0x09 Sagat

Goal of the Changes:

Turn him into a hybrid of Super Turbo's Old Sagat and New
Sagat. For example, his ability to special cancel normals will
be like Old Sagat, and his Tiger Hurtboxes will be like New
Sagat, to make throwing Tiger Shots more risky for him
(especially against characters with significant anti-projectile
tools like Jadoo and Emily).

-Sagat has a higher dizzy rate.

-Sagat has less defense. Yes, he's made out of kittens instead
 of tigers on the defense now!

-Sagat's sprites are re-indexed so that a 2nd palette entry is
 dedicated to his shorts stripe, like the Arcade version.

-Sagat's 3rd stance sprite is tweaked so that his arms sway
 downwards, like the Arcade version.

-Sagat now has his missing 4th stance sprite.

-Tweaked a foot tile map on the 2nd Air Reset sprite, and Tiger
 Uppercut's 1st recovery sprite each that was off by 1px.

-Head and Body Hurtboxes on his stance are adjusted in a way
 that more attacks can cause him to play his stand hurt high
 animations. A few of them include Guile and Chun-Li's Far
 S.HK, T. Hawk's Far S.MK and HK if they touch only Sagat's
 Head Hurtbox.

-Last walk sprite no longer sways backwards 1 pixel, to make it
 like the Arcade version and Special Champion Edition.

-Sagat now has a jump apex sprite that was missing.

-Inserted missing sprites for his standard knockdowns, and
 hitting the ground from a standard knockdown.

-Close S.HP's activation range is increased by 6px. I want to
 give him something to make up for what I did to his specials.

-Close S.HP has a 3 frame faster startup so it can be Special
 Cancelled, like in Super Turbo.

-Close S.HP does less damage (same as S.HK's 1st active part),
 like in Super Turbo. Compensates its ability to be Special
 Cancelled.

-Close S.HP does less dizzy.

-An unused sprite intended for S.MK & HK's startup and recovery
 is now used (his knee is in a higher position).

-S.HK knocks down.

-C.LP/MP's sprite alignments are corrected (was 1px too far
 forward and 1px too high up).

-C.LP and MP, and C.HP's active part use the same drop shadow
 as his crouching state, like in the Arcade version.

-C.HP starts up 1 frame longer, stays active 2 frames longer,
 and recovers 2 frames longer, replicating CvS2 Frame Data.

-C.HP's Hitbox is extended beyond his arm, but reduced 3px
 vertically.

-C.HP does less dizzy. Linking 2 medium normals into C.HP tends
 to score dizzies.

-The Body Hurtbox used on all Crouching Kicks is stretched a
 bit.

-The Foot Hurtbox used on Crouching Kicks' startup and recovery
 parts is stretched a bit.

-Fixed a slightly misplaced arm tile on his Jump Punch startup
 sprite.

-Jump Punch animations are updated to use his newly inserted
 jump apex sprite on their recovery frames.
 (Neutral J.LP stays active until he lands)

-Diagonal J.LP's 1st recovery frame has its Hitbox removed.

-Diagonal J.MP recycles Neutral J.MP's animation data.

-Adjusted 11 out of 19 tile maps on J.HP's active sprite in an
 attempt to make it closer to the SNES version. I know, it
 isn't 100% exact, but I tried as hard as I could without
 editing the art in regards to the tile placements on this
 sprite.

-Neutral J.HP's Hitbox is expanded.

-Neutral J.LK's Hitbox is expanded forward, like in New Legacy.

-Neutral J.LK's Active Foot Hurtbox is shifted forward and
 upwards.

-Neutral and Diagonal J.MK have a 1 frame longer startup, so
 they can't be special cancelled. Yeah, I'm leaving the ability
 to special cancel aerial normals with air specials enbaled to
 only the jumping light normals.

-Diagonal J.MK can crossup, like in Super Turbo. Most of the
 New Femme Fatales can still crouch under its crossup.

-Diagonal J.MK does a bit less dizzy.

-Diagonal J.HK has 1px less horizontal reach, but reaches lower
 to the ground, so it can hit Avra's ass while she's slapping
 it.

-Diagonal J.HK does less dizzy, like in New Legacy.

-All Tiger Shots inflict medium stun.

-High Tiger Shot recovers 8 frames faster than the original
 Genesis version of SSF2.

-High Tiger Shot's 2nd startup and active Head Hurtboxes are
 greatly expanded.

-High Tiger Shot has an extended Foot Hurtbox, like in Super
 Turbo.

-Head Hurtbox used on Low Tiger Shot's startup is larger.

-Low Tiger Shot has C.HP's Head Hurtbox covering most of his
 arms. Said Hurtbox has also been expanded to be like New
 Sagat's Lower Tiger Shot Head Hurtbox.

-Low Tiger Shot recovers 2 frames slower, like with Old Sagat
 in New Legacy.

-Tiger Shots do less dizzy, like with Old Sagat in New Legacy.

-All Tiger Shot projectile Hitboxes are smaller.

-The landing sound can be heard after Sagat lands from Tiger
 Uppercut and Tiger Knee.

-Tiger Uppercut's startup is 1 frame longer.

-Tiger Uppercut's 1st recovery frame uses different Body and
 Foot Hurtboxes that match the sprite further, somewhat like in
 New Legacy.

-Head Hurtboxes used on Tiger Uppercut's 2nd and 3rd active
 parts are much larger.

-All Tiger Uppercut Hitboxes are at least 4px smaller. There's
 more emphasis on timing the move to hit during the 1st active
 part.

-Tiger Uppercut's landing recovery is 4 frames slower.

-Tiger Knee is performed with a Shoryuken motion, like in the
 Street Fighter Alpha series and HD Remix.

-Tiger Knee's 1st Hit knocks down, so the juggle quota would
 kick in 1 hit earlier.

-Tiger Knee's 1st Hit does light block stun.

-Tiger Knee's 1st Hit does less damage.

-Tiger Knee 2nd Hit's sprite has its tile map fixed by raising
 a piece of his back leg tiles higher.

-Both hits of Tiger Knee do less dizzy.

-Tiger Knee falls way slower.

-Tiger Knee's recovery travels forward faster.

-New Move: Tiger Dive/Chest Dive (Jump Down+MP)
 Sagat does a dive where he hits with his chest. Its horizontal
 movement is 1/4 faster than Dhalsim's HP Drill. The dive can
 knockdown airborne opponents.


Rev. 1.8:

-Head Hurtbox used during knockdowns is moved 11px forward and
 expanded 3px horizontally and 5px vertically.

-Body Hurtbox used during knockdowns is expanded horizontally,
 but reduced vertically.

-Tiger Shot recoveries are 1 frame slower.

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