NEWLEGACY.FR

THE CHANGELOG

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- O.SAGAT -

O.Sagat on SRK Wiki (ST)

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Sagat on SRK Wiki (HF)

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GOAL OF THE CHANGES

In ST O.Sagat has 4 main strengths (IMO): 1)very-fast recovery on Tiger Shots; 2)a very damaging anti air (Fierce Tigger Uppercut); 3)can special cancel normals that he clearly shouldn't; and 4)can dizzy the opponent pretty fast.
I decided to keep the first 2, and 'fix' the other ones. His Tigers Shots are still fast (i gave them a 2f nerf on recovery, but they're still extremely fast) and his Tiger Uppercuts still do insane damage, his dizzy potential was lowered on some key moves (basically Tiger Shots and Jumping Rh). As for (4), read the next paragraph below. This way he still is a zoning monster, but the match will not feel too cheap. I will adjust some other stuff as well so he plays more like CPS1 Sagat as well as some other adjustments, for balance.

As for his special cancel window, on CE/HF/SSF2, Sagat has a special cancel window of 4f, but due to different frame data on normals, CPS1 Sagat and SSF2 Sagat have a fairly different set of normals that are special cancelable. On CPS1, he can cancel all Jabs and Shorts, but on SSF2 he can cancel all Standing Kicks 1st hitting part but has no crouching normal that is cancelable. ST's O.Sagat special cancel is 6f, which is huge, so he can cancel a good variety of normals. And that's one of the reasons why O.Sagat is overpowered, so I am obviously tweaking that. ST's N.Sagat has a special cancel of 5f which is very balanced and reasonable. For the sake of uniqueness and for balance I'll give O.Sagat the special cancel window from HF, since he is also receiving HF frame data and priority on his normals, and it's not like this is unbalanced: HF Sagat is relatively strong, both on HF and HSF2.

Colors

New Legacy colors
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Original colors
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Old character : confirm the color choice with Start.

MISC

Special cancel window:

-- Special cancel window nerf: 2f smaller.

REASON: For him to be like he was in CPS1. It was too good the way it was. At first I had it lowered only 1f so it was on par with N.Sagat, but now I nerfed it 1f more so it's how it was on CPS1 (i.e. can only cancel jabs and shorts, with the 2nd hit of Standing Short NOT being cancelable).

Jump behaviour:

- Framedata nerf: pre-jump animation 1f slower (in between Old and New Sagat from ST).

REASON: it was too good.

+ Behavior buff: jump is slightly lower and is slightly faster, like in HF.

REASON: this differs for only 1f so even though this is a buff this will bring almost no change while also giving him a HF characteristic.

Throws:

+ Damage buff: Throw damage increased from 32 to 34 (if behind in rounds, increased from 34 to 36).

REASON: I'm buffing the damage of all ground throws (but not holds) of old characters so they get a small compensation for not being able to tech throws. That means that the base throw damage is 34 points now, like Dhalsim's Fierce throw in ST. Also, there will be rounds in which the behind in rounds damage will be 38 instead of 36 and thats just how the game is coded to be, the same happened with Dhalsim's Fierce throw in ST.

GROUND NORMALS

Close/Far/Crouching Jab:

+ Damage buff: increased from 12 to 14, like in CE.

REASON: just to give a reason to use it over the Short buttons (that can also hit low). With this change, now Jabs have a clear use: more damage when a combo is granted.

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12[1] ➔ 14[1]
Crouching Jab:

+ Framedata buff/tweak: startup is 1f faster, stays active for 1f more but recovers 1f slower, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

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ST
4/3/4
NL
3/4/5
Far Standing Strong:

+ Framedata buff: startup 1f faster, recovers 2f faster, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat. This doesn't special cancel anymore though, since the special cancel window for O.Sagat was greatly nerfed.

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ST
5/4/9
NL
4/4/7
Crouching Strong:

- Recovery nerf: 1f slower, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

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ST
4/4/6
NL
4/4/7
Far Standing Fierce:

+ Startup buff: 1f faster, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

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ST
7/6/23
NL
6/6/23
Crouching Fierce:

- Recovery nerf: 8f slower, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

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ST
6/6/13
NL
6/6/21
Crouching Short:

+ Framedata buff: startup 1f faster, recovery faster by 1f, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

+ Priority buff: hitbox expanded 17px forward.

REASON: so it has only 1px less range than Crouching Forward, meaning he now has a better move to cancel into Tiger Shots. Note that due to it being a weak normal (i.e. light), if cancelled from max range, it will not be a real string, unlike Cancelling from a Crouching Forward in ST would be. Also, it still won't reach as far as Standing Short's 2nd hit does in ST, so while he now can cancel from farther than HF Sagat, it won't be near anything like Old Sagat can in ST.

- Priority nerf: leg hurtbox during the active frames expanded 44px forward (same leg hurtbox as Crouching Rh).

REASON: to compensate the better range. Now it has bad horizontal priority, similar to Standing Short's 2nd active part.

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ST
4/4/5
NL
3/4/4
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ST NL
Standing Forward:

- Framedata tweak: startup 1f slower, but recovers 3f faster, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat.

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ST
3/2/2/13
NL
4/2/2/10
Crouching Forward:

+ Priority buff: leg hurtbox during active frames moved 1px downwards.

REASON: With Fei's adjustment on Crouching Strong and Forward Flame Kick, he was being able to beat Sagat's Low kicks. This little change addresses this problem. Luckily, this change doesn't has impact vs any other ground move on the game.

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Standing Roundhouse:

- Framedata tweak: startup 3f slower but recovers 2f faster, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat. This also makes it not special cancelable anymore.

