Strategy
Sagat in practice is not that complicated of a character. He has two real main playstyles: a neutral heavy Sagat that focuses on using his pokes to confirm into damage, and a pressure heavy Sagat that uses his short hops to kill the opponent slowly. As you would expect, the Capcom grooves are where you'd play the neutral Sagat, and the SNK grooves are the ones where you'd play pressure Sagat.
Neutral
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Pressure
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Mixups
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Okizeme
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Groove Strategy
C-Groove Sagat is scary. He almost always has at least half a bar of meter that confirms into fat damage, and the system mechanics in place really compliment the type of character he is, like air blocking, rolling, and the unique level 2 super cancel that gives him access to one of the most damaging optimal combos in the whole game.
Pros | Cons |
+ Level 2 Super Cancel deals insane damage | - No short hop |
+ Air Blocking makes being in the air safer | - Somewhat difficult since you can't pressure |
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You might come to believe this variation of Sagat would be very strong. CCs in general do get big damage, however this version of Sagat is just redundant. In practice, he's merely a worse version of C Sagat. His CC also has little practicality, only working as either an anti air or up-close punish, however the CC itself is quite difficult to perform. Overall, there's way better A-groove characters out there and C Sagat is far stronger than this version.
Pros | Cons |
+ Air blocking makes jumping safer | - No level 2 or 3 supers |
+ Fairly simple and linear meter to work with | - No short hop to make his pressure scary |
+ Has both a roll and alpha counter to get out of pressure | - CC is situational |
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P-Groove sucks. Common knowledge, but even with P-Groove you can make Sagat work. This groove turns Sagat from a fairly simple character to learn to a hard challenge. He's still strong, but it's really hard to deal with good grooves as P Sagat. You need to make good use of parries and the rare times you can use a level 3 super.
Pros | Cons |
+ Parrying gives free openings and approaches | - At most you'll get to use one super per round |
+ Short hop makes pressure scary | - Weak defensive options: No roll, alpha counter or air block |
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S Sagat is the best character you can possibly use in S-Groove. That's not saying much, since S-Groove in general sucks, but Sagat has some niche tools in S-Groove like using his dodge attack in neutral, or replacing his tigershot for his tiger cannon once he reaches low health. His damage output only really gets high when he gets those infinite level 1 supers, but again he can only get them if he's about to die, making it a very risky situation to be in.
Pros | Cons |
+ Infinite supers make his damage good at low health | - Supers are scarce until you reach low health |
+ Short hop makes pressure scary | - No reliable source of meter outside power charge |
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N-Groove Sagat may be far less threatening compared to his optimal grooves but don't get it twisted. He's still very strong. He still has access supers frequently, and can "pop" to bag in some really big damage. Not to mention he still has a short hop. He's like a fusion of C and K but with the core parts of each groove taken out, you still end up with a very strong character.
Pros | Cons |
+ Easy control of supers with traditional meter | - Needs to spend extra and "pop" for level 3 supers |
+ Short hop makes pressure scary | - No air blocking makes jumps less safe |
+ Retains a roll and a counter roll to escape pressure | - Fairly slow building meter, supers are not as frequent |
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The strongest CvS2 character. K-Sagat is the scariest man in the whole game. He has access to a short hop, already making his pressure insanely good, and benefits the most from K-Groove's Rage and Just Defense. Once Sagat is raged, once good super turns the round in his favor, and thanks to the extremely convenient Just Defense (JD) it makes getting rage far easier that you think.
Pros | Cons |
+ Rage Mode can easily deny the opponent the win | - No Alpha Counter, hard to escape good pressure |
+ Just Defense gives you a good amount of meter | - No control over your supers due to the nature of K-Groove's meterbuild |
+ Short hop makes your pressure very scary | - No air block forces you to make smart jumps |
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