Street Fighter Alpha 2/Sagat

From SuperCombo Wiki

Overview

Sagat
SFA2 Sagat Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 250
Walk Speed Backward: 300
Jump Backward: 48f (3+45+0)
Neutral Jump: 47f (3+44+0)
Jump Forward: 45f (3+42+0)
Wake-Up: 49f
Quick Rise: 20f
Throw Range: 22
Colors
Punch 2 Punches Punch(Auto)
A2 Sagat Color1.png A2 Sagat Color3.png A2 Sagat ColorAuto1.png
A2 Sagat Color2.png A2 Sagat Color4.png A2 Sagat ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

Feared throughout his homeland and beyond, Sagat reigned supreme until his narrow defeat at Ryu's hands. Humiliated and without honor, Sagat vows revenge against his new rival Ryu at any cost. Seeking much needed vengeance, he enters any tournament he can, and now stands on a new battlefield.

Overall Sagat isn't easy to use, but is very strong. He's more for someone who likes to zone/turtle, as he doesn't have very scary tools up close. But when he hits you, it hurts. If you like raw conditioning and rewarding anti-airs, pick Sagat.

Players to watch: Alex Valle, Blackjugger, MountainDewFKR, Royalistick


Moveset


Playstyle

A2 Icon Sagat.png Sagat, much like his previous appearances, is a zoner, built on keeping his opponents away with his tiger shots and using his normals to space out the opponent in neutral. Because of his slow speed and laggy normals, he is somewhat difficult to use, but once you understand how to play proper keepaway and use his normals in neutral, he can be viable against the rest of the cast.

Strengths Weaknesses
  • Fastest backward walk speed in the game
  • Best throw range in the game
  • Far reaching pokes
  • Good anti-air game
  • High damage output
  • Decent zoning
  • Versatile CC
  • Slow forward walk speed
  • Faster backwalk means Sagat is predisposed towards giving up space; very easy to corner yourself if you're not careful
  • Big hurtboxes
  • Normals are slow, most are minus
  • A bit difficult to use when space is closed in
  • Throw does not side switch

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, March 2022

Standing

st.Lp.png

A2 Sagat st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 6 4 -2 0/1/2 Mid.png Specialcancel.png
Supercancel.png

st.Mp.png

A2 Sagat st.mp 1.png
A2 Sagat st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1], 9[1] 6, 4 8 3(0)6 -5, N/A 1/2/3,4 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 1 time.
  • Punishable on hit.

Use up close to combo into tiger uppercut, most characters can duck this, doubles as a close anti-air.

st.Hp.png

A2 Sagat st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[2] 8 11 5 +1 2/4/7 Mid.png -

Anti-jump and anti-air. Very good priority. Use to smack someone jumping from afar.

st.Lk.png

A2 Sagat st.lk 1.png
A2 Sagat st.lk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0], 9[0] 3, 3 10 2(0)3 -10, -8 0/1/2 Mid.png Supercancel.png
  • First hit is super cancelable.
  • Hits 1 time.
  • Punishable on hit.

st.Mk.png

A2 Sagat st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 10 5 -9 1/3/6 Mid.png -
  • Punishable on hit.

Far ranged poke, whose real use is as a far anti-air. Be careful because if blocked on the ground (or hit) it can be reversal cc’s.

st.Hk.png

A2 Sagat st.hk 1.png
A2 Sagat st.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1], 8[2] 6, 8 9 2(0)6 +1oB/-5oH, -4 2/4+1/6+3 Mid.png -
  • Hits 2 times.
  • Punishable on hit.

Far reaching anti-air.

Crouching

cr.Lp.png

A2 Sagat cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 7 4 +4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Slow, useless jab compared to cr.lk.

cr.Mp.png

A2 Sagat cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[1] 6 6 4 +3 1/3/6 Mid.png Specialcancel.png
Supercancel.png

cr.Hp.png

A2 Sagat cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[2] 8 11 5 +5 2/5/9 Mid.png -

cr.Lk.png

A2 Sagat cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 3 5 4 +4 0/1/2 Low.png Specialcancel.png
Supercancel.png

Useful poke up close and can link into itself.

cr.Mk.png

A2 Sagat cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 10 4 -5 1/3/6 Low.png Supercancel.png
  • Punishable on hit.

cr.Hk.png

A2 Sagat cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 10 6 -7 2/5/9 Low.png Softknockdown.png

Neutral Jumping

nj.Lp.png

A2 Sagat nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 6 10 - 0/1/2 High.png -

Pure horizontal punch that's pretty underrated as an air to air.

nj.Mp.png

A2 Sagat nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 10 7 8 - 1/3/6 High.png -

Great air to air.

nj.Hp.png

A2 Sagat nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 8 13 6 - 2/5/9 High.png -

nj.Lk.png

A2 Sagat nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 7 10 - 0/1/2 High.png -

nj.Mk.png

A2 Sagat nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 9 8 - 1/3/6 High.png -

Better air to air than neutral jump nj.HK due its box data, but doesnt do as much damage or stun.

nj.Hk.png

A2 Sagat nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 6 - 2/5/9 High.png -

Great air-to-air, jump in, his universal air move.

Diagonal Jumping

dj.Lp.png

A2 Sagat dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 6 10 - 0/1/2 High.png -

dj.Mp.png

A2 Sagat dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 10 7 8 - 1/3/6 High.png -

Great air to air.

dj.Hp.png

A2 Sagat dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[2] 8 11 6 - 2/5/9 High.png -

dj.Lk.png

A2 Sagat dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 7 10 - 0/1/2 High.png Cross-up

dj.Mk.png

A2 Sagat dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 9 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 Sagat dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 6 7 6 - 2/5/9 High.png -

Great air-to-air, jump in, his universal air move.

Command Normals

Fake Roundhouse
Mk.pngMk.png

A2 Sagat FakeKick.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 1/-/- N/A -
  • Press the second Mk.png within 5 frames of the first.

Normal Throws

Tiger Rage
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Sagat ThrowRange.png
A2 Sagat Throw 1.png
A2 Sagat Throw 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[0]+1xN = 13-17 0 1 N/A N/A -/-/3 N/A Throw.pngMash.png
Hardknockdown.png
  • Mashable throw from both sides to add or reduce the number of hits. With a min of 2 and a max of 7 hits.
  • Does not side switch.
  • Deals 12 damage when opponent tech throws.
  • Sagat has the best throw range in the game (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Sagat PAC 1.png
A2 Sagat PAC 2.png
A2 Sagat PAC 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
22[10], 20[0], 4[0] 8x3 4 6(0)4(0)15 -48 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Hits 1 time.

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Sagat KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[1] 8 4 8 -13 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Safer than his punch AC, but not as strong. Use vs ground or air.

Special Moves

High Tiger Shot
High Fireball
Qcf.png + P.png

A2 Sagat HighFireball 1.png
A2 Sagat HighFireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 11[5], 11[5] 8, 8 16 3(0)inf -4 4/5/7 Mid.png Proj.png
Mp.png 12[6], 12[6] 10, 10 16 3(0)inf -5 4/5/7 Mid.png Proj.png
Hp.png 14[9], 14[9] 12, 12 16 3(0)inf -6 4/5/7 Mid.png Proj.png
  • Punishable on hit.
  • Whiffs on crouching opponents.
  • Goes over Sakura's fireball.

Lp.png

  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png


Hp.png

  • Speed: 512.5 pixels per 100 frames; fastest fireball in the game (Alpha2Fireballs).

Low Tiger Shot
Low Fireball
Qcf.png + K.png

A2 Sagat LowFireball 1.png
A2 Sagat LowFireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 11[8], 11[8] 8, 8 16 3(0)inf -5 4/5/7 Mid.png Proj.png
Mk.png 12[9], 12[9] 10, 10 16 3(0)inf -6 4/5/7 Mid.png Proj.png
Hk.png 14[11], 14[11] 12, 12 16 3(0)inf -7 4/5/7 Mid.png Proj.png
  • Punishable on hit.

Kick version will be used the most, and is his main zoning tool from afar.


Lp.png

  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png


Hp.png

  • Speed: 512.5 pixels per 100 frames; fastest fireball in the game (Alpha2Fireballs).

Tiger Blow
Tiger Uppercut, Dragon Punch
Dp.png + P.png

A2 Sagat DP 1.png
A2 Sagat DP 2.png
A2 Sagat DP 3.png
A2 Sagat DP 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 16[0], 5[0] 3, 1 9 4(0)8 -19 7/8/9 Mid.png Startupinv.png
Softknockdown.png
Mp.png 12[8], 6[0], 5[0], 4[0], 4[0] 5, 1x4 5 4(0)4(0)8 -19 7/7+1 per hit/7+2 per hit Mid.png Startupinv.png
Softknockdown.png
Hp.png 15[9], 6[0], 3[0]x5 5, 1x6 5 4(0)4(0)15 -32 7/7+1 per hit/7+2 per hit Mid.png Startupinv.png
Softknockdown.png
  • Can't be air-blocked until frame 13.

Lp.png

  • 9 frames of startup invul; 1 of which while active.
  • Hits 1 time max.

Mp.png

  • 8 frames of startup invul; 4 of which while active.
  • Hits 3 times max.

Hp.png - [Hitboxes pictured]

  • 8 frames of startup invul; 4 of which while active.
  • Hits 7 times max.

Best overall version as a reversal and anti-air. Needs to be done as deep as possible to anti-air.

Tiger Crush
Tiger Knee
Dp.png + K.png

A2 Sagat TK 1.png
A2 Sagat TK 2.png
A2 Sagat TK 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 15[4], 3[4] 5, 3 9 3(0)4 st: 0oB/-4oH
cr: -5oB/-4oH
6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Mk.png 16[5], 4[5] 7, 3 9 3(0)4 st: 0oB/-4oH
cr: -5oB/-4oH
6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 17[8], 5[8] 9, 3 10 3(0)4 st: 0oB/-4oH
cr: -5oB/-4oH
6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

Use to advance quickly, or combo into.

  • Soft knockdown when hit on an airborne opponent.
  • Punishable on hit.
  • Hits 1 times max and doesn't cause a knockdown up-close for most of the cast.
  • Hits 2 times and causes a soft knockdown for the following characters: Adon, Guy, M. Bison, Rose, Sagat, Sodom, Zangief

Lk.png


Mk.png


Hk.png

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Tiger Cannon
Fireball Super
Qcf.pngQcf.png + P.png

A2 Sagat FireballSuper 1.png
A2 Sagat FireballSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
11[12], 7[12], 7[12], 4[12] 0, 1x3 5+0 11(0)inf -14 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
10[12], 10[12], 7[12], 5[12], 4[12] 0, 0, 1x3 5+0 11(0)inf -11 0/0/0 Mid.png Startupinv.png
Proj.png
Level 3
3p.png
16[12], 12[12], 9[12], 9[12], 5[12], 5[12] 0x3, 1x3 5+0 11(0)inf -8 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

Awesome super to use in fireballs fights, not much use other than that.

  • Cannot be air blocked.

Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 4 times.
  • Punishable on hit.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 5 times.
  • Punishable on hit.

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 6 times.

Tiger Genocide
Tiger Knee Super
Qcf.pngQcf.png + K.png

A2 Sagat GenocideSuper 1.png
A2 Sagat GenocideSuper 2.png
A2 Sagat GenocideSuper 3.png
A2 Sagat GenocideSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
13[13], 10[13], 5[13], 3[12], 3[12] 0, 0, 1x3 5+0 3(0)4(0)4(11)4(0)4(0)14 -28 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
13[13], 7[13], 10[13], 8[13], 3[12]x5 0x6, 1x3 5+0 5(0)3(0)4(0)4(11)4(0)4(0)3(0)17 -32 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
13[13], 9[13], 14[13], 6[13], 6[13], 11[13], 7[13], 3[12]x4, 3[13] 0x9, 1x3 5+0 5(0)3(0)4(0)4(9)2(0)3(0)10(19)[3(0)x3]12 -32 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Only lvl 3 is worth it when comboed into, does massive damage.


Level 1

  • 5 frames of startup hit invul.; 1 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 9 times.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 11 frames of startup projectile invul.
  • Hits 12 times.

Tiger Raid
Qcb.pngQcb.png + K.png

A2 Sagat RaidSuper 1.png
A2 Sagat RaidSuper 2.png
A2 Sagat RaidSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
10[13], 7[13], 5[13], 4[13], 3[13], 3[13] 0x3, 1x3 5+0 2(10)4(16)6 -2 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
10[13], 8[13], 7[13], 3[13]x3, 6[13] 0x4, 1x3 5+0 2(10)4(10)4(16)6 -3 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
13[13], 11[13], 8[13]x3, 6[13], 5[13] 0x4, 1x3 5+0 2(10)4(10)4(16)6 -5 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 7 frames of startup projectile invul.
  • Hits 6 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 7 times.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 7 times.

The Basics


What does Sagat want?

King of the mid-tiers, Sagat wants his space. Fireballs and Uppercuts, it's actually quite simple.

Visually, Sagat has the buttons of a top-1 character (CVS2 was 5 years away, at this point). Their frame data, however, tells a different story. As a tradeoff for their sheer size, most of Sagat's normals are minus. The "worst" of them are actually punishable on hit. Sagat needs to cleverly manage his spacing and use special cancels into Tiger Shot to cut down his frame disadvantage.

Because of his neutered normals, Sagat's combos and pressure are less open ended than the stronger characters in Alpha 2. To maintain plus frames Sagat needs to choose his routes carefully, much like compatriot Dhalsim. In fact, both characters fill a similar role: Zoners that play a safe, consistent, midrange game until their opponent loses patience and throws away the round. Where Dhalsim, however, might take 20% with each punish, Sagat kills his opponent.

Anti Air Custom Combos take Sagat out of the mud and make him a real character. When Sagat has meter, the opponent cannot jump. If they risk it, Sagat gets an easy activation into huge damage. A typical sequence is often enough to take rounds, provided the opponent has eaten a few fireballs in neutral.

Notes

Sagat's comfort zone is 3/4 to fullscreen away. From here you can anti air from afar and control the pace of the match. Punish all jump attempts hard. When the opponent does get close, AC them, or throw to get them away. His CC is very easy to land and is a round winner. Zone with slow fireballs, and punish far jump attempts with s.fp or s.mk, s.rh works too.

Tiger knee is 0 on block. Sagat gets a mix afterward:

  • CC
  • throw
  • block attack, AC
  • You can also hp tiger uppercut at your own risk, but be careful because you are gonna get messed up if they block, cc is way safer. I would only cc at lvl 1, cause if they block its not too big a loss.

Advanced Strategy


Combos


  • meaty c.lk, c.mp xx tiger shot
  • point blank s,mp xx hp tiger uppercut
  • c.lk x2 xx super
  • c.lk xx hp dp
  • Corner, combo into tiger raid, hp tiger uppercut juggle.
  • j.rh, c.mp xx tiger genocide (lvl 3) OUCH!

cr. lk, cr. lk

cr. lk, cr. lk xx super

cr.lk xx uppercut

(meaty) cr. mp xx raid super

(meaty) cr. mp xx CC

Cr.MP, HK Groun Tiger Sshot

Cross up j.LK,s.MP,HP Tiger Blow

Croner j.HK,cr.MP,LVl 1 Raid,HP Blow

Custom Combos


If you ever don't knock them down (ex. you mess up a sweep, so they are still standing) the cc still works.

lvl 1- c.rh cc hk tiger knee, hp tiger uppercut c.rh xx hp tiger uppercut x2

if you have JUST A LITTLE more than a lvl 1, you can get 2 hk tiger knees in, then dp. lvl 2- hk tiger knee x3, hp tiger uppercut

lvl 3- tiger knee x5, hp tiger uppercut

^^ hard as hell to do, better off doing 4 knees. either way it hurts, even if you go for 5 knees into hp tiger uppercut.

Anti-air custom combo:

Oh so nice. Since Sagat has such a far reaching s,mk, you can AA from far away and get his full custom.

Close aa cc: s.lp xx hk tiger knees xN, hp tiger uppercut.

far aa cc: s.mk xx hk tiger knees xN, hp tiger uppercut.

Lv1:

[CC]c.HK,HK TKx2,HP TB[/CC]

[CC]HK TKx3[/CC]

Lv3:

[CC]c.HK,HP TBx3[/CC]

[CC]c.HK,HK TKx6[/CC]

[CC]c.HK,HK TKx5,HP TB[/CC]


Sagat: lvl 1- c.rh xx hp tiger uppercut x2

lvl 1- c.rh xx hk tiger knee, hp tiger uppercut

lvl 2/3- c.rh xx hk tiger knee xN, hp tiger uppercut

Match-ups


A2 Icon Adon.png Vs. Adon: 5-5 Even match-up

This MU is all about space control. Mid range is where you want to be. Throwing out fireballs, and being ready with your defensive options. Make Adon come to you with his specials as you can easily punish those with ACs or a nicely timed Uppercut. Jaguar Tooth (Dive Kick) can easily be punished with AC or anti air CC. You shouldn't be jumping in against Adon due to his crouch buttons being great AAs and range. It's difficult to play close range due to Cr. MP and St. HK

A2 Icon Akuma.png Vs. Akuma: 4-6 Akuma's favor

He has a horrible matchup vs Ken\Akuma imo. If Sagat throws a high tiger shot, Ken\Akuma can roll under it and get in range. If Sagat throws a low one, Ken\Akuma can tatsu over it and get in range. So if Sagat wants to zone Akuma, it has to be with normals, use fireballs sparingly. One thing Sagat does have however, is big damage potential outside of CC and the fact that Akuma is a glass cannon with high stun / low health. Two BnB combos, or a BnB with a heavy normal will stun Akuma, which from there if you have full meter, you can potentially win the round with Level 3 Super or CC.

A2 Icon Birdie.png Vs. Birdie: 6-4 Sagat's favor

Keep him out at all times with Tigers and Buttons, be mindful when he has meter though (Supers/CC through fireball).

A2 Icon Charlie.png Vs. Charlie-Nash: 5-5 Even match-up

It's important to utilize the ground game as much as possible. Jumping in towards Charlie will do nothing but hurt you in the long run with his Flash Kick, normals, etc. You can throw out a slow tiger shot, and then bait another one and get Charlie to jump, which from there you have multiple options:

  • If the Charlie player decides to do a jump in attack, use your Kick AC to push him further towards the corner which gives you a big advantage.
  • If the opponent decides to empty jump to go for a throw or Activation, have your Uppercut on deck.
  • If the opponent wants to walk forward towards you, have your St MK or Crouch normals ready.

Round 2/3 only : Most Charlie players like to start the round off with a Sonic Boom to start oppressing you, if you have meter and feel like that's their strat, use Tiger Cannon, ideally level 3 as it gives you the knockdown, further helping out with your aggressive play. From there use your HK Tiger Knee to push you forward.

You do NOT want Charlie to put you in the corner, as he'll make you do all the work to get out while pressuring you with the tools he has equipped.

A2 Icon ChunLi.png Vs. Chun-Li: 4-6 Chun-Li's favor

If you've played Sagat (or to be precise Old Sagat) in Super Turbo, then there's alot of familiarity with this MU. You gain a big upper hand the moment you're stacked with meter, and the moment Chun gets cornered. Her floaty jump makes it easy for you to Tiger Uppercut her jump ins. However, don't get too Uppercut happy once she has meter, as she can use her jump in CC activation to her advantage either by attacking you the moment she lands, or just escaping entirely with her wall jump into activate. If you notice the Chun player is Activation happy, counter activate or do a very late Uppercut if you feeling ballsy. Otherwise, the moment she corners you, she'll make you do all the work like in the previous Charlie segment.

  • Note* Due to her hurtbox when she throws out a Kikoken, it'll actually low profile your Tiger Cannon super unless you do it about a second later compared to the rest of the cast, only then will she get hit by it.
A2 Icon Dan.png Vs. Dan: 8-2 Sagat's favor

The only thing you have to worry about from Dan is his Cr HP if you jump often, his CC activation, his Kick AC, Jump LK, or cr MK. Otherwise, this MU is very straightforward and easy. Do NOT let Dan avenge his father!

A2 Icon Dhalsim.png Vs. Dhalsim: 6-4 Sagat's favor

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A2 Icon Akuma.png Vs. Evil Ryu: 5-5 Even

Same concept as the MU against regular Ryu (See Below), the only difference here is E. Ryu has teleport and fullscreen blowback that you should be mindful of. You can dish out some additional damage as E. Ryu has the same low defense as Akuma.

A2 Icon Gen.png Vs. Gen: 7-3 Sagat's favor

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A2 Icon Guy.png Vs. Guy: 5-5 Even match-up

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A2 Icon Ken.png Vs. Ken: 4-6 Ken's favor

Same MU concept with Akuma. The difference being Ken can absorb more hits and not worry about stun or taking as much damage as Akuma. Not to mention the fact that Ken's Kick AC has huge range.

A2 Icon Bison.png Vs. M. Bison (dictator): 6-4 Sagat's favor

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A2 Icon Rolento.png Vs. Rolento: 3-7 Rolento's favor

Sagat's worst matchup in the game, you better hope that you don't get cornered as you're a big target. It's not a checkmate, but Rolento has the tools to bait you out of alot of moves. If the Rolento player is jump happy, use air to airs such as Jump LP or Jump MP. Low Tigers will be your go-to tool here, with the occasional High if you can get a read and knock Him down. You can't really turtle here because of Rolento's normals and overall arsenal. Stand MP, and a good spaced Stand HK will do wonders, same also applies for HP Uppercut. If you absolutely must get damage to secure a round, CC Activate into multiple HP Uppercuts or HK Knees depending on spacing. Most of your meter usage here will be to get some okay damage off a CC. You could also wake up Lvl 1 Genocide/Raid to escape or get some damage, but its risky. Play patient but never sit still, and for the love of god don't jump on Rolento, that Stand MP of his will stop Jump HK dead in its tracks.

A2 Icon Rose.png Vs. Rose: 4-6 Rose's favor

This matchup is very space dependent and can go either way. It's best not to be full screen against Rose because she can easily absorb/reflect your Tiger Shots which is a core part of Sagat's game. A good button to use is your Stand MK, has a decent hitbox and pushback to further corner Rose. Once she's cornered, you can easily pin her down with Crouch HP, walk up throw if she doesn't have meter, and your fast walk back speed will help if she jumps in on you. There you can use St HP, St HK, or HP Uppercut. All three gives you great damage and stun potential. If Rose corners you, keep calm as some of your poke buttons will still come in handy, you can even whiff out some buttons to build meter. You can turn things around quickly the moment you have atleast one bar of meter in your arsenal. From there, you have Ground CCs, Anti-air CCs, buttons, and ACs.

A2 Icon Ryu.png Vs. Ryu: 5-5 Even match-up

Plays similar to the ST matchup (i.e. fireball war, mixing up High/Low, etc.) , the difference here is Sagat loses his anti air sweep, and its harder to AA Ryu in general. His normals are also slower making it alot harder to fake out by whiffing. It's important to time your Uppercuts deep at a consistent level for AAing. You wanna play at a good distance the moment you have meter so that you're ready for the opponent's offensive or defensive play. Whether its Ryu trying to over exert, mashing fireballs with CCs (you can do the same with Tiger Shots), etc. The key is to not blindly throw out mindless fireballs, otherwise the other player will capitalize and will be able to dish out alot of damage to you.

A2 Icon Sagat.png Vs. Sagat (mirror):

On Round Start, if the other Sagat attempts to jump at you, buttons on deck. If they fireball, you can jump in and get some damage out of it. For the most part, you just wanna control the space after throwing a slow Tiger to control additional space. The next round, chances are the other Sagat has atleast one bar of meter. If you can avoid it, do not jump at any costs due to the dangers of ACs or CC. Apply the idea from the previous round, slow Tiger -> walk -> buttons/throw/etc.

A2 Icon Sakura.png Vs. Sakura: 7-3 Sagat's favor

Your High Tiger Shots will always punish Sakura on her FB recovery at certain ranges, if she jumps you got your go-to normals. The moment she's stunned, you can go all out with your damage potential. The only way Sakura can win is if she takes the risk by jumping in with meter or you over exert yourself by trying to play close range and jumping in with a normal.

A2 Icon Sodom.png Vs. Sodom: 5-5 Even match-up

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A2 Icon Zangief.png Vs. Zangief: 6-4 Sagat's favor

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Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief