(→Moves List: Made a part of the Moves List.) |
mNo edit summary |
||
Line 1: | Line 1: | ||
[[File:Sagatsvc.gif|right]] | |||
=Introduction= | =Introduction= | ||
Sagat, the Emperor of Muay Thai... He's the final boss of the first Street Fighter game, and can be one of the best bosses that appeared in the series. In this game, he's nice to begin. If you don't like the Shotos, but like their Special Moves, Sagat is like them in this game, and I don't know why SNK did this to him. | Sagat, the Emperor of Muay Thai... He's the final boss of the first Street Fighter game, and can be one of the best bosses that appeared in the series. In this game, he's nice to begin. If you don't like the Shotos, but like their Special Moves, Sagat is like them in this game, and I don't know why SNK did this to him. |
Revision as of 19:18, 3 January 2016
Introduction
Sagat, the Emperor of Muay Thai... He's the final boss of the first Street Fighter game, and can be one of the best bosses that appeared in the series. In this game, he's nice to begin. If you don't like the Shotos, but like their Special Moves, Sagat is like them in this game, and I don't know why SNK did this to him.
Sagat's Good and Bad Things
Good Things:
- Easy to play and learn;
- Has a Shoto-styled gameplay(I think it's a Good Thing);
- Has nice Supers;
- His uppercut is nice on combos;
- Has a nice combo with his Exceed involved.
Bad Things:
- His classic projectiles are bad in this game;
- His ground projectile don't hit low;
- Has few cancelable moves;
- His Special Moves can be easy to whiff/block.
Moves List
Normal Moves
Sagat's arsenal of Normal Moves is not so good as you can (probably) think, but some moves are easy to use. Think of Sagat as an "Advanced Shoto" in this game, and you'll see why as you learn what is written below.
s.LP - (Far) 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. (Close) A fast punch in the opponent's face. Cancelable, but cannot combo on itself. Whiffs on low crouching characters.
s.LK - (Far) 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. (Close) 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.LP moves don't have. It don'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 Supercancelable, 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.
s.HP - (Far) 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.LK or f.HP on poke situations(You can use the two of them if you want). f.HP 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.LK has better range, don't whiffs on the low crouching characters and it's faster, but the damage is worse. (Close) 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.
s.HK - The far and the close versions are the same. 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 MAXIMUM Mode.
j.LP - (Diagonal) A quick attack with the elbow. Your reliable air-to-air weapon. Can be used on combos, but it's hard to do that. (Neutral) 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.
j.LK - (Diagonal) A kick with nice reach. Good to use when your opponent is far away, and only that, I think. (Neutral) A knee that aim down, I think. You can use when your opponent don't have a high jump, which can be rare.
j.HP - The diagonal and the Neutral versions are the same. 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.
j.HK - (Diagonal) 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. (Neutral) 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.
cr.LP - Fast punch, cancelable, but it's not a rapidfire move, sadly.
cr.LK - Quick kick, low damage, cancelable, as always.
cr.HP - 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).
cr.HK - Quick kick that knocks down. Can be used as a low poke, and only that.
Command Moves
- f + A: Tiger Hook
- db + D: Tiger Tail
Special Moves
- qcf + P: Tiger Shot(MC)
- qcf + K: Ground Tiger Shot(MC)
- f,d,df + P: Tiger Uppercut(MC)
- f,d,df + K: Tiger Crush(MC)
Super Moves
- qcf,qcf + P: S^ Tiger Cannon
- qcb,qcb + P: S^ Ground Tiger Cannon
- qcb,qcb + K: S^ Tiger Raid
Exceed
- qcf,qcf + BD: X^ Tiger Genocide