/unblockable setup. It's kind of a lazy fix, as I think it'd been better to just fix the hitboxes. Even though it does a decent job at combatting these setups, it also considerably slows down the pacing of the game as well.
As the article shows, some characters do better against other types of characters: zoning characters have historically been able to do incredibly well against grapplers for example by playing a keep-away game. Grapplers on the other hand generally tend to have the advantage against rushdown characters, and rushdown characters usually are able to blow up zoning characters. Considering that the game has been out on the market for a while, it shouldn't come as a surprise that most tournament players are able to play 2 or more characters from different "archetypes" at a high level. This "counter-picking" was historically frowned upon and considered a "cheap" move, but I believe it has become more accepted as of late due to bigger prize pots coming into play in tournaments.
I've unfortunately been able to infer how the article factored in some character specific strategies: divekicks can generally be mitigated with a fast standing jab for example, and some characters are prone to longer combo's due to larger hitboxes. It'd be interesting to see how this would affect their model as it is something that I think matters in matches: Dudley is able to do an extended bread and butter combo for example on Balrog(boxer)/Abel, which leads to not only more damage, but also more stun.
After playing the SF4 series for over 6 years, I still thoroughly enjoy playing this game in my spare time and in tournaments. I was pleasantly surprised to find out that some fellow startup founders coughTobi Lutke from Shopifycough are incredibly good at the game as well, and can't wait for them to improve the net code in Street Fighter 5. Probably has to do with being competitive I guess ;)
Great and insightful write-up nonetheless!