Street Fighter 2: Hyper Fighting/Sagat

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Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

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.png 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
Sf2hf-sagat-1p.png Sf2hf-sagat-2p.png

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
{{#motion: Lp.png }}
6
-
4
40
4
4
4
+7/+5
{{#motion: Specialcancel.png }}
Standing Medium Punch
{{#motion: Mp.png }}
10
-
8
60
5
4
6
+8
{{#motion: }}
Standing Hard Punch
{{#motion: Hp.png }}
22
-
14
80
7
6
22
-5/-6
{{#motion: }}
Standing Light Kick
{{#motion: Lk.png }}
8
-
4
40
4
4
7
+5/+4
{{#motion: Specialcancel.png (1st hit) }}
Standing Medium Kick
{{#motion: Mk.png }}
10
-
8
60
5
4
10
+8/+5
{{#motion: }}
Standing Hard Kick
{{#motion: Hk.png }}
18
-
14
80
7
6
21
-3/-2
{{#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.png + Lp.png }}
8
-
4
40
4
4
4
+6/+4
{{#motion: Specialcancel.png }}
Crouching Medium Punch
{{#motion: D.png + Mp.png }}
16
-
8
60
5
4
6
+9/+8
{{#motion: }}
Crouching Hard Punch
{{#motion: D.png + Hp.png }}
22
-
14
80
7
6
20
-3/-4
{{#motion: }}
Crouching Light Kick
{{#motion: D.png + Lk.png }}
8
-
4
40
5
4
5
+6/+5
{{#motion: Specialcancel.png low }}
Crouching Medium Kick
{{#motion: D.png + Mk.png }}
16
-
8
60
5
4
7
+10/+8
{{#motion: Low.png }}
Crouching Hard Kick
{{#motion: D.png + Hk.png }}
22
-
8
130
7
6
21
KD/-11
{{#motion: Low.png Knockdown.png }}
  • 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.png + Lp.png or Lk.png }}
10
-
4
40
2
-
-
{{#motion: High.png }}
Neutral Jump Medium Punch or Kick
{{#motion: U.png + Mp.png or Mk.png }}
16
-
8
50
3
20
-
{{#motion: High.png }}
Neutral Jump Hard Punch or Kick
{{#motion: U.png + Hp.png or Hk.png }}
22
-
14
60
5
8
-
{{#motion: High.png }}
  • 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.png / Uf.png + Lp.png or Lk.png }}
8
-
4
40
3
-
-
{{#motion: High.png }}
Diagonal Jump Medium Punch or Kick
{{#motion: Ub.png / Uf.png + Mp.png or Mk.png }}
16
-
8
50
3
20
-
{{#motion: High.png }}
Diagonal Jump Hard Punch or Kick
{{#motion: Ub.png / Uf.png + Hp.png or Hk.png }}
22
-
14
60
5
8
-
{{#motion: High.png }}

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.png / F.png + Mp.png or Hp.png }}
32
-
10
99
-
-
-
-
{{#motion: Throw.png }}

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.png + Lp }}
12
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
High Tiger Shot
{{#motion: Qcf.png + Mp }}
14
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
High Tiger Shot
{{#motion: Qcf.png + Hp }}
16
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: Qcf.png + Lk }}
12
 ?
16
120
11
 ?
41
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: Qcf.png + Mk }}
14
 ?
16
120
11
 ?
41
 ?
{{#motion: }}
Low Tiger Shot
{{#motion: Qcf.png + Hk }}
16
 ?
16
120
11
 ?
41
 ?
{{#motion: }}
Tiger Uppercut
{{#motion: Dp.png + Lp }}
36
 ?
16
120
4
 ?
17/20/27 + 8
KD/-18
{{#motion: }}
Tiger Uppercut
{{#motion: Dp.png + Mp }}
38
 ?
16
120
4
 ?
17/20/27 + 8
KD/-30
{{#motion: }}
Tiger Uppercut
{{#motion: Dp.png + Hp }}
40
 ?
16
120
4
 ?
17/20/27 + 8
KD/-42
{{#motion: }}
Tiger Knee
{{#motion: Qcf.png Uf.png + Lk }}
22
 ?
16
120
3
 ?
13/14/15 + 6
KD/-2,+3
{{#motion: }}
Tiger Knee
{{#motion: Qcf.png Uf.png + Mk }}
24
 ?
16
120
3
 ?
13/14/15 + 6
KD/-2,+3
{{#motion: }}
Tiger Knee
{{#motion: Qcf.png Uf.png + Hk }}
26
 ?
16
120
3
 ?
13/14/15 + 6
KD/-2,-4
{{#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).


Pros

  • Good Projectile mindgames
  • Long normals

Cons

  • Tiger Shot recovery nerfed
  • Some new specials are new counter for projectiles

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
  • cr.MP, cr.LK xx Low Tiger Shot

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.

Also don't spam Low Tiger Shot due to the advantage of Vertical Rolling downward motion cross ups, try to spam High Tiger Shot and Tiger Knee instead.

Vs. Chun-Li

One of the best matchups for him,he can jump Kikoken easily and poke her with medium attacks and Tiger Uppercut,but Chun's poke attacks are faster than him.

Sagat's gameplan will be Tiger Shot spamming and keep at midscreen, if she used Spinning Bird Kick that will be the best moment to Tiger Knee or Uppercut her, if she escapes with a Air Spinning Bird Kick, throw a Tiger to catch her at far distance or Uppercut her.

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

One of the few bad Sagat matchups,because E.Honda is usually at an incredible disadvantage against projectile users such as Sagat,but however in this case his Headbutt can travel over low tiger shots and Sumo Splash can approach and punish you. High tiger shots will hit it though. Regardless, pepper him with tiger shots and anti-air when he tries to jump in.

Sagat objective its about more Uppercut,less Shots.

Vs. Guile

Its one of the most current matchups not only in CE, in SF in general, Sagat had a few advantages due to the special arsenals, but now that their Tiger Shots are nerfed in recovery as Guile's Sonic Booms its a bit equally.

Your Tiger Shots must be used in long range,also watch out with his now hit twice Roundhouse Flash Kick,you need to poke him and punish a missed one, fortunately he is a bit nerfed in Sonic Boom frame recovery.

Sagat will play to keep the medium distance in Guile, also it depends if is an offensive sweep and jumping one or a turtling, if is the last one you can short some distance, if he changes the plan Uppercut him for a coin flip trade hit.

In a few words,still a projectile mind game match up. .

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)

Thanks for the M.Bison nerfs Sagat still had advantages, first you can punish a Stomp with a Tiger Uppercut or then Low Tiger Shot him, Tiger Knee its a good approach tool, try to defeat Psycho Crusher with an uppercut and then back corner him

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)

Tiger,Tiger,Tiger!

Vs. Vega (claw)

Barcelona Attack can be punished with Tiger Uppercut, there is not much change outside of the first CE American revision to Japanese punch strenght Rolling Attack variations from 1 to Jab to 3 for Fierce,anyway you can hit or miss with Tiger Uppercut for it, try to start with Tiger Knee or Tiger Uppercut and use it in close combat for trade hits or counter his Jabs, mid screen its the best zone for him.

Beign a spammer of Tiger Shots will be your own enemy, but a High One randomly can be a good zoning one because Claw its more focused in jumping attacks

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 6 Sf2hf-sagat-slp-s1.png Sf2hf-sagat-slp-a.png Sf2hf-sagat-slp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +7
Frame Count 4 4 4
  • Standing Strong:
Damage 10 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 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 2 4 4 2
Simplified 5 4 6
  • Standing Fierce:
Damage 22 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 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 4 3 6 10 12
Simplified 7 6 22


  • Standing Short:
Damage 8 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 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes (1st hit)
Frame Advantage +5
Frame Count 2 2 2 2 2 2 3
Simplified 4 4 7
  • Standing Forward:
Damage 10 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 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 2 2 2 2 3 5
Simplified 5 4 10
  • Standing Roundhouse:
Damage 18 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 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 4 3 3 3 5 6 10
Simplified 7 6 21

Crouching Normals

  • Crouching Jab:
Damage 8 Sf2hf-sagat-clp-s.png Sf2hf-sagat-clp-a.png Sf2hf-sagat-clp-s.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 4 4 4
  • Crouching Strong:
Damage 16 Sf2hf-sagat-clp-s.png Sf2hf-sagat-cmp-a.png Sf2hf-sagat-clp-s.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +9
Frame Count 1+5 4 6
  • Crouching Fierce:
Damage 22 Sf2hf-sagat-clp-s.png Sf2hf-sagat-chp-a.png Sf2hf-sagat-clp-s.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 1+7 6 20


  • Crouching Short:
Damage 8 Sf2hf-sagat-clk-s1.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-clk-a.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-clk-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 2 4 2 3
Simplified 1+4 4 5
  • Crouching Forward:
Damage 16 Sf2hf-sagat-clk-s1.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-cmk-a.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-clk-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +10
Frame Count 2 2 4 3 4
Simplified 1+4 4 7
  • Crouching Roundhouse:
Damage 22 Sf2hf-sagat-clk-s1.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-chk-a.png Sf2hf-sagat-clk-s2.png Sf2hf-sagat-clk-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage KD/-11
Frame Count 4 2 6 8 9
Simplified 1+6 6 17

Aerial Normals

  • Neutral Jumping Jab/Short:
Damage 10 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral Jumping Strong/Forward:
Damage 16 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njmp-a.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njlp-s.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20
  • Neutral Jumping Fierce/Roundhouse:
Damage 22 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njhp-a.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njlp-s.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8
  • Diagonal Jumping Jab/Short:
Damage 8 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping Strong/Forward:
Damage 16 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njmp-a.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njlp-s.png
Stun 5~11
Stun Timer 50
Frame Count 1 2 20 3
Simplified 3 20
  • Diagonal Jumping Fierce/Roundhouse:
Damage 22 Sf2hf-sagat-njlp-s.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-djhp-a.png Sf2hf-sagat-njmp-s.png Sf2hf-sagat-njlp-s.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 8 5
Simplified 5 8

Throws

  • Tiger Carry (←/→ + MP/HP)
Damage 32 Sf2hf-sagat-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 16

Special Moves

  • High Tiger Shot: ↓↘→ + Punch

Startup:

Sf2hf-sagat-htiger-s1.png Sf2hf-sagat-htiger-s2.png Sf2hf-sagat-htiger-s3.png
Frame Count 6 3 1
Simplified 1+10


LP version:

Damage 12 Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigerlp-a1.png Sf2hf-sagat-htigerlp-a2.png Sf2hf-sagat-htigerlp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

MP version:

Damage 14 Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigermp-a1.png Sf2hf-sagat-htigermp-a2.png Sf2hf-sagat-htigermp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

HP version:

Damage 16 Sf2hf-sagat-htiger-a1.png Sf2hf-sagat-htigerhp-a1.png Sf2hf-sagat-htigerhp-a2.png Sf2hf-sagat-htigerhp-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 37

Main special for Sagat's gameplan, its nerfed in recovery with Champion Editiot but try to use it against aereal opponents or tall characters.

  • Low Tiger Shot: ↓↘→ + Kick

Start up:

Sf2hf-sagat-ltiger-s1.png Sf2hf-sagat-ltiger-s2.png Sf2hf-sagat-ltiger-s3.png
Frame Count 6 3 1
Simplified 1+10

LK version:

Damage 12 Sf2hf-sagat-ltigerlk-a0.png Sf2hf-sagat-ltigerlk-a1.png Sf2hf-sagat-ltigerlk-a2.png Sf2hf-sagat-ltigerlk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 42

MK version:

Damage 14 Sf2hf-sagat-ltigermk-a0.png Sf2hf-sagat-ltigermk-a1.png Sf2hf-sagat-ltigermk-a2.png Sf2hf-sagat-ltigermk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 42

HK version:

Damage 16 Sf2hf-sagat-ltigerhk-a0.png Sf2hf-sagat-ltigerhk-a1.png Sf2hf-sagat-ltigerhk-a2.png Sf2hf-sagat-ltigerhk-a3.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 1
Simplified 42

Small character like E.Honda or Blanka can whiff High with a crouch, try to mix Low Short and High Fierce or Low Roundhouse and High Jab ones.

  • Tiger Uppercut: →↓↘ + Punch

General:

Damage 36/38/40 Sf2hf-sagat-tupper-s1.png Sf2hf-sagat-tupper-s2.png Sf2hf-sagat-tupper-a1.png Sf2hf-sagat-tupper-a2.png Sf2hf-sagat-tupper-a3.png Sf2hf-sagat-tupper-r1.png Sf2hf-sagat-tupper-r2.png Sf2hf-sagat-tupper-r3.png Sf2hf-sagat-tupper-r4.png
Stun 13~19
Stun Timer 120
Frame Advantage -18/-30/-42
Jab 2 2 3 2 14 4 4 9 8
Jab Simplified 5 3 16 25
Strong 2 1 2 3 22 4 4 12 8
Strong Simplified 3 2 25 28
Fierce 2 3 1 2 26 4 4 19 8
Fierce Simplified 5 1 28 35

Has a chance of being unblockable if performed as a reversal (on wakeup or coming out of block/hitstun). This bug is unique to CPS1 CE & HF Sagat and can be replicated by their Hyper Street Fighter II variants.

  • Tiger Knee: ↓↘→↗ + Kick

Startup & Active

Damage 22/24/26 Sf2hf-sagat-tknee-s1.png Sf2hf-sagat-tknee-s2.png Sf2hf-sagat-tknee-s3.png Sf2hf-sagat-tknee-s4.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 Sf2hf-sagat-tknee-r4.png
Stun 13~19
Stun Timer 120
Frame Advantage +3/+3/-4
Short 1 1 1 1 1 5 6 6 1 8
Foward 1 1 1 1 1 6 6 6 2 8
Roundhouse 1 1 1 1 1 7 6 6 3 8

Don't change much with Champion Edition,but still useful against close standing opponents

Misc Animations

Walk back/Fwd Neutral Crouch
Sf2hf-sagat-wlk.png Sf2hf-sagat-cllp-n.png Sf2hf-sagat-cr-n.png
  • Standing reel:
Sf2hf-sagat-reel1.png Sf2hf-sagat-reel2.png Sf2hf-sagat-reel3.png
  • Crouching reel:
Sf2hf-sagat-creel1.png
  • Dizzy:
Sf2hf-sagat-dizzy1.png Sf2hf-sagat-dizzy2.png


Game Navigation

General
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Characters
Balrog
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
M. Bison
Ryu
Sagat
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Zangief