Street Fighter Alpha/Sagat: Difference between revisions

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[[File:sfasagat.png]]
= Introduction =
= Introduction =
Sagat paid for his top tier crimes in Super Turbo. He now has a good Fireball Super, easier Tiger Knee input and stronger juggle Tiger Uppercut, but his normals have been drastically toned down and most importantly, his Low Tiger Shots now hit mid.
Pros:
- Obviously, he has good zoning with High/low Tigers and Tiger Cannon
- Standing LK is unblockable from the very tip even in the final version of the game
Cons:
- Pretty easy to get only a single hit of Tiger Knee, if this hit does not knock down you are punishable
- Chains are lousy compared against rest of the cast.
- Some of his normals are very unsafe, especially if done too close


= Moves List =
= Moves List =


== Normal Moves ==
== Normal Moves ==
{{MoveData
|image=A1 Sagat S.LP.png
|imageSize=250px
|caption=
|name=st.[[File:Lp.png]]
|data=
{{AttackData-Alpha2
|Damage= 8
|Stun= 3
|Startup= 2
|Frame Adv= -1
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= Hits crouchers, and your only way to start a chain off lights. Again you're Sagat though, so you're not left with much. You can chain to St.MP, but that misses 90% of the games crouchers. So your usually stuck with a Cr.MP, or Cr.HP combo wise.
}}
}}
{{MoveData
|image=A1 Sagat Cr.LP.png
|imageSize=250px
|caption=
|name=cr.[[File:Lp.png]]
|data=
{{AttackData-Alpha2
|Damage= 10
|Stun= 3
|Startup= 2
|Frame Adv= +4
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description=
}}
}}
{{MoveData
|image=A1 Sagat J.LP.png
|imageSize=250px
|caption=
|name=j.[[File:Lp.png]]
|data=
{{AttackData-Alpha2
|Damage= 11
|Stun= 3
|Startup= 1
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=
}}
}}
{{MoveData
|image=a1 Sagat Nj.LP.png
|imageSize=250px
|caption=
|name=Nj.[[File:Lp.png]]
|data=
{{AttackData-Alpha2
|Damage= 11
|Stun= 3
|Startup= 1
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=
}}
}}
{{MoveData
|image=A1 Sagat S.MP.png
|imageSize=250px
|image2=A1 Sagat S.MP 2.png
|imageSize2=250px
|caption=
|name=st.[[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage= 13-15
|Stun= 6
|Startup= 6
|Frame Adv= -4
|Block=[[File:Mid.png]]
|Properties=[[File:Supercancel.png]]<br>[[File:Specialcancel.png]]
|description=Deceptively horrible range/priority. You can chain after it. But that's if you can get it to hit in the first place.
}}
}}
{{MoveData
|image=A1 Sagat CR.MP.png
|imageSize=250px
|caption=
|name=cr.[[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage= 12-14
|Stun= 6
|Startup= 2
|Frame Adv= +3
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= Good for combos. Gives you enough advantage to link 2 of them, and chains from a St.LP. Your main cancellable normal.
}}
}}
{{MoveData
|image= A1 Sagat J.MP.png
|imageSize=250px
|caption=
|name=dj.[[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage= 14-16
|Stun= 20
|Startup= 2
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Does half stun by itself, but it has deceptively horrible priority. It can be a struggle to get this move to trade, which is what your forced to do if you're not punishing something and you want it to hit. The only standing characters it hits in the game are Sagat, Birdie, Sodom, Rose, and Charlie.
}}
}}
{{MoveData
|image=a1 sagat nj.MP.png
|imageSize=250px
|caption=
|name=Nj.[[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage= 14-16
|Stun= 20
|Startup= 2
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Has slightly higher priority then back or forward jump versions. But again even though it looks like a air to air move, in general its very hard to win with.
}}
}}
{{MoveData
|image=A1 Sagat S.HP.png
|imageSize=250px
|caption=
|name=st.[[File:Hp.png]]
|data=
{{AttackData-Alpha2
|Damage=17-20
|Stun= 0
|Startup= 6
|Frame Adv= +1
|Block=[[File:Mid.png]]
|Properties=
|description= Does 0 stun. It can still be used to trade with fireballs in your favor.
}}
}}
{{MoveData
|image=A1 Sagat CR.HP.png
|imageSize=250px
|caption=
|name=cr.[[File:Hp.png]]
|data=
{{AttackData-Alpha2
|Damage=18-21
|Stun= 8
|Startup=5
|Frame Adv= +4
|Block=[[File:Low.png]]
|Properties=
|description= Decent frame advantage on hit, enough to link a cr.MP off of. Unfortunately in general you aren't at ranges to use it as such unless the opponent is sucked into you from a cross up, and your usually stuck with a cr.lk. Which in this game doesn't consistently combo to Tiger Knee, and doesn't combo to super from all ranges. Sagat's fireball also isn't fast enough to combo off lights. An average normal regardless.
}}
}}
{{MoveData
|image=A1 Sagat J.HP.png
|imageSize=250px
|caption=
|name=dj.[[File:Hp.png]]
|data=
{{AttackData-Alpha2
|Damage= 18-21
|Stun= 8
|Startup= 5
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= A air to air of sorts. Unfortunately most characters wont be jumping high enough to get hit by it in the first place.
}}
}}
{{MoveData
|image=a1 Sagat Nj.hp.png
|imageSize=250px
|caption=
|name=Nj.[[File:Hp.png]]
|data=
{{AttackData-Alpha2
|Damage= 18-21
|Stun= 8
|Startup= 5
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=
}}
}}
{{MoveData
|image=A1 Sagat S.LK.png
|imageSize=250px
|image2=A1 Sagat S.LK 2.png
|imageSize2=250px
|caption=
|name=st.[[File:Lk.png]]
|data=
{{AttackData-Alpha2
|Damage= 10
|Stun= 3
|Startup= 5
|Frame Adv= -5(max range) -9(very close)
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]
|description=One of the most realistic unblockables in the game behind rose friends, When done from max range it can not be blocked. Only the first hitbox can be cancelled but it's usually not worth it unless you do the move up close by mistake to try to make it less - on hit.
}}
}}
{{MoveData
|image=A1 Sagat Cr.LK.png
|imageSize=250px
|caption=
|name=cr.[[File:Lk.png]]
|data=
{{AttackData-Alpha2
|Damage= 10
|Stun= 3
|Startup= 3
|Frame Adv= +4
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= A
}}
}}
{{MoveData
|image=A1 Sagat J.LK.png
|imageSize=250px
|caption=
|name=dj.[[File:Lk.png]]
|data=
{{AttackData-Alpha2
|Damage= 10
|Stun= 3
|Startup= 2
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=Crosses up. More forgiving then jump mk.
}}
}}


Stand lk
{{MoveData
One of the most realistic unblockables in the game behind rose friends, and if the version your playing has sodoms stand hk. When done from max range it can not be blocked.   
|image=A1 Sagat NJ.LK.png
|imageSize=250px
|caption=
|name=Nj.[[File:Lk.png]]
|data=
  {{AttackData-Alpha2
|Damage= 11
|Stun= 3
|Startup=
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=
}}
}}


Stand hk
{{MoveData
Hits twice, but only the second hit does any stun. A pretty good move comparatively to the rest of sagats pretty lack luster move set.
|image=A1 Sagat S.MK.png
|imageSize=250px
|caption=
|name=st.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 12-14
|Stun= 6
|Startup= 5
|Frame Adv= -7
|Block=[[File:Mid.png]]
|Properties=
|description= Easy to punish on hit at very close range
}}
}}


Stand hp
{{MoveData
Does 0 stun. It can still be used to trade with fireballs in your favor.  
|image=A1 Sagat Cr.MK.png
|imageSize=250px
|caption=
|name=cr.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 12-14
|Stun= 6
|Startup= 5
|Frame Adv= -4
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description=
}}
}}


Duck hp
{{MoveData
Gives a fair advantage. Enough to link a duck mp off of. Unfortunately in general you arent at ranges to use it as such unless the opponent is sucked into you from a cross up, and your usually stuck with a duck lk. Which in the orginal alpha game does not consistently combo to tiger knee/does not combo to super from all ranges in the orginal game/and sagats fireball is nto fast enough to combo off lights. Whatever the case a decent move for what its worth.
|image=A1 Sagat J.MK.png
|imageSize=250px
|caption=
|name=dj.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 14-15
|Stun= 6
|Startup= 4
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Crosses up. Is a good air to air move. Not many moves beat it cleanly when used realistically.
}}
}}


Stand jab
{{MoveData
Hits crouchers, and your only way to start a chain off lights. Again your sagat though, so your not left with much. You can chain to stand mp, but that misses 90% of the games crouchers. So your usually stuck with a duck mp, or duck hp combo wise.
|image=A1 Sagat NJ.MK.png
|imageSize=250px
|caption=
|name=Nj.[[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 14-15
|Stun= 6
|Startup= 4
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description=
}}
}}


Duck mp
{{MoveData
Good for combos. Gives you enough advantage to link 2 of them, and chains from a stand lp. Your main cancel able normal.
|image=A1 Sagat S.HK.png
|imageSize=250px
|image2=A1 Sagat S.HK 2.png
|imageSize2=250px
|caption=
|name=st.[[File:Hk.png]]
|data=
{{AttackData-Alpha2
|Damage=10-16,9-12
|Stun= 0,8
|Startup= 4
|Frame Adv= -2
|Block=[[File:Mid.png]]
|Properties=
|description=Hits twice, but only the second hit does any stun. A pretty good move comparatively to the rest of Sagat's pretty lackluster move set.
}}
}}


Stand mp
{{MoveData
Deceptively horrible range/priority. You can chain after it. But thats if you can get it to hit in the first place.
|image=A1 Sagat Cr.HK.png
|imageSize=250px
|caption=
|name=cr.[[File:Hk.png]]
|data=
{{AttackData-Alpha2
|Damage=15-19
|Stun=8
|Startup=5
|Frame Adv= -6(block)
|Block=[[File:Low.png]]
|Properties=
|description= Sagat's hit box grows to enormous proportions when doing this move allowing you to be hit by a lot of stuff that doesn't look like it should hit. Be warned when trying to punish moves with a sweep only for you to get hit after the opponent hits thin air.
}}
}}


{{MoveData
|image=A1 Sagat J.HK.png
|imageSize=250px
|caption=
|name=dj.[[File:Hk.png]]
|data=
{{AttackData-Alpha2
|Damage= 14-18
|Stun= 6
|Startup= 2
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Very high priority. Loses to some traditional anti airs, but in general another move that doesn't lose cleanly very often unless the opponent is invincible.
}}
}}


Duck hk
{{MoveData
Word of note sagats hit box grows to enormous proportions when doing this move allowing you to be hit by a lot of stuff that doesn't look like it should hit. Be warned when trying to punish moves with a sweep only for you to get hit after the opponent hits thin air.
|image=A1 Sagat NJ.HK.png
|imageSize=250px
|caption=
|name=Nj.[[File:Hk.png]]
|data=
{{AttackData-Alpha2
|Damage= 15-19
|Stun= 8
|Startup= 2
|Frame Adv=
|Block=[[File:High.png]]
|Properties=
|description= Does more stun then forward or backward versions 
}}
}}


==Throws==
Tiger Rage <br>
b/f+[MP/HP]<br><br>


Jump lk
==Alpha Counter==
Crosses up. More forgiving then jump mk.


