Super Street Fighter IV AE/Sagat

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Sagat

SSFIV-Sagat Face.jpg

Sagat held the title of World Champion of the Street Fighter circuit until his defeat at the hands of Ryu. The defeat not only scarred him physically, but mentally as well as Sagat became obsessed with revenge. In fact, his desire to defeat Ryu grew so strong that he joined M. Bison's Shadaloo organization solely on the promise of a rematch with Ryu. However, as Sagat's goals of defeating Ryu continued, he began to question himself and whether the obsession was eating away at his very soul. After seeing what effects the desire for revenge had on Dan Hibiki, Sagat slowly began turning his hatred of Ryu into a form of respect. Has Sagat turned a new leaf?


In a nutshell

Sagat is a zoning character who specializes in confusing his opponents with his unique high/low fireball mixup, then punishing the opponent when they think they have room to breathe. Sagat's high/low Tiger Shots have always been a force to be reckoned with ever since Street Fighter II. They allow him to control the pace of the battle and eliminate many of the opponent's options. Despite being slow, the reach on his normals is incredible, second only to Dhalsim and Seth by extension. In addition, he can also apply offensive pressure with his ambiguous Tiger Knees and a variety of feints. His greatest weakness is against characters who can keep up with the speed of his fireballs, or have good defensive games, or have speedy rushdown offensive games.

Players to Watch

Ryan Hart, Bonchan, Sanford Kelly, Leslie, Weak Sauce

Moves

Unique Attacks

Name
Command
Notes
Heavy Tiger Elbow
F.png + Hp.png
High.png
Low Step Kick
F.png + Lk.png
Low.png
High Step Kick
F.png + Hk.png
Fake Kick
immediately press Hk.png again after performing Hk.png

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
Low Tiger Shot
Qcf.png + K.png
Ex.png
Tiger Uppercut
Dp.png + P.png
Ex.png
Tiger Knee Crush
Dp.png + K.png
Ex.png Armorbreak.png
Angry Charge
Qcb.png qcb + K.png
Consumes 1/4 Super Combo Gauge; Powers up next Tiger Uppercut

Super Combo

Name
Command
Notes
Tiger Genocide
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Tiger Destruction
Qcf.png qcf + 3k.png
Tiger Cannon
Qcf.png qcf + 3p.png


AE ver. 2012 Changes

Angry Charge

Changed Tiger Uppercut damage during an Angry Charge from 140 to 150 for light, 160 to 170 for medium, and 240 to 250 for EX version.


Crouching Medium Punch

Expanded strike hitbox for deep hit.


AE Changes

  • Damage on Standing Light Kick is increased when both hits get connected
  • Tiger Uppercut's damage is increased when connected at the 1st or 2nd active frames.
  • Angry Scar now changed to Kick button


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 sp/su 6 3 4 +4 +7
Close Strong.gif HL 85 100 40 sp/su 7 4 11 -1 +2
Close Fierce.gif HL 110 200 60 - 10 3 15 0 +4
Close Short.gif HL 20*30 30*20 20*20 sp/su*- 4 1*3 9 -1 +2
Close Forward.gif HL 60*60 50*50 40*40 sp/su*- 7 2*2 12 0 +3
Close Roundhouse.gif HL 80*40 100*100 60*20 sp/su*- 5 2*3 18 -3 +1 [1st hit] forces stand
Far Jab.gif HL 40 50 20 sp/su 5 3 5 +3 +6
Far Strong.gif HL 90 100 40 - 10 4 9 +1 +4
Far Fierce.gif HL 120 200 60 - 10 3 15 0 +4
Far Short.gif HL 20*30 30*20 20*20 sp/su*- 5 1*3 9 -1 +2
Far Forward.gif HL 80 100 40 - 9 3 11 0 +3
Far Roundhouse.gif HL 80*40 100*100 60*20 su*- 5 2*3 18 -3 +1 [1st hit] forces stand
crouch Jab.gif HL 30 50 20 sp/su 3 2 9 0 +3
crouch Strong.gif HL 70 100 40 sp/su 5 3 10 +1 +4
crouch Fierce.gif HL 110 200 60 - 8 3 15 0 +4
crouch Short.gif L 30 50 20 sp/su 5 3 5 +3 +6
crouch Forward.gif L 65 100 40 sp/su 7 3 15 -4 -1
crouch Roundhouse.gif L 100 100 60 - 8 3 21 -6 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 5 12 - - -
Jump up Strong.gif H 90 100 40 - 6 4 - - -
Jump up Fierce.gif H 140 200 60 - 7 5 - - -
Jump up Short.gif H 50 50 20 - 7 7 - - -
Jump up Forward.gif H 90 100 40 - 5 6 - - -
Jump up Roundhouse.gif H 130 200 60 - 7 6 - - -
Jump forward Jab.gif H 50 50 20 - 7 7 - - -
Jump forward Strong.gif H 90 100 40 - 11 10 - - -
Jump forward Fierce.gif H 120 200 60 - 7 5 - - -
Jump forward Short.gif H 50 50 20 - 7 6 - - -
Jump forward Forward.gif H 90 100 40 - 7 11 - - -
Jump forward Roundhouse.gif H 120 200 60 - 7 4 - - -
Overhead Right.gif+Fierce.gif H 100 150 60 - 20 5 16 -3 +2 Only +1 hit advantage vs. crouching opponents
Right.gif+Short.gif L 50 50 20 sp/su 16 3 16 -1 +3 Forces stand, 15~16f cancellable
Right.gif+Roundhouse.gif HL 100 200 60 sp/su 13 3 16 -1 +3 [Air hit] limited juggle knockdown, pursuit property, 1~11f cancellable
Fake Kick - - - - - - - Total 16 - - Activated by pressing HK twice within 3f
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 90 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.94 140 160 40 - 3 2 20 - - Hard knockdown
Back Throw 0.94 140 120 40 - 3 2 20 - - Hard knockdown
Tiger Shot Punch.gif HL 65 100 10/20 su 11 - Total 39 -2 +2 14~15f cancellable, cannot hit crouching opponent
Tiger Shot Punch.gif EX.gif HL 70*50 50*50 -250/0 su 11 - Total 39 +1 - pursuit property, 14~15f cancellable, cannot hit crouching opponent
Tiger Shot Kick.gif HL 60 100 10/20 su 12 - Total 45 -7 -3 pursuit property, 14~15f cancellable
Tiger Shot Kick.gif EX.gif HL 70*50 50*50 -250/0 su 12 - Total 45 -4 - pursuit property, 14~15f cancellable
Tiger Uppercut Jab.gif HL 120[130](AC 150) 200[100] 30/40 su 5 8 28 + After landing 16 -31 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~8
Tiger Uppercut Strong.gif HL 120[140](AC 170) 200[100] 30/40 su 5 10 28 + After landing 16 -33 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~10
Tiger Uppercut Fierce.gif HL 120[160](AC 180) 200[100] 30/40 su 5 12 27 + After landing 16 -34 - 1~5f Invincible, 6~7f unthrowable, 8f~ airborne, [counter-hit] opponent floats higher, [] refers to active frames 3~12
Tiger Uppercut EX.gif HL 120*20x4(AC 170+20x4) 150*20x4 -250/0 su 5 5*2x4 30 + After landing 17 -39 - 1~11f Invincible, 9f~ airborne, [counter-hit] opponent floats higher, 2nd-5th hit pursuit property, block advantage based on 1st hit
Tiger Knee Short.gif HL 90*30 100*100 20/16*16 su 7 2*12 3 + After landing 13 -10 - 13f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee Forward.gif HL 100*40 100*100 20/16*16 su 7 2*14 3 + After landing 14 -13 - 13f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee Roundhouse.gif HL 110*50 100*100 20/16*16 su 7 2*12 8 + After landing 16 -18 - 11f~ airborne, armor break, 2nd hit pursuit property
Tiger Knee EX.gif HL 100*40*40 100*50*50 -250/0 su 7 3*6*6 3 + After landing 10 -1 - 10f~ airborne, armor break, 2nd-3rd hit pursuit property
Angry Scar - - - -250/- - 1+0 - Total 13 - - Increases next Tiger Uppercut damage to LP:150 MP:170 HP:180 EX:170+20x4, gives armor break and pursuit property
Super Combo Jab.gif HL 50x7 0 -1000/0 - 1+0 3(1)3(2)3(16)2(1)3(1)2(1)2 43 + After landing 14 -38 - 1~2f Invincible, 1~17f 31f~ airborne, untechable limited juggle knockdown, pursuit property
Super Combo Strong.gif HL 50x7 0 -1000/0 - 1+1 3(1)3(2)3(16)2(1)3(1)2(1)2 39 + After landing 14 -34 - 1f Invincible, 2~18f 33f~ airborne, untechable limited juggle knockdown, pursuit property
Super Combo Fierce.gif HL 50x7 0 -1000/0 - 1+2 3(1)3(2)3(16)2(1)3(1)2(1)2 45 + After landing 15 -42 - 1~2f Invincible, 3~19f 34f~ airborne, untechable limited juggle knockdown, pursuit property
Ultra Combo 1 HL 35x7*42x5*45 0 0/0 - 0+10 5x4(12)3(2)3*10 15 + After landing 36 -48 - 1~14f Invincible, 15~35 50f~ airborne, untechable limited juggle knockdown, pursuit property, 7th hit goes into animation, guard advantage based on 4th hit
Ultra Combo 2 HL 48x8 0 0/0 - 0+11 - Total 104 -25 - 1~10f Invincible, pursuit property
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes