Character: Sagat Version : 2.0 Game: Capcom Vs SNK Millionaire Fighting 2001 Formats: Arcade, DC, and even the PS2 Author: Flexe AKA Darth Hazzard, AKA Shin Piccolo in shoryuken forums Email/Death threats/Hate mail/Marriage proposals: Agekrs1@hotmail.com Disclaimer: This faq was produced, created, typed etc by me. Under no circumstances is it to be used for profit, or promotional purposes. If you would like to use this faq on your website, email me prior to putting it up, the contents of this faq must not be changed. If you fail to acknowledge this, then you'll feel the full wrath of the English legal system. Oh yeah. ================= Misc boring stuff ================= I'm not exactly correct in calling the Tiger Uppercut the Tiger Uppercut. The Tiger Uppercut is Sagat's anti-air from SST2 and hits a maximum of two times. The Tiger Blow hits five times or seven times if your playing any games in the Alpha serise. The Tiger Knee and Tiger Crush have different commands. However I have written this faq in semi "old skool stylee" so sometimes I may refer to the Tiger Blow as the Tiger Uppercut and the Tiger Crush as the Tiger Knee. I just want to make sure that every one knows what move I'm talking about. I also assume that you are at least a semi proficient player, and know words such as Links, buffering, anti-air etc. If you are not please consult any faq written by James Chen. Now onto the serious stuff. ============ Introduction ============ I've been playing as Sagat albeit not seriously from the days of Super Street Fighter 2 Turbo. When I got Alpha 3 I decided to take the Muay Thai champion more seriously. I'm now quite proficient at using him and have taken the courage to write my tactics and strategies and face the likely possibility of constructive criticism. I do not proclaim to being the greatest Sagat players out there but I'm reasonably good with him. I got some good news for you Street Fighter veterans out there. The good news is, that Sagat, "the king of keep away" has been restored back to former glories, well almost anyway, but thats good enough for me to start wrecking shop with him. The bad news is that he is not SS2T Sagat, he is a completely different fighting machine, that is by no means a negative comment. It just means your going to have to alter you play, especially against those pesky P and K groove players who have the ability to parry or just defend your Tiger shots, anyways more about that later. READ ON! ======================== Strengths and weaknesses ======================== Main strengths + The good thing about playing as/learning to play as Sagat is that he is very different from your average shoto or shoto clone. He's not a Ken type "rush that shit down" character, and he plays very differently to Ryu. I rarely come across Sagat players and many people have problems facing him. + Has decent strength and priority on moves + Unrivaled range. GOTTA LOVE THAT STANDING ROUNDHOUSE + Very good super moves, both damaging and quick. + He takes damage relatively well. He has a vitality bar of 14800 + Lots of anti air manouvers. Tiger uppercut, standing Fierce, Standing Roundhouse, Tiger Crush. + Other characters match up bad against him. Main Weaknesses - He's hella slow - Big target, so expect some "Sagat only" combos - Many people believe that the keep away tactic is cheap and the people who claim Sagat is "well OVERPOWERED!!!" - He can't jump for shit - Oh yeah did I mention he's hella slow ================ Why choose Sagat ================ , Why shouldn't you pick Sagat should be the question, excuse the cliche. Sagat is a very strong, versatile character. However, Sagat does have a number of weaknesses, it is the objective of this faq to identifiy them and make you an all round better player. Speed - As I've already said, Sagat is below average speed. "Hella slow" was over exaggerating a little. His walking, and dashing speeds are a little below average. His low jump is useful as it gives your opponent less time to do an anti-air attack. His roll, however is quite slow, so beware. Priority - Sagat has relatively decent priority. His Tiger Crush will stuff a lot of attacks, and his level 3 supers have heaps of priority. His Tiger Uppercut will still lose to the shoto's shoryuken if done simultaneouslly. Strength - Ahh yes, one of Sagat's stronger aspects. Unlike other characters, Sagat doesn't need to pull off a combo with a high quanity of hits to get the most out of him. Simply concentrate on the quality of the moves you do not the quantity, remember that hit for hit, Sagat can dish out lots of damage. Offence - Sagat's offence is pretty good. He has very long range pokes, only bettered by Dhalsihm all of his pokes recover well. His Tiger Knee has now almost Godly status, great priority, and recovery. A majority of his normal attacks can be comboed into for great damage. Sagat is also very good at gaurd