Moveset
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Framedata | Damage |
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Gif/Image here | Lacks a normal hitbox, can hit Geki's shurikens though. Would be very useful for breaking loops if it could hit. However, the move isn't totally useless, as it actually makes Sagat's collision box thin and moves it forward allowing Sagat to side-swap and escape Birdie Light Kick Loop and punish if Birdie is too close. | 10-2 | Can't hit |
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Framedata | Damage | |
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Gif/Image here | Swings his elbow. Fastest attack, therefore useful at breaking loops. Very janky due to offsets, but has a lot of active frames. Also kind of short ranged, one of his least used moves, but is kind of nice in the Joe macth-up as a quick anti-air/get-off-me. | 3-17-5 | 12 damage, 14 with weak box |
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Framedata | Damage |
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Gif/Image here | Second fastest move, and unblockable so it's critical against Shotos. Has deceptively high range and priority because he lacks a hurtbox waist-down, and has a boatload of active frames to stuff any attempts at imperfect loops. Also a useful neutral poke against certain characters like Mike and Lee, as well as, block heavy players. | 4-13-6 | 12 damage, 14 with weak box |
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Framedata | Damage |
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One of the greatest pokes in the game, and the corner stone of Sagat neutral. A high kick, that hits up close, and then hits farther when the leg fully extends. Occasionally two hits, and is an extremely powerful poke/anti-air. This move is critical to Sagat's top tier status giving him winning match-ups against Gen and Adon (and to a lesser extent Eagle). Also, allows Sagat to go even (at least) with Birdie. | 7-7-13-6 | 12 damage, 14 with weak box. (Check) |
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Framedata | Damage |
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Gif/Image here | A janky two-hit move that isn't very useful in neutral, but is one of his best ways to escape loops, through side swaps/displacement. This is especially important against Birdie's LK loop; if he's too close Sagat can use this move to escape. | 6-7-13-7-6-10-6 | (hit 1) 12 damage, 14 with weak box (hit 2) 10 damage, 12 with weak box (Check) |
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Framedata | Damage |
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Gif/Image here | Fastest projectile and strongest move in the game, sometimes winning rounds on the spot. However, is incredibly negative on block and whiff. Can also be crouched by a good amount of the cast. Best used as a surprise option, or as a follow-up to one of Sagat's launchers. | 8-1-60 | 30 damage on Hit, 15 damage on Block |
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Framedata | Damage |
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Gif/Image here | Sagat leaps straight up in the air with his knee extended. Hits on the way up and down. Neutral Tiger Knee is a very interesting move. It's almost always worse than forward knee(which doesn't mean much) because it doesn't move anywhere and has more end lag. However, it is faster on start-up and if you know that the opponent is going to come in under you it will almost always multi-hit many times. A common example is against Birdie's headbutt. If Birdie headbutts and you use this you will likely win the round instantly. For that reason it is also called "The Guillotine". | 6-17-13 | 12 damage, 14 with weak box. (Check) |
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Framedata | Damage |
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Gif/Image here | Sagat jumps forward with his knee up and hits on the way up and down. Sagat's Forward Tiger Knee is one of Sagat's best neutral options and one of the best neutral options in the game. High damage, great launch potential low-end lag, and sometimes prone to multi-hits(less than neutral knee) allows it stealing rounds in seconds. For the characters Sagat can loop this is the primary move to start the loop with. It also allows Sagat to jump over Hadoken. | 10-17-4 | 12 damage, 14 with weak box. (Check) |