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== Character Specific Data == | == Character Specific Data == | ||
Sagat{{USFIVCharacterData|1050|1000|75%|0.024|0|1.76|40 (4+36)|1.92|1.75|1.10|18|0.98|29|8|15|6|0.94|0.94|32|22|Heavy Tiger Elbow|Crouch LK, Crouch MK, Crouch HK, Low Step Kick|Crouch HK|Tiger Knee, EX Tiger Knee|21|29|65|-2|-13|+4|-7|Close HK (1st Hit), LP/MP/HP High Tiger Shot (Corner Only), LK/MK/HK Low Tiger Shot (Corner Only), Tiger Knee (1st Hit)|}} | Sagat{{USFIVCharacterData|1050|1000|75%|0.024|0.02|1.76|40 (4+36)|1.92|1.75|1.10|18|0.98|29|8|15|6|0.94|0.94|32|22|Heavy Tiger Elbow|Crouch LK, Crouch MK, Crouch HK, Low Step Kick|Crouch HK|Tiger Knee, EX Tiger Knee|21|29|65|-2|-13|+4|-7|Close HK (1st Hit), LP/MP/HP High Tiger Shot (Corner Only), LK/MK/HK Low Tiger Shot (Corner Only), Tiger Knee (1st Hit)|}} | ||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == |
Revision as of 08:02, 31 March 2015

Sagat
Sagat held the title of World Champion of the Street Fighter circuit until his defeat at the hands of Ryu. The defeat not only scarred him physically, but mentally as well as Sagat became obsessed with revenge. In fact, his desire to defeat Ryu grew so strong that he joined M. Bison's Shadaloo organization solely on the promise of a rematch with Ryu. However, as Sagat's goals of defeating Ryu continued, he began to question himself and whether the obsession was eating away at his very soul. After seeing what effects the desire for revenge had on Dan Hibiki, Sagat slowly began turning his hatred of Ryu into a form of respect. Has Sagat turned a new leaf?
In a nutshell
Sagat is a zoning character who specializes in confusing his opponents with his unique high/low fireball mixup, then punishing the opponent when they think they have room to breathe. Sagat's high/low Tiger Shots have always been a force to be reckoned with ever since Street Fighter II. They allow him to control the pace of the battle and eliminate many of the opponent's options. Despite being slow, the reach on his normals is incredible, second only to Dhalsim and Seth by extension. In addition, he can also apply offensive pressure with his ambiguous Tiger Knees and a variety of feints. His greatest weakness is against characters who can keep up with the speed of his fireballs, or have good defensive games, or have speedy rushdown offensive games.
Players to Watch
Bonchan (JP)
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Close LK: 2nd hit can now be canceled into Special Moves, Super, or EX Focus Attack
- Tiger Knee: All versions 1st hit now forces stand
- High Tiger Shot (all versions): Hitbox is now completely unable to hit all characters in their crouching state
- Tiger Destruction (UC1): Air hit damage reduced to 340 total from 395 total
- Tiger Destruction (UC1): Forward movement distance reduced so that when hitting airborne opponents in the corner, now does full hits
- Tiger Cannon (UC2): Now does full hits on airborne opponents
- L, M, and H Tiger Uppercut --> EX Focus Cancel --> Forward Dash is now -5F on block at best; also applies to Tiger Uppercuts with Angry Charge
(New to Ultra SFIV Console Digital Release)
- Step Low Kick (F + LK): Pushback on block reduced
- Step High Kick (F + HK): Damage reduced to 80 from 100
- High Tiger Shot: Light, Medium, and Hard recovery increased to 42 frames from 39 frames
- Tiger Cannon (UC2): Air hit damage reduced to 255 from 384; damage on grounded opponents reduced to 357 from 384
- EX Tiger Knee: 2nd hit occurs later to allow UC1 followup in corner
(Removed from Ultra SFIV Arcade Japan)
EX Tiger Knee: On block now 0 from -1Tiger Cannon (UC2): Air damage reduced to 309 from 384
(New to 1.04 Update)
- Forward/Neutral Throw: Tech window normalized from being 1 frame shorter
- Tiger Cannon (UC2): Damage on air hit increased to 303 from 255
Character Specific Data
Sagat
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.024 | Forward Dash Distance: | 1.10 | ||
Back Walk Speed: | 0.02 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.98 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 29 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 15 | ||
Back Jump Distance | 1.75 | Back Dash Recovery: | 6 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.94 | Face Up Total Frames: | 32 | ||
Back Throw Range: | 0.94 | Face Down Total Frames: | 22 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Heavy Tiger Elbow | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Low Step Kick | Armor Breakers: | Tiger Knee, EX Tiger Knee | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HK (1st Hit), LP/MP/HP High Tiger Shot (Corner Only), LK/MK/HK Low Tiger Shot (Corner Only), Tiger Knee (1st Hit) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -13 | L2 FA Back Dash (On Block): | -7 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ A knee in the air. Sagat's only crossup, but doesn't have a lot of hitstun, so you can only reliably link c.LK after (although the hitstun allows for easy tick throwing) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ Sagat's best jump-in. Long range, does great damage, comes out fast, and can hit pretty much anything afterward. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Heavy Tiger Elbow |
Overhead | f + hp | |
~~ Uses and Strategies ~~ Sagat's overhead elbow. Use it if your opponent likes to crouch during blockstrings a lot if you are close to them. | ||||
File:No image.png |
Low Step Kick |
Low Step Kick | f + lk | |
~~ Uses and Strategies ~~ Sagat steps forward and does a low kick to the shins. Must be crouch blocked. You can combo into a c.LP afterwards (1 frame link) for a bit of damage. A little bit before the active frames (when the move actually is flagged to do damage, hitstun, etc.) there is a small period of time 15F-16F in which you can cancel the move into a special move, super, or focus attack (costs 2 bars like other FADCs). i.e.: your opponent jumps forward from your projectile from afar, you can cancel this into a Tiger Uppercut for extra range (although you should probably stick to high step kick because it can anti-air just in case) or closing the distance on an enemy with a defensive tiger shot. | ||||
File:No image.png |
High Step Kick |
High Step Kick | f + hk | |
~~ Uses and Strategies ~~ Sagat steps forward and does a roundhouse kick. Like the Low Step Kick Puts airborne opponents in a juggle state. Mainly used as a far anti-air if someone jumped over your fireball. It tends to trade if your opponent tries to jump attack, but they still end up in the juggle state. After hitting it on an airborne opponent, you can hit the following:
Like the Low Step Kick, there is a window of time before the active frames that you can cancel this move into a special/super/focus attack (1F-11F). | ||||
File:No image.png |
Fake Kick |
Fake Kick | hk --- hk | |
~~ Uses and Strategies ~~ Pressing HK twice in 3 frames or less does this move. Probably spoils a punish if you keep mashing HK a few times. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Tiger Rage |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ Sagat lifts the opponent by the face and knees them three times, the last hit, all the way across the screen (when not cornered), which puts you in an optimal position to start zoning again. | ||||
File:No image.png |
Tiger Carry |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ Sagat does a shoulder toss. Like the forward/neutral throw, it lands the opponent on the other side of the screen, in which you should start zoning. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
High Tiger Shot |
High Tiger | qcf + p ex | |
~~ Uses and Strategies ~~ Low tiger's older brother. Sagat shouts his name and throws a projectile while standing. However, since Sagat is so tall, the projectile can be dodged by simply crouching. It is harder to jump over than the low tiger, although. While you should be mainly sticking to the low tiger for fireballs, be sure to throw in a high tiger to keep the opponent guessing. It can also make a far anti air if you anticipate a jump from far away. | ||||
File:No image.png |
Low Tiger Shot |
Low Tiger | qcf + k ex | |
~~ Uses and Strategies ~~ Sagat shouts his name and throws a projectile while crouching. Sagat's main zoning tool. If your opponent is mid screen or more away, then chances are, you're throwing low tigers. It does slightly less damage than the high tiger, also has 1F more startup and 2F more recovery. Much easier to jump over than the high tiger. Always end your blockstrings with a low tiger to get some easy chip damage. | ||||
File:No image.png |
Tiger Uppercut |
Tiger Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ Sagat becomes invulnerable for a split second and does a rising punch similar to a Shoryuken. Best anti-air, and like all other DPs, makes a great reversal; but unlike most other DPs, it does not break armor. | ||||
File:No image.png |
Tiger Knee |
Tiger Knee | dp + k ex armorbreak | |
~~ Uses and Strategies ~~ Sagat does an aerial knee bash. The range, damage and recovery are determined by the kick version, LK having the shortest range and recovery and lowest damage; and HK the longest reach, longest recovery and highest damage. Makes a great combo ender, as it has good corner carry and his highest damaging under normal conditions. Upon getting a knockdown, you can use Tiger Knee while your opponent is waking up to cross over them. | ||||
File:No image.png |
Angry Charge |
Angry Scar | qcb qcb + k | Consumes 1 bar of Super Meter; Powers up next Tiger Uppercut |
~~ Uses and Strategies ~~ Adds more damage and different properties to the next Tiger Uppercut. All of the normal uppercuts do the same damage, 120, but Angry Charge will boost each upper for a different amount. (LP 150, MP 170, HP 180.) It also gives the next Uppercut an Armor Break
Super Combo | ||||
File:No image.png |
Tiger Genocide |
Super Combo | qcf qcf + k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Tiger Destruction |
Ultra Combo I | qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tiger Cannon |
Ultra Combo II | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Assume every ultra is fully charged, unless otherwise noted.
- c.MK →
- xx HP Tiger Uppercut - (185 damage [245 damage with Angry Charge], 300 stun)
- xx HK Tiger Knee - (225 damage, 300 stun)
- (anti-air) High Step Kick →
- High Step Kick, EX Tiger Shot - (200 damage, 440 stun, costs 1 bar of meter)
- Tiger Destruction (Ultra 1) - (382 damage, 200 stun)
- Tiger Cannon (Ultra 2) - (284 damage, 200 stun)
- Tiger Uppercut FADC →
- HK Tiger Knee - (170 damage, 300 stun) - Good corner carry.
- High Step Kick →
- EX Tiger Shot - (240 damage, 400 stun, costs 3 bars of meter)
- Tiger Destruction (Ultra 1) - (468 damage, 400 stun, costs 2 bars of meter)
- Tiger Cannon (Ultra 2) - (379 damage, 400 stun, costs 2 bars of meter)
- c.MK xx Low Tiger FADC close MP →
- xx HK Tiger Knee - (305 damage, 420 stun)
- xx HP Tiger Uppercut - (277 damage, 420 stun)
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat (self)
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data