Super Street Fighter 2 Turbo/Sagat
- 1 Introduction
- 2 Moves Analysis
- 3 The Basics
- 4 Advanced Strategy
- 5 Combos
- 6 Match-ups
- 6.1 Serious Advantage Match-ups
- 6.2 Advantage Match-ups
- 6.3 Fair Match-ups
- 6.4 Disadvantage Match-ups
- 6.5 Serious Disadvantage Match-ups
Strengths & Weaknesses
- Most normals have good reach and/or good damage.
- J hk is a great defensive/offensive move.
- Has a fireball that hits low, and can't be low profiled.
- Fireballs can travel at fast speeds, and do a lot of dizzy on hit.
- St lk is a great tool in neutral to beat normals and set up frame traps.
- Uppercut has fast startup, and fast rise speed makes him hard to safejump/cross up.
- Big hurtbox.
- Poor mobility/slow.
- One of the worst throw ranges.
- Super cannot be done as a reversal, and unless done close often does low damage.
- Large hurtboxes during fireball startup and recovery.
- A lot of really bad matchups, few good ones.
- While crossup can lead to massive damage and a dizzy, it's incredibly easy to block.
- Outclassed by old Sagat.
New & Old Versions Comparison
To select O.Sagat, choose Sagat and then press ↑ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: O.Sagat can not tech throws and does not have a Super;
- O.Sagat has a slightly smaller hurtbox than N.Sagat but it's unknown if it has any relevance. Note that this affects most standing normals as well so it will not be listed on the normal moves differences list;
- O.Sagat has a faster pre-jump animation by 2 frames;
- O.Sagat has some differences in some of his normals:
- Close Standing Strong has slower startup;
- Far Standing Strong can be special canceled;
- Close Standing Fierce has slower startup and can not be special canceled but does a more damage;
- Far Standing Fierce does more damage;
- Crouching Fierce does more damage;
- Second hit of Standing Short can be special canceled and it has better low-level priority but worse higher-level priority;
- Crouching Short does more damage;
- Standing Forward's first hit does a little less damage but more random damage. Second hit can be special canceled and has better priority as a poke but worse priority as anti-air;
- Standing Roundhouse first active part does a little more random damage;
- Crouching Roundhouse does more damage;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Forward can not be used as a cross-up attack;
- Both Jumping Roundhouses do more damage;
- High Tiger Shots have the same recovery for all versions, plus a better foot hurtbox;
- Low Tiger Shots have faster startup, the same recovery for all versions, plus a better hurtbox at his fist;
- Fierce Tiger Uppercut is a single hit move so it always does full damage;
Disclaimer: To better understand the diagrams, read this.
- Close Standing Jab: (Base max activation range: 42)
|Simplified||1 + 3||4||4|
Not especially useful, decent frame advantage, and you can combo into uppercut or knee by cancelling it, can also be used in tick throwing. Just keep in mind that this will whiff completelly vs Blanka and Cammy if they're crouching.
- Far Standing Jab:
|Simplified||1 + 3||4||5|
Similar to Close Standing Jab, this move sees not much use, can function as an ok counter poke, or anti air on occasion, but Sagat usually has better options.
- Crouching Jab:
|Simplified||1 + 4||3||4|
Fast for a Sagat normal, links into some good normals, so it's ok for setting up block strings at close range.
- Close Standing Strong: (Base max activation range: 29)
|Simplified||1 + 3||6||7|
A safe move, but it's pretty much used exclusively for combos, to cancel it into uppercut. In N.Sagat's case this is actually better for that than Standing Forward, since N.Sagat can only cancel the first hit, which will do the same dizzy but less damage than Strong. N.Sagat's version of this move actually has a faster startup, but this doesn't really mean much.
- Far Standing Strong:
|Simplified||1 + 5||4||9|
A faster version of Far Standing Fierce, but with less damage and reach. It hits mid versus Boxer, Dhalsim, O.Fei Long, Sagat, T.Hawk and Zangief, i.e. it will not whiff if they're crouching. While N.Sagat cannot cancel this move, it's still useful in some situations like vs Boxer to counter moves like low rush.
- Crouching Strong:
|Simplified||1 + 4||4||6|
An ok move to use in neutral, since it's fairly fast, and has acceptable priority. Ok in combos thanks to excellent frame advantage, also cancels, which helps in zoning.
- Close Standing Fierce: (Base max activation range: 53)
|Simplified||1 + 3||8||11|
Can somewhat be used as an anti air, but Sagat has better options for that. N.Sagat's version of this move do a little less damage, but has a faster startup, this allows N.Sagat to special cancel it (which happens to be the main way this move is used) or to link it after a Crouching Strong or Forward for massive damage. Just be careful if they crouch, as it will usually whiff.
- Far Standing Fierce:
|Simplified||1 + 7||6||23|
A great attack if used right, excellent range makes it good to beat fireball startup/trade vs other characters. Can also be good for punishing, and anti air. N.Sagat's version of this move does less normal damage as well as less random damage than O.Sagat's.
- Crouching Fierce:
|Simplified||1 + 6||6||13|
Outside of trading with some attacks, such as Honda's HHS, this move is not too useful. Acceptable priority and reach. N.Sagat's version of this move does less normal damage as well as less random damage than O.Sagat's.
- Close/Far Standing Short:
|Damage||12 + 12|
|Stun||0~5 + 0~5|
|Stun Timer||40 + 40|
|Special Cancel||Yes / No|
|Super Cancel||Yes / Yes|
|Frame Advantage||+2 / +4(+3)|
|Simplified||1 + 3||2||2||7|
This move has good reach, is a great counterpoke and is good to set up frame traps. Unlike O.Sagat, N.Sagat can't cancel the 2nd hit into specials, which does hurt N.Sagat's zoning potential considerably on certain matchups. With that said, as a counterpoke N.Sagat's version of this move has better priority on most matchups, due to the new leg hurtbox placement during the 2nd hit which makes it immune against a multitude of mid level normals on a lot of matchups (e.g. Shoto's Standing Punches, Chun's Standing Fierce, Blanka's Far Standing Rh, Sagat's Standing Fierce, etc). O.Sagat's version is only better (priority wise) than N.Sagat's against Fei's Crouching Fierce and Crouching Short as well as Deejay's Far Standing Short and Crouching Short.
- Crouching Short:
|Simplified||1 + 4||4||5|
Good priority, but Sagat usually has better options in this situation. If done meaty, you can link into Standing Short. This move is also commonly used as a kara cancel into Tiger Uppercut, to avoid getting up when going for a deep anti air.
- Close/Far Standing Forward:
|Damage||14 + 18|
|Stun||5~11 + 5~11|
|Stun Timer||60 + 60|
|Special Cancel||Yes / No|
|Super Cancel||Yes / Yes|
|Frame Advantage||+1 / +3(+2)|
|Simplified||1 + 3||2||2||13|
Another great normal for Sagat. It functions as a defensive and offensive tool, can be used like Far Standing Fierce to counter fireballs, and punish whiffed moves (it comes out a little faster than Fierce but has a little less horizontal range, also has a completelly different hit/hurtboxes, obviously). Unlike O.Sagat, N.Sagat can't cancel the 2nd hit into specials, which does hurt N.Sagat's dizzy combo potential considerably. It's also important to note that they also differ in priority on the 2nd hit: N.Sagat's is better as anti air, while O.Sagat has less vulnerabilities to mid level normals (e.g. Chun's Crouching Rh, Blanka's Crouching Fierce, Zangief's Crouching Punches, Cammy's Standing Rh, Dhalsim's defensive Crouching Punches, Boxer's Crouching Strong, Dictators Standing Forward, etc). Priority wise, O.Sagat's version of this move is better. N.Sagat's version of this move does more normal damage on the 1st hit but does less random damage on that same hit than O.Sagat's.
- Crouching Forward:
|Simplified||1 + 4||4||7|
Good for zoning, usually when this lands you want to cancel it, or link to itself. Decent meaty to lead into high damage combos. Also fairly fast considering the reach.
- Close/Far Standing Roundhouse:
|Damage||16 / 22|
|Stun||10~16 / 1~7|
|Stun Timer||80 / 70|
|Special Cancel||Yes / No|
|Super Cancel||Yes / No|
|Frame Advantage||-7 / -4|
|Simplified||1 + 3||3||3||23|
Great anti-air and anti-cross-up. The 1st hit can also be cancelled into specials. As N.Sagat this can still be useful as a cancel into specials, because, unlike O.Sagat, N.Sagat can't cancel the 2nd hit on Standing Forward and, unlike Close Standing Fierce, this doesn't misses crouching characters. But keep im mind that Fierce will be cancellable from farther because it has more range than this move's 1st hit. N.Sagat's version of this move does less random damage on the first hit than O.Sagat's, but this doesn't really mean much.
- Crouching Roundhouse:
|Simplified||1 + 6||6||17|
Sagat's sweep attack. This is one of the best sweeps in this game, if not the best(at least among the non-slide sweeps). It has better range than most sweeps, so Sagat is able to safely trip jump-ins that characters such as shotos and Zangief can not, while also having a fairly good recovery speed. It's also excellent at counter poking. N.Sagat's version of this move does considerably less damage than O.Sagat's.
- Neutral Jumping Jab:
Good air to air. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Diagonal Jumping Jab:
Decent air to air, like Neutral Jumping Jab. Also note that, due to a CAPCOM mistake, some of the recovery frames also have a hitbox, but this isn't really abusable in any meaningful way.
- Neutral Jumping Strong:
Slightly worse priority than Neutral Jumping Jab, but better damage. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Diagonal Jumping Strong:
Good forwards reach, but average priority, most characters will have an air to air of their own to beat this usually. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Neutral Jumping Fierce:
Can be an ok defensive move, will beat a handful of attacks, but Neutral Jumping Rh is favoured most of the time. N.Sagat's version of this move does considerably less damage than O.Sagat's.
- Diagonal Jumping Fierce:
Doesn't seem to have any particular use, Diagonal Jumping Rh is better usually. N.Sagat's version of this move does considerably less damage than O.Sagat's.
- Neutral Jumping Short:
Ok reach, decent air to air. Good for neutral jumping fireballs while having protection, as Sagat's hitbox does not become more vulnerable. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Diagonal Jumping Short:
Great defensive move, can be ok for safejumps, and vs Dictator, since he struggles to deal with it in some cases. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Neutral Jumping Forward:
Mostly outclassed by Neutral Jumping Rh, but has much more active frames. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Diagonal Jumping Forward:
Sagat's crossup. This is one of the main buffs he received on ST. Somewhat hard to space because of how the pushbox is positioned. Unfortunatelly, it doesn't hit low enough to hit a crouching Blanka, Cammy, Chun, Dictator or Guile, so it isn't a real crossup on these matchups. N.Sagat's version of this move does less random damage than O.Sagat's, but this doesn't really mean much.
- Neutral Jumping Roundhouse:
A pretty awesome move, good priority and damage, and great area of effect. Many characters can't punish this from a distance, so it's good for baits, and neutral jumping fireballs when close. N.Sagat's version of this move does considerably less damage than O.Sagat's.
- Diagonal Jumping Roundhouse:
Sagat's main jump in, good range and damage. Some characters may be forced to block or trade unfavourably with a normal in some situations. N.Sagat's version of this move does considerably less damage than O.Sagat's.
Sagat has only one throw, which is a shoulder toss. It is performed by moving the joystick left or right and pressing either Strong or Fierce. The direction you move the stick is the direction your enemy will get tossed at. This does around 22% damage.
Sagat's throw range is not very good: he is only at an advantage against Fei Long. Boxer's Fierce throw and T. Hawk's normal throws have less range, but those characters have longer reach options.
- Tiger Carry: (←/↖/↗/→ + Strong/Fierce)
|(from throwable box)||16|
- Tiger Shot a.k.a. High Tiger: (↓↘→ P)
Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
- Jab Version:
- Strong Version:
- Fierce Version:
Sagat shouts his trademark move name and throws a projectile while standing still. The strength of the punch determines the speed and damage of the projectile, being Jab the lowest and Fierce the highest. This can be avoided by crouching under the projectile.
- Ground Tiger Shot a.k.a. Low Tiger: (↓↘→ K)
Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Short/Forward/Roundhouse)
- Short Version:
- Forward Version:
- Roundhouse Version:
Sagat shouts his trademark move name and throws a projectile while crouching. The kick version determines the speed and damage of the projectile, being Short the lowest and Roundhouse the highest. This move hits low, so the enemy must either evade it with a jump or special move, or crouch block.
- Tiger Uppercut: (→↓↘ P)
Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)
Sagat performs a punch similar to a Shoryuken that hits once for big damage(Jab and Strong versions) or juggles into 4 or 5 hits (Fierce version). This move is invulnerable for a split second, making it an unavoidable anti-air if timed right.
- Tiger Knee Crush: (↓→↗ K)
Detailed Input: (↓ [7~14f] → [7~14f] ↗ [10/9/7/3f] Short/Forward/Roundhouse/any K if you are at a jumpable state)
- Startup + Active:
|Frame Count (Short)||6||6||1||7|
|Frame Count (Forward)||6||6||2||7|
|Frame Count (Rh)||6||6||3||7|
Sagat performs an aerial knee bash attack that hits up to two times. The range, damage and recovery are determined by the kick version, being Short the shortest range and recovery and lowest damage; and Roundhouse the longest reach, longest recovery and highest damage. The first attack does from 14% to 16% damage and forces standing hitstun on the enemy while the second hit does 11% damage and causes a full knock down. This move can be used to avoid projectiles if timed right, finish combos and quickly get close to the enemy, often surprising him with a throw or Tiger Uppercut. Note that with N.Sagat this move is easier to perform because of his 2-frame longer pre-jump animation.
- Tiger Genocide: (↓↘→↓↘ P/K)
Detailed Input: (↓ [15~22f] ↘ [15~22f] → [15~22f] ↓ [15~22f] ↘ [10f] P/K)
NOTE: A kick button can only trigger Sagat's super if done on the same frame you entered the last ↘. During the next 10 frames after it, only a punch button will be accepted.
|Damage||16 * 6|
|Stun||0~4 * 6|
|Stun Timer||20 * 6|
|Frame Count||1 +  + 1||4||3||3||2||4||6||7||1||2|
Can pass through fireballs, but doesn't have much horizontal range. You can add a HP Uppercut in the corner after the super.
- Neutral/Back/Forward Jump:
|Frame Count (Neutral)||3||1||4||4||8||4||21||1||7*|
|Frame Count (Back)||3||1||4||4||8||4||23||1||7*|
|Frame Count (Forward)||3||1||4||4||8||4||20||1||7*|
N.Sagat's prejump animation was nerfed on ST by 2 frames, so unlike O.Sagat, that has the fastest prejump animation on the game(tied with Dhalsim and Dictator), N.Sagat's prejump is of average speed. This, for the most part, is a considerable disadvantage. On the bright side, the Tiger Knee input is a little more lenient with N.Sagat since you have more time to enter the K input before jumping.
The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. At the first landing frame, it's not possible to jump again (i.e. can't go directly to the prejump animation), to have a move to startup instantly (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward.
Things are different on jumps that crosses over the opponent (landing on the other side) though. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.
- j.HK ~ cr.MK x HK Tiger Shot
- j.HK ~ cr.HK
- Standing Opponent
- j.HK ~ cl.st.HP x HK Tiger Shot (High Dizzy Potential)
- j.MK ~ st.MP xx Tiger Uppercut
- Hit confirmable and works if Ryu is crouching.
- j.MK ~ cr.MP/MK ~ st.HP xx RH Tiger Knee or Tiger Shot
- Odds are ryu won't crouch, so go for this to basically win the round.
- j.MK ~ st.MP xx Tiger Uppercut
Very hit confirmable. You might even get a dizzy before you get the special cancel out. With practice, it's easy.
- j.MK ~ cr.MP/MK ~ cr.MK xx RH Tiger Knee
- Do this if you find you need some more time to hit confirm your combo. A Tigershot won't work, so do a tiger knee. It should almost always dizzy, but less consistent than the st.FP combo, which is guaranteed.
- j.MK ~ cr.MP/MK ~ cr.MK xx RH Tiger Knee
-- ultracombo, shotosallday (2014)
Matchups classified with this diagram in mind. For the old characters i guessed the positions.
Serious Advantage Match-ups
- 8 - 2
- 7 - 3
Vs. E. Honda:
- 6.5 - 3.5
Vs. Fei Long:
- 6.5 - 3.5
Vs. T. Hawk:
- 6.5 - 3.5
You need to get your anti-airs (st.RH, cr.RH, Tiger Uppercut) ready here. Remember, a trade is much better than blocking against grapplers. If you can not react against a dive, just block it and punish it with reversal RH Tiger Knee. Try to get your super bar filled up so as to shut down his empty jump/air Jab/Condor Dive mix-up.
Vs. O. T. Hawk:
- 6.5 - 3.5
Highly Favorable matchup, you should win a large majority of the matches playing on reaction, you must do a few unconventional things though.
Stay crouched, it's a good position, keep calm and tiger, but watch out for a DP through it, mainly a concern for N.Gat, not O.gat, due to the botched low tiger hitbox.
Don't abuse st.lk. Not a vital normal in this matchup. Cr.mk and cr.hk are better, because hawk can't dp these pokes.
Tiger uppercut must be deep, this is vital to your victory. Hawk's j.lp has high priority, and will beat a Rising Tiger Uppercut. He can also stuff you while trying to input Tiger Uppercut, leading to a 360 setup, and possibly death. So try this, buffer your Tiger Uppercut with cr.lp/lk, this will ensure you never stand when inputting your Upper, guaranteeing a Deep TU every time.
Fast reactions will almost guarantee victory. Hawk's main method of getting in on Sagat is the air game. Watch your Tigers, don't get predictable, he can Hawk Dive these if he anticipates it. Punish far/midscreen Hawk Dives with a Roundhouse Tiger knee after blocking it, and if you really wanna show Hawk who's boss, you can punish it with a Deep TU, as long as he's far enough. Make sure it's deep, or it will trade, and maybe even flat out lose if done too early. It's usually better to just wait for the tiger knee unless you're really feeling yourself.
Now onto the last two important factors of this matchup: The Hawk Dive/J.LP air mixup, and escaping the loop.
Hawk Dive mixup:
If hawk jumps in on you from a close enough range, he can do a sort of air mixup, with a hawk dive, which done at close range at the top of his jump arc will stuff your Tiger Uppercut! If he knows you know about it, he can just go for j.lp while you're scared to press buttons and just start his 360 game. Don't let this happen! Reactions! Stay crouched, get ready to do a buffered TU as soon as you see the j.lp or he's coming down and it's too late to hawk dive. And get ready to block and punish the possible hawk dive with a Fierce High Tiger shot. Tiger knee won't work here, so don't do it! you'd only put yourself in danger.
If you get caught in the loop, don't give up. Sagat is pretty much impossible to safe jump, so have your reversal timing ready. You can still be OSd, but there are ways out, it's not like you're Ryu. There still is a slight mixup factor, you can still be baited. But you can also still escape! Fight to the bitter end.
Play your tiger shot game, use low pokes in footsies, keep your cool, and react punish everything, and you should have a good time with this matchup.
-- Ultracombo (2014)
- 6 - 4
- 5 - 5
When throwing low Tigers, Ken's Jab SRK will be a (high-damage) nuisance, due to its range and your extended limbs. On the other hand, Sagat is one the few characters who can punish its recovery with ease. Let spammers fly just so you punch their ass out of the air after any whiffed Jab SRK they try from close range with your standing Fierce punch for high damage and stun. This move is the major issue, since it will beat your own Tiger Uppercuts, low Tigers, Tiger Knees and all jump-ins. Be ready to counter it so he will be forced to use normals and projectiles, which are worse than yours and can be punished by standing punches and aerial RH.
When you get the super, his Hadoukens will become punishable on reaction: use this to your advantage to stablish control and eventually corner him, when your super will become even more dangerous.
Vs. Dee Jay:
- 4.5 - 5.5
Vs. Sagat (self):
- 3.5 - 6.5
The major difference here is your lack of a stand short cancel and a much weaker low tiger. You can soften throws (important!) and you have a super (also important!) Also n.sagats low tiger has a more vulnerable hitbox than o.gat, meaning ryu can jump in and punish your low tiger from a farther distance and he can even do a neutral jump over your low tiger and air roundhouse your arms on the way down. Not many ryus do it, but it is possible. Due to these changes, you're going to play less of a zoning powerhouse game a "yaya-esque" style play. A fast dp is essential, for a surprise factor in the ground mixup game to keep Ryu at bay a little. Your footsies must be on point. For instance, O.gat would punish a whiffed sweep with st.lk into RH low tiger, or just RH low tiger it, if he doesn't sweep it. Why? It's easier, the sweep has more startup time than St.lk, and O.gat's low tiger travels incredibly fast, which is another nerf n.gat suffers. You'll notice his roundhouse low tiger travels slower than o.gats. So as n.gat, you want to sweep basically sweep every time, and that even requires walking forward a little to do it. You can still do st.lk, but it's not optimal.
Neutral jumping is good. if ryu sweeps a lot, neutral jump, you can roundhouse it on your down, and it doubles as anticipation for a fireball, it seems a little silly, as you can still get punished, but try it out, you'll see it's useful.
I love this. It's a punish bait. Good on Ryu's wakeup if he likes to punish jumpins with sweep. As ryu wakes up, do a jump in RH from far away, at the right time. He'll think he has time to sweep, so he will. As soon as you land, Tiger Uppercut! deep Uppercut. You can do this in other situations when you see fit, not just on wakeup. Don't let Ryu do this on you!
Learn to punish DP whiffs with tiger uppercuts of your own! You might even have to walk forward a little to do it. Tiger knee is good too, but less damaging (though necessary at farther ranges). TU is better than a sweep or st.fp punish, more damage. this makes your footsie game so much scarier.
oh, and I forgot to mention, Super. Make sure you punish bad fbs on reaction with super. Make sure Ryu knows he has to worry about it. This helps your game out.
Now last and most importantly, the fireball game. Despite all this stuff here, the fireball game is still incredibly essential in this matchup. You still need not worry about super much, the situation is the same as O.Gat's. The main loss here is your low tiger game, much weaker than o.gat's. Fear not! you can still mount a projectile offense. Some things to keep in mind:
Your low tiger's hitbox is worse, meaning ryu's fireball has to travel less farther to hit your low tiger on startup. This happens when you're trying to neutralize Ryu's Fireball pressure with your own tigers. low tiger is always a bad option, it's always better to neutralize ryu's fireball with a high tiger. Ryu's fireball seems to travel right under Sagat's arms when he does a High Tiger, giving you much more room to safely throw out a fireball.
Medium low tigers are very useful, sagat's roundhouse fireball is nerfed, meaning the added poke potential of a RH low tiger is less worth the frame advantage loss compared to that of a medium one. Incorporate medium fireballs more, it will help. However, don't discount the RH low tiger completely, it is still useful, just not totally whoreable like o.gats.
Use LK/Short low tigers at first in succession to mount a projectile offensive, and start using faster ones as you push Ryu out, but don't forget to mix it up at times too.
The high tiger. ah, the high tiger. More useful than you could imagine. The high tigers have a much faster startup than the low ones, despite being less safe, so remember you have it. Sometimes it can be the solution to your problems. Use it to try to hit ryu on fireball startup (it's really that fast) or as he jumps. If you throw one out and he ducks, you do lose a little momentum, but you're still OK as long as you maintain your composure.
The Slow/Jab/LP high tiger. This one is a beauty. So useful. Use it to mount an offense and get into your footsie/yaya game. throw one out, immediately tiger knee, and start walking forward. Ryu is locked into the ground. He has to crouch, and he can't neutralize it, that's a big frame disadvantage to him, if he doesn't get hit by it in the first place. Trying to get over it in the air is damn near suicide. It's time for footsies, baits, umeDPs. Fun times.
You can also do this tiger knee follow up with a Slow Low tiger, and it's safer too, but it doesn't lock ryu in the ground like the slow high tiger. It's still a good pressure tool, and still highly useful. also, it's more useful in a sense, cause ryu isn't gonna crouch under it, he's gonna block it, allowing you to immediately do another low tiger, so you get better fireball pressure than just sitting full screen and baiting, which if Ryu is smart, is not how Sagat, even O.gat beats Ryu. At least not on that alone. So really, it's highly useful for O.gat as well.
-- Ultracombo (2014)
Tiger Knee Wakeup Crossup
I've seen this employed to various degrees, I've seen yaya do it vs aniken, i've seen roybisel do a double tiger knee crossup, i've seen valle do a double tiger knee crossup and jump behind his opponent! Think of it like Blanka's hop. neat right? Now odds are you can't do a double tiger knee crossup, you won't have enough time. but even one crossup is a good factor to have, if your opponent's never seen it, they're pretty much bound to fall for it. If they have, you can still make them think about it, and it allows you to mount a wakeup mixup game on Ryu!
The best application of it, is to crossup Ryu with the tiger knee as he rises and land behind him. now this is risky if Ryu knows about it, so it's not abuseable. you have to do it a little late, so ryu can just do nothing and wait for you to land behind him then punish. So don't whore this move, even though it's fucking sweet. Anyways, do this is as a reversal bait, if ryu sees you walking straight into, he'll probably think you're gonna tick him or go for a crossup j.mk, and a reversal DP will be his first instinct. If timed right, you'll go right behind ryu as he does a reversal dp, free punish! usually you'll wanna do a Tiger uppercut. if he does a medium or fierce dp you must react accordingly.
-- ultracombo (2014)
Vs. O. Ken:
He's more dangerous than N.Ken as all his SRKs go through projectiles. All high Tigers from mid range can be hit by Strong or Fierce Shoryuken. His crouching kicks have a higher chance of beating your Tiger Uppercut, which make him very dangerous up close.
- 3.5 - 6.5
- 3.5 - 6.5
Vs. M. Bison (dictator):
- 3.5 - 6.5
Your job is to get in and keep him blocking with aerial attacks and standing Short kick, or trap him in the corner with projectiles. From mid range, his kicks will be very dangerous: react fast and don't be predictable with your Tigers.
Vs. O. Sagat:
Everything he has is better than what you got, so just play solidly and hope for a major mistake.
Serious Disadvantage Match-ups
Vs. Balrog (boxer):
- 2 - 8
- 1 - 9
Vs. Vega (claw):
- 2.5 - 7.5
|General||Notation | Game Mechanics | Tiers | Strategy|
|The Characters||Akuma | Balrog (Boxer) (O. Balrog) | Blanka (O. Blanka) | Cammy (O. Cammy) | Chun-Li (O. Chun-Li) | Dee Jay (O. Dee Jay) | Dhalsim (O. Dhalsim) | E. Honda (O. E. Honda) | Fei Long (O. Fei Long) | Guile (O. Guile) | Ken (O. Ken) | M. Bison (Dictator) (O. M. Bison) | Ryu (O. Ryu) | Sagat (O. Sagat) | T. Hawk (O. T. Hawk) | Vega (Claw) (O. Vega) | Zangief (O. Zangief)|