crushing his opponents. If they have been effectively locked down, their guard bar should be rapidly depleting, thats if they even have a chance to block :) when they have been gaurd crushed, you can follow up with the combo of your choice. Defence - Sagat has a very solid defence. Although his Tiger Uppercut hasn't got shoryuken like priority it will in a majority of cases handle jumpers. His standing Tiger Cannon can be used as a psedudo anti air super. He has long ranged pokes which can keep him a safe distance away from his foe. Mixing up the Tiger shot high and low versions as well as altering speed can and should play games with your opponents meaning it is neigh on impossible to get close to Sagat and begin presurrising him. Aireal ability - Sagat lacks a serious air move with supreme priority. Unlike the shotos, and some of their clones such as Dan and Sakura, his lacks a high priorty hurricane like move is detremental but this shouldn't deter you. If jumping in it's best to use the jumping roundhouse. =========== Groovy Baby =========== I guess you know about the new grooves, and the two old grooves which have been revamped. If you know all about the grooves skip this section, if not, read on baby!. If you desire more detail about the six grooves available, please consult shoryuken.com or mmcafe.com (mad man's cafe) ********************************************************************************************** C Groove: Features Dashing, Air Blocking, Rolling, Counter Attacks, Level 2 Cancelling, and Tactical Recovery. *********************************************************************************************** This groove is much like A/Z ism in Alpha 3 and similar to Capcom groove in Capcom Vs SNK 1. Your character can store upto 3 levels of super bar at any time, fundamentally meaining you have access to Level 1's, Level 2's and Level 3 supers. Level 3 being the most damaging. A special mention must go to Level 2 cancelling which is sometimes known as "Super cancelling." This function means you can do a Level 2 super and then cancel into a Level 1 super, providing it juggles your opponent. Tiger Raid into Tiger Genocide will not juggle your foe, therefore the combo is not possible. You can also do a Level 2 super and tack on a special move An example of this is after a Tiger Genocide you can do a Tiger Uppercut. Increasing the overall damage. This groove, in my opinion, is the most versatile, and features the most special functions. This grooves main disadvantage is the lack of offensive options. Parrying and Just Defence allow for safe jumping, whilst the SNK grooves all have run, however this doesn't matter to Sagat as this groove is perfect for zoning characters such as Guile and Sagat. Statistics: Meter gains 4 points on a hit, 1.3 on a guard, 0.4 when attack is missed. Meter also rises when hit by opponent or guarding attacks. Power up: Lv1: x1.01, Lv2: x1.02, Lv3: x1.05 ********************************************************************************************** A Groove: Features Dashing, Counter Attacks, Rolling, and Safe Falls. ********************************************************************************************** Much like Vism in Alpha/Zero 3. However it is vastly different. Firstly every move juggles, meaning you can do repeated Tiger Uppercuts without having to whiff a move. You can cancel a normal move into another normal, specials into another special, normal into special and special into a normal attack. There is one bar which must be completly full before you active an A combo. When your bar is at 50% you can initiate Level 1 supers. Also when you active an A combo, before your metre is completely depleted, you can still active your level 1, meaning you can do a combo then use your level 1 for extra damage. Another new feature is the ability to do a combo, then active your A combo. Statistics: Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed. Meter also rises when hit by opponent or guarding attacks. When executing the Custom combo, 5 frames of time where only the player can move exists, allowing for an attack if the opponent is not already guarding. ********************************************************************************************** P Groove: Features Parrying, low jumps, dashes and tactical recovery. ********************************************************************************************** The groove for all us/you Third Strike and SF3 fans, however parries have been toned down, as there is considerably less time to retailiate after a successful parry. Level 3 supers are only available in this groove, and the meter builds up very slowly. Parrying does however mean you will or should control the skies. Anti-air's such as Shield kick and Cammy's Cannon Spike are easily punished. When playing a P groove player, and they are audacious enough to try a jump in, give them something to