Introduction
Feeling somewhat empty since his last match with Ryu, Sagat now realizes that Ryu has purposely thrown out the match so his grudge can be satisfied. Sagat also realized the source of his scar comes from the Satsui no Hado, a dark power that possessed Ryu when he was first defeated by him. Realizing that anger and hatred have corrupted his actions, Sagat now actively seeks out Ryu to not fight him cleanly again for revenge, but out of honor.
|
Pros |
Cons |
- c. FP is one of the best normals in the game. Great range/speed with an insane amount of priority.
- Some decent long range normals in s. LK, s. RH and s. MP
- Tiger knee is fast, good for mobility and reasonably safe on block in many situations
- Some of the best custom combos in the game, amazing anti-air setups and potential infinite setups that are very difficult to escape
- Can punish a ton of stuff from very far away with activates
- One of the easier CC infinites that doesn't require reactivates
- Larger than normal kick grab range
- One of the fastest backward walk speeds
- j. RH has good priority.
- Jab tiger uppercut has good horizontal range and can be difficult to punish effectively without meter for some characters
|
- Tallest character in the game with a very fat hurtbox makes him very vulnerable to guard crush pressure and a lot of standing combos
- Airborne hurtbox is very large
- Forward walk speed is very slow
- Sweep is very slow to start up.
- BnBs aren't great without meter
- s. MK has a lousy hurtbox, despite the animation
- Tiger uppercut is airborne very early and can be airblocked even somewhat deep
- Tiger uppercut has shorter i-frames than most DP moves, making it harder to anti-air with
- Tiger shots have absolutely awful recovery/damage with giant extended hurtboxes
- Very meter dependent due to his weak neutral. A polarizing character due to how strong he is with meter and how weak he is without.
|
Color Options
X-Ism |
A-Ism |
V-Ism
|
 |
 |
 |
 |
 |
|
Punch |
Kick |
Punch |
Kick |
Punch |
Kick
|
Moves List
Ground Normals
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/6/13
|
Block Stun |
-5
|
Hit Stun/Counter Hit |
-4/+1
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
6/3/25
|
Block Stun |
-9
|
Hit Stun/Counter Hit |
-8/-4
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
8/4/17
|
Block Stun |
-2
|
Hit Stun/Counter Hit |
-1/+3
|
Damage |
17/16 |
 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
7/5/26
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/Launch
|
Only the first active part can be special/super cancelled.
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
10/6/28
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-10/Launch
|
- Close/Far Standing Short:
Damage |
3+2 |
 |
|
Stun |
1x2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1x2
|
Frame Count |
5/4/3/20
|
Block Stun |
-9
|
Hit Stun/Counter Hit |
-8/-3
|
Only the first hit can be cancelled.
- Close/Far Standing Forward:
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
10/3/26
|
Block Stun |
-10
|
Hit Stun/Counter Hit |
-9/-5
|
- Close/Far Standing Roundhouse:
Damage |
9+8 |
 |
|
Stun |
4x2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A1x2/XV3x2
|
Frame Count |
6/3/2/29
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/Launch
|
Only the first hit is cancelleable.
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
5/4/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A6/XV9
|
Frame Count |
8/5/15
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/Launch
|
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes(X,V only)
|
Super Cancel |
Yes(X only)
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
7/4/21
|
Block Stun |
-6
|
Hit Stun/Counter Hit |
-5/-1
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
9/5/26
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-
|
Air Normals
- Neutral/Diagonal Jumping Jab:
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/*
|
- Neutral/Diagonal Jumping Strong:
Damage |
12 |
|
Stun |
16
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
4/8/*
|
- Neutral/Diagonal Jumping Fierce:
Damage |
18 |
|
Stun |
8
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
10/6/*}
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/10/*
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/10/*
|
Damage |
11 |
|
Stun |
4
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
6/8/*
|
- Diagonal Jumping Forward:
Damage |
11 |
|
Stun |
4
|
Meter on whiff/hit |
1/A3/XV4
|
Frame Count |
8/8/*
|
