Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 8, Sagat)

March 20th, 2008 Seth Killian

This is part eight in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here. This week focuses on the world’s tallest Thai, the kickboxer Sagat.

Sagat

Sagat—well actually “Old Sagat”—is one of the best characters in ST. He’s even soft-banned in Japan, meaning there’s a tacit agreement not to play him, even though you are technically allowed. He might not be as strong of a character as Balrog or Dhalsim overall, but the problem is that there are several matches where he just dominates. His Tiger Shots (fireballs) are so powerful that many characters spend the entire game trying to get around them. I think everyone knows that this nerf is coming.

Tiger Shots

Sagat now has fireball recovery that’s better than New Sagat and worse than Old Sagat. In ST, the difference in recovery times was about 12 frames between Old and New (huge), and Remixed Sagat’s recovery is about 4 frames wore than the terror that was Old Sagat. It’s still very good, but not as abuseable. It’s similar to Ryu’s fireball recovery.

Various Boosts

In exchange for this loss, Sagat has several new bonuses. First, he is based on ST’s New Sagat, so he now is able to soften throws and he has a super move (with the reversal bug fixed, even). Furthermore, the super travels farther than in ST, and it does more damage, and it always knocks down on hit. It’s now a viable tool. He also has ST New Sagat’s ability to crossup with medium kick. This gives him a way to apply some up-close pressure.

Remixed Sagat has Old Sagat’s fierce Tiger Uppercut, meaning it hits only once for good damage rather than juggling five times for low damage. The five hit juggle can be fun, but one-hit version is just more effective in most situations. As with all Dragon Punch motions, the Tiger Uppercut has a more lenient (non-random) input timing window.

Tiger Knee

Finally, his Tiger Knee is now performed with a Dragon Punch motion, it always knocks down on hit, and (as a result of that) it can juggle for three hits. Usually this means if he hits with Tiger Knee, he can do one more because either the first or second knee will get 2 hits. This is good damage and it pushes the opponent back into the corner. Note that the Tiger Knee’s damage is now reduced, but that’s only because it can juggle. Although the knee doesn’t have any better frame stats or hitboxes than before, several people have said “Wow, is that higher priority now?” when they play against it. I think the ability to walk forward and do it because of the Dragon Punch command, coupled with the usefulness of scoring a knock-down even on a glancing blow makes it a much more useful tool. And no, you can’t juggle with a super after a tiger knee.

Normal Move Cancels

Old Sagat could cancel his stand short, stand forward, and stand strong into special moves, while ST’s New Sagat could not cancel any of those. (Well, he could only cancel the first hit of stand short and stand forward, not the second hits.) Remixed Sagat cannot cancel the second hit of standing forward because that was only used for combos anyway, and the ability to juggle with tiger knees is good enough already! He also cannot cancel the second hit of standing short, which is a somewhat controversial decision. In ST, this is mainly used in the following strategy:

Tiger, tiger, tiger, tiger, tiger, stand short because enemy got near, cancel into tiger, tiger, tiger.

If the enemy gets near, he deserves his chance at Sagat without having to block a very far stand short cancelled into another Tiger Shot. Remixed Sagat can, however, cancel his standing strong into special moves. This is mainly useful against Dhalsim and Balrog, which is fine, and Zangief.

I’ve been told several times that playing against my Remixed Sagat is actually fun, so something must be going right. I think this is because standing in place and doing nothing but Tiger Shots isn’t so effective. It’s better to mix in Tiger Knees, crossups, supers, and even jump ins, so it feels like more is going on when you fight Sagat now.

Despite his slightly slower fireball recovery, Sagat still seems very strong, just not dominating like before. Plus, more characters now have more options against fireballs, such as Cammy’s Spinning Backfist, Blanka’s faster “rainbow roll,” and a few other things I’ll mention in future articles. Sagat managed to go to one of the most boring characters (to me) to one of the characters I now have the most fun playing.

–Sirlin



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9 Comments »

Comment by alice
2008-03-20 14:06:49

Why is there a picture of Sayu from Morning Musume in the background?

Comment by Seth Killian
2008-03-20 14:40:48
 
 
Comment by bigapple3am
2008-03-20 14:16:24

Go look at Sagat’s old stage

 
Comment by Goryus
2008-03-20 14:58:24

Very good update - as usual, the changes seem quite sensible. I’m really looking forward to HD Remix.

In fact, I even went out and had a custom PS3 stick made, just to be able to play it when it comes out. ^_^;

http://www.byrdo.org/Album244.htm

 
Comment by Saner
2008-03-21 08:59:27

thanks for the info! things got more interesting! ^_^

 
Comment by C YOU 1N HELL gamertag
2008-03-23 00:40:49

I don’t know which Sagat is old Sagat but everything sounds good I always liked Sagat but his tigers were not useful to me. Sagat was a cool bad guy kind of like Ryu character to play as that was easy to pick up Sagat looks so cool and I can’t wait to see what he looks like now.

 
Comment by Pendragon
2008-03-26 11:12:20

I’ve been a huge Street Fighter 2 fan since its release in the arcades and am really looking forward to this high definition remix and competing online (hopefully with little or no lag).

From reading various blog entries, it seems like Backbone and Capcom are really listening to the fans and implementing changes as a direct result.

I was a huge fan of the artwork and animation in the original SF2 games and would often see a frame of animation I’d never seen before when a new challenger entered the fray and when the game was paused (when it was eventually released on various consoles). As the biggest change in this revision is the high definition update of all the character sprites, backgrounds etc. will you guys include a mode to showcase the new HD sprites – perhaps a bullet time, frame by frame mode, or is it too late in the developmental process?

We’ve had to fight across twelve different stages for many years. This increased to fourteen after SSF2 was released. With the upgraded stage backgrounds, will you be including new backgrounds, taken from other versions of SF, or the Udon comic books, or maybe even brand new backgrounds as envisioned by the Udon artists?

Will there be an option to randomly select backgrounds in online and offline VS mode?

It’s already been mentioned that the super meters look odd - both in terms of appearance, animation and placement - covering fighters legs and feet more than before it seems. Will this be addressed at all? Perhaps by repositioning them underneath the life bars and adding some kind of transparency to the life bars and super bars when they’re empty (if that’s not the case already)?

Is the character art at either side of the life bars necessary, as they don’t really seem to serve much purpose to me, other than to cover up the redrawn HD backgrounds? Any self respecting SF fan will know by now what Ryu, Ken etc. look like and any newbies will know who is who at the character select screen, or be able to determine that in the middle of a game - a player takes a 3 hit combo, losing lots of energy, that would be Ryu then. Maybe the best thing to do is implement an option to enable/disable character art at the side of life bars?

Further down the road, what if you find that in rebalancing the characters unbalances everything in the remixed mode? Will you be making updates available to improve the remixed version as a whole or fix things if required? Or will this be the only release?

 
Comment by Ultima
2008-04-05 19:03:12

All Sagat’s stuff sounds good to me.

Quick query: According to T.Akiba’s ST frame data, OG Sagat’s Tiger recovery is 37F, while New Sagat’s Tiger recovery is 37/39/41F recovery for LK/MK/HK Tiger. Is this wrong? If not, where does the 12F difference come from?

Also, I take it Sagat’s Tiger Shot recovery is now fixed, and not determined by the normal done before the Tiger?

 
Comment by Nine
2008-04-09 13:05:52

Hi, i’d like to ask what the super move reversal bug was that you mentioned.

 
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