Street Fighter Alpha 2/Sagat: Difference between revisions

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= Match-ups =
= Match-ups =


Vs. Adon:
Vs. Adon: 5-5




Vs. Akuma: He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.
Vs. Akuma: 4-6


He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.


Vs. Birdie:


Vs. Birdie: 6-4


Vs. Charlie:


Vs. Charlie: 5-5


Vs. Chun-Li:


Vs. Chun-Li: 4-6


Vs. Dan:
Vs. Dan: 8-2


Vs. Dhalsim: 6-4


Vs. Dhalsim:


Vs. Gen: 7-3


Vs. Gen:


Vs. Guy: 5-5


Vs. Guy:


Vs. Ken: 4-6


Vs. Ken: He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.
He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.




Vs. M. Bison (dictator):
Vs. M. Bison (dictator): 6-4




Vs. Rolento:
Vs. Rolento: 3-7




Vs. Rose:
Vs. Rose: 4-6




Vs. Ryu:
Vs. Ryu: 5-5




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Vs. Sakura:
Vs. Sakura: 7-3




Vs. Sodom:
Vs. Sodom: 5-5




Vs. Zangief:
Vs. Zangief: 6-4


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[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]
[[Category:Street Fighter Alpha 2]]

Revision as of 21:38, 26 January 2021

Sagat-stance.gif

Introduction

Feared throughout his homeland and beyond, Sagat reigned supreme until his narrow defeat at Ryu's hands. Humiliated and honorless, Sagat vows revenge at any cost. The tenacious tiger now stands on a new battlefield.

Sagat Alpha2 colors.PNG

Sagat isnt easy to use, but is very good once you get him down. He more for someone who likes to zone/turtle, he doesnt really have much of a rush down ability. But when he hits you it hurts.

Pros:

  • Far reach
  • Great anti-air
  • Pure Power
  • Versatile CC

Cons:

  • Big
  • Slow speed
  • Normal are laggy and slow

Moves List

Normal Moves

STANDING

Lp.png- slow elnow to the face, not any real frame advantage.

Sag s.lp.png

Mp.png- use up close to combo into tiger uppercut, most characters can duck this, doubles as a close anti-air, but comes out a bit slow.

Sag s.mp(1).pngSag s.mp(2).png

Hp.png- Anti-jump and anti-air. Very good priority. Use to smack someone jumping from afar.

Sag s.hp.png

Lk.png- good range, but slow to come out and no real frame advantage, decent poke.

Sag s.lk(1).pngSag s.lk(2).png

Mk.png- far ranged poke, real use as a far anti-air. Be careful because if blocked on the ground (or hit) it can be reversal cc’s.

Sag s.forward.png

Hk.png- far reaching anti-air.

Sag s.hk(1).pngSag s.hk(2).png

CROUCHING

cr.Lp.png- slow useless jab.

GatLp.png

cr.Mp.png- decent priority, cancels into specials or super.

GatMp.png

cr.Hp.png- powerful hit with decent priority.

GatHp.png

cr.Lk.png- offers small frame adavantage and can link into itself, useful poke up close.

GatLk.png

cr.Mk.png- far reaching low hit, slow recovery, good frame afar.

GatMk.png

cr.Hk.png- slow sweep, main use as a cc starter.

GatHk.png

JUMPING Jumping U.png (Neutral jump)

Sag nj.hp.png

Media:Sag_nj.lp.png

nj.Mp.png- has great air to air priority when out.

Sag nj.mp.png

nj.Hp.png-

Sag nj.hp.png

nj.Lk.png-

Sag nj.lk.png

nj.Mk.png-

Sag nj.forward.png

nj.Hk.png- great air-to-air, jump in, his universal air move.

Sag nj.hk.png

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png- Same as NJ Lp.png

dj.Mp.png- has great air to air priority when out. Same as NJ Mp.png

dj.Hp.png- Same as NJ Hp.png

dj.Lk.png- His cross up, must be close.

Sag dj.lk.png

dj.Mk.png- Based on the hitbox, this thing -must- be able to crossup.

Sag dj.forward.png

dj.Hk.png- great air-to-air, jump in, his universal air move. Same as NJ Hk.png

Command Moves

Mk.png,Mk.png- (must be done QUICK)Fake Kick. No real use, and hard as hell to do. Basically a Mk.png fake (only does first half of his Mk.png animation)

Sag fake.forward.png

Normal Throws

F.png/B.png+Mp.pngHp.png - Mash to get more hits, pathetic damage.

Alpha Counters

B.pngDb.pngD.png+P.png- A hard hitting, one hit, tiger uppercut. Use when close or vs air attacks.

SagatPAC.png SagatPAC2.png

B.pngDb.pngD.png+K.png- A very fast mid kicks, safer than his punch ac, but not as strong, use on ground or vs air.

SagatKAC.png

Special Moves

Qcf.png+P.png- Tiger Shot (high). unch version goes high (actually goes over Sakura's fireball).

Sag ts(1).pngSag ts(2).png

Qcf.png+K.png- Tiger Shot (low). Kick version goes low. Kick version will be used the most, and is his main zoning tool from afar. Starts far in front of sagat because of his animation, and does good damage.

Sag lts(1).pngSag lts(2).png

Dp.png+P.png- Tiger Blow, formerly known as Tiger Uppercut. Hp does massive damage when done deep as AA or on the ground, I wanna say roughly 20% damage. Always to deep tiger uppercuts for AA when possible.

Lp.png- Sag tulp(1).pngSag tulp(2).png

Mp.png- Sag tump(1).pngSag tump(2).pngSag tump(3).pngSag tump(4).png

Hp.png- Sag tuhp(1).pngSag tuhp(2).pngSag tuhp(3).pngSag tuhp(4).pngSag tuhp(5).png

Dp.png+K.png- Tiger Crush, formerly known as Tiger Knee. Use to advance quickly, or combo into. 2-hits blocked is safe, 1-hit blocked (or hit) can be punished, but is extrememly hard to, leading to set-ups.

Lk.png- Sag tklk(1).pngSag tklk(2).pngSag tklk(3).png

Mk.png- Sag tkforward(1).pngSag tkforward(2).png

Hk.png- Sag tkhk(1).pngSag tkhk(2).pngSag tkhk(3).png

Super Combos

Qcf.png,Qcf.png+P.png- Tiger Cannon. Awesome super to use in fireballs fights, not much use other than that.

Sag tc(1).pngSag tc(2).png

Qcf.png,Qcf.png+K.png- Tiger Genocide. Only lvl 3 is worth it when comboed into, does massive damage.

Sag tg(1).png

Qcb.png,Qcb.png+K.png- Tiger Raid. Safe super to wake up with at lvl 2 or higher, very comboable. Safe on block.

Sag tr(1).png

Combos

  • meaty c.lk, c.mp xx tiger shot
  • point blank s,mp xx hp tiger uppercut
  • c.lk x2 xx super
  • c.lk xx hp dp
  • Corner, combo into tiger raid, hp tiger uppercut juggle.
  • j.rh, c.mp xx tiger genocide (lvl 3) OUCH!

cr. lk, cr. lk

cr. lk, cr. lk xx super

cr.lk xx uppercut

(meaty) cr. hp xx raid super

(meaty) cr. hp xx CC

Cr.MP, HK Groun Tiger Sshot

Cross up j.LK,s.MP,HP Tiger Blow

Croner j.HK,cr.MP,LVl 1 Raid,HP Blow

The Basics

Sagats comfort zone is 3/4 to fullscreen away. From here you can far aa and control the pace of the match. Punish all jump attempts hard. WHen the opponent does get close, ac them, or thow to get them away. His CC is very easy to land and is a round winner. Zone with slow fireballs, and punish far jump attempts with s.fp or s.mk, s.rh works too.

Tiger knee, then:

  • CC
  • throw
  • block attack, ac
  • You can also hp tiger uppercut at your own risk, I tend not to because you are gonna get messed up if they block, cc is way safer. I would only cc at lvl 1, cause if they blcok its not too big a loss.

Advanced Strategy

Custom Combos

If you ever dont knock them down (ex. you mess up a sweep, so they are still standing) the cc still works.

lvl 1- c.rh cc hk tiger knee, hp tiger uppercut c.rh xx hp tiger uppert cut x2

if you have JUST A LITTLE more than a lvl 1, you can get 2 hk tiger knees in, then dp. lvl 2- hk tiger knee x3, hp tiger uppercut

lvl 3- tiger knee x5, hp tiger uppercut

^^ hard as hell to do, better off doing 4 knees. either way it hurrts, even if you go for 5 knees into hp tiger uppercut.

Anti-air custom combo:

OH so nice. Since sagat has such a far reaching s,mk, you can AA from far as hell away and get his full custom.

Close aa cc: s.lp xx hk tiger knees xN, hp tiger uppercut.

far aa cc: s.mk xx hk tiger knees xN, hp tiger uppercut.

Lv1:

[CC]c.HK,HK TKx2,HP TB[/CC]

[CC]HK TKx3[/CC]

Lv3:

[CC]c.HK,HP TBx3[/CC]

[CC]c.HK,HK TKx6[/CC]

[CC]c.HK,HK TKx5,HP TB[/CC]


Sagat: lvl 1- c.rh xx hp tiger uppercut x2

lvl 1- c.rh xx hk tiger knee, hp tiger uppercut

lvl 2/3- c.rh xx hk tiger knee xN, hp tiger uppercut

Match-ups

Vs. Adon: 5-5


Vs. Akuma: 4-6

He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.


Vs. Birdie: 6-4


Vs. Charlie: 5-5


Vs. Chun-Li: 4-6


Vs. Dan: 8-2


Vs. Dhalsim: 6-4


Vs. Gen: 7-3


Vs. Guy: 5-5


Vs. Ken: 4-6

He has a horrible matchup vs ken\akuma imo. If sagat throws a high tiger, ken\akuma can roll under it and get in range. If sagat throws a low one, ken\akuma can tatsu over it and get in range. Not to mention the fact that kens ac+k has huge range. So if sagat wants to zone him, it has to be with normals instead of fireballs.


Vs. M. Bison (dictator): 6-4


Vs. Rolento: 3-7


Vs. Rose: 4-6


Vs. Ryu: 5-5


Vs. Sagat (self):


Vs. Sakura: 7-3


Vs. Sodom: 5-5


Vs. Zangief: 6-4

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief