Street Fighter IV/Sagat: Difference between revisions

From SuperCombo Wiki
(→‎Frame Data: added notes to sagats frame table, from thread)
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| align="center" | HL
| align="center" | HL
| align="center" | S
| align="center" | S
| align="center" | 11~ airborne
| align="center" | 11~ airborne, armor breaks
|-
|-
| align="center" | Tiger Knee EX
| align="center" | Tiger Knee EX

Revision as of 13:48, 13 November 2008

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 6 3 4 +4 +7 10 13 40 50 20 HL SpS -
close MP 7 4 11 -1 +2 13 16 100 100 40 HL SpS -
close HP 10 3 15 0 +4 17 21 110 200 60 HL - -
close LK 5 3 9 -1 +2 10 13 40 50 20 HL SpS -
close MK 7 2*2 12 0 +3 13 16 60*60 50*50 40*40 HL SpS*- -
close HK 5 2*3 18 -3 +1 17 22*21 40*110 100*100 60*20 HL S*- stands opponent up
far LP 5 3 5 +3 +6 10 13 40 50 20 HL SpS -
far MP 10 4 9 +1 +4 13 16 100 100 40 HL - -
far HP 10 3 15 0 +4 17 21 140 200 60 HL - -
far LK 6 3 9 -1 +2 10 13 50 50 20 HL SpS -
far MK 9 3 11 0 +3 13 16 100 100 40 HL - -
far HK 5 2*3 18 -3 +1 17 22*21 40*110 100*100 60*20 HL S*- stands opponent up
crouch LP 3 2 9 0 +3 10 13 30 50 20 HL SpS -
crouch MP 5 3 10 +1 +4 13 16 90 100 40 HL SpS -
crouch HP 8 3 15 0 +4 17 21 130 200 60 HL - -
crouch LK 5 3 5 +3 +6 10 13 30 50 20 L SpS -
crouch MK 7 3 15 -4 -1 13 16 90 100 40 L SpS -
crouch HK 8 3 21 -6 - 17 - 130 200 60 L - knocksdown
jump up LP 5 12 - - - 8 11 50 50 20 H - -
jump up MP 6 4 - - - 11 15 90 100 40 H - -
jump up HP 7 5 - - - 15 18 140 200 60 H - -
jump up LK 7 7 - - - 8 11 50 50 20 H - -
jump up MK 5 6 - - - 11 15 90 100 40 H - -
jump up HK 7 6 - - - 15 18 130 200 60 H - -
jump forward LP 7 7 - - - 8 11 50 50 20 H - -
jump forward MP 10 16 - - - 11 15 90 100 40 H - -
jump forward HP 7 5 - - - 15 18 140 200 60 H - -
jump forward LK 7 6 - - - 8 11 50 50 20 H - -
jump forward MK 7 11 - - - 11 15 90 100 40 H - -
jump forward HK 7 4 - - - 15 18 120 200 60 H - -
F+HP 20 5 16 -3 +2 17 22 100 150 60 H - +1 on crouching opponent
F+LK 16 3 16 -1 +3 17 21 50 50 20 L SpS stands opponent up
F+HK 13 3 16 -1 +3 17 21 140 200 60 HL SpS -
Fake Kick - - 16 - - - - - - - - - -
level1 FA 21 2 35 -21 -21 15 15 60 100 20 HL - -
level2 FA 17+13 2 35 -15 - 21 - 90 150 40 HL - -
level3 FA 58 1 35 - - - - 150 200 60 - - -
F+LP+LK 3 2 20 - - - - 140 160 40 0.9 - -
B+LP+LK 3 2 20 - - - - 140 120 40 0.9 - -
Tiger Shot P 11 - 39 -2 +2 18 22 70 100 20/20 HL S -
Tiger Shot P EX 11 - 39 +1 - 13 - 80*70 100*100 0/0 HL S -
Tiger Shot K 12 - 44 -6 -2 18 22 70 100 10/20 HL S -
Tiger Shot K EX 12 - 44 -3 - 13 - 80*70 100*100 0/0 HL S -
Tiger Uppercut LP 5 5 31+16 -31 - 20 - 140[80] 200[100] 30/40 HL S 1-5f invincible, 6-7f throw invincible, 8f~ airborne,

opponent is in jugglable state on counterhit

Tiger Uppercut MP 5 7 31+16 -33 - 20 - 150[80] 200[100] 30/40 HL S 1-5f invincible, 6-7f throw invincible, 8f~ airborne,

opponent is in jugglable state on counterhit

Tiger Uppercut HP 5 10 29+16 -34 - 20 - 170[80] 200[100] 30/40 HL S 1-5f invincible, 6-7f throw invincible, 8f~ airborne,

opponent is in jugglable state on counterhit

Tiger Uppercut EX 5 5*2x4 30+17 -39 - 20 - 120*20x4 150*20x4 0/0 HL S 1-11f invincible, 9f~ airborne,

opponent is in jugglable state on counterhit

Tiger Knee LK 7 2*12 3+13 -7 - 20 24*- 30*90 100*100 20/16x2 HL S 13~ airborne, armor breaks
Tiger Knee MK 7 2*14 3+13 -9 - 20 24*- 40*100 100*100 20/16x2 HL S 13~ airborne, armor breaks
Tiger Knee HK 7 2*12 8+13 -12 - 20 24*- 50*110 100*100 20/16x2 HL S 11~ airborne, armor breaks
Tiger Knee EX 7 3*6*6 3+13 -1 - 20 24*-*1 100*40*40 100*50*50 0/0 HL S 10~ airborne, armor breaks
Super Combo 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 ??? -45 - 20 - 50x7 0 0/0 HL - LK 1-3f invincible, MK 1-2f invincible,

HK invincible after flash?

Ultra Combo 1+9 5x4(12)3(2)3*10 15+36 -48 - 20 - 30x7*30x6 0 0/0 HL - 1-12f invincible, 13f~ airborne,

4th hit armor breaks

move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth