Sagat paid for his top tier crimes in Super Turbo. He now has a good Fireball Super, easier Tiger Knee input and stronger juggle Tiger Uppercut, but his normals have been drastically toned down and most importantly, his Low Tiger Shots now hit mid.
Pros:
- Obviously, he has good zoning with High/low Tigers and Tiger Cannon
- Standing LK is unblockable from the very tip even in the final version of the game
Cons:
- Pretty easy to get only a single hit of Tiger Knee, if this hit does not knock down you are punishable
- Chains are lousy compared against rest of the cast.
- Some of his normals are very unsafe, especially if done too close
Moves List
Normal Moves
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
8
3
2
-
-1
-
Hits crouchers, and your only way to start a chain off lights. Again you're Sagat though, so you're not left with much. You can chain to St.MP, but that misses 90% of the games crouchers. So your usually stuck with a Cr.MP, or Cr.HP combo wise.
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
10
3
2
-
+4
-
j.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
11
3
1
-
-
-
-
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
11
3
1
-
-
-
-
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
13-15
6
6
-
-4
-
Deceptively horrible range/priority. You can chain after it. But that's if you can get it to hit in the first place.
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
12-14
6
2
-
+3
-
Good for combos. Gives you enough advantage to link 2 of them, and chains from a St.LP. Your main cancellable normal.
dj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
14-16
20
2
-
-
-
-
Does half stun by itself, but it has deceptively horrible priority. It can be a struggle to get this move to trade, which is what your forced to do if you're not punishing something and you want it to hit. The only standing characters it hits in the game are Sagat, Birdie, Sodom, Rose, and Charlie.
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
14-16
20
2
-
-
-
-
Has slightly higher priority then back or forward jump versions. But again even though it looks like a air to air move, in general its very hard to win with.
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
17-20
0
6
-
+1
-
-
Does 0 stun. It can still be used to trade with fireballs in your favor.
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
18-21
8
5
-
+4
-
-
Decent frame advantage on hit, enough to link a cr.MP off of. Unfortunately in general you aren't at ranges to use it as such unless the opponent is sucked into you from a cross up, and your usually stuck with a cr.lk. Which in this game doesn't consistently combo to Tiger Knee, and doesn't combo to super from all ranges. Sagat's fireball also isn't fast enough to combo off lights. An average normal regardless.
dj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
18-21
8
5
-
-
-
-
A air to air of sorts. Unfortunately most characters wont be jumping high enough to get hit by it in the first place.
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
18-21
8
5
-
-
-
-
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
10
3
5
-
-5(max range) -9(very close)
-
One of the most realistic unblockables in the game behind rose friends, When done from max range it can not be blocked. Only the first hitbox can be cancelled but it's usually not worth it unless you do the move up close by mistake to try to make it less - on hit.
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
10
3
3
-
+4
-
A
dj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
10
3
2
-
-
-
-
Crosses up. More forgiving then jump mk.
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
11
3
-
-
-
-
-
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
12-14
6
5
-
-7
-
-
Easy to punish on hit at very close range
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
12-14
6
5
-
-4
-
dj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
14-15
6
4
-
-
-
-
Crosses up. Is a good air to air move. Not many moves beat it cleanly when used realistically.
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
14-15
6
4
-
-
-
-
st.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
10-16,9-12
0,8
4
-
-2
-
-
Hits twice, but only the second hit does any stun. A pretty good move comparatively to the rest of Sagat's pretty lackluster move set.
cr.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
15-19
8
5
-
-6(block)
-
-
Sagat's hit box grows to enormous proportions when doing this move allowing you to be hit by a lot of stuff that doesn't look like it should hit. Be warned when trying to punish moves with a sweep only for you to get hit after the opponent hits thin air.
dj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
14-18
6
2
-
-
-
-
Very high priority. Loses to some traditional anti airs, but in general another move that doesn't lose cleanly very often unless the opponent is invincible.
Nj.
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
15-19
8
2
-
-
-
-
Does more stun then forward or backward versions
Throws
Tiger Rage
b/f+[MP/HP]
Alpha Counter
Standing Medium Kick
block b,db,d+K
Special Moves
Tiger Shot high
T I G E R
Version
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
+
13-16
8
11
-
-5 to +23 depending on how long it travels , -6 to +18 on block depending on how long it travels
-
+
12-17
10
11
-
-5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels
-
+
11-19
12
11
-
-5 to +23 depending on how long it travels, -6 to +18 on block depending on how long it travels
-
You can contest fireballs and do chip damage, but airblocking really hurts it's potential at catching jumpers
Tiger Shot Low
No longer hits low. It was too good in ST :(((
Version
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
+
11-16
8
11
-
-5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
-
You can contest fireballs and do chip damage, but it no longer hitting low really hurts the move.
+
10-19
10
11
-
-5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
-
+
14-23
12
11
-
-5 to +23 depending on how long it travels, -7 to +17 on block depending on how long it travels
-
Tiger Blow
Version
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
+
16
3
5
-
-18,-9(far hit)
-
Only uses the first hitbox and hits one time.
+
14-19,11
3,3
2
-
-18
-
Uses the second hitbox then the rest are the Third hitbox
+
20-29,8,1X5
5,1x6
2
-
-28
-
Works the same as above just with more hits of the third hitbox, hits don't jail on block so they can duck to add a few extra frames to punish.
Tiger Knee
All 3 versions use the same hitboxes. If you only land one of the first 2 hitboxes Then you Do not knock the enemy down therefore are punishable on hit...
Version
Damage
Stun
Startup
Active
Frame Adv
Meter
Block
Properties
+
15,1-4
4,4
3
-
-2 to -9(non knockdown hit),
-
-
This move is not very good and at most ranges characters can crouch under the second hit causing the unsafe on hit knee And up close some characters can crouch the second hit on block making it just as unsafe. One more insult to injury is that when you try to combo into the move it's quite easy to get the single hit knee and become punishable so in general its very hard to make work in any way since even when trying to poke with it on the ground you could end up with a single hit knee.
+
14-19,5-10
4,4
3
-
-4 to -10(non knockdown hit)
-
-
+
15-19,8-13
9,3
3
-
-4 to -9(non knockdown hit)
-
-
Super Combos
Tiger Cannon
qcf,qcf+P
Sagat throws a giant Tiger Shot. Level 1 and Level 2 don't knock down, Level 3 does. However a bug you can use is that if you HK Tiger Knee or use HP/HK while the super is still hitting the opponent, Level 1 and Level 2 knock down.
Tiger Genocide
qcf,qcf+K
Tiger Raid
qcb,qcb+K
Combos
-j.HK,s.LP,s.MP,c.HK
-j.HK,s.LP,c.MP,HK T.Shoot
-j.HK,s.LP,s.MP,HK T.Crush
-j.HK,s.LP,c.MP,T.Cannon Lvl3
-j.HK,s.LP,c.MP,T.Raid Lvl1,HP T.Blow
Dizzy combo
-j.MP, cr.MP 2x, Tiger Knee, HP Tiger Blow. Unfortunately the only characters that can even get hit by Jump MP standing are Akuma, Sagat, Birdie, Sagat, Rose and Charlie.
Advanced Strategy
You can either zone them out, or rush them down with Tiger Knee.