- Neutral Jumping Roundhouse:
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
8/6/*
|
- Diagonal Jumping Roundhouse:
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/A4/XV6
|
Frame Count |
8/6/*
|
Throws
Tiger Carry:
/
+
Damage |
20 |
|
Stun |
0
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
5/1/20
|
Tiger Rage:
/
+
Damage |
8+4x(0~9)+4 |
|
Stun |
0
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
5/1/20
|
Kuuchuu Tiger Carry:
Any direction but
/
+
Damage |
20 |
|
Stun |
0
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
1/1/1(before landing)
|
Alpha Counter
During Blockstun
+
+
of same strength
Damage |
4 |
|
Frame Count |
22/8/29
|
Invincibility |
0-22
|
Damage |
4 |
 |
 |
|
Frame Count |
16/25/47
|
Invincibility |
0-16
|
Special Moves
Tiger Shot [ X,A,V ]:
+
Damage |
9~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-12
|
Hit Stun/Counter Hit |
-11
|
Frame Count |
43
|
Damage |
10~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-13
|
Hit Stun/Counter Hit |
-12
|
Frame Count |
44
|
Damage |
11~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-14
|
Hit Stun/Counter Hit |
-13
|
Frame Count |
45
|
Ground Tiger Shot [ X,A,V ]:
+
Damage |
9~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-13
|
Hit Stun/Counter Hit |
-12
|
Frame Count |
44
|
Damage |
10~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-14
|
Hit Stun/Counter Hit |
-13
|
Frame Count |
45
|
Damage |
11~1 |
 |
 |
 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1(A)3(XV)
|
Meter on hit |
3(A)4(XV)
|
Block Stun |
-15
|
Hit Stun/Counter Hit |
-14
|
Frame Count |
46
|
Tiger Blow [ A,V ]:
+
Damage |
7 |
 |
 |
 |
 |
 |
|
Stun |
0
|
Meter Gain |
4(A)7(V)
|
Block Stun |
-23
|
Invincibility |
0-8
|
Frame Count |
7 |
1 |
4 |
8
|
|
Strong |
Fierce |
 |
 |
 |
 |
 |
 |
|
Damage |
4x5 |
4x7
|
Stun |
0
|
Meter Gain |
4(A)7(V)
|
Block Stun |
-32 |
-45
|
Invincibility |
0-5
|
Frame Count(Strong) |
4 |
1 |
3 |
4 |
4,2,2
|
Frame Count(Fierce) |
4 |
1 |
3 |
4 |
3,3,3,3,3
|
|
 |
 |
 |
 |
 |
|
Frame Count(Strong) |
44
|
Frame Count(Fierce) |
47
|
Tiger Uppercut [ X ]:
+
|
Jab |
Strong |
Fierce |
 |
 |
 |
 |
|
Damage |
10+9 |
11+9 |
12+9
|
Stun |
0
|
Meter Gain |
7
|
Block Stun |
-27 |
-38 |
-48
|
Invincibility |
0-7
|
Frame Count(Jab) |
6 |
1 |
3 |
11
|
Frame Count(Strong) |
6 |
1 |
3 |
16
|
Frame Count(Fierce) |
6 |
1 |
3 |
19
|
|
 |
 |
 |
 |
 |
 |
 |
|
Frame Count(Jab) |
30
|
Frame Count(Strong) |
36
|
Frame Count(Fierce) |
43
|
Tiger Crush [ X,A,V ]:
+
(A,V)
+
(X)
Damage |
11,7,3 |
 |
 |
 |
 |
|
Stun |
0
|
Meter Gain |
4(A)6(XV)
|
Block Stun |
-5
|
Frame Count(Short) |
10 |
1 |
2 |
2
|
Frame Count(Forward) |
10 |
1 |
2 |
2
|
Frame Count(Roundhouse) |
11 |
1 |
2 |
2
|
Super Combos
Tiger Genocide [ A ]:

+
Damage |
16+8+4+12+4+2x2 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Block Stun |
|
Invincibility |
0-
|
Frame Count |
9 |
1 |
4 |
3 |
4 |
4 |
11 |
4
|
Damage |
16+8+4+12+4+2x2 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Block Stun |
|
Invincibility |
0-
|
Frame Count |
9 |
1 |
4 |
3 |
4 |
4 |
11 |
4
|
Tiger Cannon: QCF,QCF+Punch [A]
-A more powerful version of the Tiger Shot, Sagat tosses a multi-hitting
wave-shaped fireball high across the screen. This can be used to cancel an
oncoming projectile, removing one hit from the total. At Level 3, the
fireball will burn opponents and knock them down.
Level 1: 4 Hits Level 2: 5 Hits Level 3: 6 Hits
Tiger Raid:

+
Damage |
16+12+8+2x3 |
 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Invincibility |
0~
|
Block Stun |
|
Frame Count |
|
|
|
-Sagat performs a series of increasingly high kicks, followed by a leaping
multi-hit kick straight across the screen. At Level 3, Sagat's leg becomes
fiery during the jumpkick for more damage.
Level 1: 6 Hits Level 2: 7 Hits Level 3: 7 Hits
Angry Charge: QCF+Taunt [A]
-Sagat's scar on his chest glows while he does a pose, this will cost a single stock/ 1/3 of your meter.
The damage of the next tiger blow will be increased.
The Basics
Which Ism?
A-Ism
Unfortunately, one of the weakest characters in the game, despite him having his usual toolset. They gutted his tiger shots and tiger uppercut badly enough that he struggles in neutral against a lot of characters.
V-Ism
Recommended.
The character goes from low tier to high tier with access to his amazingly versatile customs.
X-Ism
Probably one of the worst characters in the game. Gains a better tiger uppercut, but loses air block and access to tiger raid (safe on block). Changes his tiger knee motion to the classic SF2 input.