SvC Chaos: SNK Vs Capcom/Sagat: Difference between revisions

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(→‎Command Moves: Made the command moves, not very good, I think.)
(→‎Special Moves: Made the special moves, only that.)
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==Special Moves==
==Special Moves==
:qcf + P:                      '''Tiger Shot(MC)'''
Now you'll see Sagat's Shoto-like arsenal of Special Moves.
:qcf + K:                     '''Ground Tiger Shot(MC)'''
 
:f,d,df + P:                  '''Tiger Uppercut(MC)'''
'''Tiger Shot'''
:f,d,df + K:                  '''Tiger Crush(MC)
* QCF+P - 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. 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)
 
'''Ground Tiger Shot'''
* QCF+K - 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 against those ground projectiles or as a meaty fireball.
 
'''Tiger Uppercut'''
* DP+P - 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 LP version does a short leap and only one hit, I think it's better as anti-air. In the HP 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.
 
'''Tiger Crush'''(a.k.a Tiger Knee)
* DP+K - 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 LK version only, because it goes further, and the HK version leaves you more open for some GCFs.


==Super Moves==
==Super Moves==

Revision as of 19:20, 5 January 2016

Sagatsvc.gif

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

Now, you'll see why Sagat can be called a real Shoto in this game. If you know on how to play with any Shoto(Ryu specifically) you'll be kind of used to those two below.

Tiger Hook

  • f+LP - Well... It's almost the same as Ryu's f+LP. It's an overhead attack that can be used on the opponent's wakeup. Comparing this move with Ryu's, Sagat's f+LP has better startup, but does only one hit and the damage is decent. Ryu's f+LP 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.

Tiger Tail

  • db+HK - 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.HK, 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 some basic combos.

Special Moves

Now you'll see Sagat's Shoto-like arsenal of Special Moves.

Tiger Shot

  • QCF+P - 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. 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)

Ground Tiger Shot

  • QCF+K - 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 against those ground projectiles or as a meaty fireball.

Tiger Uppercut

  • DP+P - 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 LP version does a short leap and only one hit, I think it's better as anti-air. In the HP 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.

Tiger Crush(a.k.a Tiger Knee)

  • DP+K - 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 LK version only, because it goes further, and the HK version leaves you more open for some GCFs.

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

The Basics

Advanced Strategy

Match-Ups