Ultra Street Fighter IV/Sagat

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Ultra Street Fighter IVUSFIV-Header.png
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Sagat

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 of 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.

Players to Watch

Bonchan (JP)


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack
  • Tiger Knee: All versions 1st hit now forces stand
  • High Tiger Shot (all versions): Hitbox is now completely unable to hit all characters in their crouching state
  • Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total
  • Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits
  • Tiger Cannon (UC2): Now does full hits on airborne opponents
  • L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge

(New to Ultra SFIV Console Digital Release)

  • Step Low Kick (F + LK): Pushback on block reduced
  • Step High Kick (F + HK): Damage reduced to 80 from 100
  • High Tiger Shot: Light, Medium, and Hard recovery increased to 42 frames from 39 frames
  • Tiger Cannon (UC2): Air hit damage reduced to 255 from 384; damage on grounded opponents reduced to 357 from 384
  • EX Tiger Knee: 1st hit is more active, making it easier to land full damage and Red Focus

(Removed from Ultra SFIV Arcade Japan)

  • EX Tiger Knee: On block now 0 from -1
  • Tiger Cannon (UC2): Air damage reduced to 309 from 384

(New to 1.04 Update)

  • Forward/Neutral Throw: Tech window normalized from being 1 frame shorter
  • Tiger Cannon (UC2): Damage on air hit increased to 303 from 255

Character Specific Data

Sagat

VITALS
Health: 1050 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.024 Forward Dash Distance: 1.10
Back Walk Speed: 0.02 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.98
Jump Height Apex: 1.76 Back Dash Total Frames: 29
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 15
Back Jump Distance 1.75 Back Dash Recovery: 6
THROWS WAKE-UP TIMING
Forward Throw Range: 0.94 Face Up Total Frames: 32
Back Throw Range: 0.94 Face Down Total Frames: 22
NOTABLE MOVE CLASSES
High Attacks: Heavy Tiger Elbow Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Low Step Kick Armor Breakers: Tiger Knee, EX Tiger Knee
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HK (1st Hit), LP/MP/HP High Tiger Shot (Corner Only), LK/MK/HK Low Tiger Shot (Corner Only), Tiger Knee (1st Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -13 L2 FA Back Dash (On Block): -7

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 40 50 20 HL sp/su 6 3 4 4 7
Close MP Close Strong.gif 85 100 40 HL sp/su 7 4 11 -1 2
Close HP Close Fierce.gif 110 200 60 HL - 10 3 15 0 4
Close LK Close Short.gif 20*30 30*20 20*20 HL sp/su 4 1*3 9 -1 2
Close MK Close Forward.gif 60*60 50*50 40*40 HL sp/su*- 7 2*2 12 0 3
Close HK Close Roundhouse.gif 80*40 100*100 60*20 HL sp/su*- 5 2*3 18 -3 1
Far LP Far Jab.gif 40 50 20 HL sp/su 5 3 5 3 6
Far MP Far Strong.gif 90 100 40 HL - 10 4 9 1 4
Far HP Far Fierce.gif 120 200 60 HL - 10 3 15 0 4
Far LK Far Short.gif 20*30 30*20 20*20 HL sp/su*- 5 1*3 9 -1 2
Far MK Far Forward.gif 80 100 40 HL - 9 3 11 0 3
Far HK Far Roundhouse.gif 80*40 100*100 60*20 HL su*- 5 2*3 18 -3 1
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 3 2 9 0 3
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 5 3 10 1 4
Crouch HP Crouch Fierce.gif 110 200 60 HL - 8 3 15 0 4
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 3 5 3 6
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 7 3 15 -4 -1
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 8 3 21 -6 -
Heavy Tiger Elbow Overhead 100 150 60 H - 20 5 16 -3 2[1]
Low Step Kick Low Step Kick 50 50 20 L sp/su 16 3 16 -1 3
High Step Kick High Step Kick 80 200 60 HL sp/su 13 3 16 -1 3
Fake Kick Fake Kick - - - - - - - Total 16 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 12 - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 140 200 60 H - 7 5 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 7 - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 5 6 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 6 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 7 7 - - -
Angled Jump MP Angled Jump Strong.gif 90 100 40 H - 11 10 - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 7 5 - - -
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 7 6 - - -
Angled Jump MK Angled Jump Forward.gif 90 100 40 H - 7 11 - - -
Angled Jump HK Angled Jump Roundhouse.gif 120 200 60 H - 7 4 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Tiger Rage Forward Throw 140 160 40 0.946 - 3 2 20 - -
Tiger Carry Back Throw 140 120 40 0.946 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
High Tiger Shot High Tiger Shot 65 100 10/20 HL su 11 - 32 -2 2
EX High Tiger Shot High Tiger Shot EX.gif 70*50 50*50 -250/0 HL su 11 - 29 1 -
Low Tiger Shot Low Tiger Shot 60 100 10/20 HL su 12 - 34 -7 -3
EX Low Tiger Shot Low Tiger Shot EX.gif 70*50 50*50 -250/0 HL su 12 - 34 -4 -
Tiger Uppercut Tiger Uppercut Jab.gif 120[130] 200[100] 30/40 HL su 5 8 28 + After landing 16 -35 -
Tiger Uppercut Strong.gif 120[140] 200[100] 30/40 HL su 5 10 28 + After landing 16 -37 -
Tiger Uppercut Fierce.gif 120[160] 200[100] 30/40 HL su 5 12 27 + After landing 16 -38 -
EX Tiger Uppercut Tiger Uppercut EX.gif 120*20x4 150*20x4 -250/0 HL su 5 5*2x4 30 + After landing 17 -32 -
Angry Charge Tiger Uppercut Angry Charge Tiger Uppercut Jab.gif 150 200[100] 30/40 HL su 5 8 28 + After landing 16 -35 -
Angry Charge Tiger Uppercut Strong.gif 170 200[100] 30/40 HL su 5 10 28 + After landing 16 -37 -
Angry Charge Tiger Uppercut Fierce.gif 180 200[100] 30/40 HL su 5 12 27 + After landing 16 -38 -
EX Angry Charge Tiger Uppercut Angry Charge Tiger Uppercut EX.gif 170*20x4 150*20x4 -250/0 HL su 5 5*2x4 30 + After landing 17 -32 -
Tiger Knee Tiger Knee Short.gif 90*30 100*100 20/16*16 HL su 7 2*12 3 + After landing 13 -10 -
Tiger Knee Forward.gif 100*40 100*100 20/16*16 HL su 7 2*14 3 + After landing 14 -13 -
Tiger Knee Roundhouse.gif 110*50 100*100 20/16*16 HL su 7 2*12 8 + After landing 16 -18 -
EX Tiger Knee Tiger Knee EX.gif 100*40*40 100*50*50 -250/0 HL su 7 3*6*6 3 + After landing 10 -1 -
Angry Charge Angry Scar - - -250/- - - 1+0 - Total 13 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Tiger Genocide Super Combo Jab.gif 50x7 0 -1000/0 HL - 1+0 3(1)3(2)3(16)2(1)3(1)2(1)2 43 + After landing 14 -38 -
Super Combo Strong.gif 50x7 0 -1000/0 HL - 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 39 + After landing 14 -34 -
Super Combo Fierce.gif 50x7 0 -1000/0 HL - 1+2 3(1)3(2)3(16)2(1)3(1)2(1)2 45 + After landing 15 -42 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Tiger Destruction Ultra Combo 1 35x7*42x5*45[35x5*42x4*15*17] 0 0/0 HL - 0+10 5x4(12)3(2)3*10 15 + After landing 36 -48 -
Tiger Cannon Ultra Combo 2 39x3*48x5[30x3*42x4*45] 0 0/0 HL - 0+11 - 94 -25 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

A knee in the air. Sagat's only crossup, but doesn't have a lot of hitstun, so you can only reliably link c.LK after (although the hitstun allows for easy tick throwing)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

Sagat's best jump-in. Long range, does great damage, comes out fast, and can hit pretty much anything afterward.

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Heavy Tiger Elbow

Overhead F.png + Hp.png

~~ Uses and Strategies ~~

Sagat's overhead elbow. Use it if your opponent likes to crouch during blockstrings a lot if you are close to them.

File:Example.png

Low Step Kick

Low Step Kick F.png + Lk.png

~~ Uses and Strategies ~~

Sagat steps forward and does a low kick to the shins. Must be crouch blocked. You can combo into a c.LP afterwards (1 frame link) for a bit of damage. A little bit before the active frames (when the move actually is flagged to do damage, hitstun, etc.) there is a small period of time 15F-16F in which you can cancel the move into a special move, super, or focus attack (costs 2 bars like other FADCs). i.e.: your opponent jumps forward from your projectile from afar, you can cancel this into a Tiger Uppercut for extra range (although you should probably stick to high step kick because it can anti-air just in case) or closing the distance on an enemy with a defensive tiger shot.

File:Example.png

High Step Kick

High Step Kick F.png + Hk.png

~~ Uses and Strategies ~~

Sagat steps forward and does a roundhouse kick. Like the Low Step Kick Puts airborne opponents in a juggle state. Mainly used as a far anti-air if someone jumped over your fireball. It tends to trade if your opponent tries to jump attack, but they still end up in the juggle state. After hitting it on an airborne opponent, you can hit the following:

  • another High Step Kick (and you can follow that up with an Ultra)
  • EX Tiger Shots
  • both Ultras

Like the Low Step Kick, there is a window of time before the active frames that you can cancel this move into a special/super/focus attack (1F-11F).

File:Example.png

Fake Kick

Fake Kick Hk.png ---.png Hk.png

~~ Uses and Strategies ~~

Pressing HK twice in 3 frames or less does this move. Probably spoils a punish if you keep mashing HK a few times.

Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Tiger Rage

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Sagat lifts the opponent by the face and knees them three times, the last hit, all the way across the screen (when not cornered), which puts you in an optimal position to start zoning again.

File:Example.png

Tiger Carry

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Sagat does a shoulder toss. Like the forward/neutral throw, it lands the opponent on the other side of the screen, in which you should start zoning.

Special Moves

  Name Nickname Command Notes
File:Example.png

High Tiger Shot

High Tiger Qcf.png + P.png Ex.png

~~ Uses and Strategies ~~

Low tiger's older brother. Sagat shouts his name and throws a projectile while standing. However, since Sagat is so tall, the projectile can be dodged by simply crouching. It is harder to jump over than the low tiger, although. While you should be mainly sticking to the low tiger for fireballs, be sure to throw in a high tiger to keep the opponent guessing. It can also make a far anti air if you anticipate a jump from far away.

File:Example.png

Low Tiger Shot

Low Tiger Qcf.png + K.png Ex.png

~~ Uses and Strategies ~~

Sagat shouts his name and throws a projectile while crouching. Sagat's main zoning tool. If your opponent is mid screen or more away, then chances are, you're throwing low tigers. It does slightly less damage than the high tiger, also has 1F more startup and 2F more recovery. Much easier to jump over than the high tiger. Always end your blockstrings with a low tiger to get some easy chip damage.

File:Example.png

Tiger Uppercut

Tiger Uppercut Dp.png + P.png Ex.png

~~ Uses and Strategies ~~

Sagat becomes invulnerable for a split second and does a rising punch similar to a Shoryuken. Best anti-air, and like all other DPs, makes a great reversal; but unlike most other DPs, it does not break armor.

File:Example.png

Tiger Knee

Tiger Knee Dp.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

Sagat does an aerial knee bash. The range, damage and recovery are determined by the kick version, LK having the shortest range and recovery and lowest damage; and HK the longest reach, longest recovery and highest damage. Makes a great combo ender, as it has good corner carry and his highest damaging under normal conditions. Upon getting a knockdown, you can use Tiger Knee while your opponent is waking up to cross over them.

File:Example.png

Angry Charge

Angry Scar Qcb.png Qcb.png + K.png Consumes 1 bar of Super Meter; Powers up next Tiger Uppercut

~~ Uses and Strategies ~~

Adds more damage and different properties to the next Tiger Uppercut. All of the normal uppercuts do the same damage, 120, but Angry Charge will boost each upper for a different amount. (LP 150, MP 170, HP 180.) It also gives the next Uppercut an Armor Break


Super Combo

File:Example.png

Tiger Genocide

Super Combo Qcf.png Qcf.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

Ultra Combos

  Name Nickname Command Notes
File:Example.png

Tiger Destruction

Ultra Combo I Qcf.png Qcf.png + 3k.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Tiger Cannon

Ultra Combo II Qcf.png Qcf.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Assume every ultra is fully charged, unless otherwise noted.

