Street Fighter X Tekken/Sagat

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Sagat

Sfxt sagat face.jpg

Ideal Team Position: Point


Although weaker than his v2012 variation, the v2013 version of Sagat is still a powerhouse that can quickly turn the tide of battle thanks to his high damage output and ability to call out his opponents on errors of judgment with his Tiger Uppercut or his High Step Kick, both of which can lead to full combos if they catch an opponent in the air. Furthermore, both of these attacks can be traded, giving Sagat the ability to win in almost any exchange that involves an airborne opponent. While there are some characters who can ignore his fireball game entirely, and he can get punished badly for making a bad call, Sagat’s zoning ability combined with his unique “sweet spot” just outside mid-screen where he can blast an opponent with an anti-air into a full combo makes him very dangerous to approach wantonly. His buttons are also very strong, with far mk retracting his lower hitbox making it a strong anti-low tool to boost into his partner. His close and far LK are also strong thanks to their long range and double-hitting properties to allow for an easy confirm into boost, while his cr.LP starts up in only 3 frames to give him a strong blockstring tool. Use him as a point character as he possesses several ways to tag into a partner for big damage and can set the tone early thanks to his strong command of neutral.


Strengths Weaknesses

+Excellent anti-air options with DP, f+HK, and s.HK

+f+HK anti-air can lead to low-scaled damaging combos that also provide an easy tag cancel into a partner

+Excellent at momentum shifts

+Counter-hit f+LK on standing opponents lead to full jump-in combos

+Possesses normal attacks that are excellent for a variety of situations (cr.lp for poking, far MK for spacing, cl.LK for confirming into boost combos)

+Possesses a true DP with the invulnerability that comes with it

-Fireball game is not as frightening as it should be thanks to long recovery and lengthened hurtbox while firing, as well as numerous characters having projectile-invulnerable approach options

-His best spacing tool on block, his Tiger Knee, is very range dependent to be used effectively for that purpose

-Has difficulty creating gaps that allow him to zone once the opponent is close enough to him, even if he completes a combo

-Difficulty providing safe tag situations

-Low mobility

-Large body character


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png on 1st hit
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Rpdfire.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png on 1st hit
Close Hard Kick
(near opponent) Hk.png
Speccancel.png on 1st hit
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Heavy Tiger Elbow
F.png + Hp.png
High.png
Knockdown.png vs airborne
Low Step Kick
F.png + Lk.png
Low.png
Knockdown.png vs airborne
High Step Kick
F.png + Hk.png
Knockdown.png vs airborne
Fake Kick
Hk.png ---.png Hk.png
must be done very quickly

Throws

Name
Command
Notes
Tiger Rage
F.png or N.png + Lp.png + Lk.png
Throw.png
Tiger Carry
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
High Tiger Shot
Qcf.png + P.png
Ex.png
Knockdown.png vs airborne
Knockdown.png on Ex.png
Low Tiger Shot
Qcf.png + K.png
Ex.png
Knockdown.png vs airborne
Knockdown.png on Ex.png
Tiger Uppercut
Dp.png + P.png
Ex.png
Knockdown.png
Tiger Knee Crush
Dp.png + K.png
Ex.png
Knockdown.png
Wallbounce.png 3rd hit of Ex.png

Super Combo

Name
Command
Notes
Tiger Genocide
Dp.png + 3k.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 2 8 +7 +3 SM,EX,SA,CA 1 1 1 -
Far MP H 60 10 4 15 +2 -2 - 2 1 1 -
Far HP **LC H 90 10 3 20 +2 -3 - 3 1 1 -
Far LK H 20,10 5 1,3 9 +5 +3 - 1,1 1,1 1 -
Far MK H 60 9 3 16 +2 -2 - 2 1 1 -
Far HK H 50,40 5 2,3 21 +1 -4 - 3,3 1,1 1 Whiffs on crouching opponent
Close LP H 30 6 3 6 +8 +4 SM,EX,SA,CA 1 1 1 -
Close MP H 60 7 4 15 +4 -2 SM,EX,SA,CA 2 1 1 Forces standing
Close HP **LC H 90 10 3 17 +5 0 - 3 1 1 -
Close LK H 20,10 4 1,3 9 +5 +1 1st hit: SM,EX,SA,CA 1,1 1,1 1 -
Close MK H 40,20 7 2,2 18 +1 -3 1st hit: SM,EX,SA,CA 2,2 1,1 1 -
Close HK H 50,40 5 2,3 19 +3 -2 1st hit: SM,EX,SA,CA 3,3 1,1 1 1st hit: Forces standing, 2nd hit whiffs on crouching opponent
Crouch LP H 30 3 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 5 3 12 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 8 3 18 +4 -1 - 3 1 1 -
Crouch LK L 30 5 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 7 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 8 3 24 hard knockdown -7 - 3 1 - -
Jump Up LP M 40 5 12 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 6 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 7 5 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 8 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 5 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 7 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 11 10 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 7 5 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 7 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 7 10 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 7 5 until ground+4 +20 +8 - 3 1 1 -
Launcher HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 6 12 44 hard knockdown -34 - - - - Invulnerability frames 1-7, Resembles HP Tiger Uppercut
Tiger Rage LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Over the Back Toss b+LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Heavy Tiger Elbow f+HP M 100 20 5 21 +1 -5 - 3 1 1 Forces standing, Hard knockdown on airborne opponent, Ground bounce on crouching counter hit
Low Step Kick f+LK L 60 16 3 24 0 -3 Whiff: SM,EX,SA,CA 1 1 0 Forces standing, Stagger (+35) on standing counter hit, Knockdown on airborne opponent
High Step Kick f+HK H 120 10 4 17 +1 0 Whiff: SM,EX,SA,CA 3 4 0 Float on airborne opponent, Whiffs on crouching opponent
Fake Kick HK > HK - - - - 13 - - - - - - Input HK between frames 1-3 of Standing HK
High Tiger Shot qcf+P H 75 12 - 29 +1 -4 - 3 3 0 -
High Tiger Shot EX qcf+PP H 50x2 12 - 29 knockdown +3 - 3,4 0,0 0 -
Low Tiger Shot qcf+K H 70 13 - 33 -3 -9 - 3 4 0 -
Low Tiger Shot EX qcf+KK H 50x2 13 - 31 knockdown +2 - 3,4 0,0 0 -
Tiger Uppercut LP **LC f,d,df+LP H 120(100) 4 8 45 knockdown -40 - 4 3 0 Invulnerability frames 1-4, Airborne frames 4-39
Tiger Uppercut MP **LC f,d,df+MP H 140(110) 5 10 46 knockdown -43 - 4 3 0 Invulnerability frames 1-5, Airborne frames 5-43
Tiger Uppercut HP **LC f,d,df+HP H 150(120) 6 12 44 knockdown -43 - 4 3 0 Invulnerability frames 1-6, Airborne frames 6-44
Tiger Uppercut EX **LC f,d,df+PP H 80,30x4 3 13 48 knockdown -34 - 4,5,6,7,8 1,1,1,1,9 0 Invulnerability frames 1-9, Airborne frames 7-44
Tiger Knee LK **LC f,d,df+LK H 70,40 8 14 17 knockdown -8 - 3,4 3,4 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 10-24
Tiger Knee MK **LC f,d,df+MK H 70,50 8 16 18 knockdown -11 - 3,4 3,4 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 10-26
Tiger Knee HK **LC f,d,df+HK H 80,60 8 14 25 knockdown -16 - 3,4 3,4 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 10-29
Tiger Knee EX **LC f,d,df+KK H "30x3
" 8 15 14 wall bounce -3 - 3,3,1 0,0,2 0 Chargeable: 51F for Super Art, Airborne frames 11-26
Tiger Genocide qcf+KKK H 50,30x4,40,20x5 3 11(20)23 47 hard knockdown -42 - 10,10,10 0,0,10 - 60 frames cinematic freeze before attack begins, Invulnerability frames 1-5, Airborne frames 16-89
Cross Art **LC qcf+MP+MK H 150+ 9 2 50 switch -30 - 3 - - 73 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 10 4 20 -3 -7 - -
Far HP **LC H 63 10 3 29 -7 -12 - -
Far MK H 42 9 3 21 -3 -7 - -
Far HK H 35,28 5 2,3 29 -7 -12 - Whiffs on crouching opponent
Close MP H 42 7 4 20 -1 -7 EX,SA,CA Forces standing
Close HP **LC H 63 10 3 26 -4 -9 - -
Close MK H 28,14 7 2,2 23 -4 -8 1st hit: EX,SA,CA -
Close HK H 35,28 5 2,3 28 -6 -11 1st hit: EX,SA,CA 1st hit: Forces standing, 2nd hit whiffs on crouching opponent
Crouch MP **LC H 42 5 3 24 -6 -10 EX,SA,CA -
Crouch HP H 63 8 3 27 -5 -10 - -
Crouch MK L 42 7 3 21 -3 -7 EX,SA,CA -
Crouch HK L 63 8 3 33 hard knockdown -16 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP, cr.MP xx dp+HP (270)

(0bar, easy)


Hit Confirm Combos

  • cr.LK, cr.LP, cr.MP xx dp+HP (213)

(0bar, medium)

  • cr.LK, cr.LP, cr.MP xx dp+MK(1), cr.MP, cr.MP, cr.MK xx dP+HP

dp+MK could become dp+LK for more consistent float state depending on spacing and opponent hurtbox (0bar, corner, hard)


Post-launch Combos

  • cr.mp, cr.MK x dp+HP or dp+HK

(0bar, easy)

  • cr.MP, cr.MK, cr.MK xx dp+HP

(0bar, hard)

  • f+HK, dp+HP

(0bar, hard)

  • cr.MP, cr.MP, cr.MP, cl.HK(1) x dP+HP

(0bar, corner, medium)


Advanced Combos

  • cl.HP, cr.MP xx dp+KK, j.HP, cl.HK(1) xx dp+HP (358)

(1bar, midscreen, easy)

overhead

  • f+HP, cr.MK x dp+HP

(0bar, counterhit on crouching enemies, easy)

low

  • f+LK, j.HK, cl.HP, cr.MP xx dp+HP

(0bar, counterhit on standing enemies, medium)


Combos Into Supers

  • N/A

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