+ Priority buff: leg hurtbox on 2nd active part moved 6px downwards and reduced 6px forward, like in HF.

REASON: Also compensates for the added recovery.

+ Priority buff: 2nd active part hitbox expanded 4px downwards.

REASON: so it combos properly for 2 hits against Shotos, Honda, Chun and Cammy.
IMPACTS: there are a few unintended impacts, but sincerely they're meaningless: it can now beat Honda's Headbutts, which is obviously not worthy the risky (requires very precise timing, chances are it will trade instead), it now trades (instead of being beat) by Blanka's Far Standing Rh (which is also meaningless), beats(or trades with) T.Hawk's Crouching Fierce, beats Cammy's Far Standing Strong.

+ Behavior buff: now a 2-hit move, like in HF:

REASON: So the move is closer to how it is on HF.

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ST
3/3/3/23
NL
6/3/3/20
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ST NL HF
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16[2]/22[2] ➔ 16[2]+22[2]
Crouching Roundhouse:

+ Priority buff: leg hurtbox during active frames moved 1px downwards.

REASON: With Fei's adjustment on Crouching Strong and Forward Flame Kick, he was being able to beat Sagat's Low kicks. This little change addresses this problem. Luckily, this change doesn't has impact vs any other ground move on the game.

- Recovery nerf: 4f slower, like in HF.

REASON: Just replicating HF normals frame data on O.Sagat. This also works as a nerf to O.Sagat which is welcome... O.Sagat version will still do high damage, but will be slower.

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ST NL
ST
6/6/17
NL
6/6/21

AERIAL NORMALS

Diagonal Jumping Jab:

- Priority fix: hitbox on (what should be) the 1st recovery frame removed.

REASON: Bug fixing...

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Diagonal Jumping Roundhouse:

- Dizzy nerf: from 11~17 to 3~9, like Shoto diagonal jumping heavy attacks.

REASON: Removing his abusable stuff (too much dizzy potential), Fierce is the only diagonal jumping normal that does high stun now.

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11~17 ➔ 3~9

SPECIAL MOVES

All Specials:

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold.

REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact.
With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though.

High/Low Tiger Shot (shared):

- Bug fix: recovery amount is now set properly (value was being set based on the strength of the last normal used, instead of the button used for the special move), separates High Tiger and Low Tiger Recoveries.

REASON: Bug fixing. The Low Tiger recovery values are present on the rom, but never are used due to a programmer mistake. This was fixed on HSF2, which is why the recovery for SSF2 Sagat is different from ST O.Sagat.

High Tiger Shot:

o Behavior fix: jab version during the initial 2 frames now have a projectile pushbox (as it should).

REASON: Just bug fixing.

Low Tiger Shot:

- Recovery nerf: from 38|38|38 to 40|40|40 (Short|Forward|Rh), somewhat in between SSF2/CE(38/38/38) and HF(43/43/43).

REASON: only for it to not be too much. It will still be very good though. Now it has exactly the same frame data as O.Ryu (since O.Ryu's is now like HF's).

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ST
10/38
NL
10/40
HF
10/43
Tiger Uppercut:

+ Behavior buff: HF vertical movement.

REASON: so it's closer to how it was on HF Sagat. The jab version for instance don't go as high, meaning it's safer when whiffed.

- HF frame data during the startup, active and recovery frames.

REASON: The result of this is: +1f of startup (can be safe jumped on) and -2f of attacking invulnerability(1f harder to do deep TUs) which results in -1f total invulnerability, which are good nerfs for O.Sagat. Also, all versions now have 8f of grounded recovery now.

- Priority nerf: Strong version's 1st active part reduced 14px downwards, so it's in between Jab(unchanged) and Fierce(nerfed, see change below).

REASON: Just to "blend" between versions better. This priority is enough to hit all crouching normals in the game, so in the end it's the same.

- Priority nerf: Fierce version's 1st active part reduced 26px downwards, like in CE (whiffs against most low kicks).

REASON: Just nerfing O.Sagat by using a CPS1 characteristic.

+ Dizzy buff: 1st part increased from 3~9 to 9~15 (in between SSF2(3~9) and HF(13~19)), 2nd part increased from 3~9 to 6~12 (so it's in between the 1st and the 3rd part).

REASON: On HF all parts do 13~19 dizzy. I want to make it more like HF but it did too much dizzy on HF. I will make the 1st part do 9~15 dizzy (like Shoto's DP's 1st part). The 2nd part will be buffed too but not as much (6~12) and the last part will be left untouched (3~9).

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3~9/3~9/3~9 ➔ 9~15/6~12/3~9
Tiger Knee:

+ Startup buff: 5|5|6f faster (Short|Forward|Rh), somewhat like in HF.

REASON: So the move is closer to how it is on HF.

- Behavior nerf: covers no additional ground other than the acceleration itself, like in HF.

REASON: Covers the same ground as in HF now.

- Behavior/hit amount tweak: loses the ground hitting part.

REASON: So the move is closer to how it is on HF.

+ Priority buff: last part hitbox moved 7px forward, expanded 16px upwards but reduced 2px downwards, like in HF.

REASON: So the move is closer to how it is on HF.

+ Damage tweak: from 22+18|24+18|26+18 to 12+24|12+26|12+28 (Short|Forward|Rh), like in HF.

REASON: So the move is closer to how it is on HF.

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ST
4/3/3/2/3/20
NL
3/3/2/3/20
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ST
4/3/3/2/4/21
NL
3/3/2/4/21
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ST
5/3/3/2/5/22
NL
3/3/2/5/22
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ST NL
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22+18|24+18|26+18 ➔ 12+24|12+26|12+28