Street Fighter 2: Hyper Fighting/Sagat

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Street Fighter 2: Hyper FightingSf2hf-logo.png
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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.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Sagat-hp.gif Sagat-old1.gif

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 or Kick
{{#motion: lp or lk }}
4+0
-
4
40
5
4
5
+5/+6
{{#motion: specialcancel }}
Standing Medium Punch or Kick
{{#motion: mp or mk }}
10+2
-
8
60
6
4
7
+8/+9
{{#motion: }}
Standing Hard Punch or Kick
{{#motion: hp or hk }}
14+4
-
14
80
8
6
19
-2/-1
{{#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+0
-
4
40
5
4
4
+6/+7
{{#motion: specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
10+2
-
8
60
6
4
7*
+8/+9
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
14+4
-
14
80
8
6
19*
-2/-1
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
7
-
4
40
6
4
5
+5/+6
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
10
-
8
60
6
4
7
+8/+9
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
14
-
8
130
8
21
14
KD/-11
{{#motion: low knockdown }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch or Kick
{{#motion: u + lp or lk }}
8
-
4
 ?
3
20
-
{{#motion: high }}
Neutral Jump Medium Punch or Kick
{{#motion: u + mp or mk }}
12
-
8
 ?
3
10
-
{{#motion: high }}
Neutral Jump Hard Punch or Kick
{{#motion: u + hp or hk }}
16
-
14
 ?
4
5
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch or Kick
{{#motion: ub / uf + lp or lk }}
7
-
4
 ?
3
20
-
{{#motion: high }}
Diagonal Jump Medium Punch or Kick
{{#motion: ub / uf + mp or mk }}
10
-
8
 ?
4
10
-
{{#motion: high }}
Diagonal Jump Hard Punch or Kick
{{#motion: ub / uf + hp or hk }}
14
-
14
 ?
5
5
-
{{#motion: high }}

Unique Moves

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Tiger Carry
{{#motion: b / f + mp or hp }}
30
-
10
99
-
-
-
-
{{#motion: throw }}

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 + Lp }}
 ?
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
High Tiger Shot
{{#motion: qcf + Mp }}
 ?
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
High Tiger Shot
{{#motion: qcf + Hp }}
 ?
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: qcf + Lk }}
 ?
 ?
 ?
 ?
11
 ?
41
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: qcf + Mk }}
 ?
 ?
 ?
 ?
11
 ?
41
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: qcf + Hk }}
 ?
 ?
 ?
 ?
11
 ?
41
 ?
{{#motion: }}
Tiger Uppercut
{{#motion: dp + Lp }}
 ?
 ?
 ?
 ?
4
 ?
17/20/27 + 8
 ?
{{#motion: }}
Tiger Uppercut
{{#motion: dp + Mp }}
 ?
 ?
 ?
 ?
4
 ?
17/20/27 + 8
 ?
{{#motion: }}
Tiger Uppercut
{{#motion: dp + Hp }}
 ?
 ?
 ?
 ?
4
 ?
17/20/27 + 8
 ?
{{#motion: }}
Tiger Knee
{{#motion: qcf uf + Lk }}
 ?
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: }}
Tiger Knee
{{#motion: qcf uf + Mk }}
 ?
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: }}
Tiger Knee
{{#motion: qcf uf + Hk }}
 ?
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: }}

The Basics

A lot of Sagat's basic game revolves around his tiger shot projectiles. He has control over very fast, very slow, and high or low projectiles, which is incredibly useful in limiting the opponent's options. Become as familiar as possible with them.

If the opponent can't neutralise the tiger shots, they will often resort to jumping in, in which case hit them out of the air!

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 - for jump-ins from far away.
  • Tiger Knee - will often do massive damage, but the jumps it works against is limited (very character/positioning dependent).

Advanced Strategy

Tiger uppercut's full effectiveness as an anti-air can only be gained if you are a master of 'crouching uppercuts'. If you can uppercut from a crouching position without your character standing up, you can avoid many jumping attacks, and also use the early invincibility frames of the tiger uppercut to cleanly beat the jump-in. If you can't reliably perform the motion fast enough from crouching, a bootleg version is to whiff a cr.LK and buffer the DP motion in during that.

In Hyper Fighting, Sagat's tiger knee is capable of passing over most projectiles (notably not Sagat's high tiger shot). When timed and positioned correctly, this puts Sagat right in the opponent's face, with a fairly intimidating mixup of 'throw or tiger uppercut'. If used incorrectly, Sagat can be punished, however. Definitely a good trick to have in the bag though.

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 ? Sf2hf-sagat-slp-s1.png Sf2hf-sagat-slp-a.png Sf2hf-sagat-slp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4
  • Standing Strong:
Damage ? Sf2hf-sagat-smp-s1.png Sf2hf-sagat-slp-s1.png Sf2hf-sagat-mp-a.png Sf2hf-sagat-slp-s1.png Sf2hf-sagat-smp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 4 6
  • Standing Fierce:
Damage ? Sf2hf-sagat-smp-s1.png Sf2hf-sagat-slp-s1.png Sf2hf-sagat-shp-a.png Sf2hf-sagat-slp-s1.png Sf2hf-sagat-smp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 7 6 22


  • Standing Short:
Damage ? Sf2hf-sagat-lk-s1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-lk-a1.png Sf2hf-sagat-lk-a2.png Sf2hf-sagat-lk-r1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-lk-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 2 2 7
Simplified 4 4 7
  • Standing Forward:
Damage ? Sf2hf-sagat-lk-s1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-mk-a1.png Sf2hf-sagat-mk-a2.png Sf2hf-sagat-lk-r1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-lk-s1.png |
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 2 2 10
Simplified 5 4 10
  • Standing Roundhouse:
Damage ? Sf2hf-sagat-lk-s1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-mk-a1.png Sf2hf-sagat-hk-a2.png Sf2hf-sagat-lk-r1.png Sf2hf-sagat-lk-s2.png Sf2hf-sagat-lk-s1.png
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 ? Sf2hf-sagat-clp-s.png Sf2hf-sagat-clp-a.png Sf2hf-sagat-clp-s.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4
  • Crouching Strong:
Damage ? Sf2hf-sagat-clp-s.png Sf2hf-sagat-cmp-a.png Sf2hf-sagat-clp-s.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 4 6
  • Crouching Fierce:
Damage ? Sf2hf-sagat-clp-s.png Sf2hf-sagat-chp-a.png Sf2hf-sagat-clp-s.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 7 6 20


  • Crouching Short:
Damage ? __x__ __x__ Sf2hf-sagat-clk-a.png __x__ __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 4 4 5
  • Crouching Forward:
Damage ? __x__ __x__ Sf2hf-sagat-cmk-a.png __x__ __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 5 4 7
  • Crouching Roundhouse:
Damage ? __x__ __x__ Sf2hf-sagat-chk-a.png __x__ __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__ Sf2hf-sagat-njlp-a.png
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 2
  • Neutral Jumping Strong/Forward:
Damage ? __x__ Sf2hf-sagat-njmp-a.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__ Sf2hf-sagat-njhp-a.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-a.png
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 3
  • Diagonal Jumping Strong/Forward:
Damage ? __x__ File:Sf2hf-sagat-djmp-a.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.-apng __x__ __x__ __x__ __x__
Stun ?
Stun Timer ?
Special Cancel No
Frame Count 5 8 26 ? ?
Simplified 5 8

Unique Normals

Throws

Damage ? __x__ File:.png __x__
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4

Special Moves

  • High Tiger Shot: ↓↘→ + Punch

Startup:

Sf2hf-sagat-htiger-s1.png Sf2hf-sagat-htiger-s2.png Sf2hf-sagat-htiger-s3.png File:Sf2hf-sagat-htiger-s4.png
25 25 25


LP version:

Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigerlp-a1.png Sf2hf-sagat-htigerlp-a2.png Sf2hf-sagat-htigerlp-a3.png
25 25

MP version:

Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigermp-a1.png Sf2hf-sagat-htigermp-a2.png Sf2hf-sagat-htigermp-a3.png
25 25

HP version:

Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigerhp-a1.png Sf2hf-sagat-htigerhp-a2.png Sf2hf-sagat-htigerhp-a3.png
25 25
  • Low Tiger Shot: ↓↘→ + Kick

Start up:

Sf2hf-sagat-ltiger-s1.png Sf2hf-sagat-ltiger-s2.png Sf2hf-sagat-ltiger-s3.png File:Sf2hf-sagat-ltiger-s4.png
25 25 25

LK version:

File:Sf2hf-sagat-ltiger-a1.png Sf2hf-sagat-ltigerlk-a2.png Sf2hf-sagat-ltigerlk-a2.png Sf2hf-sagat-ltigerlk-a2.png
45 6 1
45 7

MK version:

File:Sf2hf-sagat-ltiger-a1.png Sf2hf-sagat-ltigermk-a2.png Sf2hf-sagat-ltigermk-a2.png Sf2hf-sagat-ltigermk-a2.png
50 6 1
50 7

HK version:

File:Sf2hf-sagat-ltiger-a1.png Sf2hf-sagat-ltigerhk-a2.png Sf2hf-sagat-ltigerhk-a2.png Sf2hf-sagat-ltigerhk-a2.png
56 6 1
56 7


  • Tiger Uppercut: →↓↘ + Punch

General:

Sf2hf-sagat-tupper-s1.png Sf2hf-sagat-tupper-s2.png Sf2hf-sagat-tupper-a1.png Sf2hf-sagat-tupper-a2.png Sf2hf-sagat-tupper-r1.png Sf2hf-sagat-tupper-r2.png Sf2hf-sagat-tupper-r3.png Sf2hf-sagat-tupper-r4.png
45 6 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1
45 7 1 1 1 1 1 1 1 1


  • Tiger Knee: ↓↘→↗ + Kick

Startup & Active

Sf2hf-sagat-tknee-s1.png] Sf2hf-sagat-tknee-s2.png Sf2hf-sagat-tknee-s3.png Sf2hf-sagat-tknee-a1.png Sf2hf-sagat-tknee-a2.png Sf2hf-sagat-tknee-r1.png Sf2hf-sagat-tknee-r2.png Sf2hf-sagat-tknee-r3.png
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1
45 6 1 1 1 1 1

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-chunli-bwd.png File:Sf2hf-chunli-cllp-r3.png Sf2hf-chunli-fwd.png File:Sf2hf-chunli-crlp-r3.png
  • Standing reel:
Sf2hf-chunli-reel1.png Sf2hf-chunli-reel2.png Sf2hf-chunli-reel3.png Sf2hf-chunli-reel4.png
  • Standing gut reel:
Sf2hf-chunli-gutreel1.png Sf2hf-chunli-gutreel2.png Sf2hf-chunli-gutreel3.png Sf2hf-chunli-gutreel4.png
  • Crouching reel:
Sf2hf-chunli-creel1.png Sf2hf-chunli-creel2.png Sf2hf-chunli-creel3.png
  • Dizzy:
Sf2hf-chunli-dizzy1.png Sf2hf-chunli-dizzy2.png Sf2hf-chunli-dizzy3.png Sf2hf-chunli-dizzy4.png File:Sf2hf-chunli-dizzy5.png