I started looking at Sagat’s 2LP data (7820a0 in SGT.cmn.emz) and then when I got bored like halfway through I started comparing some of the values in his 2FP data. Sorry for how poorly presented this is but hopefully you can use it as a starting point. If I left a value I tried blank it means I couldn’t notice any difference. Since doing this I’ve figured out that both bytes 04 and 06 have to do with the speed of the move, but I can’t understand how it works exactly. It’s not like one is startup and one is recovery; it seems more like byte 6 tells the game the number of frames to pull from wherever (if you make this too large the character disappears at the end of the move for an amount of time depending on how big you made the number), while byte 4 tells the game the in-game amount of time to spend animating the move. Decrease byte 4 and the move speeds up (both startup and recovery), but IIRC increasing it doesn’t make the move slow down. Conversely, decrease byte 4 enough and the move actually won’t come out; you’ll see the startup but never get to the active frames.
So anyway here’s my notes, ask if you need any clarification since they’re kinda obtuse lol
byte 00 (04)
FF:
00:
06:
byte 02 (06)
00:
FF:
1C:
bye 04 (1C)
00:
FF:
22:
byte 06 (22)
FF: sagat disappears at end of c.lp as long as you continue to hold crouch
00: sagat doesnt even do the move
1C: c.lp c.lp seems a lot easier to link than normal…
01: doesnt do the move
06: c.lp CRAZY easy to link into itself… can do c.lp c.fierce, c.lp st.rh hahaha
03: sagat flinches but never gets into active frames
05: lowest value where itll enter hitting frames, sagats c.lp has 6f startup according to frame data but they use some weird system of
including first active frame so…
this is obviously related to frames, but why is it 22? that’s 34 decimal which is obviously way too high. come back to this later.
byte 12 (01)
00:
FF:
byte 14 (01)
00: if i hold crouch, sagat quickly stands up then crouches again after move
FF: sagat freezes in crouch after move
06: same as FF. doesnt seem to make any noticeable difference as to the length of the freeze…its forever
02: same again
byte 20 (22)
00: move seems easier to combo into itself
FF: same as 00 except seems a LITTLE harder to combo into itself…might just be me
this might just be nothing but my inconsistent execution, dont trust this section
byte 22 (09)
00: sagat disappears when you press 2lp and reappears about the time the move should normally end
FF: crashes when do move
05: move goes through startup animation but never hits
06: doesnt seem different from normal, not easier to combo or anything
15: wtf, no move, sagat stands up briefly then crouches again (if you hold down), but after that he wont do it again AND you cant use any
otehr normals until you do something other than stand up, crouch or walk
22: same as 15
10: same as normal
byte 24 (1C)
00: crashes the game upon trying to do move
FF:sagat stands up, goes into neutral stance and i cant do anything
22: sagat looks down, freezes in crouch similar to above.
10:
05: crash
06: crash
byte 28 (01)
00: sagat disappears at start of move and reappears at end, but he can still hit
FF: same as 00, note that if you press lp immediately after crouching sagat still disappears but you get standing lp for some reason?
02: sagat disappears, move hits then game crashes lol
03: sagat disappears, reappears very quickly and move cant hit
04: game crashes
byte 30 (02)
00: get an “unhandled error” crash when select sagat, before i’ve even selected the other character. weird.
01:
FF: game crashes when do 2lp
05:
1C: crash when 2lp
byte 32 (6c)
00: disappears when 2lp, can still hit
FF:
84: disappears when 2lp, can still hit, weirdly you can do multiple 2lps without sagat reappearing, even if they dont combo.
byte 36 (84):
00: haha sagat stands up, frozen in his standing animation for a few frames, during which his forward hand has a hitbox which hits high. he
then does his stand2crouch animation i think, disappearing for a split second somewhere in there too.
FF: same as 00 except he doesnt disappear
6C: same as 00
85: same as FF
22: WTF camera angle changes, then goes back when move is over…
1C: camera angle changes but not for as long, if you were holding toward before you pressed 2lp sagat will warp across the screen
30: same as 00
byte 40 (02)
00:
FF:
01:
byte 42 (02)
00:
FF:
byte 44 (88)
00:
FF:
byte 48 (98)
00:
FF:
byte 52 (03)
00: sagat briefly starts to do 2lp, but after that he wont do it again AND you cant use any otehr normals until you do something other than
stand up, crouch or walk
FF:
01: camera angle change again
02:
04:crash when 2lp
FF:
byte 54 (03)
00:
01:
C4: lol sagat disappears, reappears facing the other way then turns around
FF: same as C4
byte 56 (c4)
00:
01:
02:
FF:
byte 60 (DC)
00:
BC:
C4: sagat spins around before entering hitting frames, turns back around again
84:
88:
FF:
byte 64 (04)
00: sagat stands up briefly then crouches again (if you hold down), but after that he wont do it again AND you cant use any otehr normals
until you do something other than stand up, crouch or walk
03: move recovers REALLY slowly, startup seems normal.
88: crashes game
DF: same as 03
FF: same as 03
byte 66 (04)
seems same as byte 64?
byte 68 (DC)
again seems same??
byte 74 (F0)
00: crash when 2lp
DC: same
E0: crash when 2lp
F1: same
FF: same
byte 76 (06)
00: sagat stands up then immediately crouches
01: 2lp cant be canceled!
02: same as 01
03: same as 01
04: crash on 2lp
05: same as 01
07: same as 01
08: same as 01
byte 78 (02)
anything lower than 02: cant cancel 2lp
anything higher (that i tested): can cancel
FF: crash on 2lp
byte 80 (F4)
00: cant cancel 2lp
01: cant cancel
02: cant cancel
03: cant cancel
04: cant cancel
05: can cancel
06: can cancel
F0: can cancel
F1: cant cancel
FF: cant cancel
byte 82 (0401)
0001: crash on 2lp
0402: sagat freezes in crouch if you try to cancel 2lp
0403: crash on 2lp
0801: crash on 2lp
byte 86 (0700)
0000:startup animates, then sagat stands up and disappears for a bit
0100: crash on 2lp
0200: 2lp has no hitbox
0300: disappears briefly during 2lp, again no hitbox
0400: sagat freezes during active frames of 2lp
0500: 2lp has no hitbox
0600: crash on 2lp
0800: crash on 2lp
byte 88 (0200)
0000: 2lp no active frames
0100: 2lp no active frames
0300: has active frames
0400: has active frames
byte 90-91 (0801)
0001: no hitbox on 2lp
0002: no hitbox on 2lp
0003: 2lp hits during what would normally be startup frames
0004: hits early
0005: hits early
0006: no hitbox
0100: hits early
0101-0109: no hitbox
0110: hits early
0111-0112: no hitbox
0113: hits early
0500: hits early
0501-4: no hitbox
0504: hits early
0800: no hitbox
0802: no hitbox
0804: no hitbox
0803: hits early
0805: no hitbox
bored of testing this for now but hopefully someone can figure it out cause i sure as hell cant
byte 94 (1801)
0001: crash when 2lp
1800: no hitbox
1802+: no hitbox
1808: thought there was no hitbox, but actually its just moved back into sagat…will whiff from all but max range. i havent checked but
maybe this applied to some of the previous values and i didnt notice
1809: crash when 2lp
6401: crash when 2lp
byte 98 (0800)
0000: sagat does STAND2CROUCH when press 2lp
0100+:
0400: crash on 2lp
0500:
0600: 2lp cant be canceled
0700-0900:
byte 100 (0200)
0000-0400:
0201: crash on 2lp
0202: crash on 2lp
byte 102 (6401)
6400-6405:
0000:
FFFF:
7c01:
byte 106 (7c01)
7c00: crash
byte 22 notes for cr.fierce: 02 makes cr.fierce realllly slow to animate… also no hitbox
byte 64/66/68 seem to be “speed classes” for moves…its not as simple as higher/low = slower/faster, its weird.
with byte 64, lower numbers = move doesnt come out.
byte 80 set to F1 or EC makes there be a 2nd earlier hit of c.fierce…that is also cancellable … does regular cr fierce damage
BC -> same but not cancellable
BE: earlier hit at a different point, also not cancelable… BUT if you set byte 88 to 02 and do it meaty you tehres ANOTHER later hit that
IS cancelable…wtf
AE: earlier hit + cancellable
CC: really late hit really close to sagat, like after the move looks like its recovered it hits, not cancelable.