Jump mk
Standing Medium Kick <br>
Crosses up. Is a good air to air move. Not many moves beat it cleanly when used realistically.
block b,db,d+K<br><br>


Jump hk
==Special Moves==
Very high priority. Neutral jump version does more stun the foward or backword. Loses to some traditional anti airs, but in general another move that doesnt lose cleanly very often unless the opponent is invincible.
{{MoveData
|image=A1 Sagat High tiger.png
|imageSize=250px
|caption=T I G E R
|name=Tiger Shot high
|data=
{{AttackData-Alpha2
|version=[[File:qcf.png]]+ [[File:Lp.png]]
|Damage= 13-16
|Stun= 8
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels , -6 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Mp.png]]
|Damage= 12-17
|Stun= 10
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Hp.png]]
|Damage= 11-19
|Stun=  12
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description= You can contest fireballs and do chip damage, but airblocking really hurts it's potential at catching jumpers
}}
}}


{{MoveData
|image=A1 Sagat Low tiger.png
|imageSize=250px
|caption= No longer hits low. It was too good in ST :(((
|name=Tiger Shot Low
|data=
{{AttackData-Alpha2
|version=[[File:qcf.png]]+ [[File:Lk.png]]
|Damage= 11-16
|Stun= 8
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description= You can contest fireballs and do chip damage, but it no longer hitting low really hurts the move.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Mk.png]]
|Damage= 10-19
|Stun= 10
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Hk.png]]
|Damage= 14-23
|Stun= 12
|Startup= 11
|Frame Adv= -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
}}


Jump mp
{{MoveData
Does half stun by itself. Deceptively horrible priority. It can be a struggle to get this move to trade, which is what your forced to do if your not punishing something and you want it to hit. As the only standing characters it hits in the game are sagat, birdie, sodom, rose, and charlie. Neutral version has slightly higher priorty then back or forward jump versions. But again even though it looks like a air to air move, in general its very hard to win with.
|image=A1 Sagat LP Tiger uppercut.png
|imageSize=250px
|image2=A1 Sagat MP And HP Tiger Uppercut first hit.png
|imageSize2=250px
|image3=A1 Sagat Tiger uppercut End hitbox.png
|imageSize3=250px
|caption=
|name=Tiger Blow
|data=
{{AttackData-Alpha2
|version=[[File:dp.png]] + [[File:Lp.png]]
|Damage= 16
|Stun= 3
|Startup= 5
|Frame Adv= -18,-9(far hit)
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description= Only uses the first hitbox and hits one time.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:Mp.png]]
|Damage= 14-19,11
|Stun= 3,3
|Startup= 2
|Frame Adv= -18
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description= Uses the second hitbox then the rest are the Third hitbox
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:hp.png]]
|Damage= 20-29,8,1X5
|Stun= 5,1x6
|Startup= 2
|Frame Adv= -28
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description=  Works the same as above just with more hits of the third hitbox, hits don't jail on block so they can duck to add a few extra frames to punish.
}}
}}


{{MoveData
|image=a1 sagat tiger knee.png
|imageSize=250px
|image2=A1 Sagat Tiger Knee 2.png
|imageSize2=250px
|image3=A1 Sagat Tiger Knee 3.png
|imageSize3=250px
|caption=All 3 versions use the same hitboxes. If you only land one of the first 2 hitboxes Then you Do not knock the enemy down therefore are punishable on hit...
|name=Tiger Knee
|data=
{{AttackData-Alpha2
|version=[[File:dp.png]] + [[File:Lk.png]]
|Damage= 15,1-4
|Stun= 4,4
|Startup= 3
|Frame Adv= -2 to -9(non knockdown hit),
|Block=[[File:mid.png]]
|Properties=
|description= This move is not very good and at most ranges characters can crouch under the second hit causing the unsafe on hit knee And up close some characters can crouch the second hit on block making it just as unsafe. One  more insult to injury is that when you try to combo into the move it's quite easy to get the single hit knee and become punishable so in general its very hard to make work in any way since even when trying to poke with it on the ground you could end up with a single hit knee.
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:Mk.png]]
|Damage= 14-19,5-10
|Stun= 4,4
|Startup= 3
|Frame Adv= -4 to -10(non knockdown hit)
|Block=[[File:mid.png]]
|Properties=
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:hk.png]]
|Damage= 15-19,8-13
|Stun= 9,3
|Startup= 3
|Frame Adv= -4 to -9(non knockdown hit)
|Block=[[File:mid.png]]
|Properties=
|description= 
}}
}}


Jump hp
==Super Combos==
A air to air of sorts. Unfortunately most characters wont be jumping high enough to get hit by it in the first place.
Tiger Cannon <br>
qcf,qcf+P<br><br>
Sagat throws a giant Tiger Shot. Level 1 and Level 2 don't knock down, Level 3 does. However a bug you can use is that if you HK Tiger Knee or use HP/HK while the super is still hitting the opponent, Level 1 and Level 2 knock down.
Tiger Genocide <br>
qcf,qcf+K<br><br>


== Special Moves ==
Tiger Raid <br>
qcb,qcb+K<br><br>


== Super Moves ==


= The Basics =
 
=Combos=
-j.HK,s.LP,s.MP,c.HK<br>
 
-j.HK,s.LP,c.MP,HK T.Shoot<br>
 
-j.HK,s.LP,s.MP,HK T.Crush<br>
 
-j.HK,s.LP,c.MP,T.Cannon Lvl3<br>
 
-j.HK,s.LP,c.MP,T.Raid Lvl1,HP T.Blow<br>
 
Dizzy combo
-j.MP, cr.MP 2x, Tiger Knee, HP Tiger Blow. Unfortunately the only characters that can even get hit by Jump MP standing are Akuma, Sagat, Birdie, Sagat, Rose and Charlie.


= Advanced Strategy =
= Advanced Strategy =
You can either zone them out, or rush them down with Tiger Knee.
= Match-ups =


= Match-ups =
{{Navbox-SFA1}}
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha]]
[[Category:Street Fighter Alpha]]
[[Category:Sagat]]

Latest revision as of 23:58, 17 August 2024

Sfasagat.png

Introduction

Sagat paid for his top tier crimes in Super Turbo. He now has a good Fireball Super, easier Tiger Knee input and stronger juggle Tiger Uppercut, but his normals have been drastically toned down and most importantly, his Low Tiger Shots now hit mid.

Pros:

- Obviously, he has good zoning with High/low Tigers and Tiger Cannon

- Standing LK is unblockable from the very tip even in the final version of the game

Cons:

- Pretty easy to get only a single hit of Tiger Knee, if this hit does not knock down you are punishable

- Chains are lousy compared against rest of the cast.

- Some of his normals are very unsafe, especially if done too close

Moves List

Normal Moves

st.Lp.png
A1 Sagat S.LP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8 3 2 - -1 - Mid.png Specialcancel.png
Supercancel.png

Hits crouchers, and your only way to start a chain off lights. Again you're Sagat though, so you're not left with much. You can chain to St.MP, but that misses 90% of the games crouchers. So your usually stuck with a Cr.MP, or Cr.HP combo wise.

cr.Lp.png
A1 Sagat Cr.LP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 2 - +4 - Low.png Specialcancel.png
Supercancel.png
j.Lp.png
A1 Sagat J.LP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11 3 1 - - - High.png -
Nj.Lp.png
A1 Sagat Nj.LP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11 3 1 - - - High.png -
st.Mp.png
A1 Sagat S.MP.png
A1 Sagat S.MP 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-15 6 6 - -4 - Mid.png Supercancel.png
Specialcancel.png

Deceptively horrible range/priority. You can chain after it. But that's if you can get it to hit in the first place.

cr.Mp.png
A1 Sagat CR.MP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12-14 6 2 - +3 - Low.png Specialcancel.png
Supercancel.png

Good for combos. Gives you enough advantage to link 2 of them, and chains from a St.LP. Your main cancellable normal.

dj.Mp.png
A1 Sagat J.MP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-16 20 2 - - - High.png -

Does half stun by itself, but it has deceptively horrible priority. It can be a struggle to get this move to trade, which is what your forced to do if you're not punishing something and you want it to hit. The only standing characters it hits in the game are Sagat, Birdie, Sodom, Rose, and Charlie.

Nj.Mp.png
A1 sagat nj.MP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-16 20 2 - - - High.png -

Has slightly higher priority then back or forward jump versions. But again even though it looks like a air to air move, in general its very hard to win with.

st.Hp.png
A1 Sagat S.HP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17-20 0 6 - +1 - Mid.png -

Does 0 stun. It can still be used to trade with fireballs in your favor.

cr.Hp.png
A1 Sagat CR.HP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18-21 8 5 - +4 - Low.png -

Decent frame advantage on hit, enough to link a cr.MP off of. Unfortunately in general you aren't at ranges to use it as such unless the opponent is sucked into you from a cross up, and your usually stuck with a cr.lk. Which in this game doesn't consistently combo to Tiger Knee, and doesn't combo to super from all ranges. Sagat's fireball also isn't fast enough to combo off lights. An average normal regardless.

dj.Hp.png
A1 Sagat J.HP.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18-21 8 5 - - - High.png -

A air to air of sorts. Unfortunately most characters wont be jumping high enough to get hit by it in the first place.

Nj.Hp.png
A1 Sagat Nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18-21 8 5 - - - High.png -
st.Lk.png
A1 Sagat S.LK.png
A1 Sagat S.LK 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 5 - -5(max range) -9(very close) - Mid.png Specialcancel.png

One of the most realistic unblockables in the game behind rose friends, When done from max range it can not be blocked. Only the first hitbox can be cancelled but it's usually not worth it unless you do the move up close by mistake to try to make it less - on hit.

cr.Lk.png
A1 Sagat Cr.LK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 3 - +4 - Low.png Specialcancel.png
Supercancel.png

A

dj.Lk.png
A1 Sagat J.LK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 2 - - - High.png -

Crosses up. More forgiving then jump mk.

Nj.Lk.png
A1 Sagat NJ.LK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11 3 - - - - High.png -
st.Mk.png
A1 Sagat S.MK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12-14 6 5 - -7 - Mid.png -

Easy to punish on hit at very close range

cr.Mk.png
A1 Sagat Cr.MK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12-14 6 5 - -4 - Low.png Specialcancel.png
Supercancel.png
dj.Mk.png
A1 Sagat J.MK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-15 6 4 - - - High.png -

Crosses up. Is a good air to air move. Not many moves beat it cleanly when used realistically.

Nj.Mk.png
A1 Sagat NJ.MK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-15 6 4 - - - High.png -
st.Hk.png
A1 Sagat S.HK.png
A1 Sagat S.HK 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-16,9-12 0,8 4 - -2 - Mid.png -

Hits twice, but only the second hit does any stun. A pretty good move comparatively to the rest of Sagat's pretty lackluster move set.

cr.Hk.png
A1 Sagat Cr.HK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 5 - -6(block) - Low.png -

Sagat's hit box grows to enormous proportions when doing this move allowing you to be hit by a lot of stuff that doesn't look like it should hit. Be warned when trying to punish moves with a sweep only for you to get hit after the opponent hits thin air.

dj.Hk.png
A1 Sagat J.HK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 6 2 - - - High.png -

Very high priority. Loses to some traditional anti airs, but in general another move that doesn't lose cleanly very often unless the opponent is invincible.

Nj.Hk.png
A1 Sagat NJ.HK.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 2 - - - High.png -

Does more stun then forward or backward versions

Throws

Tiger Rage
b/f+[MP/HP]

Alpha Counter

Standing Medium Kick
block b,db,d+K

Special Moves

Tiger Shot high
A1 Sagat High tiger.png
T I G E R
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcf.png+ Lp.png 13-16 8 11 - -5 to +23 depending on how long it travels , -6 to +18 on block depending on how long it travels - Mid.png Proj.png
Qcf.png + Mp.png 12-17 10 11 - -5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels - Mid.png Proj.png
Qcf.png + Hp.png 11-19 12 11 - -5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels - Mid.png Proj.png

You can contest fireballs and do chip damage, but airblocking really hurts it's potential at catching jumpers

Tiger Shot Low
A1 Sagat Low tiger.png
No longer hits low. It was too good in ST :(((
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcf.png+ Lk.png 11-16 8 11 - -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels - Mid.png Proj.png

You can contest fireballs and do chip damage, but it no longer hitting low really hurts the move.

Qcf.png + Mk.png 10-19 10 11 - -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels - Mid.png Proj.png
Qcf.png + Hk.png 14-23 12 11 - -5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels - Mid.png Proj.png
Tiger Blow
A1 Sagat LP Tiger uppercut.png
A1 Sagat MP And HP Tiger Uppercut first hit.png
A1 Sagat Tiger uppercut End hitbox.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Dp.png + Lp.png 16 3 5 - -18,-9(far hit) - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Only uses the first hitbox and hits one time.

Dp.png + Mp.png 14-19,11 3,3 2 - -18 - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Uses the second hitbox then the rest are the Third hitbox

Dp.png + Hp.png 20-29,8,1X5 5,1x6 2 - -28 - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Works the same as above just with more hits of the third hitbox, hits don't jail on block so they can duck to add a few extra frames to punish.

Tiger Knee
A1 sagat tiger knee.png
All 3 versions use the same hitboxes. If you only land one of the first 2 hitboxes Then you Do not knock the enemy down therefore are punishable on hit...
A1 Sagat Tiger Knee 2.png
A1 Sagat Tiger Knee 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Dp.png + Lk.png 15,1-4 4,4 3 - -2 to -9(non knockdown hit), - Mid.png -

This move is not very good and at most ranges characters can crouch under the second hit causing the unsafe on hit knee And up close some characters can crouch the second hit on block making it just as unsafe. One more insult to injury is that when you try to combo into the move it's quite easy to get the single hit knee and become punishable so in general its very hard to make work in any way since even when trying to poke with it on the ground you could end up with a single hit knee.

Dp.png + Mk.png 14-19,5-10 4,4 3 - -4 to -10(non knockdown hit) - Mid.png -
Dp.png + Hk.png 15-19,8-13 9,3 3 - -4 to -9(non knockdown hit) - Mid.png -

Super Combos

Tiger Cannon
qcf,qcf+P

Sagat throws a giant Tiger Shot. Level 1 and Level 2 don't knock down, Level 3 does. However a bug you can use is that if you HK Tiger Knee or use HP/HK while the super is still hitting the opponent, Level 1 and Level 2 knock down. Tiger Genocide
qcf,qcf+K

Tiger Raid
qcb,qcb+K


Combos

-j.HK,s.LP,s.MP,c.HK

-j.HK,s.LP,c.MP,HK T.Shoot

-j.HK,s.LP,s.MP,HK T.Crush

-j.HK,s.LP,c.MP,T.Cannon Lvl3

-j.HK,s.LP,c.MP,T.Raid Lvl1,HP T.Blow

Dizzy combo -j.MP, cr.MP 2x, Tiger Knee, HP Tiger Blow. Unfortunately the only characters that can even get hit by Jump MP standing are Akuma, Sagat, Birdie, Sagat, Rose and Charlie.

Advanced Strategy

You can either zone them out, or rush them down with Tiger Knee.

Match-ups

Game Navigation

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Adon
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