  • c.MK →
    • xx HP Tiger Uppercut - (185 damage [245 damage with Angry Charge], 300 stun)
    • xx HK Tiger Knee - (225 damage, 300 stun)
  • (anti-air) High Step Kick →
    • High Step Kick, EX Tiger Shot - (200 damage, 440 stun, costs 1 bar of meter)
    • Tiger Destruction (Ultra 1) - (382 damage, 200 stun)
    • Tiger Cannon (Ultra 2) - (284 damage, 200 stun)
  • Tiger Uppercut FADC →
    • HK Tiger Knee - (170 damage, 300 stun) - Good corner carry.
    • High Step Kick →
      • EX Tiger Shot - (240 damage, 400 stun, costs 3 bars of meter)
      • Tiger Destruction (Ultra 1) - (468 damage, 400 stun, costs 2 bars of meter)
      • Tiger Cannon (Ultra 2) - (379 damage, 400 stun, costs 2 bars of meter)
  • c.MK xx Low Tiger FADC close MP →
    • xx HK Tiger Knee - (305 damage, 420 stun)
    • xx HP Tiger Uppercut - (277 damage, 420 stun)
  • EX Tiger UppercutTiger Destruction (Ultra 1) - (~501 damage [depends slightly on character, ~551 damage with Angry Charge], 230 stun)
    • From ground, works on the following characters - Decapre, Ryu, Ken, Ibuki, Makoto, Gouken, Akuma, Gen, Dan, Sakura, Oni, Elena, Poison, Rolento, Hakan, Cody, Cammy, Sagat, Dictator, Chun-Li, Juri, Yun, Evil Ryu, Blanka, Rufus, El Fuerte, Boxer, Fei Long, T. Hawk, Adon, Yang, and Hugo
    • Tiger Destruction whiffs on - E. Honda, Dudley, Seth, Guy, Dee Jay, C. Viper, Abel, Dhalsim, Guile, Zangief, Claw, and Rose
    • In the corner against Hakan, Tiger Destruction must be delayed slightly
    • Will work on any character if EX Tiger Uppercut is used as an anti-air
  • EX Tiger KneeTiger Destruction (Ultra 1) (481 damage, 200 stun) - Corner only

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat (self)

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 40 50 20 HL sp/su 6 3 4 12 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 85 100 40 HL sp/su 7 4 11 21 -1 2 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 110 200 60 HL - 10 3 15 27 0 4 18 22 Reset Reset - - - - - - -
Close LK Close Short.gif 20*30 30*20 20*20 HL sp/su 4 1*3 9 16 -1 2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60*60 50*50 40*40 HL sp/su*- 7 2*2 12 22 0 3 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 80*40 100*100 60*20 HL sp/su*- 5 2*3 18 27 -3 1 18 22 [1st Hit]: Forces stand [1st Hit]: Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 40 50 20 HL sp/su 5 3 5 12 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 100 40 HL - 10 4 9 22 1 4 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 10 3 15 27 0 4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 20*30 30*20 20*20 HL sp/su*- 5 1*3 9 17 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 9 3 11 22 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 80*40 100*100 60*20 HL su*- 5 2*3 18 27 -3 1 18 22 [1st Hit]: Forces stand [1st Hit]: Forces stand Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 3 2 9 13 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 5 3 10 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 110 200 60 HL - 8 3 15 25 0 4 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 3 5 12 3 6 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 65 100 40 L sp/su 7 3 15 24 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 8 3 21 31 -6 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Heavy Tiger Elbow Overhead 100 150 60 H - 20 5 16 40 -3 2[1] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Low Step Kick Low Step Kick 50 50 20 L sp/su 16 3 16 34 -1 3 18 22 15~16F cancellable Forces stand Forces stand Reset Reset - - - - - - -
High Step Kick High Step Kick 80 200 60 HL sp/su 13 3 16 31 -1 3 18 22 1~11F cancellable Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fake Kick Fake Kick - - - - - - - Total 16 16 - - - - Press HK 3~5F during close/far HK to cancel to Fake Kick - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 12 - 16 - - Reset Reset - - - Lower body: 1~16F - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Fierce.gif 140 200 60 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Angled Jump MP Angled Jump Strong.gif 90 100 40 H - 11 10 - 20 - - Reset Reset - - - Lower body: 1~20F - - -
Angled Jump HP Angled Jump Fierce.gif 120 200 60 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump MK Angled Jump Forward.gif 90 100 40 H - 7 11 - 17 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HK Angled Jump Roundhouse.gif 120 200 60 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.188 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.188 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - - - Range: 2.188, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.188, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.188, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 65 2 35 101 - - - - Range: 2.188, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 2.188, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tiger Rage Forward Throw 140 160 40 0.946 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Tiger Carry Back Throw 140 120 40 0.946 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
High Tiger Shot High Tiger Shot 65 100 10/20 HL su 11 - 32 42 -2 2 - - 14~15F cancellable, cannot hit crouching X Soft Knockdown Soft Knockdown - - - - - - -
EX High Tiger Shot High Tiger Shot EX.gif 70*50 50*50 -250/0 HL su 11 - 29 39 1 - - - 14~15F cancellable, cannot hit crouching, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Low Tiger Shot Low Tiger Shot 60 100 10/20 HL su 12 - 34 45 -7 -3 - - 14~15F cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Low Tiger Shot Low Tiger Shot EX.gif 70*50 50*50 -250/0 HL su 12 - 34 45 -4 - - - 14~15F cancellable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Tiger Uppercut Tiger Uppercut Jab.gif 120[130] 200[100] 30/40 HL su 5 8 28 + After landing 16 56 -35 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~
Tiger Uppercut Strong.gif 120[140] 200[100] 30/40 HL su 5 10 28 + After landing 16 58 -37 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~
Tiger Uppercut Fierce.gif 120[160] 200[100] 30/40 HL su 5 12 27 + After landing 16 59 -38 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~
EX Tiger Uppercut Tiger Uppercut EX.gif 120*20x4 150*20x4 -250/0 HL su 5 5*2x4 30 + After landing 17 64 -32 - 17 - On counter-hit, opponent floats higher,opponent gains 20*10x4 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~11F - - - 9F~ JP: 0~4 sequentially
Angry Charge Tiger Uppercut Angry Charge Tiger Uppercut Jab.gif 150 200[100] 30/40 HL su 5 8 28 + After landing 16 56 -35 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~ JP: 1
Angry Charge Tiger Uppercut Strong.gif 170 200[100] 30/40 HL su 5 10 28 + After landing 16 58 -37 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~ JP: 1
Angry Charge Tiger Uppercut Fierce.gif 180 200[100] 30/40 HL su 5 12 27 + After landing 16 59 -38 - 17 - On counter-hit, opponent floats higher, [] refers to active frames 3~8F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - 6~7F 8F~ JP: 1
EX Angry Charge Tiger Uppercut Angry Charge Tiger Uppercut EX.gif 170*20x4 150*20x4 -250/0 HL su 5 5*2x4 30 + After landing 17 64 -32 - 17 - On counter-hit, opponent floats higher, opponent gains 20*10x4 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~11F - - - 9F~ JP: 1~5 sequentially
Tiger Knee Tiger Knee Short.gif 90*30 100*100 20/16*16 HL su 7 2*12 3 + After landing 13 36 -10 - 18 - Builds 10x2 meter on block X [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 13F~ JP: 0*1
Tiger Knee Forward.gif 100*40 100*100 20/16*16 HL su 7 2*14 3 + After landing 14 39 -13 - 18 - Builds 10x2 meter on block X [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 13F~ JP: 0*1
Tiger Knee Roundhouse.gif 110*50 100*100 20/16*16 HL su 7 2*12 8 + After landing 16 44 -18 - 18 - Builds 10x2 meter on block X [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 11F~ JP: 0*1
EX Tiger Knee Tiger Knee EX.gif 100*40*40 100*50*50 -250/0 HL su 7 3*6*6 3 + After landing 10 34 -1 - 18 - Opponent gains 8x3 meter on hit, 5x3 on block X [1st hit]: Forces Stand, [2nd~3rd Hit]: Soft Knockdown [1st hit]: Forces Stand, [2nd~3rd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 10F~ JP: 0*1*1
Angry Charge Angry Scar - - -250/- - - 1+0 - Total 13 14 - - - - Enhances to next Tiger Uppercut - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tiger Genocide Super Combo Jab.gif 50x7 0 -1000/0 HL - 1+0 3(1)3(2)3(16)2(1)3(1)2(1)2 43 + After landing 14 97 -38 - 21 - Opponent gains 20x7 meter on hit, 5x7 on block [4th~7th Hit]: Hard Knockdown [4th~7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2F - - - 1~17F, 31F~ JP: 127
Super Combo Strong.gif 50x7 0 -1000/0 HL - 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 39 + After landing 14 94 -34 - 21 - Opponent gains 20x7 meter on hit, 5x7 on block [4th~7th Hit]: Hard Knockdown [4th~7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - 2~18F, 33F~ JP: 127
Super Combo Fierce.gif 50x7 0 -1000/0 HL - 1+2 3(1)3(2)3(16)2(1)3(1)2(1)2 45 + After landing 15 102 -42 - 20 - Opponent gains 20x7 meter on hit, 5x7 on block [4th~7th Hit]: Hard Knockdown [4th~7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2F - - - 3~19F, 34F~ JP: 127
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tiger Destruction Ultra Combo 1 35x7*42x5*45[35x5*42x4*15*17] 0 0/0 HL - 0+10 5x4(12)3(2)3*10 15 + After landing 36 110 -48 - - - 7th hit goes into animation, guard advantage based on 4th hit, [] refers to vs airborne, opponent gains 20x13 meter on hit, 5x7 on block [5th~13th Hit]: Hard Knockdown [5th~13th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14F - - - 15~35F, 50F~ JP: 127
Tiger Cannon Ultra Combo 2 39x3*48x5[30x3*42x4*45] 0 0/0 HL - 0+11 - 94 104 -25 - - - [] refers to vs airborne, opponent gains 10x8 meter on hit X [8th Hit]: Hard Knockdown [8th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - - - JP: 127, JS: 1x7*10
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: