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{{TOClimit|3}} | |||
= | {{SVC Character Subnav|name=Sagat}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | สกัด, Sagat | |||
|- | |||
! align="center" colspan="2" | [[File:Sagatsvc.gif|"Had enough, have you? This makes you now one of life's losers."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Zoning shoto | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Doesn't Need It | |||
|- | |||
| '''Tier Placement''' || Pretty Good (B) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Sagatfacesvc.png|right]] | |||
Sagat, the Emperor of Muay Thai, is a Street Fighter staple boss character, debuting as the final boss in the first Street Fighter to challenge Ryu, the results of which giving him his scar on his chest. As one of many shotos, Sagat focuses on zoning and playing keepout with Tiger Shot fireballs that go both high and low, making him quite frustrating to approach in the right hands. SVC decided to take a more drastic turn with Sagat's design, however: low Tiger Shot no longer hits low, taking away a key part of Sagat's design. He is still fairly capable, so it's not the end of the world, but giving the opponent less reason to block low doesn't do him any favors as a zoner in a game where the strongest of characters are all zoners. | |||
{{ ProConTable | |||
| pros= | |||
* '''Easy to play and learn:''' Sagat's pretty much a shoto, with high and low fireballs, and his only other specials are DP moves that are easy to learn how to use. Beyond that, he's a zoner with good pokes and nothing else in the way of complexity. He's a very self-explanatory character. | |||
* '''Shoto like character that can both zone and punish:''' His two-way fireballs allow Sagat to zone more effectively, on top of his large buttons with good reach. With front step, he makes good use of punish opportunities by spending for super and can even anti-air effectively. | |||
* '''Reliable DP and super:''' Anti-airing with DP is quite easy with Sagat, packing a large hitbox that comes out quick. His supers are strong punish tools, also. | |||
* '''Damaging combos, especially with Exceed:''' The very few combos Sagat has all hurt and are easy to do. If he has meter, then that makes things even better, so he at least gets reliable damage when punishing the opponent. | |||
* '''Chances are no one knows the matchup in this game:''' There are few Sagat players, so there's a good chance that your opponent won't know how to deal with him. It's also worth noting, that although Sagat doesn't do as much, what he does do he does well enough to put up a fight, giving him a slight advantage. | |||
* '''Just happy to be here:''' Everyone else in the roster is grumpy when they're fighting. Meanwhile, Sagat's smiling the entire match, just look at that happy camper enjoy his time in SVC! How wholesome of him! | |||
| cons= | |||
* '''Few cancellable moves:''' Sagat has no light confirm combos, and he can't even do a heavy into db.D like the other shotos can. If he throws a button out, he's committing to it. And if the button is cancellable, the only potentially safe option is to cancel it into fireball. | |||
* '''Generally unsafe hitboxes:''' Some of Sagat's hitboxes on his normals and his DP specials are unusual. As is typical of SNK design, his normals tend to have larger hurtboxes than they do hitboxes, or have tiny hitboxes. And with his DP specials, they have a chance of whiffing. | |||
* '''Almost no Max Mode options:''' Sagat could have benefitted from Max Mode, but instead he gains almost nothing from it, making his few combo options and lack of cancellable buttons even more obnoxious to deal with. | |||
* '''Ground projectile no longer hits low:''' The most baffling design choice by SNK when adapting Sagat, his low fireballs can now be blocked standing, effectively eliminating a lot of risk from the opponent in defending against Sagat and hurting his zoning tremendously. Any time Sagat throws a fireball, there's much less effort for the opponent to avoid them altogether. | |||
* '''What he does have, other characters do better:''' Sagat isn't a bad character, but he doesn't do anything noteworthy either. When bosses aren't a factor, he tends to fare better in the meta, but with bosses, the lack of combos and buttons he can safely throw out in neutral shreds him apart as he struggles to keep up. Anything he has, someone else can do better. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
[[Category: SvC Chaos]] | ==Move List== | ||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=14 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* A fast punch in the opponent's face. Cancelable, but cannot combo on itself. Whiffs on low crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery=12 | |||
|Total=25 | |||
|Hit Adv=-6 | |||
|Block Adv=-8 | |||
|Invulnerability= | |||
|description=* Bad move, really. The startup is bad for a Light attack, and you can think that it hits low, right? I'm sorry, but you're wrong. But this move has something that the s.A moves don't have. It doesn't whiffs on low crouching characters. If the opponent is abusing of the crouching state, this move can be an option. Wait, it's not only that. This move is not cancelable, but this move is Super cancelable, in which means that this move can be canceled on any Super Move, but don't use, because they will not connect. Just avoid this move if you want. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3, 8 | |||
|Recovery=17 | |||
|Total=34 | |||
|Hit Adv=-8 | |||
|Block Adv=-10 | |||
|Invulnerability= | |||
|description=* His best cancelable move. Can be used as an anti-air on some cases. This move is the best to combo, and the damage is nice, so combo with it when you want to punish your opponent. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl/st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup='''cl.D= 6''' ; '''st.D= 7''' | |||
|Active=3, (1), 6 | |||
|Recovery='''cl.D= 18''' ; '''st.D= 19''' | |||
|Total='''cl.D= 34''' ; '''st.D= 36''' | |||
|Hit Adv='''2nd= -4/-5''' | |||
|Block Adv='''2nd= -6/-7''' | |||
|Invulnerability= | |||
|description=* A two-hit attack with nice reach. When you're far, it's a good poke to use on tall characters. If you're close, you can cancel only the first hit and the second whiffs on low crouching characters. The damage of the first hit is good, so cancel it when you want. You can combo with the second hit only on the Max Mode. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=7 | |||
|Total=15 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Sagat performs an attack with his elbow. Sadly, this is not a rapidfire move. The damage is normal for a light attack, and this move is cancelable. Whifs on low crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=5 | |||
|Recovery=10 | |||
|Total=23 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* One of Sagat's pokes. His foot extends far away, and the damage is normal for a Light attack. Not cancelable, but it's a fast kick. Use '''ONLY''' on poke situations. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=8 | |||
|Recovery=19 | |||
|Total=34 | |||
|Hit Adv=-7 | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* One of Sagat's pokes. Not cancelable and whiffs on low crouching characters, but the damage and range are nice for a poke. Now just decide if you will use f.B or f.C on poke situations(You can use the two of them if you want). f.C has better damage, but whiffs on the low crouching characters(The opponent generally will not crouch on poke situations, but you need to know that). f.B has better range, don't whiffs on the low crouching characters and it's faster, but the damage is worse. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=17 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Fast punch, cancelable, but it's not a rapidfire move, sadly. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Quick kick, low damage, cancelable, as always. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=8 | |||
|Recovery=14 | |||
|Total=30 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* Nice reach, but not so good as a poke(He has better options). The damage is nice and this move is supercancelable only(And the Supers can connect with this move). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery=14 | |||
|Total=29 | |||
|Hit Adv=SKD | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Quick kick that knocks down. Can be used as a low poke, and only that. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=19 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A straight punch. Nice defensive and air-to-air move, but neutral jumps are something rare on this game. Use if only on defensive ways if you want. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A quick attack with the elbow. Your reliable air-to-air weapon. Can be used on combos, but it's hard to do that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=13 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* A knee that aim down, I think. You can use when your opponent don't have a high jump, which can be rare. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* A kick with nice reach. Good to use when your opponent is far away, and only that, I think. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* The damage is nice, but can be hard to combo on some standing characters because of the attack hitbox. Good to use on tall characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Strange kick that aims up. Use this only when the jump is finishing, in that way you can surprise your opponent sometimes. If the opponent has a higher jump than you, use it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=8 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Sagat's best move to combo. This move has a nice reach, so you can use this to hit your opponent in the air too. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.A | |||
|caption= | |||
|name=Tiger Hook | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=14 | |||
|Active=4 | |||
|Recovery=23 | |||
|Total=41 | |||
|Hit Adv=-7 | |||
|Block Adv=-9 | |||
|Invulnerability= | |||
|description=* Well... It's almost the same as [[Ryu (SvC)|Ryu]]'s f+A. It's an overhead attack that can be used on the opponent's wakeup. Comparing this move with Ryu's, Sagat's f+A has better startup, but does only one hit and the damage is decent. Ryu's f+A does two hits and the damage is(a little) better, but has worse startup. The recovery of them is the same. It's not cancelable and don't knocks down. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=db.D | |||
|caption= | |||
|name=Tiger Tail (cr.MK) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=5 | |||
|Recovery=11 | |||
|Total=23 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* It's Sagat's cr.MK, his best low-hitting move. It's almost the same as The Shoto's db+D in this game. Why almost? You cannot cancel a normal move into this move, sadly. The attack has the same animation as Sagat's cr.D, but a little faster and don't knocks down, so you can use this as a low poke if you want. It's cancelable and it's simple to use on basic combos. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Tiger Shot | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Some people call this only "Tiger"(probably because of Street Fighter 2). This is Sagat's classic projectile that he had since the first Street Fighter game. Use with his zoning abilities. This move has some "Bad Things", because almost all of the characters can duck under it(This move whiffs against Choi standing). It negates normal projectiles, but whiffs against some projectiles, like: Iori's QCF+P or even Sagat's Ground Tiger. (Characters that '''cannot''' duck under this move: Demitri, Hugo, Earthquake, Shiki and Genjyuro). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf K | |||
|caption= | |||
|name=Ground Tiger Shot | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Can be called "Ground Tiger". He had this move since the second SF game, and this make this move a classic move, but in that game, this move hits low. In this game, forget this rule. This move is easy for the opponent to jump over, so you can avoid this, but if you want to use, use with his zoning abilities, against those ground projectiles or as a meaty fireball. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Tiger Uppercut | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Sagat's classic DP. Abuse of this when your opponent jumps over you. The classic DP rules are here too(Invincibility and those things) The A version does a short leap and only one hit, I think it's better as anti-air. In the C version the leap is longer and can do up to 5 hits(If the opponent is in the air you can do less than 5 hits), so use this version in combos only. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Tiger Crush | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp B | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move can be called classic too. Sagat performs an attack with his knee that does 2 hits on each version. I recommend you to use the B version only, because it goes further, and the D version leaves you more open for some GCFs. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Tiger Cannon | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''A= 31x4''' ; '''C= 30x6''' | |||
|Counter Dmg='''A= 34''' ; '''C= 33''' | |||
|Guard=Mid | |||
|G. Crush='''A= 2x4''' ; '''C= 2x6''' | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Avoid it if you want. The same rules on the Tiger(Special move) can be applied here. It destroys normal projectiles, so you can use in a projectile war if you want. The characters that cannot duck this move are the same. It whiffs against Choi standing. This move don't lose hits when it absorbs normal projectiles(unlike Ryu's Shinkuu Hadouken). If the last hit don't connects with the opponent, he will not be knocked down(Try this: cl.B and this move). C version is a little faster. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 P | |||
|caption= | |||
|name=Ground Tiger Cannon | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''A= 31x4''' ; '''C= 30x6''' | |||
|Counter Dmg='''A= 34''' ; '''C= 33''' | |||
|Guard=Mid | |||
|G. Crush='''A= 2x4''' ; '''C= 2x6''' | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Almost the same as above, just that is hits lower and, of course, cannot be ducked. The same rules of the Ground Tiger(Special move) can be applied here. It's easy to jump and block, so you can avoid this. C version is a little faster. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Tiger Raid | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''B= 38x6''' ; '''D= 38x7''' | |||
|Counter Dmg=46 | |||
|Guard=Low (1st) > Mid | |||
|G. Crush='''B= 2x6''' ; '''D= 2x7''' | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* His best super, I think. The damage is nice, and the first hit needs to be blocked '''low''', so you can use this on combos or when the opponent will get up. The opponent will be on a jugglable state after the last hit(On each version), but you can connect something only on the corner. The best followups will be on the combos section. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|236}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Tiger Genocide | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=(22x6)+(48x6) | |||
|Counter Dmg=26, 56 | |||
|Guard=Mid | |||
|G. Crush=(2x6)+(2x6) | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* His classic SF2 Super, but here it's an Exceed, so you can use it only one time. Sagat performs an Tiger Crush/Knee, followed by two Tiger Uppercuts. Sagat has invincibility up to the first Uppercut. The damage is nice, and it can be a followup for the Tiger Raid. More details on the combos section. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Sagat's Gameplan''''' | |||
His gameplan is only to mix your High/Low Tiger Shots while you're far from the opponent(I think that's his plan on any game, but here, he's kind of unique) by using your pokes, command moves and meaty projectiles(That's what they call "Zoning") and to try to land the Tiger Raid to combo in the corner(Can be hard depending of the matchup). Sagat don't have good Max combos, so if you're in Max Mode, just use Super Moves. And if you know the basics on how to play with Ryu on any game, you can try to use those basic tactics(He's a Shoto here, remember?). | |||
===Advanced Strategy=== | |||
====Resets==== | |||
Well... Resets are really important here, because they can lead to more damage. And with Sagat, this is true. Remember the combo above? He could juggle with his Super. But what if we don't use the Exceed after it? Let's try this: | |||
(Corner only) [Jump Attack] cl/cr.C, QCB(2x)+K, cl./cr.C(Don't cancel it) | |||
Yeah, you can think: But and the damage? Here is a phrase that I learned from a pro fighting game player: "What matters in fighting games isn't 'how you do damage', is 'how can I get to the damage'." When I heard this, I started to think about that. And later, when I saw a video with many resets in a tournament, I thought more, and then I found this damaging reset above. So, what can I do after the cl./cr.C hits? | |||
* First, don't cancel it(You already knew that). | |||
* Second, analyse your opponent. See if he/she is blocking high/low in wakeup situations(Resets are like... Faster wakeups). | |||
* Third, react to the reset. I putted cl./cr.C, because with the cl. version, you'll have more time to think, and the opponent can have more time to react. With the cr. version, you'll have less time to think, but the opponent will have less time to react too(If you time well, I mean). It's up to you now. | |||
* Fourth, do a low/overhead move. If you have meter, you can do something like cr.B, QCF(2x)+K, DP+C/DP+K/Exceed. If you don't have the meter, just do the same combo, but without the Super. Now for the overhead variant: (After the reset) f+A(It's an overhead, remember?), DP+C. This combo only works in Max Mode. You can even repeat the reset, by doing that combo, and then cr.A(As a low), the Super, cl./cr.C many times. | |||
If you're having trouble with this, I found a video with it. Click [https://www.youtube.com/watch?v=OkMRH6FZoao] <- here, jump to 3:48 and good luck. | |||
====Match-Ups==== | |||
=====Guile===== | |||
A rather interesting matchup for both characters, since on paper Sagat cannot keep up with Guile's sonic boom pressure and will always lose fireball wars. However, this is only with his low tiger shots, which meet the same level as Guile's sonic booms. With high tiger shots, they go above sonic boom, letting Sagat either trade with Guile any time they exchange fireballs, or punish Guile for doing fireball and if far away enough to recover in time, can block the sonic boom. This makes for unusual fireball wars where both characters want to throw out fireballs but at the same time cannot as they circumvent each other's fireball pressure. If Sagat uses super fireball, then regardless of which version he uses, it's in his favor and Guile needs to respect it. Guile can front step punish it, but being a charge character, he can't do much without meter. It's better for Guile to play neutral with his normals and have flash kick ready instead of trying to play fireball wars. However, Sagat can also play neutral pretty well with some good buttons, long normals, and similar pressure, though his anti-airs may be counteracted by Guile. Midrange sonic booms for pressure are still beneficial for Guile to fight aggressively with as opposed to turtling, so you do need to play Guile differently as a result. Arguably in Guile's favor only by a little. Sagat players should be careful how they throw out tiger shots and look out for sonic booms up close since Guile will have better pressure up close and better normals, but both characters counteract their best points in the matchup. | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) db.D, qcf X || TBA || TBA || TBA || TBA || The classic Shoto combo "cr.MK + Fireball". You don't need to add the jump attack sometimes, because this can be hard to use on those small characters([[Choi Bounge (SvC)|Choi]] and [[Rockman Zero (SvC)|Zero]]), but it's not impossible. Easy if you want to begin. The damage is decent. You can use this combo if you land the db+D as a poke to push your opponent if you want(But will not connect). | |||
|- | |||
|(j.X,) cl.C, dp X || TBA || TBA || TBA || TBA || Sagat's cl.C is his most damaging cancelable move, but it whiffs against those low crouching characters, so watch out if you want to use. In this combo, DP+C is the best choice, because it does more hits and more damage. The DP+K does only one hit on this combo. | |||
|- | |||
|(j.X,) cl./cr.C, qcb x2 K, dp C || TBA || TBA || TBA || TBA || Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed. | |||
|- | |||
|(j.X,) cl./cr.C, qcb x2 K, dp K || Corner || TBA || TBA || TBA || Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed. | |||
|- | |||
|(j.X,) cl./cr.C, qcb x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) cl./cr.C, qcb x2 K, Exceed || Corner || TBA || TBA || TBA || That's his most damaging combo. It's not so hard to do, but to get the most damage, the first uppercut needs to whiff, and the second uppercut needs to hit the opponent, so you need to time well. Button holding for this combo is actually not a good idea, because if you button hold, despite Exceed coming out immediately, it will make the last hit of the first DP does not whiff, thus dropping the rest of the Exceed and allowing the opponent to recover before Sagat. I think it does 75% of damage on the opponent's health. The opponent will be with only 25% of health, so they can use their Exceed after this combo. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category:SvC Chaos]] | |||
[[Category:Sagat]] |
Latest revision as of 18:18, 4 August 2024
สกัด, Sagat | |
---|---|
Category | Normal |
Playstyle | Zoning shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Pretty Good (B) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Sagat, the Emperor of Muay Thai, is a Street Fighter staple boss character, debuting as the final boss in the first Street Fighter to challenge Ryu, the results of which giving him his scar on his chest. As one of many shotos, Sagat focuses on zoning and playing keepout with Tiger Shot fireballs that go both high and low, making him quite frustrating to approach in the right hands. SVC decided to take a more drastic turn with Sagat's design, however: low Tiger Shot no longer hits low, taking away a key part of Sagat's design. He is still fairly capable, so it's not the end of the world, but giving the opponent less reason to block low doesn't do him any favors as a zoner in a game where the strongest of characters are all zoners.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 12 | 25 | -6 | -8 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3, 8 | 17 | 34 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | cl.D= 6 ; st.D= 7 | 3, (1), 6 | cl.D= 18 ; st.D= 19 | cl.D= 34 ; st.D= 36 | 2nd= -4/-5 | 2nd= -6/-7 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 5 | 10 | 23 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 8 | 19 | 34 | -7 | -9 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 9 | 17 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 3 | 8 | 16 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 8 | 14 | 30 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 7 | 14 | 29 | SKD | -3 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 19 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 13 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 8 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 14 | 4 | 23 | 41 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 7 | 5 | 11 | 23 | +4 | +2 | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A= 31x4 ; C= 30x6 | A= 34 ; C= 33 | Mid | A= 2x4 ; C= 2x6 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A= 31x4 ; C= 30x6 | A= 34 ; C= 33 | Mid | A= 2x4 ; C= 2x6 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B= 38x6 ; D= 38x7 | 46 | Low (1st) > Mid | B= 2x6 ; D= 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(22x6)+(48x6) | 26, 56 | Mid | (2x6)+(2x6) | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Sagat's Gameplan
His gameplan is only to mix your High/Low Tiger Shots while you're far from the opponent(I think that's his plan on any game, but here, he's kind of unique) by using your pokes, command moves and meaty projectiles(That's what they call "Zoning") and to try to land the Tiger Raid to combo in the corner(Can be hard depending of the matchup). Sagat don't have good Max combos, so if you're in Max Mode, just use Super Moves. And if you know the basics on how to play with Ryu on any game, you can try to use those basic tactics(He's a Shoto here, remember?).
Advanced Strategy
Resets
Well... Resets are really important here, because they can lead to more damage. And with Sagat, this is true. Remember the combo above? He could juggle with his Super. But what if we don't use the Exceed after it? Let's try this:
(Corner only) [Jump Attack] cl/cr.C, QCB(2x)+K, cl./cr.C(Don't cancel it)
Yeah, you can think: But and the damage? Here is a phrase that I learned from a pro fighting game player: "What matters in fighting games isn't 'how you do damage', is 'how can I get to the damage'." When I heard this, I started to think about that. And later, when I saw a video with many resets in a tournament, I thought more, and then I found this damaging reset above. So, what can I do after the cl./cr.C hits?
- First, don't cancel it(You already knew that).
- Second, analyse your opponent. See if he/she is blocking high/low in wakeup situations(Resets are like... Faster wakeups).
- Third, react to the reset. I putted cl./cr.C, because with the cl. version, you'll have more time to think, and the opponent can have more time to react. With the cr. version, you'll have less time to think, but the opponent will have less time to react too(If you time well, I mean). It's up to you now.
- Fourth, do a low/overhead move. If you have meter, you can do something like cr.B, QCF(2x)+K, DP+C/DP+K/Exceed. If you don't have the meter, just do the same combo, but without the Super. Now for the overhead variant: (After the reset) f+A(It's an overhead, remember?), DP+C. This combo only works in Max Mode. You can even repeat the reset, by doing that combo, and then cr.A(As a low), the Super, cl./cr.C many times.
If you're having trouble with this, I found a video with it. Click [1] <- here, jump to 3:48 and good luck.
Match-Ups
Guile
A rather interesting matchup for both characters, since on paper Sagat cannot keep up with Guile's sonic boom pressure and will always lose fireball wars. However, this is only with his low tiger shots, which meet the same level as Guile's sonic booms. With high tiger shots, they go above sonic boom, letting Sagat either trade with Guile any time they exchange fireballs, or punish Guile for doing fireball and if far away enough to recover in time, can block the sonic boom. This makes for unusual fireball wars where both characters want to throw out fireballs but at the same time cannot as they circumvent each other's fireball pressure. If Sagat uses super fireball, then regardless of which version he uses, it's in his favor and Guile needs to respect it. Guile can front step punish it, but being a charge character, he can't do much without meter. It's better for Guile to play neutral with his normals and have flash kick ready instead of trying to play fireball wars. However, Sagat can also play neutral pretty well with some good buttons, long normals, and similar pressure, though his anti-airs may be counteracted by Guile. Midrange sonic booms for pressure are still beneficial for Guile to fight aggressively with as opposed to turtling, so you do need to play Guile differently as a result. Arguably in Guile's favor only by a little. Sagat players should be careful how they throw out tiger shots and look out for sonic booms up close since Guile will have better pressure up close and better normals, but both characters counteract their best points in the matchup.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) db.D, qcf X | TBA | TBA | TBA | TBA | The classic Shoto combo "cr.MK + Fireball". You don't need to add the jump attack sometimes, because this can be hard to use on those small characters(Choi and Zero), but it's not impossible. Easy if you want to begin. The damage is decent. You can use this combo if you land the db+D as a poke to push your opponent if you want(But will not connect). |
(j.X,) cl.C, dp X | TBA | TBA | TBA | TBA | Sagat's cl.C is his most damaging cancelable move, but it whiffs against those low crouching characters, so watch out if you want to use. In this combo, DP+C is the best choice, because it does more hits and more damage. The DP+K does only one hit on this combo. |
(j.X,) cl./cr.C, qcb x2 K, dp C | TBA | TBA | TBA | TBA | Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed. |
(j.X,) cl./cr.C, qcb x2 K, dp K | Corner | TBA | TBA | TBA | Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed. |
(j.X,) cl./cr.C, qcb x2 K | TBA | TBA | TBA | TBA | |
(j.X,) cl./cr.C, qcb x2 K, Exceed | Corner | TBA | TBA | TBA | That's his most damaging combo. It's not so hard to do, but to get the most damage, the first uppercut needs to whiff, and the second uppercut needs to hit the opponent, so you need to time well. Button holding for this combo is actually not a good idea, because if you button hold, despite Exceed coming out immediately, it will make the last hit of the first DP does not whiff, thus dropping the rest of the Exceed and allowing the opponent to recover before Sagat. I think it does 75% of damage on the opponent's health. The opponent will be with only 25% of health, so they can use their Exceed after this combo. |