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=='''Introduction'''== | =='''Introduction'''== | ||
''In a Nutshell'': | |||
:A zoner/footsies character much like Ryu/Ken, but can control if his fireballs can be anti air or low to the ground. | |||
:'''Pros''': | |||
:-Good at building meter | |||
:-Sagat's Ground and High Tiger Cannon are great at catching whiffed attacks due to the fast projectile speed. | |||
:-Great damage output and health. One of few that are possibly viable of being played solo on Ratio 4 | |||
:-Has some nice long reaching normals. | |||
:'''Cons''': | |||
:-Slow move speed | |||
:-Big hitboxes make him prone to instant overheads and being caught by far reaching normals if you overextend. | |||
:-Some attacks have quite a bit of startup and aren't abuseable. | |||
:-Requires to know when is a safe time to throw projectiles low or high to avoid them being jumped/ducked over to avoid being punished. | |||
I want to introduce some terms (we always should start off with this). | |||
Forward = F/f, | Forward = F/f, | ||
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QCF - d,df,f (Hadoken/Tiger shot movement), | QCF - d,df,f (Hadoken/Tiger shot movement), | ||
QCB - d,db,b (Hurricane Kick movement), | QCB - d,db,b (Hurricane Kick movement), | ||
DP - f,df,f (Dragon punch/Tiger Uppercut movement) | DP - f,df,f (Dragon punch/Tiger Uppercut movement) | ||
=='''Normal Moves'''== | =='''Normal Moves'''== |
Revision as of 21:22, 16 February 2016
Introduction
In a Nutshell:
- A zoner/footsies character much like Ryu/Ken, but can control if his fireballs can be anti air or low to the ground.
- Pros:
- -Good at building meter
- -Sagat's Ground and High Tiger Cannon are great at catching whiffed attacks due to the fast projectile speed.
- -Great damage output and health. One of few that are possibly viable of being played solo on Ratio 4
- -Has some nice long reaching normals.
- Cons:
- -Slow move speed
- -Big hitboxes make him prone to instant overheads and being caught by far reaching normals if you overextend.
- -Some attacks have quite a bit of startup and aren't abuseable.
- -Requires to know when is a safe time to throw projectiles low or high to avoid them being jumped/ducked over to avoid being punished.
I want to introduce some terms (we always should start off with this).
Forward = F/f, Backward = B/b, Up = U/u, Down = D/d
Light punch = LP (Jab Punch), Medium Punch = MP (Strong Punch), Hard punch = HP (Fierce Punch), Light kick = LK (Short Kick), Medium Kick = MK (Forward Kick), Hard kick = HK (Roundhouse Kick)
Any Punch = AP, Any Kick = AK
QCF - d,df,f (Hadoken/Tiger shot movement), QCB - d,db,b (Hurricane Kick movement), DP - f,df,f (Dragon punch/Tiger Uppercut movement)
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Standing | n | y | y | +6 | +6 | 2 | 3 | 6 | 500 | |
Crouching | n | y | y | +3 | +3 | 5 | 4 | 8 | 400 | ||
Jumping | - | - | - | - | - | 4 | 22 | - | 600 | ||
Strong | Standing | n | y | y | -7 | -7 | 4 | 3 | 24 | 1100 | |
Crouching | n | y | y | +4 | +4 | 6 | 4 | 12 | 1000 | ||
Jumping | - | - | - | - | - | 4 | 10 | - | 1100 | ||
Fierce | Close | n/n | y/n | y/y | -13 | -13 | 3 | 8 | 27 | 1300,1100 | |
Far | n | n | y | -4 | -4 | 6 | 8 | 20 | 1600 | ||
Crouching | n | n | y | +2 | +2 | 7 | 8 | 14 | 1500 | ||
Jumping | - | - | - | - | - | 6 | 8 | - | 1600 | ||
Short | Standing | n,n | y,n | y,y | -1 | -1 | 5 | 2+6 | 10 | 200+400 | |
Crouching | n | y | y | +5 | +5 | 3 | 4 | 6 | 400 | ||
Jumping | - | - | - | - | - | 5 | 22 | - | 600 | ||
Forward | Standing | n/n | y/n | y/n | -12 | -12 | 5 | 3+8 | 24 | 400+900 | |
Crouching | n | y | y | -2 | -2 | 4 | 5 | 17 | 1000 | ||
Jumping | - | - | - | - | - | 6 | 8 | - | 1000 | ||
Roundhouse | Standing | n/n | y/n | y/n | -7 | -7 | 6 | 3+7 | 24 | 500+1300 | |
Crouching | n | n | y | down | -7 | 7 | 8 | 23 | 1500 | ||
Jumping | - | - | - | - | - | 5 | 8 | - | 1400 |
Moves with detached/invincible hitboxes:
-j.HK (tip of foot)
-far s.HP and d.HP (tip of fists, VERY small)
-far s.MK (tip of foot)
Throws
Tiger Carry
- Forward or Back + Fierce
Tiger Rage
- Forward or Back + Roundhouse (Mashable)
Special Moves
Tiger Shot
- Quarter Circle Forward + Punch
- LP 800 -11/-11 10/44
- MP 900 -12/-12 10/45
- HP 1000 -13/-13 10/46
Ground Tiger Shot
- Quarter Circle Forward + Kick
- LK 700 -12/-12 12/45
- MK 800 -13/-13 12/46
- HK 900 -14/-14 12/47
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 Combos
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
Bread and Butter Combos
s.jabx2, tiger uppercut/tiger knee
cr.short, s.jab, tiger uppercut/tiger knee
s.jab, s.fierce, tiger uppercut
cr.shortx2, tiger uppercut/tiger knee
C-Groove Combos
Crossover lk, 2 standing lp, crouching mk ~ lvl. 2 Ground Tiger Cannon ~ lvl. 1 Tiger Cannon
The Basics
Advanced Strategy
Edited By: Haaris Abbasi & Markudea