Street Fighter EX3/Sagat: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==


===Throws===
===Throws===
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*'''Damage:''' 35
*'''Damage:''' 35
*Preferred throw, does more damage, sends them nearly fullscreen to zone them afterwards, and can be comboed off of if done after a tag cancel.
*Preferred throw, does more damage, sends them nearly fullscreen to zone them afterwards, and can be comboed off of if done after a tag cancel.


'''4+LP+LK: Tiger Rage'''
'''4+LP+LK: Tiger Rage'''
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==Special Moves==
==Special Moves==
'''412+Punch:Tiger Fake'''
'''412+P:Tiger Fake'''
*Fake a Tiger shot to bait a jump, not that useful.
*Fake a Tiger shot to bait a jump, not that useful.


'''236+Punch: High Tiger Shot'''
 
'''236+P: High Tiger Shot'''
*Standard projectile with okay startup and recovery, okay zoning tools but become good pressure tools with the Low Tiger Shot Kick Momentary followup. Each Tiger shot does 12 damage and travels faster as you go up in strength. 23 damage total with a Kick Momentary.  
*Standard projectile with okay startup and recovery, okay zoning tools but become good pressure tools with the Low Tiger Shot Kick Momentary followup. Each Tiger shot does 12 damage and travels faster as you go up in strength. 23 damage total with a Kick Momentary.  


'''236+Kick: Ground Tiger Shot'''
 
'''236+K: Ground Tiger Shot'''
*Same as High Tiger Shot except it cannot be ducked and has slightly more recovery and Sagat shoots the projectile a little farther forward so it can combo off of near max range 5MK unlike High Tiger Shot. Does 12 damage like High Tiger Shot and can be followed up with a Punch Momentary High Tiger Shot for 23 damage total. Use this one in block strings when you have the Punch Momentary timing down.
*Same as High Tiger Shot except it cannot be ducked and has slightly more recovery and Sagat shoots the projectile a little farther forward so it can combo off of near max range 5MK unlike High Tiger Shot. Does 12 damage like High Tiger Shot and can be followed up with a Punch Momentary High Tiger Shot for 23 damage total. Use this one in block strings when you have the Punch Momentary timing down.


'''623+Punch: Tiger Blow'''
 
'''623+P: Tiger Blow'''
*Sagat's infamous Dragon Punch, has a ton of Invincibility and reaches far forward so it's a fantastic Anti Air on its own and when kara canceled into. LP Tiger Blow is your preferred AA option since on Air Hit it will do 17 damage consistently while the other strengths won't hit Clean for full damage. HP Tiger blow is a great combo ender in all other respects and can give enough time to confirm a cancel into any super option.
*Sagat's infamous Dragon Punch, has a ton of Invincibility and reaches far forward so it's a fantastic Anti Air on its own and when kara canceled into. LP Tiger Blow is your preferred AA option since on Air Hit it will do 17 damage consistently while the other strengths won't hit Clean for full damage. HP Tiger blow is a great combo ender in all other respects and can give enough time to confirm a cancel into any super option.


'''623+Kick: Tiger Crush'''
 
'''623+K: Tiger Crush'''
*A forward advancing Knee Strike, can easily go over lows and catch people off guard with how quick it is and how offputting the timing to punish can be. It's main use is to build meter and get closer after Tiger Carry or any of your Supers while still maintaining Frame Advantage
*A forward advancing Knee Strike, can easily go over lows and catch people off guard with how quick it is and how offputting the timing to punish can be. It's main use is to build meter and get closer after Tiger Carry or any of your Supers while still maintaining Frame Advantage




==Super Move==
==Super Move==
'''236236+Punch: Tiger Cannon'''
'''236236+P: Tiger Cannon'''
*Extremely fast super projectile, what it lacks in damage compared to supers like Shinku Hadouken it makes up for in spades with it's ability to punish whiffs and bad jumps. Confirms off of most of Sagat's options so its never a bad choice if you feel like Tiger Raid or Tiger Cyclone may not connect.
*Extremely fast super projectile, what it lacks in damage compared to supers like Shinku Hadouken it makes up for in spades with it's ability to punish whiffs and bad jumps. Confirms off of most of Sagat's options so its never a bad choice if you feel like Tiger Raid or Tiger Cyclone may not connect.


'''236236+Kick: Ground Tiger Cannon'''
 
'''236236+K: Ground Tiger Cannon'''
*Practically the same as Tiger Cannon except it cannot be ducked.
*Practically the same as Tiger Cannon except it cannot be ducked.


'''214214+Kick:Tiger Raid'''
 
'''214214+K:Tiger Raid'''
*Fast Strike super that will mainly be used to confirm into the other supers since it leaves them grounded prior to the final hits which makes the damage more consistent for Super Chaining. Also your go to option during Critical Parade for this reason. Fast enough that it'll confirm off of most of your normals standalone outside of Max range 5MK/5HK.
*Fast Strike super that will mainly be used to confirm into the other supers since it leaves them grounded prior to the final hits which makes the damage more consistent for Super Chaining. Also your go to option during Critical Parade for this reason. Fast enough that it'll confirm off of most of your normals standalone outside of Max range 5MK/5HK.
*Very strong super in tag cancels


'''214214+Punch: Tiger Cyclone'''
 
'''214214+P: Tiger Cyclone'''
*Your biggest damage Level 1, mainly used in super chains after Tiger Raid to guarantee it does full damage.
*Your biggest damage Level 1, mainly used in super chains after Tiger Raid to guarantee it does full damage.


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===Meteor Combo===
===Meteor Combo===
'''Tiger Storm'''
'''Tiger Storm'''
*236236+All three Punches
*236236+PPP
*Important Note, You can increase the damage of the super by inputting a punch with Just Frame Timing. The projectile at the end will grow in size and change color, with red showing you hit all three
*Important Note, You can increase the damage of the super by inputting a punch with Just Frame Timing. The projectile at the end will grow in size and change color, with red showing you hit all three
*Damage for 0 JF Input: 120
*Damage for 0 JF Input: 120
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*Damage for 2 JF Inputs: 138
*Damage for 2 JF Inputs: 138
*Damage for 3 JF Inputs: 140
*Damage for 3 JF Inputs: 140
<gallery>
[[File:Screenshot 183.png|thumb]]
[[File:Level 1 Meteor Combo.png|thumb|alt=1 Just Frame input Meteor Combo Projectile size|1 Just Frame input Meteor Combo]]
</gallery>


=The Basics=
=The Basics=
Sagat is a strong all rounder with exceptionally strong normals, safe momentary pressure, great whiff punish punishment, and solid tag cancel filler. You generally want to approach Sagat like you would in CVS2, bullying them at mid range with your assortment of above average normals alongside a strong jump arc that's closer to a KOF hop than a traditional Street Fighter jump. 5LK, 5MK, and 2HP are all strong tools for dealing with grounded opponents and he has great anti-airs with 5MP, 5HK, and Tiger Blow. When you find the opportunity to punish someone with a tag cancel starting with Sagat, you generally want to do 5HPxMP+MK to allow your tagged in partner to land a full jump-in or any strong combo starter that has a decent amount of startup.
*Sagat is a all rounder with exceptionally strong normals, safe momentary pressure, great whiff punish punishment, and solid tag cancel filler.  
*Strong jump arc that's closer to a KOF hop than a traditional Street Fighter jump.  
*5LK, 5MK, and 2HP are all strong tools for dealing with grounded opponents
*5MP, 5HK, and LP Tiger Blow are your main Anti-Air options
*Tag Cancel into Microwalk forward 5HPxSurprise Blow is a strong & simple confirm for Tag cancel combos started with Sagat





Latest revision as of 02:44, 3 March 2025

Introduction

Moves List

Normal Moves

Throws

5LP+LK: Tiger Carry

  • Damage: 35
  • Preferred throw, does more damage, sends them nearly fullscreen to zone them afterwards, and can be comboed off of if done after a tag cancel.


4+LP+LK: Tiger Rage

  • Damage: 23
  • Does less damage than Tiger Carry but leaves your opponent right next to you for possible mixups.


Command Moves

5MP+MK: Tiger Break

  • Standard surprise blow, has a decent amount of range comboable from 5HP, fantastic tag cancel filler.


Special Moves

412+P:Tiger Fake

  • Fake a Tiger shot to bait a jump, not that useful.


236+P: High Tiger Shot

  • Standard projectile with okay startup and recovery, okay zoning tools but become good pressure tools with the Low Tiger Shot Kick Momentary followup. Each Tiger shot does 12 damage and travels faster as you go up in strength. 23 damage total with a Kick Momentary.


236+K: Ground Tiger Shot

  • Same as High Tiger Shot except it cannot be ducked and has slightly more recovery and Sagat shoots the projectile a little farther forward so it can combo off of near max range 5MK unlike High Tiger Shot. Does 12 damage like High Tiger Shot and can be followed up with a Punch Momentary High Tiger Shot for 23 damage total. Use this one in block strings when you have the Punch Momentary timing down.


623+P: Tiger Blow

  • Sagat's infamous Dragon Punch, has a ton of Invincibility and reaches far forward so it's a fantastic Anti Air on its own and when kara canceled into. LP Tiger Blow is your preferred AA option since on Air Hit it will do 17 damage consistently while the other strengths won't hit Clean for full damage. HP Tiger blow is a great combo ender in all other respects and can give enough time to confirm a cancel into any super option.


623+K: Tiger Crush

  • A forward advancing Knee Strike, can easily go over lows and catch people off guard with how quick it is and how offputting the timing to punish can be. It's main use is to build meter and get closer after Tiger Carry or any of your Supers while still maintaining Frame Advantage


Super Move

236236+P: Tiger Cannon

  • Extremely fast super projectile, what it lacks in damage compared to supers like Shinku Hadouken it makes up for in spades with it's ability to punish whiffs and bad jumps. Confirms off of most of Sagat's options so its never a bad choice if you feel like Tiger Raid or Tiger Cyclone may not connect.


236236+K: Ground Tiger Cannon

  • Practically the same as Tiger Cannon except it cannot be ducked.


214214+K:Tiger Raid

  • Fast Strike super that will mainly be used to confirm into the other supers since it leaves them grounded prior to the final hits which makes the damage more consistent for Super Chaining. Also your go to option during Critical Parade for this reason. Fast enough that it'll confirm off of most of your normals standalone outside of Max range 5MK/5HK.
  • Very strong super in tag cancels


214214+P: Tiger Cyclone

  • Your biggest damage Level 1, mainly used in super chains after Tiger Raid to guarantee it does full damage.


Meteor Combo

Tiger Storm

  • 236236+PPP
  • Important Note, You can increase the damage of the super by inputting a punch with Just Frame Timing. The projectile at the end will grow in size and change color, with red showing you hit all three
  • Damage for 0 JF Input: 120
  • Damage for 1 JF Inputs: 128
  • Damage for 2 JF Inputs: 138
  • Damage for 3 JF Inputs: 140

The Basics

  • Sagat is a all rounder with exceptionally strong normals, safe momentary pressure, great whiff punish punishment, and solid tag cancel filler.
  • Strong jump arc that's closer to a KOF hop than a traditional Street Fighter jump.
  • 5LK, 5MK, and 2HP are all strong tools for dealing with grounded opponents
  • 5MP, 5HK, and LP Tiger Blow are your main Anti-Air options
  • Tag Cancel into Microwalk forward 5HPxSurprise Blow is a strong & simple confirm for Tag cancel combos started with Sagat


Advanced Strategy

Match-Ups

Game Navigation

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