Street Fighter IV/Sagat

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 40 50 6 3 4 12 +4 +7 10 13 20 HL X O O -
Close MP 100 100 7 4 11 21 -1 +2 13 16 40 HL X O O -
Close HP 110 200 10 3 15 27 0 +4 17 21 60 HL X X X -
Close LK 40 50 5 3 9 16 -1 +2 10 13 20 HL X O O -
Close MK 60*60 50*50 7 2*2 12 22 0 +3 13 16 40*40 HL X O O 1st hit cancellable
Close HK 40*110 100*100 5 2*3 18 27 -3 +1 17 22*21 60*20 HL X X O Forces stand, 1st hit cancellable
Far LP 40 50 5 3 5 12 +3 +6 10 13 20 HL X O O -
Far MP 100 100 10 4 9 22 +1 +4 13 16 40 HL X X X -
Far HP 140 200 10 3 15 27 0 +4 17 21 60 HL X X X -
Far LK 60 50 6 3 9 17 -1 +2 10 13 20 HL X O O -
Far MK 100 100 9 3 11 22 0 +3 13 16 40 HL X X X -
Far HK 40*110 100*100 5 2*3 18 27 -3 +1 17 22*21 60*20 HL X X O Forces stand, 1st hit cancellable
crouch LP 30 50 3 2 9 13 0 +3 10 13 20 HL X O O -
crouch MP 90 100 5 3 10 17 +1 +4 13 16 40 HL X O O -
crouch HP 130 200 8 3 15 25 0 +4 17 21 60 HL X X X -
crouch LK 30 50 5 3 5 12 +3 +6 10 13 20 L X O O Low attack
crouch MK 90 100 7 3 15 24 -4 -1 13 16 40 L X O O Low attack
crouch HK 130 200 8 3 21 31 -6 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50 50 5 12 - - - - 8 11 20 H - - - -
Jump up MP 90 100 6 4 - - - - 11 15 40 H - - - -
Jump up HP 140 200 7 5 - - - - 15 18 60 H - - - -
Jump up LK 50 50 7 7 - - - 8 11 20 H - - - -
Jump up MK 90 100 5 6 - - - - 11 15 40 H - - - -
Jump up HK 130 200 7 6 - - - - 15 18 60 H - - - -
Jump forward LP 50 50 7 7 - - - - 8 11 20 H - - - -
Jump forward MP 90 100 10 16 - - - - 11 15 40 H - - - Pursuit property
Jump forward HP 140 200 7 5 - - - - 15 18 60 H - - - -
Jump forward LK 50 50 7 6 - - - - 8 11 20 H - - - -
Jump forward MK 90 100 7 11 - - - - 11 15 40 H - - - -
Jump forward HK 120 200 7 4 - - - - 15 18 60 H - - - -
Overhead F+HP 100 150 20 5 16 40 -3 +2 17 22 60 H X X X Mid attack
F+LK 50 50 16 3 16 34 -1 +3 17 21 20 L X O O Forces stand, Low attack, (translate)
F+HK 140 200 13 3 16 31 -1 +3 17 21 60 HL X O O 1~12 (translate), Pursuit property, (translate)
Fake Kick - - - - 16 16 - - - - - - X X X (translate)
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 90 150 18+12 2 35 66 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 150 200 58 1 35 93 D D - - 60 - - - - -
Forward Throw 140 160 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 140 120 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Tiger Shot P 70 100 11 - 39 39 -2 +2 18 22 20/20 HL X X O -
Tiger Shot P EX 80*70 100*100 11 - 39 39 +1 D 13 - 0/0 HL X X O Pursuit property
Tiger Shot K 70 100 12 - 44 44 -6 -2 18 22 10/20 HL X X O Pursuit property
Tiger Shot K EX 80*70 100*100 12 - 44 44 -3 D 13 - 0/0 HL X X O Pursuit property
Tiger Uppercut LP 140[80] 200[100] 5 5 31+16 56 -31 D 20 - 30/40 HL X X O 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut MP 150[80] 200[100] 5 7 31+16 58 -33 - 20 - 30/40 HL X X O 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut HP 170[80] 200[100] 5 10 29+16 59 -34 D 20 - 30/40 HL X X O 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut EX 120*20x4 150*20x4 5 5*2x4 30+17 64 -39 D 20 - 0/0 HL X X O 1~11f invincible, 2~5th hit Pursuit property, 1st hit cancellable
Tiger Knee LK 30*90 100*100 7 2*12 3+13 36 -7 - 20 24*- 20/16*16 HL X X O 2nd hit Pursuit property, Armor break
Tiger Knee MK 40*100 100*100 7 2*14 3+13 38 -9 D 20 24*- 20/16*16 HL X X O 2nd hit Pursuit property, Armor break
Tiger Knee HK 50*110 100*100 7 2*12 8+13 41 -12 D 20 24*- 20/16*16 HL X X O 2nd hit Pursuit property, Armor break
Tiger Knee EX 100*40*40 100*50*50 7 3*6*6 3+13 37 -1 D 20 24*-*1 0/0 HL X X O 2nd~3rd hit Pursuit property, 1st hit cancellable, Armor break
Super Combo LP 50x7 0 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 ??? 98 -45 D 20 - 0/0 HL X X X 1~4f invincible, Pursuit property
Super Combo MP 50x7 0 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 94 -45 D 20 - 0/0 HL X X X 1~2f invincible, Pursuit property
Super Combo HP 50x7 0 1+2 3(1)3(2)3(16)2(1)3(1)2(1)2 105 -45 D 20 - 0/0 HL X X X 1f invincible, Pursuit property
Ultra Combo 45x7*45x6 0 1+9 5x4(12)3(2)3*10 15+36 110 -48 D 20 - 0/0 HL X X X 1~13f invincible, Pursuit property
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.