

Sagat
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







































































crossup








Unique Attacks














must be done very quickly
Throws









Special Moves






















Super Combo


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