Street Fighter IV Remix/Sagat

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Introduction

Sagat's mad that someone keyed his Geo Metro and about his expired drivers license. Now he's out for revenge because Dan killed his father.


Sagat is a midrange and fullscreen zoning and poking character who uses his unique fireball patterns, strong normals, and powerful anti-air Tiger Uppercut to control the pace of the match. Sagat has two projectiles in 236P High Tiger Shot and 236K Low Tiger Shot. These are standard fireballs, with one version being higher up and one version being low to the ground. Uniquely however, he can chain these into each other, allowing him to create difficult to evade fireball patterns and fullscreen space control. Paired with 623P Tiger Uppercut, an invincible anti-air and reversal, Sagat can keep opponents at fullscreen extremely efficiently.

Up close, Sagat has strong lights and frametraps. His 2LK is a far reaching plus on block low that allows for chains into his medium and heavy normals, and 5LK is a two hit kick that makes confirming extremely easy. He can frametrap with delay chains into his heavies, and continue the mixups with 6LK Step Low, which can be kara cancelled into various other options itself. While his throw reward is difficult and below average midscreen, he can easily pick up a combo in the corner for solid damage.

Sagat also possesses 214PP Angry Scar. This is an EX move that buffs his next Tiger Uppercut, giving it more damage, better juggle potential, the ability to super cancel comically late, and even allows him to cancel the recovery of Tiger Shots into them. Angry Scar itself pauses the screen temporarily as well, allowing Sagat to react to whatever the opponent is doing. You can cancel normals like 2HP, 2HK, and 5HK (especially the first hit of 5HK) into Angry Scar to get plus frames and safely end pressure or attempt a pressure reset with 6LK or a dash button.

Sagat's weaknesses lie in his mobility and his damage. He lacks the powerful mobility of other characters, having a middling walkspeed and short dash with no unique mobility options otherwise. He only has j.623K Air Tiger Knee to alter his jump arc, which is left in recovery while falling and can be negative on hit if hit too high. His combos are short by Remix standards, meaning that even though his moves do good damage alone, he can't do much with them midscreen. This compounds with an issue against crouching opponents, since his highest reward normals are susceptible to whiffing crouching opponents at range.

Sagat is a great character if you like controlling the pace of the match through slow, thoughtful zoning patterns. He can put together unique offense as well, and while his combos are short, they are still as rewarding as Remix can be, especially on a character who can opt to return to powerful zoning.

Strengths Weaknesses
  • Zoning: The ability to chain two Tiger Shots together is strong enough, but Sagat also backs this up with amazing normals and a powerful anti-air that can be powered up through a screen pausing EX move.
  • Angry Scar: The screen pausing EX move in question. Angry Scar powers up Sagat's already strong uppercut with a significant damage buff, and it can be used in the same sense as a Roman Cancel for powerful pressure or combo extensions that unlock Sagat's highest damage. Angry Scar Tiger Uppercut can also be used during the recovery of Tiger Shots, making it much more difficult to jump over them.
  • Defense: With powerful reversals, fast and extremely long lights, and the second highest health value in the game, it can be hard to keep the ball rolling against Sagat.
  • Offense: While Sagat lacks the unreactable high/low of some characters, he has amazing frametrap potential and a decent overhead once you generate the respect from frametraps. In the corner his offense is much more powerful, with close range looping frametraps and powerful fireball traps farther out.
  • Mobility: Sagat only has the base mobility of SF4 to work with, and he is below average on all accounts of that mobility as well. This makes it hard to catch opponents who are playing evasively should you lose the life lead.
  • Strike/Throw: While frametraps are powerful, Sagats brand of offense leaves him susceptible to reversal Alpha Counter or fast options like command grabs, and his extensions off of his throw are character specific, difficult, and don't work on the whole cast.


Normals


Standing

- 5LP: Standard jab with longer range than it looks. Good for the usual jab reasons, you can use it as a fast check and an emergency anti-air, but Sagat's other lights tend to stand out more

- 5MP: Fast uppercut, good anti-air if you aren't ready to DP. Picking up combos can be awkward since Sagat lacks much juggle potential, but if you get a clean hit with this, it can lead to pretty high damage

- 5HP: A big beefy punch. Mostly outshined by the crouching version, since it whiffs on crouchers, but can be a nice anti-air at some ranges and a good way to check against characters with hops/airdashes/hoverdashes/etc

- 5LK: A quick two hit kick. Both hits can be cancelled and chained out of, including into itself, allowing you to do some goofy looking hitconfirms. Long range and a strong hitbox, good for low commitment poking

- 5MK: Another two hit kick aimed at the center of the body. Good alternative in his hitconfirms for 5HK, as it's nearly as fast and won't whiff if they block it crouching. It's a bit too laggy to be used as much of a poke however

- 5HK: The one you really want to hit. Two hit kick aimed upward, great anti-air and preemptive wall in general. The first hit has a unique hitstun state with a HUGE amount of hitstun, great for cancelling into Angry Scar, and it forces stand making the second hit more consistent. If the opponent crouch blocks, the second hit will whiff, leaving Sagat very very minus

Crouching

- 2LP: Fast crouching jab, good for mashing out of pressure or for getting some plus frames to apply pressure. Easily confirms into 5MK/HK when used as a mash tool

- 2MP: A fast crouching punch. Good stop sign style normal, much more range than it looks, and much less recovery as well. Confirm into stepkick at long ranges

- 2HP: Another god button. Super fast, long range, beefy hitbox, and even causes a knockdown that you can juggle off of. Easy hitconfirms into high damage and oki. You'll press this one a lot

- 2LK: Stellar crouch short. Great chain options, super long range, and very fast. Since Sagat combos are usually short and don't have many hits, the scaling this incurs doesn't hurt too bad, which is nice since you can do a ton of these for hitconfirms

- 2MK: A crouching two hit kick similar to the standing version. Less useful, as it doesn't combo into stepkick, but it is a low, giving it some use in mixups

- 2HK: Long range and high damage sweep. Another extremely useful poke, and can pull double duty as an anti-air at really far ranges

Jumping

- j.LP: Decent air to air hitbox, but not very useful altogether

- j.MP: The elbow was very powerful for Sagat in a few versions of SF4 and got nerfs through the games lifespan. Remix goes with the version that gives it a pretty nasty hurtbox extension, so it doesn't see much use either

- j.HP: An air version of his 5HP and 2HP. Knocks down opponents on the ground, which makes the damage from it comparatively lower than you would want from a jump heavy, but it compensates with a strong air to air hitbox

- j.LK: Extremely ambiguous crossup with a really nice hitbox that can be shockingly hard to anti-air. One of your primary can openers, especially after a Tiger Knee knockdown

- j.MK: Deep hitting low kick. This is also pretty hard to anti-air since it hits so deep. It can even hit standing opponents, giving it use as a fuzzy overhead. Since both of Sagat's jump heavies knock down, this is your primary jump in starter

- j.HK: Knocks down like j.HP, but with a better air to ground hitbox. Even though j.MK still leads to higher damage, this will hit at ranges where j.MK would whiff, making it a really useful tool still. The neutral jump version is a nice air to air as well

Command Normals

- 6HP: A fairly standard overhead. No chain or link options without meter, but a long cancel window lets you single hit hitconfirm this with ease. Another mixup tool for Sagat, especially since you can kara cancel this out of 6LK -- 6HP~HP: A version of Sagat's overhead where he feints the overhead startup... to do another overhead. This can cancel at any time into 6LK, both before it hits to go low suddenly or after it hits to combo. This stepkick can be kara cancelled back into 6HP, which lets you do silly things like 6LK~6HP~MP~6LK~6HP. You must make sure your opponent is soundly asleep before going for this stuff though

- 6LK: The most important normal in your kit. Light stepkick is a long range low that can be cancelled into out of any of Sagat's normals and cancelled into any of his specials. This makes it invaluable in his hitconfirms, since both Tiger Uppercut and Tiger Knee lack the range to work consistently without being close, stepkick is perfect for closing that distance. It also has a bunch of unique kara cancels. It can kara into any of Sagat's special moves, and also into 2HP, 2HK, 6HP, 6HK, and even backdash. These kara's form the backbone of Sagat's offense, mixing between the low stepkick hit or sweep, the overhead to mix them up, or 2HP for high damage combos. 6LK~6HK is a shockingly long range anti-air as well

- 6HK: Heavy stepkick features much less in Sagat's gameplan compared to light. It sees use in his combos, especially after CC or throw where the long range and forward movement help close in on the opponent flying away. It lacks much juggle potential however, heavily limiting usage in combos. This whiffs on every character standing or crouching, only hitting on airborne opponents or connecting after only the first hit of 5HK. It sports a much wider kara window than 6LK however



Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Sagat is a video game character from the Street Fighter series, first appearing as the non-playable main antagonist and final boss in the original Street Fighter. He later returned as a boss in Street Fighter II before becoming playable in its update, Street Fighter II: Champion Edition. He is the "Emperor of Muay Thai" and a former member of Shadaloo, where he acted as a personal bodyguard for M. Bison. He later changed sides to redeem himself and became one of the protagonists in the series.

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