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* '''Mobility:''' Sagat only has the base mobility of SF4 to work with, and he is below average on all accounts of that mobility as well. This makes it hard to catch opponents who are playing evasively should you lose the life lead. | * '''Mobility:''' Sagat only has the base mobility of SF4 to work with, and he is below average on all accounts of that mobility as well. This makes it hard to catch opponents who are playing evasively should you lose the life lead. | ||
* '''Strike/Throw:''' While frametraps are powerful, Sagats brand of offense leaves him susceptible to reversal Alpha Counter or fast options like command grabs, and his extensions off of his throw are character specific, difficult, and don't work on the whole cast. | * '''Strike/Throw:''' While frametraps are powerful, Sagats brand of offense leaves him susceptible to reversal Alpha Counter or fast options like command grabs, and his extensions off of his throw are character specific, difficult, and don't work on the whole cast. | ||
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Revision as of 16:46, 10 February 2025
Introduction
Sagat's mad that someone keyed his Geo Metro and about his expired drivers license. Now he's out for revenge because Dan killed his father.
Sagat is a midrange and fullscreen zoning and poking character who uses his unique fireball patterns, strong normals, and powerful anti-air Tiger Uppercut to control the pace of the match. Sagat has two projectiles in 236P High Tiger Shot and 236K Low Tiger Shot. These are standard fireballs, with one version being higher up and one version being low to the ground. Uniquely however, he can chain these into each other, allowing him to create difficult to evade fireball patterns and fullscreen space control. Paired with 623P Tiger Uppercut, an invincible anti-air and reversal, Sagat can keep opponents at fullscreen extremely efficiently.
Up close, Sagat has strong lights and frametraps. His 2LK is a far reaching plus on block low that allows for chains into his medium and heavy normals, and 5LK is a two hit kick that makes confirming extremely easy. He can frametrap with delay chains into his heavies, and continue the mixups with 6LK Step Low, which can be kara cancelled into various other options itself. While his throw reward is difficult and below average midscreen, he can easily pick up a combo in the corner for solid damage.
Sagat also possesses 214PP Angry Scar. This is an EX move that buffs his next Tiger Uppercut, giving it more damage, better juggle potential, the ability to super cancel comically late, and even allows him to cancel the recovery of Tiger Shots into them. Angry Scar itself pauses the screen temporarily as well, allowing Sagat to react to whatever the opponent is doing. You can cancel normals like 2HP, 2HK, and 5HK (especially the first hit of 5HK) into Angry Scar to get plus frames and safely end pressure or attempt a pressure reset with 6LK or a dash button.
Sagat's weaknesses lie in his mobility and his damage. He lacks the powerful mobility of other characters, having a middling walkspeed and short dash with no unique mobility options otherwise. He only has j.623K Air Tiger Knee to alter his jump arc, which is left in recovery while falling and can be negative on hit if hit too high. His combos are short by Remix standards, meaning that even though his moves do good damage alone, he can't do much with them midscreen. This compounds with an issue against crouching opponents, since his highest reward normals are susceptible to whiffing crouching opponents at range.
Sagat is a great character if you like controlling the pace of the match through slow, thoughtful zoning patterns. He can put together unique offense as well, and while his combos are short, they are still as rewarding as Remix can be, especially on a character who can opt to return to powerful zoning.
Strengths | Weaknesses |
---|---|
|
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Sagat | |
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[[File:|center|300px]] | |
Character Data | |
Health | 1050 |
Chains | L>M/H |
Walkspeed | 1.2 |
Forward Dash Duration | 16 frames |
Forward Dash Distance | 1.2 |
Backdash Duration | 28 frames |
Backdash Invuln | 9 frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Sagat is a video game character from the Street Fighter series, first appearing as the non-playable main antagonist and final boss in the original Street Fighter. He later returned as a boss in Street Fighter II before becoming playable in its update, Street Fighter II: Champion Edition. He is the "Emperor of Muay Thai" and a former member of Shadaloo, where he acted as a personal bodyguard for M. Bison. He later changed sides to redeem himself and became one of the protagonists in the series.