Sagat (ST)

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The Characters

Sagat's portrait in Super Turbo

Introduction

Competitive Overview

Strengths & Weaknesses

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 hitbox 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 little more damage;
    • Far Standing Fierce does a little more damage;
    • Crouching Fierce does a little 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 a little more damage;
    • Standing Forward's first hit does a little more damage. Second hit can be special canceled and has better priority as a poke but worse priority as anti-air;
    • 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;

Color Options

Jab Strong Fierce Start Old
Sagat-lp.gif Sagat-mp.gif Sagat-hp.gif Sagat-start.gif Sagat-old1.gif
Sagat-lk.gif Sagat-mk.gif Sagat-hk.gif Sagat-hold.gif Sagat-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 11 Sagat stcljab1&3.png Sagat stcljab2.png Sagat stcljab1&3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 3 4 4
Simplified 1 + 3 4 4


  • Far Standing Jab:
Damage 11 Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarjab2.png Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarjab4 stfarstrng6 stfarfrc6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 3 4 4 1
Simplified 1 + 3 4 5


  • Crouching Jab:
Damage 11 Sagat crjab1 crstrng1.png Sagat crjab2&4 crstrng2&4.png Sagat crjab3.png Sagat crjab2&4 crstrng2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 2 2 3 4
Simplified 1 + 4 3 4


  • Close Standing Strong:
Damage 19 Sagat stclstrng1&4.png Sagat stclstrng2.png Sagat stclstrng3.png Sagat stclstrng1&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 3 6 6 1
Simplified 1 + 3 6 7


  • Far Standing Strong:
Damage 19 Sagat stfarstrng1&5 stfarfrc1&5.png Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarstrng3.png Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarstrng1&5 stfarfrc1&5.png Sagat stfarjab4 stfarstrng6 stfarfrc6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage  ?
Frame Count 3 2 4 4 4 1
Simplified 1 + 5 4 9


  • Crouching Strong:
Damage 19 Sagat crjab1 crstrng1.png Sagat crjab2&4 crstrng2&4.png Sagat crstrng3.png Sagat crjab2&4 crstrng2&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 2 2 4 6
Simplified 1 + 4 4 6


  • Close Standing Fierce:
Damage 21 Sagat stclfrc1&4.png Sagat stclfrc2.png Sagat stclfrc3.png Sagat stclfrc1&4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 3 8 10 1
Simplified 1 + 3 8 11


  • Far Standing Fierce:
Damage 21 Sagat stfarstrng1&5 stfarfrc1&5.png Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarfrc3.png Sagat stfarjab1&3 stfarstrng2&4 stfarfrc2&4.png Sagat stfarstrng1&5 stfarfrc1&5.png Sagat stfarjab4 stfarstrng6 stfarfrc6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage  ?
Frame Count 4 3 6 10 12 1
Simplified 1 + 7 6 23


  • Crouching Fierce:
Damage 21 Sagat crfrc1&3.png Sagat crfrc2.png Sagat crfrc1&3.png Sagat crfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage  ?
Frame Count 6 6 12 1
Simplified 1 + 6 6 13


  • Close/Far Standing Short:
Damage 11+11 Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclshrt3 stfarshrt3.png Sagat stclshrt4 stfarshrt4.png Sagat stclshrt5 stfarshrt5.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png
Stun 0~5+0~5
Stun Timer 40+40
Chain Cancel No
Special Cancel Yes/No
Super Cancel Yes/Yes
Frame Advantage  ?
Frame Count 2 1 2 2 2 2 3
Simplified 1 + 3 2 2 7


  • Crouching Short:
Damage 4 Sagat crshrt1&4.png Sagat crshrt2.png Sagat crshrt3.png Sagat crshrt1&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 4 4 4 1
Simplified 1 + 4 4 5


  • Close/Far Standing Forward:
Damage 12+16 Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclfrwrd3 stfarfrwrd3.png Sagat stclfrwrd4 stfarfrwrd4.png Sagat stclfrwrd5 stfarfrwrd5 stclrh5 stfarrh5.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png
Stun 5~11+5~11
Stun Timer 60+60
Chain Cancel No
Special Cancel Yes/No
Super Cancel Yes/Yes
Frame Advantage  ?
Frame Count 2 1 2 2 3 4 6
Simplified 1 + 3 2 2 13


  • Crouching Forward:
Damage 19 Sagat crfrwrd1&5 crrh1&5.png Sagat crfrwrd2&4 crrh2&4.png Sagat crfrwrd3.png Sagat crfrwrd2&4 crrh2&4.png Sagat crfrwrd1&5 crrh1&5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage  ?
Frame Count 2 2 4 3 4
Simplified 1 + 4 4 7


  • Close/Far Standing Roundhouse:
Damage 14/20 Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclrh3 stfarrh3.png Sagat stclrh4 stfarrh4.png Sagat stclfrwrd5 stfarfrwrd5 stclrh5 stfarrh5.png Sagat stclshrt2&6 stfarshrt2&6 stclfrwrd2&6 stfarfrwrd2&6 stclrh2&6 stfarrh2&6.png Sagat stclshrt1&7 stfarshrt1&7 stclfrwrd1&7 stfarfrwrd1&7 stclrh1&7 stfarrh1&7.png
Stun 10~16/1~7
Stun Timer 80/70
Chain Cancel No
Special Cancel Yes/No
Super Cancel Yes/No
Frame Advantage  ?
Frame Count 2 1 3 3 6 7 10
Simplified 1 + 3 3 3 23

Great anti-air and anti-cross-up.

  • Crouching Roundhouse:
Damage 21 Sagat crfrwrd1&5 crrh1&5.png Sagat crfrwrd2&4 crrh2&4.png Sagat crrh3.png Sagat crfrwrd2&4 crrh2&4.png Sagat crfrwrd1&5 crrh1&5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage  ?
Frame Count 4 2 6 8 9
Simplified 1 + 6 6 17

This is Sagat's sweep attack. 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.

Aerial Normals

  • Neutral Jumping Jab:
Damage 11 Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat njjab2.png
Stun 1~7
Stun Timer 40
Frame Count 3


  • Diagonal Jumping Jab:
Damage 11 Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat djjab2.png Sagat djjab3.png Sagat djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png Sagat djjab5 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 1~7
Stun Timer 40
Frame Count 3 20 4 4
Simplified 3 24


  • Neutral Jumping Strong:
Damage 19 Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat njstrng2.png Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png Sagat djjab5 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50
Frame Count 3 14 4 4
Simplified 3 14


  • Diagonal Jumping Strong:
Damage 19 Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat djstrng2.png Sagat njjab1 djjab1 njstrng1&3 djstrng1&3.png Sagat djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png Sagat djjab5 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 5~11
Stun Timer 50
Frame Count 3 14 4 4
Simplified 3 14


  • Neutral Jumping Fierce:
Damage 21 Sagat njfrc1&3 djfrc1&3.png Sagat njfrc2.png Sagat njfrc1&3 djfrc1&3.png Sagat djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png Sagat djjab5 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 11~17
Stun Timer 60
Frame Count 5 10 4 4
Simplified 5 10


  • Diagonal Jumping Fierce:
Damage 21 Sagat njfrc1&3 djfrc1&3.png Sagat djfrc2.png Sagat njfrc1&3 djfrc1&3.png Sagat djjab4 njstrng4 djstrng4 njfrc4 djfrc4.png Sagat djjab5 njstrng5 djstrng5 njfrc5 djfrc5.png
Stun 11~17
Stun Timer 60
Frame Count 5 8 4 4
Simplified 5 8


  • Neutral Jumping Short:
Damage 12 Sagat njshrt1.png Sagat njshrt2.png
Stun 1~7
Stun Timer 40
Frame Count 2


  • Diagonal Jumping Short:
Damage 14 Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png Sagat djshrt2.png
Stun 1~7
Stun Timer 40
Frame Count 2


  • Neutral Jumping Forward:
Damage 19 Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat njfrwrd3.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20


  • Diagonal Jumping Forward:
Damage 19 Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djfrwrd3.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20


  • Neutral Jumping Roundhouse:
Damage 21 Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat njrh3.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8


  • Diagonal Jumping Roundhouse:
Damage 21 Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djrh3.png Sagat njfrwrd2&4 djfrwrd2&4 njrh2&4 djrh2&4.png Sagat djshrt1 njfrwrd1&5 djfrwrd1&5 njrh1&5 djrh1&5.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8

Throws

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)
Damage 32 Sagat throw.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 16

Special Moves

  • Tiger Shot a.k.a. High Tiger: (↓↘→ + P)

Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)

  • Startup:
Super Meter 3 Sagat ht1.png Sagat ht2.png Sagat ht3.png
Frame Count 6 3 1
Simplified 10
  • Active:
  • Jab Version:
Damage 16 Sagat ht4jab.png Sagat ht5jab.png Sagat ht6jab.png Sagat ht7jab.png Sagat ht9jab.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38
  • Strong Version:
Damage 17 Sagat ht4.png Sagat ht5strng.png Sagat ht6strng.png Sagat ht7strng.png Sagat ht9strng.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38 (40 in HSF2)
  • Fierce Version:
Damage 19 Sagat ht4.png Sagat ht5frc.png Sagat ht6frc.png Sagat ht7frc.png Sagat ht9frc.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38 (42 in HSF2)

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: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Short/Forward/Roundhouse)

  • Startup:
Super Meter 3 Sagat lt1.png Sagat lt2.png Sagat lt3.png
Frame Count 6 5 1
Simplified 12
  • Active:
  • Short Version:
Damage 15 Sagat lt4.png Sagat lt5shrt.png Sagat lt6shrt.png Sagat lt7shrt.png Sagat lt9shrt.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38 (46 in HSF2)
  • Forward Version:
Damage 16 Sagat lt4.png Sagat lt5frwrd.png Sagat lt6frwrd.png Sagat lt7frwrd.png Sagat lt9frwrd.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38 (46 in HSF2)
  • Roundhouse Version:
Damage 17 Sagat lt4.png Sagat lt5rh.png Sagat lt6rh.png Sagat lt7rh.png Sagat lt9rh.png
Stun 9~15
Stun Timer 100
Frame Count 1 1 1 2 1...
Simplified 38 (46 in HSF2)

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: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)

Damage
(Jab)
29/27 Sagat tu1.png Sagat tu2.png Sagat tu3.png Sagat tu4.png Sagat tu5.png Sagat tu6.png Sagat tu7.png Sagat tu8.png Sagat tu9.png
Damage
(Strong)
33/29
Damage
(Fierce)
16+11+
4+4+4
Stun 3~9/0~4*5
Stun Timer 40/20*5
Super Meter 7
Frame Count (Jab) 1 2 4 3 14 4 4 13 6
Simplified (Jab) 3 4 17 27
Frame Count (Strong) 1 2 4 3 22 4 4 15 6
Simplified (Strong) 3 4 25 29
Frame Count (Fierce) 1 2 4 3 26 4 4 17 10
Simplified (Fierce) 3 4 3 26 35

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. The second Stun and Stun Timer values are for the Fierce version.

  • Tiger Knee Crush: (↓→↗ + K)

Detailed Input: (↓ [0~6f] → [0~6f] ↗ [0~10/9/7/3f] Short/Forward/Roundhouse/any K if you are at a jumpable state)

  • Startup + Active:
Damage (Short) 19+16 Sagat tk1.png Sagat tk2.png Sagat tk3.png Sagat tk4.png Sagat tk5.png Sagat tk6.png
Damage (Forward) 21+16
Damage (Rh) 22+16
Stun 2~8+2~8
Stun Timer 90+90
Super Meter 6
Frame Count (Short) 1 3 3 3 2 3
Simplified (Short) 4 6 5
Frame Count (Forward) 1 3 3 3 2 4
Simplified (Forward) 4 6 6
Frame Count (Rh) 1 4 3 3 2 5
Simplified (Rh) 5 6 7
  • Recovery:
Sagat tk7.png Sagat tk8.png Sagat tk9.png Sagat tk10.png
Frame Count (Short) 6 6 1 7
Simplified (Short) 20
Frame Count (Forward) 6 6 2 7
Simplified (Forward) 21
Frame Count (Rh) 6 6 3 7
Simplified (Rh) 22

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.

Super Move

  • Tiger Genocide: (↓↘→↓↘ + P)

Detailed Input: (↓ [0~14f] ↘ [0~14f] → [0~14f] ↓ [0~14f] ↘ [0~10f] P)

Damage 14*6 Sagat super1.png Sagat super2.png Sagat super3.png Sagat super4.png Sagat super5.png Sagat super6.png Sagat super7.png Sagat super8.png Sagat super9.png Sagat super10.png
Stun 0~4*6
Stun Timer 20*6
Frame Count 1 + [18] + 1 4 3 3 2 4 6 7 1 2
Simplified 6 6 6 16
Sagat super11.png Sagat super12.png Sagat super13.png Sagat super14.png Sagat super15.png Sagat super16.png Sagat super17.png
Frame Count 4 3 27 4 4 15 9
Simplified 4 3 27 32

Can pass through fireballs, but doesn't have much horizontal range. You can add a HP Uppercut in the corner after the super.

The Basics

Advanced Strategy

Combos

Match-ups

Matchups classified with this diagram in mind. For the old characters i guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. Blanka:

  • 8 - 2

Vs. Cammy:

  • 7 - 3

Advantage Match-ups

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:

Vs. Zangief:

  • 6 - 4

Fair Match-ups

Vs. Ken:

  • 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):

Disadvantage Match-ups

Vs. Ryu:

  • 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.

Also, a tip from shotosallday, a good jumpin punish combo for reads on Ryu's fireball is J.rh, Close St.FP xx Fast fireball (low or high both work). Guaranteed Dizzy. You can still try for the classic o.gat J.RH, Cr.mk xx Roundhouse fireball, but I find the st.fp to be a more guaranteed option. If you jumpin and hit ryu crouching, don't waste your time with either combo, they won't work. the St.fp will whiff, and the cr.mk xxRH low tiger won't combo. it's better to just do the good ol' J.RH Cr.RH noob combo. When it comes to the crossup game, incorporating N.Sagat's j.mk crossup is difficult, but if you can, it can win you rounds.

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.

Vs. Chun-Li:

  • 3.5 - 6.5

Vs. Guile:

  • 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

Vs. Dhalsim:

  • 1 - 9

Vs. Vega (claw):

  • 2.5 - 7.5