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报告翻译问题
He is behind one of the locked doors in Nayshal's arena.
SF5 was probably one of the worst iterations of Sagat ever.
The SF6 team has reimagined a lot of characters with some cool new features. I would love to see how they change Sagat.
he's got the same handicap as Guile did, where with him being designed as a far screen zoner, Drive parry basically nulls his entire gameplan and he would have to be reworked into another rushdown character.
this is kind of my core issue with Drive as a system: while it does promote gameplay interactions, it only promotes ONE kind of interaction, and essentially nullifies zoning as a playstyle because of how it functions. there's no real playstyle variance here as a result because zoning in itself can't work. it's the same reason Remy sucked in 3rd Strike, because while he was a very cool character, his kit being designed around zoning meant that he was crippled due to the parry mechanic.
i want Sagat in SF6, because he's been my main since SF2 Turbo, but the fact is that his gameplan would have to be reworked completely, and if that's the case, then he's Sagat in design and presentation only.
unfortunately, as i stated before, i can't see Sagat surviving a transition to SF6. zoning overall has been neutered thanks to the Drive system being what it is, and even Guile, the quintessential defensive zoner, has had a bunch of additional target combos and additional stuff to make him less of a hard zoner and more of a set play character. Sagat will likely recieve much of the same, otherwise he'll be the lowest tier character simply by the game's design around the Drive system. Drive parry kills projectile zoning as a playstyle and i kind of hate it.
The world tour anticipated the return of Vega and Balrog. So for Segat I think you have to wait a bit longer.
he's not boring, he's just specifically designed. that's like saying Guile is boring, or Zangief is boring. just because a character is designed solely around his gameplan it doesn't make them boring. i'd argue that's something fighting games need more of as opposed to this "every viable situation" design that we've been seeing lately.
There is certainly something to this argument.
I've played Guile mostly as a main since SF2, and I am having a lot of trouble adjusting to him in this. In a game that focuses on maximizing damage off only a few touches per round his gameplan is not as much about counter poking as it is hitconfirming into drive cancels and maximizing damage.
A lot of the moves are there is some of the "feeling", but the drive mechanic overshadows that pretty materially. You have to work twice as hard if you're not going to play the SF6 game. Sagat would have to be similar of he's going to work.