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= Moveset = | |||
== Normal Moves == | == Normal Moves == | ||
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}} | }} | ||
== | ==Special Moves== | ||
===== <span class="invisible-header">Tiger Shot</span> ===== | |||
{{MoveData | |||
| name = Tiger Shot | |||
* | | input = {{Motion|236}} + {{Icon-Capcom|P}} | ||
* | | subtitle = 236P | ||
| image = cvs2 sagat tigershot.png | |||
| caption = Sagat hitbox | |||
| image2 = cvs2 sagat projectile 1.png | |||
| caption2 = Projectile 1st Hitbox | |||
| image3 = cvs2 sagat projectile 2.png | |||
| caption3 = Projetile 2nd Hitbox | |||
| linkname = 236P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 800 | |||
| stun = 4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 44 | |||
| total = 54 | |||
| advHit = -11 | |||
| advBlock = -11 | |||
| invul = - | |||
| description = Zoning fireball | |||
* Fairly slow projectile, usually used as a stalling move for zoning. Up close this move is not that useful, but it is great from fullscreen as you can set up easy anti airs if they choose to hop over the fireball. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 900 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 45 | |||
| total = 55 | |||
| advHit = -12 | |||
| advBlock = -12 | |||
| invul = - | |||
| description = A little bit of both | |||
* The most versatile of the three. You can use it from a majority of ranges safely. It can work as a stalling move but also a quick anti air or for fireball wars. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 46 | |||
| total = 56 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = - | |||
| description = Anti-air fireball | |||
* Very fast. It usually works as a quick anti air or for fireball wars. | |||
}} | |||
}} | |||
- | ===== <span class="invisible-header">Tiger Shot</span> ===== | ||
{{MoveData | |||
| name = Low Tiger Shot | |||
| input = {{Motion|236}} + {{Icon-Capcom|K}} | |||
| subtitle = 236K | |||
* | | image = cvs2 sagat tigershot.png | ||
* | | caption = Sagat hitbox | ||
| image2 = cvs2 sagat projectile 1.png | |||
| caption2 = Projectile 1st Hitbox | |||
| image3 = cvs2 sagat projectile 2.png | |||
| caption3 = Projetile 2nd Hitbox | |||
| linkname = 236K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LK | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LK}} | |||
| damage = 700 | |||
| stun = 4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 45 | |||
| total = 55 | |||
| advHit = -12 | |||
| advBlock = -12 | |||
| invul = - | |||
| description = Another zoning fireball | |||
* Same speed, pretty much the same applicability, however it's far easier to avoid. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MK | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MK}} | |||
| damage = 800 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 46 | |||
| total = 56 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = - | |||
| description = | |||
* No real reason to use this one. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HK | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HK}} | |||
| damage = 900 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 10 | |||
| active = - | |||
| recovery = 47 | |||
| total = 57 | |||
| advHit = -14 | |||
| advBlock = -14 | |||
| invul = - | |||
| description = String ender | |||
* Another very fast fireball. Works as your usual combo or blockstring ender and as a fireball war tool. | |||
}} | |||
}} | |||
----------- | ----------- | ||
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**HK 600+1300 down/-15 4/[6]/[7]/26 | **HK 600+1300 down/-15 4/[6]/[7]/26 | ||
== | ==Super Moves== | ||
'''High Tiger Cannon''' | '''High Tiger Cannon''' |
Revision as of 02:50, 28 November 2021
Introduction
Sagat (サガット Sagatto) is a Muai Thai practitioner from Thailand. He is considered the "Emperor of Muai Thai" because of how unstoppable he was when he fought. Nobody could defeat him, and soon became one of the strongest fighters in the world. He uses typical Muai Thai moves like fierce kicks, stiff knees and devastating punches, however he also has the ability to shoot projectiles (Tiger Shot), and uses a variation of Ryu's Shoryuken (Tiger Blow / Tiger Uppercut) as payback for Ryu scarring him. He dedicates his life to the martial arts, and works hard every day to make sure he retains his status as the best Muai Thai fighter to ever live, and that hard work payed off well as when he is at full strength, nothing can stop him. He is a proud and humble individual who knows and appreciates the work he and his opponents work into every fight.
Sagat used to be one of the key antagonists of Street Fighter, first starting out as the final boss of the first Street Fighter. Once he lost to Ryu, he let his hate and anger lead him down to dark paths. He became one of the main members of the crime syndicate Shadaloo, becoming one of the 4 Heavenly Kings and Dictator's personal bodyguard. After Dictator brainwashed Ryu during the events of Street Fighter Alpha 3, he realized the moral wrongdoings of Shadaloo, so he left, and soon became one of the protagonists of the game.
In a majority of Street Fighter games Sagat has made an appearance in, he was usually an incredibly strong character and remained near or at the very top of the tier lists. Old Sagat from Super Turbo and SFIV Vanilla Sagat are notable examples of really strong variants of Sagat. In each game he appears in, he's very strong for a different reason. O. Sagat was strong because of his zoning, SFIV Vanilla Sagat is strong because of his insane damage output, and you'll see why CvS2 Sagat is the strongest version of himself compared to all his other game appearances.
Overview
Sagat is generally regarded as the king of CvS2. He is at the very, very top of every tierlist, usually listed as the best character in the whole game in multiple grooves. He's a great character in any groove you throw him on. He is all about playing neutral and using his big buttons to confirm into big damage. He has it all: high health, high damage output, good defensive options, great pressure, the best buttons in the game, you can't ask for anything more in a character. He's relatively easy to play if you know when to use each of his buttons, since they serve a variety of uses.
Unfortunately, while a majority of this cast becomes incredibly better thanks to RCs (Roll Cancels), Sagat doesn't get too much from it, outside of RC Tiger Knee, there's no need to RC any of his specials. They won't offer much in the long run as they serve only a couple uses, but overall in neutral these specials don't serve much purpose at all.
Most if not all top CvS2 players have Sagat on their main C and K groove team, usually as their R2 guy in the back. He should be there, since he is just too strong to be passed up on, and as said before, he's not that hard of a character to learn in any groove, outside of his own core gameplay design, he doesn't change much at all from the groove you have him in, so you're still getting relatively the same character no matter your preferred groove. Even in grooves like S and P, he's the best character available for those grooves.
Generally the best spot you want to be in is either in neutral or pressuring up close. While Sagat's defensive options are great, it might get difficult to deal with rushdown heavy characters due to Sagat's sluggish speed, so it's best he's in a position where his speed isn't a part of the equation. You'll chip away at the opponent's health in neutral, but your main source of damage is from a confirm into super. It bags massive damage, as Sagat has the most reliable supers to give him that burst damage.
Pros | Cons |
+ Best set of normals in the game | - Sluggish movement |
+ Really good supers | - Big hurtboxes, vulnerable to a lot of high placed normals |
+ Extremely high damage output and health | - Can't pressure well against short characters |
+ Viable in every groove | - Doesn't benefit much from roll cancel |
Palettes
Groove Overviews
Sagat is an incredible character no matter what groove he's in. Of course some grooves are far better than others, and Sagat is only considered the best character in the game in 2 different grooves, but people have different tastes. Here are the pros and cons with each groove Sagat can be in, ranked from best to worst.
The strongest CvS2 character. K-Sagat is the scariest man in the whole game. He has access to a short hop, already making his pressure insanely good, and benefits the most from K-Groove's Rage and Just Defense. Once Sagat is raged, once good super turns the round in his favor, and thanks to the extremely convenient Just Defense (JD) it makes getting rage far easier that you think.
Pros | Cons |
+ Rage Mode can easily deny the opponent the win | - No Alpha Counter, hard to escape good pressure |
+ Just Defense gives you a good amount of meter | - No control over your supers due to the nature of K-Groove's meterbuild |
+ Short hop makes your pressure very scary | - No air block forces you to make smart jumps |
C-Groove Sagat is scary. He almost always has at least half a bar of meter that confirms into fat damage, and the system mechanics in place really compliment the type of character he is, like air blocking, rolling, and the unique level 2 super cancel that gives him access to one of the most damaging optimal combos in the whole game.
Pros | Cons |
+ Level 2 Super Cancel deals insane damage | - No short hop |
+ Air Blocking makes being in the air safer | - Somewhat difficult since you can't pressure |
N-Groove Sagat may be far less threatening compared to his optimal grooves but don't get it twisted. He's still very strong. He still has access supers frequently, and can "pop" to bag in some really big damage. Not to mention he still has a short hop. He's like a fusion of C and K but with the core parts of each groove taken out, you still end up with a very strong character.
Pros | Cons |
+ Easy control of supers with traditional meter | - Needs to spend extra and "pop" for level 3 supers |
+ Short hop makes pressure scary | - No air blocking makes jumps less safe |
+ Retains a roll and a counter roll to escape pressure | - Fairly slow building meter, supers are not as frequent |
You might come to believe this variation of Sagat would be very strong. CCs in general do get big damage, however this version of Sagat is just redundant. In practice, he's merely a worse version of C Sagat. His CC also has little practicality, only working as either an anti air or up-close punish, however the CC itself is quite difficult to perform. Overall, there's way better A-groove characters out there and C Sagat is far stronger than this version.
Pros | Cons |
+ Air blocking makes jumping safer | - No level 2 or 3 supers |
+ Fairly simple and linear meter to work with | - No short hop to make his pressure scary |
+ Has both a roll and alpha counter to get out of pressure | - CC is situational |
S Sagat is the best character you can possibly use in S-Groove. That's not saying much, since S-Groove in general sucks, but Sagat has some niche tools in S-Groove like using his dodge attack in neutral, or replacing his tigershot for his tiger cannon once he reaches low health. His damage output only really gets high when he gets those infinite level 1 supers, but again he can only get them if he's about to die, making it a very risky situation to be in.
Pros | Cons |
+ Infinite supers make his damage good at low health | - Supers are scarce until you reach low health |
+ Short hop makes pressure scary | - No reliable source of meter outside power charge |
P-Groove sucks. Common knowledge, but even with P-Groove you can make Sagat work. This groove turns Sagat from a fairly simple character to learn to a hard challenge. He's still strong, but it's really hard to deal with good grooves as P Sagat. You need to make good use of parries and the rare times you can use a level 3 super.
Pros | Cons |
+ Parrying gives free openings and approaches | - At most you'll get to use one super per round |
+ Short hop makes pressure scary | - Weak defensive options: No roll, alpha counter or air block |
Moveset
Normal Moves
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | SP/SU | H/L | H/L | 2 | 3 | 6 | 11 | +6 | +6 | - |
|
5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 16 | SP/SU | H/L | H/L | 4 | 3 | 24 | 31 | -7 | -7 | - |
|
5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1600 | 16 | SU | H/L | H/L | 6 | 8 | 20 | 34 | -4 | -4 | - |
|
cl5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1300 / 1100 | 13/11 | SP/SU (1st Hit Only) | H/L | H | 3 | 8 | 27 | 38 | -13 | -13 | - |
|
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200/400 | 2/4 | SP/SU (1st Hit Only) | H/L | H/L | 5 | 8 | 10 | 23 | -1 | -1 | - |
|
5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400/900 | 4/9 | SP/SU (1st Hit Only) | H/L | H/L | 5 | 11 | 24 | 40 | -12 | -12 | - |
|
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500/1300 | 5/13 | SP/SU (1st Hit Only) | H/L | H/L | 6 | 10 | 24 | 40 | -7 | -7 | - |
|
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | SP/SU | H/L | H/L | 5 | 4 | 8 | 17 | +3 | +3 | - |
|
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 14 | SP/SU | H/L | H/L | 6 | 4 | 12 | 22 | +4 | +4 | - |
|
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1500 | 15 | SU | H/L | H/L | 7 | 8 | 14 | 17 | +2 | +2 | - |
|
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | SP/SU | L | L | 3 | 4 | 6 | 13 | +5 | +5 | - |
|
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 14 | SP/SU | L | L | 4 | 5 | 17 | 24 | -2 | -2 | - |
|
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1500 | 15 | SU | L | L | 7 | 8 | 27 | 44 | KND | -7 | - |
|
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
600 | 11 | - | H | H | 4 | 22 | - | - | - | - | - |
|
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 16 | - | H | H | 4 | 10 | - | - | - | - | - |
|
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1600 | 13 | - | H | H | 6 | 8 | - | - | - | - | - |
|
8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
600 | 6 | - | H | H | 5 | 22 | - | - | - | - | - |
|
8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | - | H | H | 6 | 8 | - | - | - | - | - |
|
7/9MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 14 | - | H | H | 6 | 8 | - | - | - | - | - |
|
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1400 | 14 | - | H | H | 5 | 8 | - | - | - | - | - |
|
Throws
4/6HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1600 | - | - | H | H | 2 | 1 | 11 | 14 | KND | - | - |
|
4/6HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
Up to 2000 | - | - | H | H | 2 | 1 | 11 | 14 | KND | - | - |
|
Special Moves
Tiger Shot
Tiger Shot
Tiger Uppercut
- Forward, Down, Down-Forward + Punch
- LP 1800,900 down/-35 3/15/35
- 3 frames full body, 4 frames lower body
- MP 1900,900 down/-43 3/19/39
- 3 frames full body, 4 frames lower body
- HP 700+500+400+200x2 down/-35 3/[4]/[5]/[5]/[5]/[5]/42
- 7 frames full body
- LP 1800,900 down/-35 3/15/35
Tiger Crush
- Forward, Down, Down-Forward + Kick
- LK 400+1100 down/-10 6/[6]/[5]/23
- MK 500+1200 down/-12 5/[6]/[6]/24
- HK 600+1300 down/-15 4/[6]/[7]/26
Super Moves
High Tiger Cannon
- Double Quarter Circle Forward + Punch
- High Tiger Cannon super has one frame less startup before the super flash than Ground Tiger Cannon super. It makes a difference when punishing another Sagat's whiffed far s.HP with far s.HP xx High Tiger Cannon as opposed to far s.HP xx Ground Tiger Cannon.
Ground Tiger Cannon
- Double Quarter Circle Back + Punch
- LP down/-2
- MP down/+1
- HP down/+4
Tiger Raid
- Double Quarter Circle Back + Kick
Tiger Genocide
- Double Quarter Circle Forward + Kick
Combos
Sagat doesn't have that much of a combo game. It's mainly built of linking 2-3 normals into a special/super, with the latter being crucial in Sagat's damage output. Most of his combos feature 2f links, while that seems daunting it's way easier than you think. The good thing is you aren't required to learn all of Sagat's combos to play him properly, however it's good to know them anyways. Here are the best ones out there:
Meterless
st.LP, st.LP, st.MK xx Tiger Knee
cr.LK, cr.LK xx Tiger Knee
cr.LK, st.LP, cr.MK xx Low Tiger Shot
crossup j.LK, cl.st.HP xx Tiger Uppercut
cr.LK, cl.st.HP xx Tiger Uppercut
Super Combos
cr.LK, cl.st.HP xx Tiger Genocide
st.LP, st.LP, st.MK xx Tiger Raid
cr.HP xx Low Tiger Cannon
Strategy
Sagat in practice is not that complicated of a character. He has two real main playstyles: a neutral heavy Sagat that focuses on using his pokes to confirm into damage, and a pressure heavy Sagat that uses his short hops to kill the opponent slowly. As you would expect, the Capcom grooves are where you'd play the neutral Sagat, and the SNK grooves are the ones where you'd play pressure Sagat.
Neutral
WIP
Pressure
WIP
Mixups
WIP
Okizeme
WIP
Groove Strategy
WIP
WIP
WIP
WIP
WIP
WIP
Wiki Edited By JtheSaltyy