Introduction
About Sagat
Battling the Satsui No Hado, Sagat seeks to purge it from himself in a similar path as his rival, Ryu.
Sagat is still the relentless zoner he always has been. However, with fireballs being much weaker in SFV compared to past games, Sagat has to work a little harder to get his job done. Luckily, he still dominates in the aspect of zoning, despite it being somewhat weaker in this entry. His classic game of fireball/anti air is still very much prominent, and made even scarier with his Angry Scar VS1. Sagat is no slouch when it comes to going in, either. He has some exceptional buttons to use to stab at the opponent, and can unload lethal damage from some basic combos. Due to a substantial amount of great pokes, zoning, and anti airs, Sagat is all about controlling space and keeping your opponent away. Give Sagat a shot if you like keeping the opponent at a distance and punishing them severely for any tiny mistakes.
Strengths | Weaknesses |
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Unique Mechanic
Sagat is able to kara cancel his 6MK and 6HK command normals into any of his special moves. Kara canceling a move increases the startup of a move in exchange for moving forward. 6HK is the faster version and travels shorter than 6MK. Some of his more advanced combos require this; however kara canceling his Tiger Uppercut in particular is useful for anti-airing opponents who are just outside of range to normally hit. It can also be used to move forward and throw fireballs for spacing, or increase the range of a Tiger Knee.
Final Patch
Players to Watch
- Bonchan
- Ryan Hart
-YouTube: https://www.youtube.com/user/ProdigalSonComesHome
- Zaferino
-Twitch: https://www.twitch.tv/zaferino1
- TotalSagat
-YouTube: https://www.youtube.com/channel/UC1jpv-Iqp6hIptIra1BlXuw
Sagat | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.0365 |
Backward Walk Speed | 0.0277 |
Forward Dash Speed | 20 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.254 |
Backward Dash Distance | 1.115 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 47 (4+39+4) |
Neutral Jump Speed | 47 (4+39+4) |
Forward Jump Speed | 46 (3+39+4) |
Forward Jump Distance | 1.794 |
Backward Jump Distance | 1.716 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
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Frame Data & Descriptions are provided by FATOnline.
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SFV Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Tiger Heavy Elbow
Step High Kick
Step Low Kick
Throws
Tiger Hang
Tiger Swing
Special Moves
LP Tiger Shot
MP Tiger Shot
HP Tiger Shot
EX Tiger Shot
LK Grand Tiger Shot
MK Grand Tiger Shot
HK Grand Tiger Shot
EX Grand Tiger Shot
LP Tiger Uppercut
MP Tiger Uppercut
HP Tiger Uppercut
EX Tiger Uppercut
LK Tiger Knee Crush
MK Tiger Knee Crush
HK Tiger Knee Crush
EX Tiger Knee Crush
Critical Art
Tiger Rampage
Taunts
Taunt
V-System
V-Skill 1
Angry Charge
LP Tiger Uppercut (V-Skill 1)
MP Tiger Uppercut (V-Skill 1)
HP Tiger Uppercut (V-Skill 1)
EX Tiger Uppercut (V-Skill 1)
V-Skill 2
Hanuman Charge
LK Tiger Knee Crush (V-Skill 2)
MK Tiger Knee Crush (V-Skill 2)
HK Tiger Knee Crush (V-Skill 2)
EX Tiger Knee Crush (V-Skill 2)
V-Trigger 1
Tiger Charge
Tiger Cannon
V-Trigger 2
Tiger Assault
Tiger Spike (level 1)
Tiger Spike (level 2)
Tiger Spike (level 3)
Tiger Rush
V-Shift
V-Shift
V-Shift Break
Tiger Tornado
V-Reversal
Tiger Revenge