Introduction
Moves List
Normal Moves
Throws
5LP+LK: Tiger Carry
- Damage: 35
- Preferred throw, does more damage, sends them nearly fullscreen to zone them afterwards, and can be comboed off of if done after a tag cancel
4+LP+LK Tiger Rage
- Damage: 23
- Does less damage than Tiger Carry but leaves your opponent right next to you for possible mixups
Command Moves
5MP+MK: Tiger Break
- Standard surprise blow, has a decent amount of range comboable from 5HP, fantastic tag cancel filler
Special Moves
Tiger Fake
- 214+Punch
Tiger Shot
- 236+Punch
Ground Tiger Shot
- 236+Kick
Tiger Blow
- 623+Punch
Tiger Crush
- 623+Kick
Super Move
Tiger Cannon
- 236236+Punch
Ground Tiger Cannon
- 236236+Kick
Tiger Raid
- 214214+Kick
Tiger Genocide
- 214214+Punch
Meteor Combo
Tiger Storm
- 236236+All three Punches
- Important Note, You can increase the damage of the super by inputting a punch with Just Frame Timing. The projectile at the end will grow in size and change color, with red showing you hit all three
- Damage for 0 JF Input: 120
- Damage for 1 JF Inputs: 128
- Damage for 2 JF Inputs: 138
- Damage for 3 JF Inputs: 140
The Basics
Sagat is a strong all rounder with exceptionally strong normals, safe momentary pressure, great whiff punish punishment, and solid tag cancel filler. You generally want to approach Sagat like you would in CVS2, bullying them at mid range with your assortment of above average normals alongside a strong jump arc that's closer to a KOF hop than a traditional Street Fighter jump. 5LK, 5MK, and 2HP are all strong tools for dealing with grounded opponents and he has great anti-airs with 5MP, 5HK, and Tiger Blow. When you find the opportunity to punish someone with a tag cancel starting with Sagat, you generally want to do 5HPxMP+MK to allow your tagged in partner to land a full jump-in or any strong combo starter that has a decent amout of startup