Feared throughout his homeland and beyond, Sagat reigned supreme until his narrow defeat at Ryu's hands. Humiliated and honorless, Sagat vows revenge at any cost. The tenacious tiger now stands on a new battlefield.
Sagat isnt easy to use, but is very good once you get him down. He more for someone who likes to zone/turtle, he doesnt really have much of a rush down ability. But when he hits you it hurts.
Normal are laggy and slow
- slow elnow to the face, not any real frame advantage.
- use up close to combo into tiger uppercut, most characters can duck this, doubles as a close anti-air, but comes out a bit slow.
- Anti-jump and anti-air. Very good priority. Use to smack someone jumping from afar.
- good range, but slow to come out and no real frame advantage, decent poke.
- far ranged poke, real use as a far anti-air. Be careful because if blocked on the ground (or hit) it can be reversal cc’s.
- far reaching anti-air.
cr.- slow useless jab.
cr.- decent priority, cancels into specials or super.
cr.- powerful hit with decent priority.
cr.- offers small frame adavantage and can link into itself, usefule poke up close.
cr.- far reaching low hit, slow recovery, good fram afar.
nj.- great air-to-air, jump in, his universal air move.
Jumping (Diagonal jump)
dj.- Same as NJ
dj.- has great air to air priority when out. Same as NJ
dj.- Same as NJ
dj.- His cross up, must be close.
dj.- Based on the hitbox, this thing -must- be able to crossup.
dj.- great air-to-air, jump in, his universal air move. Same as NJ
,- (must be done QUICK)Fake Kick. No real use, and hard as hell to do. Basically a fake (only does first half of his animation)
/+ - Mash to get more hits, pathetic damage.
+- A hard hitting, one hit, tiger uppercut. Use when close or vs air attacks.
+- A very fast mid kicks, safer than his punch ac, but not as strong, use on ground or vs air.
+- Tiger Shot (high). unch version goes high (actually goes over Sakura's fireball).
+- Tiger Shot (low). Kick version goes low. Kick version will be used the most, and is his main zoning tool from afar. Starts far in front of sagat because of his animation, and does good damage.
+- Tiger Blow, formerly known as Tiger Uppercut. Hp does massive damage when done deep as AA or on the ground, I wanna say roughly 20% damage. Always to deep tiger uppercuts for AA when possible.
+- Tiger Crush, formerly known as Tiger Knee. Use to advance quickly, or combo into. 2-hits blocked is safe, 1-hit blocked (or hit) can be punished, but is extrememly hard to, leading to set-ups.
,+- Tiger Cannon. Awesome super to use in fireballs fights, not much use other than that.
,+- Tiger Genocide. Only lvl 3 is worth it when comboed into, does massive damage.
,+- Tiger Raid. Safe super to wake up with at lvl 2 or higher, very comboable. Safe on block.
meaty c.lk, c.mp xx tiger shot
point blank s,mp xx hp tiger uppercut
c.lk x2 xx super
c.lk xx hp dp
Corner, combo into tiger raid, hp tiger uppercut juggle.
j.rh, c.mp xx tiger genocide (lvl 3) OUCH!
cr. lk, cr. lk
cr. lk, cr. lk xx super
cr.lk xx uppercut
(meaty) cr. hp xx raid super
(meaty) cr. hp xx CC
Cr.MP, HK Groun Tiger Sshot
Cross up j.LK,s.MP,HP Tiger Blow
Croner j.HK,cr.MP,LVl 1 Raid,HP Blow
Sagats comfort zone is 3/4 to fullscreen away. From here you can far aa and control the pace of the match. Punish all jump attempts hard. WHen the opponent does get close, ac them, or thow to get them away. His CC is very easy to land and is a round winner. Zone with slow fireballs, and punish far jump attempts with s.fp or s.mk, s.rh works too.
Tiger knee, then:
block attack, ac
You can also hp tiger uppercut at your own risk, I tend not to because you are gonna get messed up if they block, cc is way safer. I would only cc at lvl 1, cause if they blcok its not too big a loss.
If you ever dont knock them down (ex. you mess up a sweep, so they are still standing) the cc still works.
lvl 1- c.rh cc hk tiger knee, hp tiger uppercut
c.rh xx hp tiger uppert cut x2
if you have JUST A LITTLE more than a lvl 1, you can get 2 hk tiger knees in, then dp.
lvl 2- hk tiger knee x3, hp tiger uppercut
lvl 3- tiger knee x5, hp tiger uppercut
^^ hard as hell to do, better off doing 4 knees. either way it hurrts, even if you go for 5 knees into hp tiger uppercut.
Anti-air custom combo:
OH so nice. Since sagat has such a far reaching s,mk, you can AA from far as hell away and get his full custom.
Close aa cc: s.lp xx hk tiger knees xN, hp tiger uppercut.
far aa cc: s.mk xx hk tiger knees xN, hp tiger uppercut.
[CC]c.HK,HK TKx2,HP TB[/CC]
[CC]c.HK,HK TKx5,HP TB[/CC]
lvl 1- c.rh xx hp tiger uppercut x2
lvl 1- c.rh xx hk tiger knee, hp tiger uppercut
lvl 2/3- c.rh xx hk tiger knee xN, hp tiger uppercut
Vs. Akuma: He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.
Vs. Ken: He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.