Super Street Fighter IV AE/Sagat

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Super Street Fighter IV AE
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game Systems


Contents

Sagat

Image:SSFIV-Sagat_Face.jpg

Sagat held the title of World Champion of the Street Fighter circuit until his defeat at the hands of Ryu. The defeat not only scarred him physically, but mentally as well as Sagat became obsessed with revenge. In fact, his desire to defeat Ryu grew so strong that he joined M. Bison's Shadaloo organization solely on the promise of a rematch with Ryu. However, as Sagat's goals of defeating Ryu continued, he began to question himself and whether the obsession was eating away at his very soul. After seeing what effects the desire for revenge had on Dan Hibiki, Sagat slowly began turning his hatred of Ryu into a form respect. Has Sagat turned a new leaf?


In a nutshell

Sagat is a zoning character who specializes in confusing his opponents with his unique high/low fireball mixup, then punishing the opponent when they think they have room to breathe. Sagat's high/low Tiger Shots have always been a force to be reckoned with ever since Street Fighter II. They allow him to control the pace of the battle and eliminate many of the opponent's options. Despite being slow, the reach on his normals is incredible, second only to Dhalsim and Seth by extension. In addition, he can also apply offensive pressure with his ambiguous Tiger Knees and a variety of feints. His greatest weakness is against characters who can keep up with the speed of his fireballs, or have good defensive games, or have speedy rushdown offensive games.


Moves

Unique Attacks

Name
Command
Notes
Heavy Tiger Elbow
File:f.png + File:hp.png
File:high.png
Low Step Kick
File:f.png + File:lk.png
File:low.png
High Step Kick
File:f.png + File:hk.png
Fake Kick
immediately press File:hk.png again after performing File:hk.png

Throws

Name
Command
Notes
Tiger Rage
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Tiger Carry
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves

Name
Command
Notes
High Tiger Shot
File:qcf.png + File:p.png
File:ex.png
Low Tiger Shot
File:qcf.png + File:k.png
File:ex.png
Tiger Uppercut
File:dp.png + File:p.png
File:ex.png
Tiger Knee Crush
File:dp.png + File:k.png
File:ex.png File:armorbreak.png
Angry Charge
File:qcb.png File:qcb.png + File:k.png
Consumes 1/4 Super Combo Gauge; Powers up next Tiger Uppercut

Super Combo

Name
Command
Notes
Tiger Genocide
File:qcf.png File:qcf.png + File:p.png

Ultra Combos

Name
Command
Notes
Tiger Destruction
File:qcf.png File:qcf.png + File:3k.png
Tiger Cannon
File:qcf.png File:qcf.png + File:3p.png


AE ver. 2012 Changes

Angry Charge

Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.


Crouching Medium Punch

Expanded strike hitbox for deep hit.


AE Changes

  • Damage on Standing Light Kick is increased when both hits get connected
  • Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.
  • Angry Scar now changed to Kick button


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close File:Jab.gif HL 40 50 20 sp/su 6 3 4 +4 +7
Close File:Strong.gif HL 85 100 40 sp/su 7 4 11 -1 +2
Close File:Fierce.gif HL 110 200 60 - 10 3 15 0 +4
Close File:Short.gif HL 20*30 30*20 20*20 sp/su*- 4 1*3 9 -1 +2
Close File:Forward.gif HL 60*60 50*50 40*40 sp/su*- 7 2*2 12 0 +3
Close File:Roundhouse.gif HL 80*40 100*100 60*20 sp/su*- 5 2*3 18 -3 +1 [1st hit] forces stand
Far File:Jab.gif HL 40 50 20 sp/su 5 3 5 +3 +6
Far File:Strong.gif HL 90 100 40 - 10 4 9 +1 +4
Far File:Fierce.gif HL 120 200 60 - 10 3 15 0 +4
Far File:Short.gif HL 20*30 30*20 20*20 sp/su*- 5 1*3 9 -1 +2
Far File:Forward.gif HL 80 100 40 - 9 3 11 0 +3
Far File:Roundhouse.gif HL 80*40 100*100 60*20 su*- 5 2*3 18 -3 +1 [1st hit] forces stand
crouch File:Jab.gif HL 30 50 20 sp/su 3 2 9 0 +3
crouch File:Strong.gif HL 70 100 40 sp/su 5 3 10 +1 +4
crouch File:Fierce.gif HL 110 200 60 - 8 3 15 0 +4
crouch File:Short.gif L 30 50 20 sp/su 5 3 5 +3 +6
crouch File:Forward.gif L 65 100 40 sp/su 7 3 15 -4 -1
crouch File:Roundhouse.gif L 100 100 60 - 8 3 21 -6 - Hard knockdown
Jump up File:Jab.gif H 50 50 20 - 5 12 - - -
Jump up File:Strong.gif H 90 100 40 - 6 4 - - -
Jump up File:Fierce.gif H 140 200 60 - 7 5 - - -
Jump up File:Short.gif H 50 50 20 - 7 7 - - -
Jump up File:Forward.gif H 90 100 40 - 5 6 - - -
Jump up File:Roundhouse.gif H 130 200 60 - 7 6 - - -
Jump forward File:Jab.gif H 50 50 20 - 7 7 - - -
Jump forward File:Strong.gif H 90 100 40 - 11 10 - - -
Jump forward File:Fierce.gif H 120 200 60 - 7 5 - - -
Jump forward File:Short.gif H 50 50 20 - 7 6 - - -
Jump forward File:Forward.gif H 90 100 40 - 7 11 - - -
Jump forward File:Roundhouse.gif H 120 200 60 - 7 4 - - -
Overhead File:Right.gif+File:Fierce.gif H 100 150 60 - 20 5 16 -3 +2 Only +1 hit advantage vs. crouching opponents
File:Right.gif+File:Short.gif L 50 50 20 sp/su 16 3 16 -1 +3 Forces stand, 15~16f cancellable
File:Right.gif+File:Roundhouse.gif HL 100 200 60 sp/su 13 3 16 -1 +3 [Air hit] limited juggle knockdown, pursuit property, 1~11f cancellable
Fake Kick - - - - - - - Total 16 - - Activated by pressing HK twice within 3f
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 90 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.94 140 160 40 - 3 2 20 - - Hard knockdown
Back throw 0.94 140 120 40 - 3 2 20 - - Hard knockdown
Tiger Shot File:Punch.gif HL 65 100 10/20 su 11 - Total 39 -2 +2 14~15f cancellable, cannot hit crouching opponent
Tiger Shot File:Punch.gif File:EX.gif HL 70*50 50*50 -250/0 su 11 - Total 39 +1 - pursuit property, 14~15f cancellable, cannot hit crouching opponent
Tiger Shot File:Kick.gif HL 60 100 10/20 su 12 - Total 45 -7 -3 pursuit property, 14~15f cancellable
Tiger Shot File:Kick.gif File:EX.gif HL 70*50 50*50 -250/0 su 12 - Total 45 -4 - pursuit property, 14~15f cancellable
Tiger Uppercut File:Jab.gif HL 120[130](AC 150) 200[100] 30/40 su 5 8 28 + After landing 16 -31 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~8
Tiger Uppercut File:Strong.gif HL 120[140](AC 170) 200[100] 30/40 su 5 10 28 + After landing 16 -33 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~10
Tiger Uppercut File:Fierce.gif HL 120[160](AC 180) 200[100] 30/40 su 5 12 27 + After landing 16 -34 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~12
Tiger Uppercut File:EX.gif HL 120*20x4(AC 170+20x4) 150*20x4 -250/0 su 5 5*2x4 30 + After landing 17 -39 - 1~11f Invincible, 9f~ airborne, [counter-hit] opponent floats higher, 2nd-5th hit pursuit property, block advantage based on 1st hit
Tiger Knee File:Short.gif HL 90*30 100*100 20/16*16 su 7 2*12 3 + After landing 13 -10 - 13f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee File:Forward.gif HL 100*40 100*100 20/16*16 su 7 2*14 3 + After landing 14 -13 - 13f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee File:Roundhouse.gif HL 110*50 100*100 20/16*16 su 7 2*12 8 + After landing 16 -18 - 11f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee File:EX.gif HL 100*40*40 100*50*50 -250/0 su 7 3*6*6 3 + After landing 10 -1 - 10f~ airborne, armor break, 2nd-3rd hit pursuit property
Angry Scar - - - -250/- - 1+0 - Total 13 - - Increases next Tiger Uppercut damage to LP:150 MP:170 HP:180 EX:170+20x4 and gives armor break,
Super Combo File:Jab.gif HL 50x7 0 -1000/0 - 1+0 3(1)3(2)3(16)2(1)3(1)2(1)2 43 + After landing 14 -38 - 1~2f Invincible, 1~17f 31f~ airborne, untechable limited juggle knockdown, pursuit property
Super Combo File:Strong.gif HL 50x7 0 -1000/0 - 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 39 + After landing 14 -34 - 1f Invincible, 2~18f 33f~ airborne, untechable limited juggle knockdown, pursuit property
Super Combo File:Fierce.gif HL 50x7 0 -1000/0 - 1+2 3(1)3(2)3(16)2(1)3(1)2(1)2 45 + After landing 15 -42 - 1~2f Invincible, 3~19f 34f~ airborne, untechable limited juggle knockdown, pursuit property
Ultra Combo 1 HL 35x7*42x5*45 0 0/0 - 0+10 5x4(12)3(2)3*10 15 + After landing 36 -48 - 1~14f Invincible, 15~35 50f~ airborne, untechable limited juggle knockdown, pursuit property, 7th hit goes into animation, guard advantage based on 4th hit
Ultra Combo 2 HL 48x8 0 0/0 - 0+11 - Total 104 -25 - 1~10f Invincible, pursuit property
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
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