Street Fighter 2: Hyper Fighting/Sagat: Difference between revisions

From SuperCombo Wiki
Line 70: Line 70:


*<b>Vs. Balrog (boxer):</b>
*<b>Vs. Balrog (boxer):</b>
Boxer can turn-around punch through your fireballs, so be aware of your (and his!) ranges.




Line 87: Line 89:
*<b>Vs. E. Honda:</b>
*<b>Vs. E. Honda:</b>


Headbutt can travel over low tiger shots.
Honda is usually at an incredible disadvantage against projectile users such as Sagat, however in this case his Headbutt can travel over low tiger shots. High tiger shots will hit it though. Regardless, pepper him with tiger shots and anti-air when he tries to jump in.




Line 95: Line 97:
*<b>Vs. Ken:</b>
*<b>Vs. Ken:</b>


Roughly even matchup. Ken's dragon punch has more invincibility than Tiger Uppercut, so Sagat will always lose uppercut wars.
Roughly even matchup. Ken's dragon punch has more invincibility than Tiger Uppercut, so Sagat will always lose dueling uppercuts. In general, Ken's probably trying to get in and land his 'touch of death' combo, so you want to maintain distance and zone with fireballs, while using anti airs like early standing HK to keep him at bay. Anything to avoid him getting a deep jump-in!




Line 102: Line 104:


*<b>Vs. Ryu:</b>
*<b>Vs. Ryu:</b>
As with Ken, Ryu's dragon punch will beat Tiger Uppercut every time. Ryu's hurricane kick has invincibility at the start and end, and also knocks down. It's a powerful move you will need to learn how to deal with.


From Crayfish:
From Crayfish:
Line 118: Line 122:


*<b>Vs. Zangief:</b>
*<b>Vs. Zangief:</b>
Mixing up your high/low tiger shots is extremely valuable for dealing with Zangief's lariats, which are his usual method of avoiding fireballs. He is then pretty much stuck with jumping, answer with anti-airs such as an early s.HK.


==Hitboxes==
==Hitboxes==

Revision as of 23:22, 25 November 2013

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Sagat

Sf2hf-sagat-portrait.gif

Sagat was kicking Ryu's ass in Street Fighter 1 until he knocked Ryu down and attempted a meaty taunt, whereupon Ryu reversal Dragon Punched him a huge gash in his chest. Adon laughed at him so mercilessly that Sagat had to join a gang to feel the unity of a group once again. Shadaloo's ideals don't interest him, but it provides the vehicle he needs to gain a rematch against Ryu, and to get his revenge.
He lost his eye in a minor scuffle with Dan Hibiki's dad's nose.

In a nutshell

Sagat has a very strong projectile game, with very fast Tiger Shots which can be fired high or low. This, along with a decent uppercut and very useful Tiger Knee allow him to pretty much cover all the bases for a strong character in Hyper Fighting. His limbs tend to be pretty punishable though.


Color Options

Moves List

All frame data taken from T.Akiba's data. Will independently verify soon.

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
 ?
-
4
40
4
4
4
 ?
{{#motion: }}
Standing Medium Punch
{{#motion: mp }}
 ?
-
 ?
60
5
4
6
 ?
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
 ?
-
 ?
80
7
6
22
 ?
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
 ?
-
4
40
4
2,2
7
 ?
{{#motion: }}
Standing Medium Kick
{{#motion: mk }}
 ?
-
 ?
60
5
2,2
10
 ?
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
 ?
-
 ?
80
7
3,3
21
 ?
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
 ?
-
4
40
4
4
4
 ?
{{#motion: }}
Crouching Medium Punch
{{#motion: d + mp }}
 ?
-
 ?
60
5
4
6
 ?
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
 ?
-
 ?
80
7
6
20
 ?
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
 ?
-
4
40
4
4
5
 ?
{{#motion: }}
Crouching Medium Kick
{{#motion: d + mk }}
 ?
-
 ?
60
5
4
7
 ?
{{#motion: }}
Crouching Hard Kick
{{#motion: d + hk }}
 ?
-
 ?
80
7
6
21
 ?
{{#motion: }}

Unique Moves

Throws

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
High Tiger Shot
{{#motion: qcf + P }}
 ?
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: qcf + K }}
 ?
 ?
 ?
 ?
11
 ?
41
 ?
{{#motion: }}
Tiger Uppercut
{{#motion: dp + P }}
 ?
 ?
 ?
 ?
4
 ?
17/20/27 + 8
 ?
{{#motion: }}
Tiger Knee
{{#motion: d uf + K }}
 ?
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: }}

The Basics

Anti-airs:

Tiger Uppercut - will often trade unless done deep/late, to make use of the invincibility frames. Standing HK - Works well if jump is predicted early enough Standing HP

Advanced Strategy

Combos

  • j.HK, cr.LK xx HP Tiger Uppercut
  • j.HK, cr.LK xx Tiger Knee

Match-ups

  • Vs. Balrog (boxer):

Boxer can turn-around punch through your fireballs, so be aware of your (and his!) ranges.


  • Vs. Blanka:

Be careful with anti-airs, Blanka's j.HK is capable of beating Tiger Uppercut clean.


  • Vs. Chun-Li:


  • Vs. Dhalsim:

Dhalsim can punish high tiger shots with crouching limbs, and mummy drill over low tiger shots, making a zoning game difficult for Sagat.


  • Vs. E. Honda:

Honda is usually at an incredible disadvantage against projectile users such as Sagat, however in this case his Headbutt can travel over low tiger shots. High tiger shots will hit it though. Regardless, pepper him with tiger shots and anti-air when he tries to jump in.


  • Vs. Guile:


  • Vs. Ken:

Roughly even matchup. Ken's dragon punch has more invincibility than Tiger Uppercut, so Sagat will always lose dueling uppercuts. In general, Ken's probably trying to get in and land his 'touch of death' combo, so you want to maintain distance and zone with fireballs, while using anti airs like early standing HK to keep him at bay. Anything to avoid him getting a deep jump-in!


  • Vs. M. Bison (dictator):


  • Vs. Ryu:

As with Ken, Ryu's dragon punch will beat Tiger Uppercut every time. Ryu's hurricane kick has invincibility at the start and end, and also knocks down. It's a powerful move you will need to learn how to deal with.

From Crayfish: At mid range fireball game against Ryu, don't forget Sagat's standing HP. Its possible to snuff/trade with more damage against Ryu's fireball, from safely outside his sweep range. If he hurricane kicks, you will trade for surprisingly even damage and both get knocked down, only a perfect SRK counters. Once you land this a couple of times, it can make Ryu hesitate and gives you the opportunity to take the initiative in the FB game...

From coldsnap: You can tiger uppercut from crouch underneath a hurricane kick. Problem is that it will often trade unpredictably.

However, you can hit cleanly with s.HK when the hurricane goes past. s.HP works as well, but the timing is strict. Haven't tested tiger knee because I usually just use s.HK.

  • Vs. Sagat (self):


  • Vs. Vega (claw):


  • Vs. Zangief:

Mixing up your high/low tiger shots is extremely valuable for dealing with Zangief's lariats, which are his usual method of avoiding fireballs. He is then pretty much stuck with jumping, answer with anti-airs such as an early s.HK.

Hitboxes

Standing Normals

  • Standing Jab:
Damage ? __x__ File:Sf2hf-sagat-slp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4
  • Standing Strong:
Damage ? __x__ File:Sf2hf-sagat-smp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 4 6
  • Standing Fierce:
Damage ? __x__ File:Sf2hf-sagat-shp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 7 6 22


  • Standing Short:
Damage ? __x__ File:Sf2hf-sagat-slk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 2 2 7
Simplified 4 4 7
  • Standing Forward:
Damage ? __x__ File:Sf2hf-sagat-smk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 2 2 10
Simplified 5 4 10
  • Standing Roundhouse:
Damage ? __x__ File:Sf2hf-sagat-shk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 7 3 3 21
Simplified 7 5 21


Crouching Normals

  • Crouching Jab:
Damage ? __x__ File:Sf2hf-sagat-clp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4
  • Crouching Strong:
Damage ? __x__ File:Sf2hf-sagat-cmp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 4 6
  • Crouching Fierce:
Damage ? __x__ File:Sf2hf-sagat-chp.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 7 6 20


  • Crouching Short:
Damage ? __x__ File:Sf2hf-sagat-clk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 4 4 5
  • Crouching Forward:
Damage ? __x__ File:Sf2hf-sagat-cmk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 5 4 7
  • Crouching Roundhouse:
Damage ? __x__ File:Sf2hf-sagat-chk.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage KD
Frame Count 7 6 21


Aerial Normals

  • Neutral Jumping Jab/Short:
Damage ? __x__ File:Sf2hf-sagat-njlp.png
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 2
  • Neutral Jumping Strong/Forward:
Damage ? __x__ File:Sf2hf-sagat-njmp.png __x__ __x__ __x__ __x__
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 3 20 18 ? ?
Simplified 3 20
  • Neutral Jumping Fierce/Roundhouse:
Damage ? __x__ File:Sf2hf-sagat-njhp.png __x__ __x__ __x__ __x__
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 5 8 28 ? ?
Simplified 5 8


  • Diagonal Jumping Jab/Short:
Damage ? __x__ File:Sf2hf-sagat-djlp.png
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 3
  • Diagonal Jumping Strong/Forward:
Damage ? __x__ File:Sf2hf-sagat-djmp.png __x__ __x__ __x__ __x__
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 3 20 16 ? ?
Simplified 3 20
  • Diagonal Jumping Fierce/Roundhouse:
Damage ? __x__ File:Sf2hf-sagat-djhp.png __x__ __x__ __x__ __x__
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 5 8 26 ? ?
Simplified 5 8


Unique Normals

Throws

Special Moves

Misc Animations