SvC Chaos: SNK Vs Capcom/Sagat

From SuperCombo Wiki
สกัด, Sagat
"Had enough, have you? This makes you now one of life's losers."
Difficulty Mostly Easy
Max Mode Needed? Doesn't Need It
Tier Placement Pretty Good (B)
Standing Hitbox ?
Crouching Hitbox Short
Defense Modifier 223
Wall Jump No

Introduction

Sagatfacesvc.png

Sagat, the Emperor of Muay Thai, is a Street Fighter staple boss character, debuting as the final boss in the first Street Fighter to challenge Ryu, the results of which giving him his scar on his chest. As one of many shotos, Sagat focuses on zoning and playing keepout with Tiger Shot fireballs that go both high and low, making him quite frustrating to approach in the right hands. SVC decided to take a more drastic turn with Sagat's design, however: low Tiger Shot no longer hits low, taking away a key part of Sagat's design. He is still fairly capable, so it's not the end of the world, but giving the opponent less reason to block low doesn't do him any favors as a zoner in a game where the strongest of characters are all zoners.

Strengths Weaknesses
  • Easy to play and learn: Sagat's pretty much a shoto, with high and low fireballs, and his only other specials are DP moves that are easy to learn how to use. Beyond that, he's a zoner with good pokes and nothing else in the way of complexity. He's a very self-explanatory character.
  • Shoto like character that can both zone and punish: His two-way fireballs allow Sagat to zone more effectively, on top of his large buttons with good reach. With front step, he makes good use of punish opportunities by spending for super and can even anti-air effectively.
  • Reliable DP and super: Anti-airing with DP is quite easy with Sagat, packing a large hitbox that comes out quick. His supers are strong punish tools, also.
  • Damaging combos, especially with Exceed: The very few combos Sagat has all hurt and are easy to do. If he has meter, then that makes things even better, so he at least gets reliable damage when punishing the opponent.
  • Chances are no one knows the matchup in this game: There are few Sagat players, so there's a good chance that your opponent won't know how to deal with him. It's also worth noting, that although Sagat doesn't do as much, what he does do he does well enough to put up a fight, giving him a slight advantage.
  • Just happy to be here: Everyone else in the roster is grumpy when they're fighting. Meanwhile, Sagat's smiling the entire match, just look at that happy camper enjoy his time in SVC! How wholesome of him!
  • Few cancellable moves: Sagat has no light confirm combos, and he can't even do a heavy into db.D like the other shotos can. If he throws a button out, he's committing to it. And if the button is cancellable, the only potentially safe option is to cancel it into fireball.
  • Generally unsafe hitboxes: Some of Sagat's hitboxes on his normals and his DP specials are unusual. As is typical of SNK design, his normals tend to have larger hurtboxes than they do hitboxes, or have tiny hitboxes. And with his DP specials, they have a chance of whiffing.
  • Almost no Max Mode options: Sagat could have benefitted from Max Mode, but instead he gains almost nothing from it, making his few combo options and lack of cancellable buttons even more obnoxious to deal with.
  • Ground projectile no longer hits low: The most baffling design choice by SNK when adapting Sagat, his low fireballs can now be blocked standing, effectively eliminating a lot of risk from the opponent in defending against Sagat and hurting his zoning tremendously. Any time Sagat throws a fireball, there's much less effort for the opponent to avoid them altogether.
  • What he does have, other characters do better: Sagat isn't a bad character, but he doesn't do anything noteworthy either. When bosses aren't a factor, he tends to fare better in the meta, but with bosses, the lack of combos and buttons he can safely throw out in neutral shreds him apart as he struggles to keep up. Anything he has, someone else can do better.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 7 14 +1 -1 -
  • A fast punch in the opponent's face. Cancelable, but cannot combo on itself. Whiffs on low crouching characters.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 12 25 -6 -8 -
  • Bad move, really. The startup is bad for a Light attack, and you can think that it hits low, right? I'm sorry, but you're wrong. But this move has something that the s.A moves don't have. It doesn't whiffs on low crouching characters. If the opponent is abusing of the crouching state, this move can be an option. Wait, it's not only that. This move is not cancelable, but this move is Super cancelable, in which means that this move can be canceled on any Super Move, but don't use, because they will not connect. Just avoid this move if you want.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 3, 8 17 34 -8 -10 -
  • His best cancelable move. Can be used as an anti-air on some cases. This move is the best to combo, and the damage is nice, so combo with it when you want to punish your opponent.

cl/st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - cl.D= 6 ; st.D= 7 3, (1), 6 cl.D= 18 ; st.D= 19 cl.D= 34 ; st.D= 36 2nd= -4/-5 2nd= -6/-7 -
  • A two-hit attack with nice reach. When you're far, it's a good poke to use on tall characters. If you're close, you can cancel only the first hit and the second whiffs on low crouching characters. The damage of the first hit is good, so cancel it when you want. You can combo with the second hit only on the Max Mode.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 7 15 +1 -1 -
  • Sagat performs an attack with his elbow. Sadly, this is not a rapidfire move. The damage is normal for a light attack, and this move is cancelable. Whifs on low crouching characters.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 5 10 23 -3 -5 -
  • One of Sagat's pokes. His foot extends far away, and the damage is normal for a Light attack. Not cancelable, but it's a fast kick. Use ONLY on poke situations.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 8 19 34 -7 -9 -
  • One of Sagat's pokes. Not cancelable and whiffs on low crouching characters, but the damage and range are nice for a poke. Now just decide if you will use f.B or f.C on poke situations(You can use the two of them if you want). f.C has better damage, but whiffs on the low crouching characters(The opponent generally will not crouch on poke situations, but you need to know that). f.B has better range, don't whiffs on the low crouching characters and it's faster, but the damage is worse.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 9 17 -1 -3 -
  • Fast punch, cancelable, but it's not a rapidfire move, sadly.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3 8 16 +1 -1 -
  • Quick kick, low damage, cancelable, as always.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 8 14 30 -2 -4 -
  • Nice reach, but not so good as a poke(He has better options). The damage is nice and this move is supercancelable only(And the Supers can connect with this move).

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 7 14 29 SKD -3 -
  • Quick kick that knocks down. Can be used as a low poke, and only that.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 19 - - - - -
  • Neutral Jumping Attack
  • A straight punch. Nice defensive and air-to-air move, but neutral jumps are something rare on this game. Use if only on defensive ways if you want.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 11 - - - - -
  • Diagonal Jumping Attack
  • A quick attack with the elbow. Your reliable air-to-air weapon. Can be used on combos, but it's hard to do that.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 13 - - - - -
  • Neutral Jumping Attack
  • A knee that aim down, I think. You can use when your opponent don't have a high jump, which can be rare.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 8 - - - - -
  • Diagonal Jumping Attack
  • A kick with nice reach. Good to use when your opponent is far away, and only that, I think.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • The damage is nice, but can be hard to combo on some standing characters because of the attack hitbox. Good to use on tall characters.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 8 - - - - -
  • Neutral Jumping Attack
  • Strange kick that aims up. Use this only when the jump is finishing, in that way you can surprise your opponent sometimes. If the opponent has a higher jump than you, use it.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 8 - - - - -
  • Diagonal Jumping Attack
  • Sagat's best move to combo. This move has a nice reach, so you can use this to hit your opponent in the air too.

Command Normals

Tiger Hook
f.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Well... It's almost the same as Ryu's f+A. It's an overhead attack that can be used on the opponent's wakeup. Comparing this move with Ryu's, Sagat's f+A has better startup, but does only one hit and the damage is decent. Ryu's f+A does two hits and the damage is(a little) better, but has worse startup. The recovery of them is the same. It's not cancelable and don't knocks down.

Tiger Tail (cr.MK)
db.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It's Sagat's cr.MK, his best low-hitting move. It's almost the same as The Shoto's db+D in this game. Why almost? You cannot cancel a normal move into this move, sadly. The attack has the same animation as Sagat's cr.D, but a little faster and don't knocks down, so you can use this as a low poke if you want. It's cancelable and it's simple to use on basic combos.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Tiger Shot
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Some people call this only "Tiger"(probably because of Street Fighter 2). This is Sagat's classic projectile that he had since the first Street Fighter game. Use with his zoning abilities. This move has some "Bad Things", because almost all of the characters can duck under it(This move whiffs against Choi standing). It negates normal projectiles, but whiffs against some projectiles, like: Iori's QCF+P or even Sagat's Ground Tiger. (Characters that cannot duck under this move: Demitri, Hugo, Earthquake, Shiki and Genjyuro).

Ground Tiger Shot
qcf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be called "Ground Tiger". He had this move since the second SF game, and this make this move a classic move, but in that game, this move hits low. In this game, forget this rule. This move is easy for the opponent to jump over, so you can avoid this, but if you want to use, use with his zoning abilities, against those ground projectiles or as a meaty fireball.

Tiger Uppercut
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Sagat's classic DP. Abuse of this when your opponent jumps over you. The classic DP rules are here too(Invincibility and those things) The A version does a short leap and only one hit, I think it's better as anti-air. In the C version the leap is longer and can do up to 5 hits(If the opponent is in the air you can do less than 5 hits), so use this version in combos only.

Tiger Crush
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • This move can be called classic too. Sagat performs an attack with his knee that does 2 hits on each version. I recommend you to use the B version only, because it goes further, and the D version leaves you more open for some GCFs.

Super Moves

Tiger Cannon
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
A= 31x4 ; C= 30x6 A= 34 ; C= 33 Mid A= 2x4 ; C= 2x6 0 0 X - - - - - - -
  • Avoid it if you want. The same rules on the Tiger(Special move) can be applied here. It destroys normal projectiles, so you can use in a projectile war if you want. The characters that cannot duck this move are the same. It whiffs against Choi standing. This move don't lose hits when it absorbs normal projectiles(unlike Ryu's Shinkuu Hadouken). If the last hit don't connects with the opponent, he will not be knocked down(Try this: cl.B and this move). C version is a little faster.

Ground Tiger Cannon
qcb x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
A= 31x4 ; C= 30x6 A= 34 ; C= 33 Mid A= 2x4 ; C= 2x6 0 0 X - - - - - - -
  • Almost the same as above, just that is hits lower and, of course, cannot be ducked. The same rules of the Ground Tiger(Special move) can be applied here. It's easy to jump and block, so you can avoid this. C version is a little faster.

Tiger Raid
qcb x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
B= 38x6 ; D= 38x7 46 Low (1st) > Mid B= 2x6 ; D= 2x7 0 0 X - - - - - - -
  • His best super, I think. The damage is nice, and the first hit needs to be blocked low, so you can use this on combos or when the opponent will get up. The opponent will be on a jugglable state after the last hit(On each version), but you can connect something only on the corner. The best followups will be on the combos section.

Exceed

Tiger Genocide
Qcf.pngQcf.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
(22x6)+(48x6) 26, 56 Mid (2x6)+(2x6) 0 0 X - - - - - - -
  • His classic SF2 Super, but here it's an Exceed, so you can use it only one time. Sagat performs an Tiger Crush/Knee, followed by two Tiger Uppercuts. Sagat has invincibility up to the first Uppercut. The damage is nice, and it can be a followup for the Tiger Raid. More details on the combos section.

Strategy

Basic Strategy

Sagat's Gameplan

His gameplan is only to mix your High/Low Tiger Shots while you're far from the opponent(I think that's his plan on any game, but here, he's kind of unique) by using your pokes, command moves and meaty projectiles(That's what they call "Zoning") and to try to land the Tiger Raid to combo in the corner(Can be hard depending of the matchup). Sagat don't have good Max combos, so if you're in Max Mode, just use Super Moves. And if you know the basics on how to play with Ryu on any game, you can try to use those basic tactics(He's a Shoto here, remember?).

Advanced Strategy

Resets

Well... Resets are really important here, because they can lead to more damage. And with Sagat, this is true. Remember the combo above? He could juggle with his Super. But what if we don't use the Exceed after it? Let's try this:

(Corner only) [Jump Attack] cl/cr.C, QCB(2x)+K, cl./cr.C(Don't cancel it)

Yeah, you can think: But and the damage? Here is a phrase that I learned from a pro fighting game player: "What matters in fighting games isn't 'how you do damage', is 'how can I get to the damage'." When I heard this, I started to think about that. And later, when I saw a video with many resets in a tournament, I thought more, and then I found this damaging reset above. So, what can I do after the cl./cr.C hits?

  • First, don't cancel it(You already knew that).
  • Second, analyse your opponent. See if he/she is blocking high/low in wakeup situations(Resets are like... Faster wakeups).
  • Third, react to the reset. I putted cl./cr.C, because with the cl. version, you'll have more time to think, and the opponent can have more time to react. With the cr. version, you'll have less time to think, but the opponent will have less time to react too(If you time well, I mean). It's up to you now.
  • Fourth, do a low/overhead move. If you have meter, you can do something like cr.B, QCF(2x)+K, DP+C/DP+K/Exceed. If you don't have the meter, just do the same combo, but without the Super. Now for the overhead variant: (After the reset) f+A(It's an overhead, remember?), DP+C. This combo only works in Max Mode. You can even repeat the reset, by doing that combo, and then cr.A(As a low), the Super, cl./cr.C many times.

If you're having trouble with this, I found a video with it. Click [1] <- here, jump to 3:48 and good luck.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) db.D, qcf X TBA TBA TBA TBA The classic Shoto combo "cr.MK + Fireball". You don't need to add the jump attack sometimes, because this can be hard to use on those small characters(Choi and Zero), but it's not impossible. Easy if you want to begin. The damage is decent. You can use this combo if you land the db+D as a poke to push your opponent if you want(But will not connect).
(j.X,) cl.C, dp X TBA TBA TBA TBA Sagat's cl.C is his most damaging cancelable move, but it whiffs against those low crouching characters, so watch out if you want to use. In this combo, DP+C is the best choice, because it does more hits and more damage. The DP+K does only one hit on this combo.
(j.X,) cl./cr.C, qcb x2 K, dp C TBA TBA TBA TBA Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed.
(j.X,) cl./cr.C, qcb x2 K, dp K Corner TBA TBA TBA Simple combo, really. If you get used to this, you can use the Exceed after the QCB(2x)+K part(more details on that will be on the Advanced Strategy), but those two are only options if you don't have/don't want to use the Exceed.
(j.X,) cl./cr.C, qcb x2 K TBA TBA TBA TBA
(j.X,) cl./cr.C, qcb x2 K, Exceed Corner TBA TBA TBA That's his most damaging combo. It's not so hard to do, but to get the most damage, the first uppercut needs to whiff, and the second uppercut needs to hit the opponent, so you need to time well. Button holding for this combo is actually not a good idea, because if you button hold, despite Exceed coming out immediately, it will make the last hit of the first DP does not whiff, thus dropping the rest of the Exceed and allowing the opponent to recover before Sagat. I think it does 75% of damage on the opponent's health. The opponent will be with only 25% of health, so they can use their Exceed after this combo.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Strategy
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken