Unfortunately, one of the weakest characters in the game, despite him having his usual toolset. They gutted his tiger shots and tiger uppercut badly enough that he struggles in neutral against a lot of characters.
===V-Ism===
Unfortunately, one of the weakest characters in the game, despite him having his usual toolset. They gutted his tiger shots and tiger uppercut badly enough that he struggles in neutral against a lot of characters.
*<b>V-ISM:</b>
Recommended.
Recommended.
The character goes from low tier to high tier with access to his amazingly versatile customs.
The character goes from low tier to high tier with access to his amazingly versatile customs.
===X-Ism===
*<b>X-ISM:</b>
Probably one of the worst characters in the game. Gains a better tiger uppercut, but loses air block and alpha counter. Changes his tiger knee motion to the classic SF2 input.
Probably one of the worst characters in the game. Gains a better tiger uppercut, but loses air block and alpha counter. Changes his tiger knee motion to the classic SF2 input.
Feeling somewhat empty since his last match with Ryu, Sagat now realizes that Ryu has purposely thrown out the match so his grudge can be satisfied. Sagat also realized the source of his scar comes from the Satsui no Hado, a dark power that possessed Ryu when he was first defeated by him. Realizing that anger and hatred have corrupted his actions, Sagat now actively seeks out Ryu to not fight him cleanly again for revenge, but out of honor.
Pros
Cons
c. FP is one of the best normals in the game. Great range/speed with an insane amount of priority.
Some decent long range normals in s. LK, s. RH and s. MP
Tiger knee is fast, good for mobility and reasonably safe on block in many situations
Some of the best custom combos in the game, amazing anti-air setups and potential infinite setups that are very difficult to escape
Can punish a ton of stuff from very far away with activates
One of the easier CC infinites that doesn't require reactivates
Larger than normal kick grab range
One of the fastest backward walk speeds
j. RH has good priority.
Jab tiger uppercut has good horizontal range and can be difficult to punish effectively without meter for some characters
Tallest character in the game with a very fat hurtbox makes him very vulnerable to guard crush pressure and a lot of standing combos
Airborne hurtbox is very large
Forward walk speed is very slow
Sweep is very slow to start up.
BnBs aren't great without meter
s. MK has a lousy hurtbox, despite the animation
Tiger uppercut is airborne very early and can be airblocked even somewhat deep
Tiger uppercut has shorter i-frames than most DP moves, making it harder to anti-air with
Tiger shots have absolutely awful recovery/damage with giant extended hurtboxes
Very meter dependent due to his weak neutral. A polarizing character due to how strong he is with meter and how weak he is without.
Sagat
Character Data
Color Options
X-Ism
A-Ism
V-Ism
Punch
Kick
Punch
Kick
Punch
Kick
Moves List
Ground Normals
Close/Far Standing Jab:
Damage
7
Stun
2
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
0/1
Frame Count
5/6/13
Block Stun
-5
Hit Stun/Counter Hit
-4/+1
Close Standing Strong:
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
1/A3/XV4
Frame Count
6/3/25
Block Stun
-9
Hit Stun/Counter Hit
-8/-4
Far Standing Strong:
Damage
11
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/A3/XV4
Frame Count
8/4/17
Block Stun
-2
Hit Stun/Counter Hit
-1/+3
Close Standing Fierce:
Damage
17/16
Stun
8
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
1/A4/XV6
Frame Count
7/5/26
Block Stun
-8
Hit Stun/Counter Hit
-7/Launch
Only the first active part can be special/super cancelled.
When Angry Charge is active the jab version of Tiger Blow has different data.
Tiger Blow anti air usage:
Grounded
Airborne
When using this move as an anti air, you should stay away from using the jab version because the grounded hitbox is only active for 1 frame(unless Angry Charge is active), so it can be easily airblocked(unless your timing is impeccable), the strong and fierce versions have more active frames on the grounded hitbox so getting a clean anti air that will not get air block is less difficult even though the grounded active hitbox of the move is low to the ground you have more frames in which to hit the jump.
Idle, Crouching, Airborne:
The Basics
Which Ism?
A-ISM:
Unfortunately, one of the weakest characters in the game, despite him having his usual toolset. They gutted his tiger shots and tiger uppercut badly enough that he struggles in neutral against a lot of characters.
V-ISM:
Recommended.
The character goes from low tier to high tier with access to his amazingly versatile customs.
X-ISM:
Probably one of the worst characters in the game. Gains a better tiger uppercut, but loses air block and alpha counter. Changes his tiger knee motion to the classic SF2 input.