m (→The Basics) |
No edit summary |
||
Line 16: | Line 16: | ||
|} | |} | ||
--[[User:Born2SPD|Born2SPD]] | --[[User:Born2SPD|Born2SPD]] | ||
===New & Old Versions Comparison=== | |||
Here is the list of differences: | |||
*Obvious stuff: O.Sagat can not tech throws and does not have a Super; | |||
*O.Sagat has a slightly smaller hitbox than N.Sagat but it's unknown if it has any relevance. Note that this affects most standing normals as well so it will not be listed on the normal moves differences list; | |||
*O.Sagat has a faster pre-jump animation by 2 frames; | |||
*O.Sagat has some differences in some of his normals: | |||
**Close Standing Strong has slower startup; | |||
**Far Standing Strong can be special canceled; | |||
**Close Standing Fierce has slower startup and can not be special canceled but does a little more damage; | |||
**Far Standing Fierce does a little more damage; | |||
**Crouching Fierce does a little more damage; | |||
**Second hit of Standing Short can be special canceled and it has better low-level priority but worse higher-level priority; | |||
**Crouching Short does a little more damage; | |||
**Standing Forward's first hit does a little more damage. Second hit can be special canceled and has better priority as a poke but worse priority as anti-air; | |||
**Crouching Roundhouse does more damage; | |||
**Both Jumping Fierces do more damage; | |||
**Diagonal Jumping Forward can not be used as a cross-up attack; | |||
**Both Jumping Roundhouses do more damage; | |||
*High Tiger Shots have the same recovery for all versions, plus a better foot hurtbox; | |||
*Low Tiger Shots have faster startup, the same recovery for all versions, plus a better hurtbox at his fist; | |||
*Fierce Tiger Uppercut is a single hit move so it always does full damage; | |||
==Moves Analysis== | ==Moves Analysis== |
Revision as of 20:41, 18 August 2012
Introduction
Old Sagat, sometimes called Super Sagat, is the SSF2 version of Sagat. However, due to differences in the game engine, he is actually stronger in this game due to gaining other cancelable moves. Particularly, the second active part of his standing Short and Forward kicks can be canceled into special attacks, for devastating combos or ground control.
Old Sagat's moves are mostly similar to those of N.Sagat. The differences one will notice the most is that his Tiger shots recover faster and he has no super. In addition to it, as all characters from SSF2, he can not soften throws. His Tiger Uppercuts knock down on the first hit and do not have any juggle properties. Finally, he does not have a cross-up jumping attack such as N.Sagat's Forward kick, and some normal moves have different frame data while his tigers have better defensive hitboxes.
Picking Old Sagat
To select O.Sagat, choose Sagat and then press ↑ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
![]() |
![]() |
--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Sagat can not tech throws and does not have a Super;
- O.Sagat has a slightly smaller hitbox than N.Sagat but it's unknown if it has any relevance. Note that this affects most standing normals as well so it will not be listed on the normal moves differences list;
- O.Sagat has a faster pre-jump animation by 2 frames;
- O.Sagat has some differences in some of his normals:
- Close Standing Strong has slower startup;
- Far Standing Strong can be special canceled;
- Close Standing Fierce has slower startup and can not be special canceled but does a little more damage;
- Far Standing Fierce does a little more damage;
- Crouching Fierce does a little more damage;
- Second hit of Standing Short can be special canceled and it has better low-level priority but worse higher-level priority;
- Crouching Short does a little more damage;
- Standing Forward's first hit does a little more damage. Second hit can be special canceled and has better priority as a poke but worse priority as anti-air;
- Crouching Roundhouse does more damage;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Forward can not be used as a cross-up attack;
- Both Jumping Roundhouses do more damage;
- High Tiger Shots have the same recovery for all versions, plus a better foot hurtbox;
- Low Tiger Shots have faster startup, the same recovery for all versions, plus a better hurtbox at his fist;
- Fierce Tiger Uppercut is a single hit move so it always does full damage;
Moves Analysis
Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close Standing Jab:
Damage | 11 | ![]() |
![]() |
![]() |
Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
- Far Standing Jab:
Damage | 11 | ![]() |
![]() |
![]() |
![]() |
Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 4 | 4 | 1 | |
Simplified | 1 + 3 | 4 | 5 |
- Crouching Jab:
Damage | 11 | ![]() |
![]() |
![]() |
![]() |
Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 3 | 4 | |
Simplified | 1 + 4 | 3 | 4 |
- Close Standing Strong:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 6 | 6 | 1 | |
Simplified | 1 + 4 | 6 | 7 |
- Far Standing Strong:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes* | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 2 | 4 | 4 | 4 | 1 | |
Simplified | 1 + 5 | 4 | 9 |
- Crouching Strong:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 4 | 6 | |
Simplified | 1 + 4 | 4 | 6 |
- Close Standing Fierce:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 6 | 8 | 10 | 1 | |
Simplified | 1 + 6 | 8 | 11 |
- Far Standing Fierce:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 4 | 3 | 6 | 10 | 12 | 1 | |
Simplified | 1 + 7 | 6 | 23 |
- Crouching Fierce:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 6 | 6 | 12 | 1 | |
Simplified | 1 + 6 | 6 | 13 |
- Close/Far Standing Short:
Damage | 11+11 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 0~5+0~5 | |||||||
Stun Timer | 40+40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes/Yes* | |||||||
Frame Advantage | ? | |||||||
Frame Count | 2 | 1 | 2 | 2 | 2 | 2 | 3 | |
Simplified | 1 + 3 | 2 | 2 | 7 |
- Crouching Short:
Damage | 11 | ![]() |
![]() |
![]() |
![]() |
Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 4 | 4 | 4 | 1 | |
Simplified | 1 + 4 | 4 | 5 |
- Close/Far Standing Forward:
Damage | 11+16 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11+5~11 | |||||||
Stun Timer | 60+60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes/Yes* | |||||||
Frame Advantage | ? | |||||||
Frame Count | 2 | 1 | 2 | 2 | 3 | 4 | 6 | |
Simplified | 1 + 3 | 2 | 2 | 13 |
- Crouching Forward:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes* | |||||
Frame Advantage | ? | |||||
Frame Count | 2 | 2 | 4 | 3 | 4 | |
Simplified | 1 + 4 | 4 | 7 |
- Close/Far Standing Roundhouse:
Damage | 14/20 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 10~16/1~7 | |||||||
Stun Timer | 80/70 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes/No | |||||||
Frame Advantage | ? | |||||||
Frame Count | 2 | 1 | 3 | 3 | 6 | 7 | 10 | |
Simplified | 1 + 3 | 3 | 3 | 23 |
- Crouching Roundhouse:
Damage | 26 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 4 | 2 | 6 | 8 | 9 | |
Simplified | 1 + 6 | 6 | 17 |
Aerial Normals
- Neutral Jumping Jab:
Damage | 11 | ![]() |
![]() |
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping Jab:
Damage | 11 | ![]() |
![]() |
![]() |
![]() |
![]() | |
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Frame Count | 3 | 20 | 4 | 4 | ∞ | ||
Simplified | 3 | 24 | ∞ |
- Neutral Jumping Strong:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 14 | 4 | 4 | ∞ | |
Simplified | 3 | 14 | ∞ |
- Diagonal Jumping Strong:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 14 | 4 | 4 | ∞ | |
Simplified | 3 | 14 | ∞ |
- Neutral Jumping Fierce:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 5 | 10 | 4 | 4 | ∞ | |
Simplified | 5 | 10 | ∞ |
- Diagonal Jumping Fierce:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 5 | 8 | 4 | 4 | ∞ | |
Simplified | 5 | 8 | ∞ |
- Neutral Jumping Short:
Damage | 12 | ![]() |
![]() |
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping Short:
Damage | 14 | ![]() |
![]() |
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral/Diagonal Jumping Forward:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 1 | 2 | 20 | 3 | ∞ | |
Simplified | 3 | 20 | ∞ |
- Neutral Jumping Roundhouse:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 8 | 5 | ∞ | |
Simplified | 5 | 8 | ∞ |
- Diagonal Jumping Roundhouse:
Damage | 24 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 8 | 5 | ∞ | |
Simplified | 5 | 8 | ∞ |
Throws
Sagat has only one throw, which is a shoulder toss. It is performed by moving the joystick left or right and pressing either Strong or Fierce. The direction you move the stick is the direction your enemy will get tossed at. This does around 22% damage.
Sagat's throw range is not very good: he is only at an advantage against Fei Long. Boxer's Fierce throw and T. Hawk's normal throws have less range, but those characters have longer reach options.
- Tiger Carry: (←/→ + Strong/Fierce)
Damage | 32 | ![]() |
Stun | 7~13 | |
Stun Timer | 100 | |
Range (from axis) | 48 | |
(from throwable box) | 16 |
Special Moves
All motions are listed under the assumption that O.Sagat is facing right.
- Tiger Shot a.k.a. High Tiger: (↓↘→ + P)
Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
- Startup:
![]() |
![]() |
![]() | ||
Frame Count | 6 | 3 | 1 | |
Simplified | 10 |
- Active:
- Jab Version:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 |
- Strong Version:
Damage | 17 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 |
- Fierce Version:
Damage | 19 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 |
Sagat shouts his trademark move name and throws a projectile while standing still. The strength of the punch determines the speed and damage of the projectile, being Jab the lowest and Fierce the highest. This can be avoided by crouching under the projectile.
- Ground Tiger Shot a.k.a. Low Tiger: (↓↘→ + K)
Detailed Input: (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Short/Forward/Roundhouse)
- Startup:
![]() |
![]() |
![]() | ||
Frame Count | 6 | 3 | 1 | |
Simplified | 10 |
- Active:
- Short Version:
Damage | 15 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 (46 in HSF2) |
- Forward Version:
Damage | 16 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 (46 in HSF2) |
- Roundhouse Version:
Damage | 17 | ![]() |
![]() |
![]() |
![]() |
![]() |
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count | 1 | 1 | 1 | 2 | 1... | |
Simplified | 38 (46 in HSF2) |
Sagat shouts his trademark move name and throws a projectile while crouching. The kick version determines the speed and damage of the projectile, being Short the lowest and Roundhouse the highest. This move hits low, so the enemy must either evade it with a jump or special move, or crouch block. This move is Sagat's main zoning tool. The Short version is quite slow, while the Roundhouse one is the fastest projectile in the game. Being also the one with fastest recovery (but Sonic Booms, which require charge), it becomes a great way of controlling the ground. No character can defeat Old Sagat in a projectile war: they will eventually be forced to jump, block or try to evade the wave of projectiles somehow. As a few moves quickly go over low Tigers, it is a good idea to mix some High Tigers in and keep the enemy guessing.
- Tiger Uppercut: (→↓↘ + P)
Detailed Input: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)
Sagat performs a punch similar to a Shoryuken that hits only once, but with higher damage. This move is invulnerable for a split second, making it an unavoidable anti-air if timed right.
- Tiger Knee Crush: (↓→↗ + K)
Detailed Input: (↓ [0~6f] → [0~6f] ↗ [0~10/9/7/1f] Short/Forward/Roundhouse/any K if you are at a jumpable state)
- Startup + Active:
- Recovery:
![]() |
![]() |
![]() |
![]() | |
Frame Count (Short) | 6 | 6 | 1 | 7 |
Simplified (Short) | 20 | |||
Frame Count (Forward) | 6 | 6 | 2 | 7 |
Simplified (Forward) | 21 | |||
Frame Count (Rh) | 6 | 6 | 3 | 7 |
Simplified (Rh) | 22 |
Sagat performs an aerial knee bash attack that hits up to two times. The range, damage and recovery are determined by the kick version, being Short the shortest range and recovery and lowest damage; and Roundhouse the longest reach, longest recovery and highest damage. The first attack does from 14% to 16% damage and forces standing hitstun on the enemy while the second hit does 11% damage and causes a full knock down. This move can be used to avoid projectiles if timed right, finish combos and quickly get close to the enemy, often surprising him with a throw or Tiger Uppercut. Note that with N.Sagat this move is easier to perform because of his 2-frame longer pre-jump animation.
The Basics
Taken from DarksydePhil's post at: http://forums.shoryuken.com/showthread.php?t=97281&page=4
From far away, throw low tigers to pin them down. When they jump, Tiger uppercut of they are close enough, if not do standing FP to knock them out of the air.
When jumping, always use jump RH, it magically beats a million things and does massive damage on connect. If you happen to land a jumping RH, combo into either: 1. low forward kick, roundhouse tiger shot (sometimes dizzies) 2. stand light kick (1-2 hits depending on distance), roundhouse tiger shot 3. if you land DEEP, 1-2 hit standing forward kick with OPTION of either 1-hit Tiger uppercut or roundhouse tiger knee for 1-2 hits.
Basically what you want to choose as your combo depends on your distance from your opponent. If you want to go for a quick dizzy and you've landed deep enough, go for the low forward kick into tiger shot. However, this doesn't always combo if you're not close enough and also doesn't always dizzy. A more reliable combo is option 2, where the stand light kick ALWAYS connects for 1-2 hits and then the tiger shot is guaranteed. If you get lucky enough to connect the jump RH and you land deep, do the standing forward and judging on the results, either cancel into Tiger uppercut after 1 hit or go for the gold with the 2-hit tiger knee if the forward is deep enough to land twice.
What do you do if your jump RH doesn't connect, and they block? In that case either do a blocked standing light kick into tiger shot, or just do the roundhouse tiger shot by itself as soon as you land. This will keep them pinned and taking a bit of block damage.
Now if you end up close, O.Sagat has two awesome options. One is simply his low roundhouse, which is very fast, has decent range, and does a crapload of damage. If you time it right, you can play a wicked game of footsies that will really damage the opponent if they're just slightly out of range and keep whiffing, and you just sweep to punish them afterwards. The other option is just stand light kick, with the option of following with a roundhouse tiger shot. This is good for guaranteed block damage and you don't have to worry about missing and getting counter-swept, since the stand light kick has considerable range and keeps them blocking.
My only warning with O.Sagat is getting over-zealous. DON'T do too many "psychic" tiger uppercuts or you will be getting your ass handed to you. Also, don't try to play TOO many footsies with stand short or crouching roundhouse and just assume you're going to hit every time...sometimes you can get stuffed with DPs or special moves and it can get frustrating to get back to your "zone game" when the opponent has control of the round after a knockdown.