Sagat (CE)

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Sf2ceSagat.gif You're not a warrior. You're a beginner.

Introduction

The Muay Thai World Champion that was the first boss of the first Street Fighter game and being defeated by a Shoryuken of Ryu (with Satsui no Hadou awaken), and then becaming the Shadaloo second in command.

He is a projectile spammer and poking character, and also has a great anti-air and a short range special that you can use randomly for suprise attack due to his speed.

This is his best incarnation along with Street Fighter IV vanilla revision, only compared to the old version of Super Turbo, since his Tiger Shot recovery became slower along the time.

Color Options

Start Default
Sagat-mp.gif Sagat-old1.gif

Moves List

Normal Moves

  • Tiger Carry: close, f + Medium or Hard Punch

Special Moves

  • Tiger Shot: d, df, f + Punch
  • Low Tiger Shot: d, df, f + Kick
  • Tiger Uppercut: f, d, df + Punch
  • Tiger Knee: d, df, f, uf + Kick

The Basics

  • Anti Air: Tiger Knee,Tiger Uppercut,Standing High Kick
  • High Pokes: Standing Medium Kick and Medium Punch
  • Low Poke: crouching Medium Kick

Combos

  • j.HK,cr.MK,T.Knee/L.T.Shot
  • cr.MP,cr.LK,L.T.Shot

Hitboxes

Standing Normals

  • Standing Jab:
Damage 6 Sf2ce-sagat-slp-s1.png Sf2ce-sagat-slp-a.png Sf2ce-sagat-slp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +7
Frame Count 1+3 4 4
  • Standing Strong:
Damage 10 Sf2ce-sagat-smp-s1.png Sf2ce-sagat-slp-s1.png Sf2ce-sagat-mp-a.png Sf2ce-sagat-slp-s1.png Sf2ce-sagat-smp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 2 4 4 2
Simplified 1+5 4 6
  • Standing Fierce:
Damage 22 Sf2ce-sagat-smp-s1.png Sf2ce-sagat-slp-s1.png Sf2ce-sagat-shp-a.png Sf2ce-sagat-slp-s1.png Sf2ce-sagat-smp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage +7
Frame Count 4 3 6 10 12
Simplified 1+7 6 22


  • Standing Short:
Damage 8 Sf2ce-sagat-lk-s1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-lk-a1.png Sf2ce-sagat-lk-a2.png Sf2ce-sagat-lk-r1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-lk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 2 1 2 2 2 2 3
Simplified 1+4 4 7
  • Standing Forward:
Damage 10 Sf2ce-sagat-lk-s1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-mk-a1.png Sf2ce-sagat-mk-a2.png Sf2ce-sagat-lk-r1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-lk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 2 2 2 2 3 5
Simplified 1+5 4 10
  • Standing Roundhouse:
Damage 18 Sf2ce-sagat-lk-s1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-mk-a1.png Sf2ce-sagat-hk-a2.png Sf2ce-sagat-lk-r1.png Sf2ce-sagat-lk-s2.png Sf2ce-sagat-lk-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 2 1 3 3 5 6 10
Simplified 1+7 5 21

Crouching Normals

  • Crouching Jab:
Damage 8 Sf2ce-sagat-clp-s.png Sf2ce-sagat-clp-a.png Sf2ce-sagat-clp-s.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 1+4 4 4
  • Crouching Strong:
Damage 16 Sf2ce-sagat-clp-s.png Sf2ce-sagat-cmp-a.png Sf2ce-sagat-clp-s.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +9
Frame Count 1+5 4 6
  • Crouching Fierce:
Damage 22 Sf2ce-sagat-clp-s.png Sf2ce-sagat-chp-a.png Sf2ce-sagat-clp-s.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 1+7 6 20


  • Crouching Short:
Damage 8 Sf2ce-sagat-clk-s1.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-clk-a.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-clk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 2 4 2 3
Simplified 1+4 4 5
  • Crouching Forward:
Damage 16 Sf2ce-sagat-clk-s1.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-cmk-a.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-clk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +10
Frame Count 2 2 4 3 4
Simplified 1+4 4 7
  • Crouching Roundhouse:
Damage 22 Sf2ce-sagat-clk-s1.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-chk-a.png Sf2ce-sagat-clk-s2.png Sf2ce-sagat-clk-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage KD/-11
Frame Count 4 2 6 8 9
Simplified 1+6 6 17

Aerial Normals

  • Neutral Jumping Jab/Short:
Damage 10 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral Jumping Strong/Forward:
Damage 16 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njmp-a.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njlp-s.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20
  • Neutral Jumping Fierce/Roundhouse:
Damage 22 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njhp-a.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njlp-s.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8
  • Diagonal Jumping Jab/Short:
Damage 8 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping Strong/Forward:
Damage 16 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njmp-a.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njlp-s.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20
  • Diagonal Jumping Fierce/Roundhouse:
Damage 22 Sf2ce-sagat-njlp-s.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-djhp-a.png Sf2ce-sagat-njmp-s.png Sf2ce-sagat-njlp-s.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8

Throws

  • Tiger Carry (←/→ + MP/HP)
Damage 32 Sf2ce-sagat-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 16

Special Moves

  • High Tiger Shot: ↓↘→ + Punch

Startup:

Sf2ce-sagat-htiger-s1.png Sf2ce-sagat-htiger-s2.png Sf2ce-sagat-htiger-s3.png
Frame Count 6 3 1
Simplified 10+1


LP version:

Damage 12 Sf2ce-sagat-htiger-a1.png Sf2ce-sagat-htigerlp-a1.png Sf2ce-sagat-htigerlp-a2.png Sf2ce-sagat-htigerlp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

MP version:

Damage 14 Sf2ce-sagat-htiger-a1.png Sf2ce-sagat-htigermp-a1.png Sf2ce-sagat-htigermp-a2.png Sf2ce-sagat-htigermp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

HP version:

Damage 16 Sf2ce-sagat-htiger-a1.png Sf2ce-sagat-htigerhp-a1.png Sf2ce-sagat-htigerhp-a2.png Sf2ce-sagat-htigerhp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37
  • Low Tiger Shot: ↓↘→ + Kick

Start up:

Sf2ce-sagat-ltiger-s1.png Sf2ce-sagat-ltiger-s2.png Sf2ce-sagat-ltiger-s3.png
Frame Count 6 3 1
Simplified 10+1

LK version:

Damage 12 Sf2ce-sagat-ltigerlk-a0.png Sf2ce-sagat-ltigerlk-a1.png Sf2ce-sagat-ltigerlk-a2.png Sf2ce-sagat-ltigerlk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

MK version:

Damage 14 Sf2ce-sagat-ltigermk-a0.png Sf2ce-sagat-ltigermk-a1.png Sf2ce-sagat-ltigermk-a2.png Sf2ce-sagat-ltigermk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

HK version:

Damage 16 Sf2ce-sagat-ltigerhk-a0.png Sf2ce-sagat-ltigerhk-a1.png Sf2ce-sagat-ltigerhk-a2.png Sf2ce-sagat-ltigerhk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37


  • Tiger Uppercut: →↓↘ + Punch

General:

Damage 36/38/40 Sf2ce-sagat-tupper-s1.png Sf2ce-sagat-tupper-s2.png Sf2ce-sagat-tupper-a1.png Sf2ce-sagat-tupper-a2.png Sf2ce-sagat-tupper-a3.png Sf2ce-sagat-tupper-r1.png Sf2ce-sagat-tupper-r2.png Sf2ce-sagat-tupper-r3.png Sf2ce-sagat-tupper-r4.png
Stun 13~19
Stun Timer 120
Frame Advantage -18/-30/-42
Jab 2 2 3 2 14 4 4 9 8
Jab Simplified 5 3 16 25
Strong 2 1 2 3 22 4 4 12 8
Strong Simplified 3 2 25 28
Fierce 2 3 1 2 26 4 4 19 8
Fierce Simplified 5 1 28 35

One of the main anti airs in the game,however U.S. first revision it only knocksdown the Jab Tiger Uppercut,in later ones every version knocksdown

  • Tiger Knee: ↓↘→↗ + Kick

Startup & Active

Damage 22/24/26 Sf2ce-sagat-tknee-s1.png Sf2ce-sagat-tknee-s2.png Sf2ce-sagat-tknee-s3.png Sf2ce-sagat-tknee-s4.png Sf2ce-sagat-tknee-a1.png Sf2ce-sagat-tknee-a2.png Sf2ce-sagat-tknee-r1.png Sf2ce-sagat-tknee-r2.png Sf2ce-sagat-tknee-r3.png Sf2ce-sagat-tknee-r4.png
Stun 13~19
Stun Timer 120
Frame Advantage +3/+3/-4
Short 1 1 1 1 1 5 6 6 1 8
Foward 1 1 1 1 1 6 6 6 2 8
Roundhouse 1 1 1 1 1 7 6 6 3 8

Misc Animations

Walk back/Fwd Neutral Crouch
Sf2ce-sagat-wlk.png Sf2ce-sagat-cllp-n.png Sf2ce-sagat-cr-n.png
  • Standing reel:
Sf2ce-sagat-reel1.png Sf2ce-sagat-reel2.png Sf2ce-sagat-reel3.png
  • Crouching reel:
Sf2ce-sagat-creel1.png
  • Dizzy:
Sf2ce-sagat-dizzy1.png Sf2ce-sagat-dizzy2.png

Advanced Strategy

Another god in the game along with Guile,Dictador and Ryu,with the most effective projectiles in the game and a great anti air.

Gameplan's its only spamming wisely Tiger Shots,but the main disvantage is that he had the largest hitbox, and can be crossup easily,specially if you use Low Tiger Shots and you can be damaged with an overhead attack.

Tiger Uppercut varies which version you play,in the American first version you can only knock down with Jab a standing opponent,but Japanese and later ones any version corrected the glitch,Tiger Knee is a decent pressure move and also its the name of the weirdest motion of down,down-foward,foward and foward-up + any button.

His standing normals are fast and with excellent range,specially his Short that is the only Special Cancel at close,jumpins are so simplified but had better range than Boxer and can be damaging as Claw's ones,crouching normals must be used caferully due to his short range and slow recovery.

This is the best version of SF2 revisions,Tiger Shots (specially lows) recovery had more frames as long as he appeared.

Match-Ups

Sagat's match-ups according the "official" SF2CE Tier List:

  • against Ryu: 7
  • against Ken: 7
  • against Chun Li: 4
  • against E. Honda: 8
  • against Zangief: 7
  • against Blanka: 3
  • against Dhalsim: 6
  • against Guile: 7
  • against Balrog: 8
  • against Vega: 4
  • against Sagat: 5
  • against M. Bison: 4


Vs. Ryu

A simple standing fierce punch will deliver good damage and from a good range. This attack will also knock Ryu or any character out of a projectile. If your opponent uses lots of spiritballs you can easily match him with your tigers. If he uses lots of helicopter kicks your best defense is to just duck under them and use the tiger knee when he passes over (wait for him to be about one inch away or you may get hit instead), or if you have the time you can hit with a short Tiger Uppercut. Execute the move just when he gets to about one inch from your body. Another good technique for countering spiritballs that works especially well in corners and if your opponent is close to death, is to time a low tiger so that you release it under and after his spirit ball goes by. (look under Ken for timing for this). If you are close enough and have good timing you can tiger knee over his spirit balls, or if you can predict them combo #1 or #2 will work well. Lastly, your jumping roundhouse kick is perfectly angled to hit Ryu after he throws a spirit ball.

Vs. Ken

Handle very much like Ryu but try harder to make him jump in on you, for his dragon punch can hit you from a much larger range. The duck under tiger knee will work well for his helicopter kick but another good defense is a tiger uppercut just as his front toe passes over your nose. (This will work for Ryu also but is riskier for his helicopter kick does far more damage) to time your low tigers right so that you will release one under an opponents projectile. You must wait for the projectile to be about two inches away (slightly closer for slower ones) and then execute a low tiger. You will get hit by whatever was coming at you but you will get a tiger off, and probable hit them if they are close enough(about 1/2 the screen) This technique is not advisable against Guile because he recovers so fast.

Vs. E.Honda

Low tigers and standing fierce punches work well here. When he does jump in unless he jumps from a very large distance or with an attack already extended it is best to use the small uppercut otherwise he may hit you before you can fully extend. Another good technique is to use standing jab kicks. these are very fast and will usually lure the Honda player into committing into an attack, this attack if you are waiting for it is easy to tiger uppercut him out of. If he happens to jump in at very close range and you don't have time to do a tiger uppercut a standing roundhouse will usually knock him out of the air. Lastly break up your tiger balls somewhat. To many low ones can be dangerous for he can headbutt under them, he can even headbutt through your fast high ones if he times it right, but most Honda's can't do this. The best way to knock him out of his headbutt is to use the short uppercut when he is about two inches away.

Vs. Chun Li

Her infamous head stomp is a major problem here. She can stomp you out of just about anything even your uppercut. Your best counter to this attack is to either block the stomp and then tiger knee her from behind or if she jumps from far enough away a tiger knee in her chest as she falls low in front of you. Or if your more conservative a standing fierce punch should also work. The best way out of her neck kick is just a well place uppercut that should do significant damage. Overall the best strategy in fighting Chun is exchanging damage whenever possible. She definitely loses more from this trade off.

Vs. Blanka

His incredible jumping speed and angled kicks make him perhaps Sagats toughest opponent. He can walk under your high tigers so don't use these at close range. Most Blankas will use a non stop jump in attack technique, if they don't just tiger them to death. The best way to counter his jump in attack is the standing roundhouse kick. Another good defense against the jump (if you have distance) is the tiger knee just before he hits the ground. When attempting an uppercut the best way to do it is to try to walk under him, get about half way and then use the fierce one. (this hits him in the center of the body getting you behind his dangerous leg attacks.) The best defense against the ball is either the tiger knee or uppercut, although the standing jab kick works well also.

Vs. Zangief

Keeping a good distance is the obvious key to stopping Gief. The best way to accomplish this is low tigers, followed by an uppercut when he jump. (wait until he is close to landing and use the faster short ones this makes you harder to kick out of them.) If he is close when he jumps the standing roundhouse is very effective as is the simple jump straight up roundhouse. Another good attack is the standing fierce punch which catch many a 360 crazed Zan off guard. If your opponent likes to take hits then 360 combo #3 or #4 is very useful.

Vs. Guile

Once again low tigers work to your advantage here. Due to most of Guiles leg attacks being aimed straight forward he can usually 1- override your jumpÔto use when he jumps over tigers esp at close range is the tiger knee. If he does manage to get you in the corner and breaks out with the pattern the best thing to do is either roundhouse sweep his forward sweep or if you can uppercut it. Your tiger knee will even knock him out of sonic booms like it will Ryu out of spirit balls. Sagat lacks a good jump in attack and Guile's axe will hit him almost ever time so jump in sparingly or when he throws a sonic boom. Combo #2 is best here.

Vs. Dhalsim

The best tactic here is to lure him into the air where your damaging uppercut will quickly kill him. The best way to do this is the usual low tigers. He cannot slide under these and will have no choice but to block or jump. He may start a projectile war, the best way to end this if it isn't going your way is to get offensive. Good jump in attacks are the roundhouse kick which will grant a mutual hit (Dhalsim losing more) or the jab kick which crunches up the body and can easily lead into a combo. Don't be to predictable with the low tigers for he can execute a screwdriver attack then ducking fierce punch for a quick two hits.

Vs. Boxer

The best move here is being able to time his charging punches and uppercutting him just before he completes his move. If you have trouble timing this a good way to practice is to use a jab kick before, this will usually get him set up for a uppercut. A standing fierce punch every now and then will help to deter his standing fierce, and low tigers will set him up for uppercuts. The best time to use an uppercut depends on which one you want to use. For the fierce it is best to start it just as he curls up his feet after jumping, for strong wait for him to hit his peak, and for jab wait for him to just start to descend.

Vs. Claw

Lots of tigers will also help against Vega. Due to his speed and angled attacks it is very difficult to uppercut him out of the air. It is best to just use the standing roundhouse kick as he approaches. If you are planning to use an uppercut wait until he is either very low to the ground (will need some distance here) or if you can see it coming, a high uppercut just as he leaves the ground should suffice. Against his wall attack your best bet is a short upper cut just after he rebounds off the wall, although a knee will also work if you can predict which wall he is coming off of. Against his long range claw stab your best bet is an uppercut.

Vs. Sagat

Your slow jumping attacks leave you very vulnerable to uppercuts so the best strategy is to stay on the ground as much as possible. The low tigers are good ways to lure your opponent into jumping and high ones are good for hitting him as he lands (that is if he doesn't jump toward you .) If he does jump towards you a tiger uppercut just as he starts to peak will usually hit. If he is at a slightly larger distance a higher uppercut or the knee are useful. If you are the one jumping in try to do so from a distance so that if you hold on attacking he can't hit you before you land. An almost sure way to counter his uppercut is to jump in from about one and 1/2 inches and use your roundhouse kick about midway through your descent.

Vs. Dictador

Unlike most other opponents high tigers are better here for he can both scissor kick (if range is right) and torpedo (any range) over the low ones. A good counter for his flying head stomp is the uppercut or if it happens to quickly a jump up roundhouse kick will do well also. A sure fire way toÔyour fist just hits him in the face (you'll lose nothing). If he manages to get you in his torpedo pattern the best thing to do is just block is and get ready to uppercut him when he comes about.

Projectiles- with two different levels of projectile and three different speed per level Sagat is a riffleist, use him as such.