

Sagat
Ideal Team Position: Point
Although weaker than his v2012 variation, the v2013 version of Sagat is still a powerhouse that can quickly turn the tide of battle thanks to his high damage output and ability to call out his opponents on errors of judgment with his Tiger Uppercut or his High Step Kick, both of which can lead to full combos if they catch an opponent in the air. Furthermore, both of these attacks can be traded, giving Sagat the ability to win in almost any exchange that involves an airborne opponent. While there are some characters who can ignore his fireball game entirely, and he can get punished badly for making a bad call, Sagat’s zoning ability combined with his unique “sweet spot” just outside mid-screen where he can blast an opponent with an anti-air into a full combo makes him very dangerous to approach wantonly. His buttons are also very strong, with far mk retracting his lower hitbox making it a strong anti-low tool to boost into his partner. His close and far LK are also strong thanks to their long range and double-hitting properties to allow for an easy confirm into boost, while his cr.LP starts up in only 3 frames to give him a strong blockstring tool. Use him as a point character as he possesses several ways to tag into a partner for big damage and can set the tone early thanks to his strong command of neutral.
Strengths | Weaknesses |
---|---|
+Excellent anti-air options with DP, f+HK, and s.HK +f+HK anti-air can lead to low-scaled damaging combos that also provide an easy tag cancel into a partner +Excellent at momentum shifts +Counter-hit f+LK on standing opponents lead to full jump-in combos +Possesses normal attacks that are excellent for a variety of situations (cr.lp for poking, far MK for spacing, cl.LK for confirming into boost combos) +Possesses a true DP with the invulnerability that comes with it |
-Fireball game is not as frightening as it should be thanks to long recovery and lengthened hurtbox while firing, as well as numerous characters having projectile-invulnerable approach options -His best spacing tool on block, his Tiger Knee, is very range dependent to be used effectively for that purpose -Has difficulty creating gaps that allow him to zone once the opponent is close enough to him, even if he completes a combo -Difficulty providing safe tag situations -Low mobility -Large body character |
Moves
Normal Attacks







































































crossup








Unique Attacks














must be done very quickly
Throws









Special Moves






















Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HP, cr.MP xx dp+HP (270)
(0bar, easy)
Hit Confirm Combos
- cr.LK, cr.LP, cr.MP xx dp+HP (213)
(0bar, medium)
- cr.LK, cr.LP, cr.MP xx dp+MK, cr.MP, cr.MP, cr.MP, cl.HK(1) x dP+HP
(0bar, corner, hard)
Post-launch Combos
- cr.mp, cr.MK x dp+HP or dp+HK
(0bar, easy)
- cr.MP, cr.MK, cr.MK xx dp+HP
(0bar, hard)
- f+HK, dp+HP
(0bar, hard)
- cr.MP, cr.MP, cr.MP, cl.HK(1) x dP+HP
(0bar, corner, medium)
Advanced Combos
- cl.HP, cr.MP xx dp+KK, j.HP, cl.HK(1) xx dp+HP (358)
(1bar, midscreen, easy)
overhead
- f+HP, cr.MK x dp+HP
(0bar, counterhit on crouching enemies, easy)
low
- f+LK, j.HK, cl.HP, cr.MP xx dp+HP
(0bar, counterhit on standing enemies, medium)
Combos Into Supers
- N/A