Sagat Improvement Thread

You’re pathetic. But really, if you don’t care about Sagat in SSF4, you have no purpose in being here. AT ALL. Also, when did I ever claim my only goal in life was to be good at a video game?

You think there are things more important in the world than SSF4? You’re right. Like the earthquake in Haiti. But THIS THREAD is for people with a vested interest in Sagat and any gameplay changes he will see in Super. If you’re just a “casual player” and have an issue with people taking the game seriously, why are you even here? Seriously, why? You are obviously trying really hard to seem intelligent, but your english is laughable and your making a rather stupid argument in a board dedicated to people who take SF seriously.

Also, debate? We haven’t debated a thing. I just think you’re retarded for even posting here at all and it’s hilarious you used the word “Orc” to describe people in this thread. Orc? Really? LOL

But seriously? You aren’t very bright at all. Keep trying, though.

I know this could potentially make sagat op and change the fundamentals of his design or whatever but give him a better jump arc! Boring being grounded all day.

He can jump? Weird. I thought that’s what Tiger Knee was for.

I say take out the tiger cannon and give him tiger raid.
[media=youtube]O7zv49tdKf0[/media]

That would be pretty cool

What’s with this influx of idiot spammers?

Why do people act like Tiger Knee is the go to answer for every situation? There are so many ways to avoid it and punish that I’m afraid to use it against good opponents.

  • Lower fireball recovery time
  • lower ultra damage but make it comboable in the corner (max ultra damage = 520, full juggle = 380ish?)
  • take away Tiger Uppercut’s armor break
  • make fake kick easier
  • lower Tiger Uppercut and Tiger Knee damage by 20

Not all of them are necessary but the lower fireball recovery time feels like a must-have.

That all sounds completely reasonable.

The first hit of TK should armor break. The 2nd hit should not. That alone , with the changes he’s already undergone, would really help to even him out IMO.

Make it so that if anyone hits him during his EX parry move, light comes out of his scar and engulfs the whole screen like Seraphic Wing

Lower fireball recovery time? Meaning he recovers faster? Tiger Shot already has the fastest recovery of any projectile besides Sonic Boom. Lets make his arms invincible while we’re at it.

Also TU doesn’t break armor except on reversal.

He obviously meant increase the recovery time, just got his words jumbled.

Right?

TU doesn’t armor break unless it’s ex or reversal.
Fake kick easier? how about you get better?
Fireball recovery time is good as is because you can react to Sagat’s fireballs and punish him with a jump-in. Pros do it all the time.

lowering damage just makes the game longer… Chances are you still will lose doing some bonehead move because you really don’t know how to play. Capcom is accommodating to all the scrubs, but no matter what you’ll still be a scrub.

was that really necessary?

Nothing wrong with making fake kick easier. I never understood why it just wasnt like kens where you hold the button down…guess that would make it too slow.

You’re right. It wasn’t necessary, but I’m tired of seeing posts about something being nerf because the player’s incompetence. Having said that, I guess it wouldn’t be too bad to have the fake kick be a hold command.

Really? So raising the damage just makes it quicker, no actual balance difference? cool, maybe Capcom can make bisons lk scissor do 800 damage.

You’re right though, sagat doesn’t need any nerfs. Pros only fall back on him in tournies as a formality.

What I’m saying is foreign to you? Have you ever played a fighter before SF4? The average match time for ST round was :30 - 1:00min. I understand your argument for balance, but balance has to go both ways, simpleton. Using your shitty, sarcastic example for Bison’s scissor kick: It can still be balance if the rest of the cast has a move that does the same 800 damage output, right? Pausing for you to understand the concept… Now, my point from the beginning which you failed to comprehend was, making the damage output low causes the round to be longer. I don’t want to hit my opponent 30-45 times till you are dead. Instead, I want a much faster pace game i.e. ST, Tekken, VF, CvS2, etc…

The average match time for 3s were like…4 minutes. I honestly prefer it that way than a round that ends too fast like in Super Turbo.

I step on your point, so you act like you were talking about something else entirely? lol.

Sagat right now is fine the way he is. He’s not S tier. He is more of A rank. I said buff other character instead of nerfing the A class character.

Here some of my thoughts about the changes in SSF4 so far.

I don’t like the idea of nerfing and therefore I think nerfing tiger uppercut is a bad idea.

The scar idea seem kinda lame. He touch him self and his next tiger uppercut does more dmg and give him some kind of evasive property(not finalize) and on top of that cost him 1 ex meter. I mean c’mon I rather save that meter for ex tiger shot.

Sagat new ultra needs to be stronger. I like the animation.

The new standing short is 2 hit. So does this mean sagat can’t pressure with standing short anymore? Capcom enuff with this nerfing nonsense. Change it back to 1 hit.

Changes I would like to see:

close standing mk into jab should be a 2 frame link.

make kara tiger shot a little easier to perform

super needs some tweaking so it wont whiff