think about and take them out with a Fierce Tiger uppercut. Parrying multi hit moves are difficult. You can also resort to moves which make air block futile. Standing Rounhouse, Standing Fierce, Standing Fierce when your opponent is close to you, basically for players jumpung deep are all perfect examples of moves that are good anti air attacks and cannot be air blocked. Statistics: Meter gains 1.1 points on a hit, 0.4 on a guard, 0.1 when attack is missed. Meter also rises when Parrying, getting hit by the opponent or guarding attacks. Parrying input lasts for 8 frames on ground and 7 frames in air if lever is positioned neutral within 3 frames after input. If a direction is held, the parrying will last 4 frames instead. ********************************************************************************************** S Groove: Features Run, Low Jump, Counter Attack, Safe Fall, Dodge, unlimited level 1 supers when low on life. ********************************************************************************************** Revamped from the previous incarnation of CvS, it is basically Extra Mode from the King of the Fighters serise. When you are in the red, you can perform unlimited level 1's, which could come in useful for chipping purposes. Level 3's are only Accessible when in the red and your meter is fully charged. Statistics: Meter rises when powering up, and also when hit or guarding attacks Max Meter: x1.15 (Lasts for 166 counts on timer) (Note that the 15% damage increase does NOT last for 166 seconds. It lasts for 16.6 seconds.) ********************************************************************************************** N Groove: Features Run, Roll, Low Jump, Counter Attack, Counter Roll, Safe Fall ********************************************************************************************** This is the Advanced Mode from KOF. You build up your meter normally, until you have the ability to "bust your bar" or "break your stock". During this time, you have access to level 3 supers, however you only have 15 seconds to use your super. One major perk of this groove is that your character gains a 20% strength bonus. This is very useful for Sagat as he is not a particular super relieant character and he can use the stocks to remain powered up during the fight whilst having access to his supers. The main weakness of this groove is the opposite to C groove. It has a vast lack of deffensive options. No air blocks, parries or just defence means you won't be very jump happy, not that Sagat players are notorious jumpers. Statistics: Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed. Meter also rises when hit by opponent or guarding attacks. Max Meter: x1.2 (Lasts for 150 counts on timer) ********************************************************************************************** K Groove: Features Run, Low Jump, Safe Fall, Just Defend, Rage Gauge. ********************************************************************************************** Straight outta SNK's Garou Mark of the Wolves AKA Fatal Fury 4. You have the ability to Just Defend moves. This is a backwards parry, instead of tapping forward on a moves impact, you press backwards. By Just Defending you gain chip damage from the move you successfully Defended, this comes in useful in particularly close matches. The Rage Gauge is taken from Samurai Spirits. You get hit, your meter builds, and it builds hella fast. You can also Just Defend to gain meter. When your meter is fully you have access to level 3 supers and a, wait for it........ a crazy as damage bonus of 35% for 18 seconds. Also a 10% damage increase on level 3 supers. The perks in this groove are unbelieavable and are just up Sagat's street. Statistics. Meter gains 1/12th the bar when Just defended. Meter also rises when hit by opponent, but not when guarding attacks. Just Defence input lasts for 6 frames- if the lever is moved during the time, the Just defence will lose its input. When executing multiple Just Defences, the lever must be put to neutral for 6 frames after the Just Defence input has ended, or it will not take effect. During MAX: (Lasts for 18 sec's on timer) Normal moves: x1.35 Special moves: x1.3 Super moves: x1.1 ********************************************************************************************** Groove features and their uses ********************************************************************************************** This is just a quick run down of how to perform each feature on every groove and also what they do and what they can be useful for. FORWARD DASH: TAP FORWARD TWICE (C.A.P. GROOVES) This is great for surprise attacks on unsuspecting foes. It doesn't go particularly far, and it is slightly below average speed. use this sparsely, you should be able to catch a few unspecting foes with a quick dash. Remember you cannot block during the dash animation. BACK DASH: TAP BACKWARDS TWICE (All GROOVES) Sagat launches himself backwards. Useful for avoiding atttacks, and also giving yourself some breathing space. Like the forward dash it doesn't go far and you cannot block during this phase. RUN: TAP FORWARD TWICE AND HOLD (S.N.K GROOVES) Instead of dashing you can now run. This is useful as you can pressurise your opponent a lot quicker than by using dash. Lastly you cannot run backwards, meaning back dash is still used. Sagat's run speed is average, but the downside of the run is that Sagat looks like a goon. SUPER JUMP: DOWN, UF/UB It is your basic jump but higher and faster. As it is higher it covers more ground. It gives you the possibility of avoiding projectiles and the like whilst giving you the opportunity to launch an attack. Sagat's standard jump distance is not particular far, this is only marginally better. AIR BLOCK: HOLD IN THE OPPOSITE DIRECTION TO YOUR FOE WHEN AIRBORNE (C GROOVE ONLY) Thank goodness air block is back. Rememeber you can only air block moves which leave the ground. Blocking in the air is useful for blocking many anti-air attacks ranging from Guile's Shield kick to shoto's shoryuken's. You cannot however block ground based moves, such as Ken's D + HP The uppercut, Akuma's standing roundhouse, Sagat's standing roundhouse (get the picture?). Air Blocking is useful when you block anti-air moves with a lot of lag, leaving you time to punish your opponent. A case example would be blocking Guile's shield kick as you will actually land before Guile leaving you time to punish. All of Sagat's supers are good at punishing as they are pretty fast, but perhaps your best bet is your Tiger Cannon, low or high depends on Guile's height. If you are close it would be better to do a Tiger Genocide. TACTICAL RECOVERY: PRESS AND HOLD THREE PUNCHES WHEN FLOORED (C.P GOOVES) Fundamentally, Safe Fall from CvS. This delays the time it takes for your character to get back on their feet when you have been floored. This is very useful, as you can mess your opponents Meaty attacks and wake up attempts. LOW JUMP: TAP UP AND DO NOT HOLD (S.N.K.P GROOVES) From Garou MOTW. I haven't used low jump a lot. I'm not sure if it opens any combo possibilities, but it is good for pressurising your opponent. Feedback on the low jump would be useful. COUNTER ATTACK: F+MP+MK WHEN BLOCKING (C.A.S.N GROOVES) Remember Alpha counters? well this is the new name for Alpha counters. Like Alpha counters, the damage is pitiful. Only use it to avoid chip damage on multi hitting supers. This takes some Super bar. ROLL: LP+LK (C.A.N GROOVES) Rolls are watered down from CvS. They actually have recovery time. It is very easy to throw someone whilst they are near the end of the roll animation. The roll is invunrable to low attacks and can be used to escape corners, although Sagat should never be in a corner. SAFE FALL: PRESS TWO PUNCH BUTTONS JUST BEFORE BEING FLOORED (A.S.N.K GOOVES) Fundamentally the opposite of tactical recovery. Instead of taking more time to get up, Sagat will proceed to roll back and rise to the ground quickly. Very useful to mess up peoples Meaty and wake up plans. DODGE: LP + LK (S GROOVE ONLY) By doing a dodge, Sagat will sidestep into the background and avoid all incoming attacks, except for throws. Unlike normal rolls, Dodges do not have any recovery time meaning you can block when coming out of a Dodge. COUNTER ROLL: BACK OR FORWARD AND LP+LK (N GROOVE ONLY) When activated, Sagat will counter with a roll instead of an attack, hence the name. Utilise when you've blocked supers such as Balrog's rushing punch super, Ken's shoryureppa, Blanka Ball etc then punish with the move of your choice. Most likely a Tiger Cannon, or if your in range a Tiger Genocide. PARRY: TAP FORWARD ON THE IMPACT OF YOUR OPPONENTS MOVE (P GROOVE ONLY) By doing this you will have the ability to counter your opponent. Do not use laggy moves as your opponent may be able to either block, or parry your counter attack. Parrying has been toned down, compared to the SF3 serise as it is harder to punish after a successful parry. Also parrying multi hit moves are very difficult. Just thank goodness that Sagat's Tiger Uppercut hits 5 times :P JUST DEFEND: TAP BACKWARDS ON THE IMPACT OF YOUR OPPONENTS MOVE (K GROOVE ONLY) Basically blocking at the last minute. By just defending in the air, you'll be pused back. It's even harder to counter attack after a successful Just Defend than it is for a parry. However you will gain meter and a small amount of life after a successful Just Defend. LEVEL 2 CANCELLING: (C GROOVE ONLY) C groove players can do a level 2 super and follow with a special move or a level 1 super providing it juggles. This means Sagat can obtain level 3 damage from a level 3. There are C groove only combos later on in the faq. Level 2 cancelling can also protect you when you miss time a super. E.G You miss time a level 2 Tiger Genocide. Cancel it with a LK Tiger Knee which recovers well, your opponent won't expect it and you jump to safty or proceed to attack. Don't overuse or your opponent will begin to anticipate this technique. Mix it up with projectiles and the odd LP Tiger Uppercut, although they are not as safe as the Tiger Knee. ====== Legend ====== To make this FAQ easier to use, read and design I have produced a legend which is a short way of displaying a command for a move, but first here are the basics: Forward = F Backward = B Up = U Down = D Light punch = LP (Jab) Medium Punch = MP (Strong) Hard punch = HP (Fierce) Light kick = LK (Short) Medium Kick = MK (Forward) Hard kick = HK (Roundhouse) Commonly used terms - QCF - d,df,f (Hadoken/ Tiger shot movement) - QCB - d,db,b (Hurricane movement) - DP - f,df,f (Dragon punch/ Tiger Uppercut movement) - HCF - b,db,d,df,f - HCB - f,df,d,db,b (Red Fireball movement) - UF - uf (up forward eg jumping into an opponent) - UB - ub (up backwards) - AIR - Means you can perform the move in the air ********************** Standard Move analysis ********************** This is an analysis of Sagat's normal moves. Remember that his pokes have incredible reach, however with incredible reach comes big recovery time. Read on. ----Light Punch ---- Standing: Sagat elbows his opponent in the face. This move is very quick, however it lacks both range and strength, and its made virtually obsolete against some of the smaller characters. It is, however good to use in combos and combos into all of Sagat's specials. I refrain from using this due to the poor range but its very useful in combos. You can't chain this into another jab or short. Crouching: A quick punch to the midsection. It has slightly better range than the standing jab, decent priority and very good recovery. Like the standing jab, this can't be chained but you can do a super move after a successful hit. Best used amongst other pokes for a poking pattern. It can also be used to get your opponent to block so you can follow with a throw or a close St. HK which must be blocked high. Jumping: Sagat leaps forward with his arm vertically outstretched. Don't use for jump ins as they are quite difficult to land, use this in an arieal conflict. ----Medium Punch---- Standing: Similar to his standing jab, however it has much better range and the recovery is a lot worse, it is also easily duckable. It can at least be comboed into a ground Tiger Shot or Tiger Crush. I tend to stay away from it. Crouching: Again like the crouching jab with worse recovery and better damage. It has good range, best used in combos or as an alternative to the crouching medium kick. Jumping: Sagat punches upwards, never ever use for jump ins its primary and only function I use it for is in an air to air battle. It does moderate damage, and its best to use it against characters that have very high jumps or are doing super jumps. ----Hard Punch---- Standing(far) Sagat does a long reaching punch, it has incredible range, and strength. Its a an average poke as if it is blocked you can be punished whilst recovering. Also don't become too predictable with this move as it will become roll bait. It does however have decent priority. Also use this to punish missed timed moves as it has decent range and strength. Standing(close) Sagat does a powerful uppercut which is very useful in combos, it is incrediably laggy so make sure you hit with it. It can be comboed into every special and super combo you have, best used after a successful jump in. This can also be used as an anti air move, only if your opponent is jumping in deep. Crouching: It has both excellent range and power, and it is also comboable. With this comes poor recovery, I tend to use the crouching medium punch as its superior speed will stuff other pokes. If you connect its easily bufferable into a super. Jumping: Sagat punches with his arm vertically outstretched. It's primary function is in an air - air battle, it can be used as a jump in move but I advise to use the Jumping Hardkick for jump ins. ----Light Kick---- Standing: Sagat aims a kick to his opponents shins. It hits twice and must be blocked low. It has awsome recovery, great range and can be used as a move to fake out your opponents. You can combo into a special or super move, you'll have to cancel after the first hit of the kick. Crouching: This is Sagat's only move that can combo into itself. This move is very quick but has very limited range, its best used when poking close to your opponent and within combos. It can be easily comboed into a ground tiger shot to push your opponent away from you. Jumping: Sagat's cross up. Use this on floored opponents to "wake up into" then proceed with a combo. It has dreadful range, however it should be utilised in some situations. It can be used to tick throw, or as a jump in very deep. ----Medium Kick---- Standing(close): Like the Standing Light Kick, this hits twice when close. It has great range, and can be comboed out of, like the st.LK you must cancel after the first hit of the kick connects. If blocked combo into a ground tiger shot (A typical Sagat :p) It has decent recovery, you'll be using this a lot. Standing(far) Only hits once, and you can't combo out of it. It has good range but can be considered roll bait, you can use the St.LK to fake your opponent out who may roll leaving you with a number of options, such as a throw, combo into super etc. Crouching: It lacks the priority and speed of the crouching strong, but has better range and it combos into everything. I'm not sure if it can be comboed into a Tiger Uppercut, maybe its just me, I'll investigate further. Best to use a ground Tiger shot to push your opponent away upon a successful landing of a crouching medium kick. Beware when you use this as the recovery isn't as good as some of his other pokes. Jumping: Sagat leaps forward with his leg stetched out vertically in front of him. This is an effective jump in as it can be comboed off of easy, you don't have to hit deep with this. To top it off it can be used in air-air battles providing your opponent is not above you (if they are above you use either the medium or hard punches) ----Hard Kick---- Standing(close): A two hit kick, the first hit is aimed at the chest while the follow through kick is directed to your opponents head. Hit is comboable after the first hit. It has awsome range (A phrase you'll be used to hearing by now) and is rather sluggish, if blocked you'll be hit whilst recovering. It's useful to use as an anti air attack as it cannot be blocked, it is roll bait so use wisely and with caution. Standing(far): One hit kick, does not combo but has great range. A good move to counter whiffed moves. Crouching: A basic footsweep. It floors your opponent which leaves them open to a cross up, but Sagat can counter more effectively with the crouching medium kick as it is comboable and has range compareable to this. It recovers very slowly. Try not to use this to "punish" missed timed shoryuken's and the like, its a bad habit and a hard one to shake. ********************* Special Move analysis ********************* Sagat's special moves are all very useful. A majority of them knock your opponent down, well the Tiger Uppercut and the Tiger Knee. All of his moves are crafted to lock your opponent down. ============================================ Standing Tiger Shot: D, DF, F + P ============================================ Sagat puts both of his hands together in front of him and shoots out a projectile, while saying "Tiger". The strength of the punch determines the speed of the Tiger shot. This move can be ducked under, especially by some of the smaller characters. It's good to use this to take out jump happy opponents, although it can be air blocked. When used in conjunction with Sagat's other special moves, you can use this move to lock down your opponent into a corner or just force them to keep their distance. Like other projectiles, this can be used to nulify other projectiles, it also combos out off any bufferable mediums or heavy attacks. The move does have some delay and as Sagat streteches forward he becomes an easier target to hit, the moves recovers okay. Fundamentally, this move is a long range poke, use it to distance yourself from your opponent and after your opponent is floored always chuck out either a high or low Tiger shot to force them to block and proceed to pummel them with projectiles. ============================================ Ground Tiger Shot: D, DF, F + K ============================================ This has similar properties to the Standing Tiger shot. Sagat crouches down while putting his giant hands together. This is a Tiger shot but it is ground based. If you mix this up with the high Tiger Shot, Tiger Uppercut and Tiger Knee you can easily keep your opponent at bay. You can combo this from a Standing fierce which will force your foe back. This has the same recovery as the standing Tiger shot and it should be utilised on a regular basis. ============================================ Tiger Knee/Crush F, D, DF + K ============================================ Sagat lunges forward, leading with his knee, while he shouts "Tiger Crush". This is what I call an all purpose manouver. Anti-air, you got it, poke attack you got it, punisher you've got it, you want a high priority attack you have it all right here. This combos off of all Sagat's bufferable attacks and does pretty decent damage. The strength of the kick button determines the distance of the attack, the Light Kick version does the least damage whilst recovering the fastest. The move itself is very fast and can be used to stop jump ins, it can punish moves on recovery and as Sagat leaps off of the floor it will beat out all footsie based moves. This move is imperative to Sagat's attacking options. It's very difficult to punish this move and if your opponent attempts to sweep while you are recovering you can pull out another Tiger Knee and beat them out. This inflicts good damage on your opponents gaurd bar and its very useful when gaurd crushing your opponent. As it knocks down, you can set up a Meaty attack or go for a cross-over. This move also gives Sagat good mobility making him advance on his opponent. ============================================ Tiger Uppercut/Blow F, D, DF + P ============================================ Basically this move is Sagat's version of the shotos Shoryuken. Sagat will leap into the air, leading with his fist. This move now only does 5 hits with Hard Punch, I guess it was to give P groove players a chance to parry it, although they still find it difficult to successfully parry all the hits. The punch button used, determines both the strength, and recovery of the move, with Light punch doing the least damage whilst recovering the fastest. In combos use the Hard Punch version to maximise damage, when being used for its primary function, as an anti air, use the Light Punch version and hit your opponent deep. Sagat has very limited range on this attack, it is very easy to punish a missed time Tiger Blow. You can use this as a wake-up attack if your opponent is "crowding you" but it's best to use the Tiger Knee as a wake up attack. This can combo off of Sagat's moves which hit close, such as Up close Standing Fierce punch. It also has great priority, I'm guessing not as much as a shoto DP (would Capcom ever do that :P) but it'll surfice to handle most jump ins at worst it'll trade hits. Against characters with high priority jump ins, those shotos jabs and shorts being prime examples you should use the fierce Tiger Uppercut and aim to hit deep, this will beat pretty much all high priority jump ins whilst your Light punch Tiger Uppercut will trade or get beaten out. ******************* Super move analysis ******************* Sagat's supers are both damaging and versatile. You must use them when you have the opportunity to maximise the damage you inflict on your opponent. In C groove the punch button determines the level of the super you use. Light Punch = Level 1 Medium Punch = Level 2 Hard Punch = Level 3. The higher the level the more damage, priority and hits the super will inlict or have. ====================================================== Standing Tiger Cannon: D, DF, F, D, DF, F + P ====================================================== Sagat chucks a multi hitting projectile. Although this is the least damaging of Sagat's supers it still has its uses. First of all, it can be utilised as an anti-air super. It cannot be blocked whilst airborne, but it doesn't have any invincibility frames so a well timed attack can cancel it. Do not aim this super deep or you run the risk off being hit out of it. As it is a multi hitting projectile, it will nulify single hit projectiles such as a hadouken and it will continue to travel, however one of the projectiles in the Tiger Cannon will be lost. Do not do this move at distance as it can be easily ducked. *************************** Recommended ways to land it *************************** As a pseudo anti air attack After any bufferable moves Punish whiffed moves ====================================================== Ground Tiger Cannon: D, DB, B, D, DB, B + K ====================================================== This is the same as the Standing Tiger Cannon but it hits low. It cannot be used as an anti air but at close range it can be used to inflict chip damage or to gaurd crush your opponent. Like the Standing Tiger Cannon, the damage isn't that great. The recovery is ok, don't use it at distance as it can be easily jumped and it is likely you'll be punished. *************************** Recommended ways to land it *************************** When relatively close to chip your opponent After a crouch forward ====================================================== Tiger Raid: D, DB, B, D, DB, B + K ====================================================== Sagat advances extremely quickly whilst shouting "Tigeeeeerrrrrrr Raid" He does a flurry of kicks and ends in a flaming kick. The first hit is directed low so it must be blocked low. This does pretty decent damage, however not as much as the Tiger Genocide. The priority on this attack is pretty good, just make sure it connects or you will be punished. *************************** Recommended ways to land it *************************** When playing footsie games with your foe. After a Standing Fierce/medium/crouching medium After a cross-over ====================================================== Tiger Genocide: D, DF, F, D, DF, F + K ====================================================== My favourite super, and the most damaging. Sagat proceeds with a Tiger Crush, followed by a jab Tiger Uppercut which hits mulitply times and finishes with a fierce Tiger Uppercut. This super has a large invunrability window, it will beat out all specials and normals. I've yet to be beaten out of a level 3 Tiger Genocide. It will also out-prioritise all footsie type moves as the super begins with a Tiger Crush and has awsome priority. A simple combo involving a Tiger Genocide does insane damage. Do not use this as an anti-air as only the first hit will connect and it will not juggle your opponent. The move also advances a little so its possible to counter attack whiffed moves. *************************** Recommended ways to land it *************************** When playing footsie games with your foe. After a Standing Fierce/medium/crouching medium After a cross-over Counter attack whiffed moves ***************************** What groove is Sagat best in? ***************************** This is a very good question, but I'll answer it as best I can. P GROOVE - Well Sagat gains the parry, which has been dramatically watered down. It's a lot harder to efficiently counter after a successful parry so the parry becomes less and less desirable. He also gains a level 3 only super bar, which is a negative aspect. Unlike N and K groove he doesn't get a damage bonus. The bar fills very slowly. Conclusion: It's not really worth playing P groove Sagat. To many negative aspects and the lack of super cancel or damage bonus is detrimental to his play. S GROOVE - I don't really use this groove much. However there are no damage bonuses and level one supers whilst not in the red does Sagat no real favours. Charging your bar in CvS2 is a lot slower than in the previous incarnation. Level 3's are only available when your in the red, when you are almost dead. On the plus side, you do gain a lot of extras such as running, dodge, and safe fall which can be very useful. Conclusion: With practice this can be a very good groove. However don't rely on level 1 supers to win a match. N GROOVE - The fact that Sagat gains the run means he can more effectively zone his opponent. Unfortunately there is no air block and level 2 cancels. He does however gain a nice damage bonus when he busts his stocks. This can and will be a very scarey time for your opposition. The threat of the super and the damage bonus will shift your foe into deffensive status allowing you to pressurise them. However do you really need to go on the offensive when Sagat can defeat his opponents from afar without the risk of being easily counterd. EG Being on the offensive against a level 3 Ryu, one wrong move and you'll fall victim to a shinshoryuken, if your zoning him he has no way to connect with the shinshoryuken and he's not as great a threat. Conclusion: Sagat is very good in N groove, a worth while play. K GROOVE - Gains the low jump, which I need to experiment with more and Just Defence. Just Defend is useful as you gain a pixel of energy after a successful JD. You can control the air also, but you'll be pushed back after a Just Defend making it harder to counter. You gain a huge damage bonus, this alone warrents this as one of Sagat's grooves of choice. The lack of level 2 cancel is made up by the damage bonus. Conclusion: A strong candidate for his primary groove. A GROOVE - I don't know to many effective custom combos but when they are discovered, this could become a very good groove. Currently there are better grooves available. He only has level 1's, and they take 50% bar, the priorty of level 1 supers are very low and they can easily get stuffed by a well timed Fierce attack or high priority special move by your opponent. Despite this CC are still effective, every move can juggle your opponent unlike Alpha 3 Custom combos, you can also combo into a custom combo not to mention the variety of custom combos around. These range from your standard midscreen combos, to corner only combos to the very beneficial Anti Air CC's. Conclusion: Practice in this groove and it may become very effective. C GROOVE - My groove of choice. Sagat has the ability to do level 2 super cancelling. This means you can cancel a level 2 super into a level 1 or a level 2 super into any special move. This is a great feature. It means you can attain level 3 damage whilst only using a level 2, and the combos look very impressive in this groove. Air blocking is available in this groove, meaning it is relatively safe to do jump ins, the operative word being RELATIVELY. However, it's imperative that you remember that moves, which are executed on the ground negate air block. EG Ken's Crouching Fierce, Rock's Standing Fierce, Ryu's Standing Roundhouse. ********************* Strats and techniques ********************* Take note of this advice and I promise you, you'll always present your opponent with a headache. "A good Sagat will never throw out a laggy move at random, leaving your opponenent with NO CHANCE to roll and go into a throw. I will list all the laggy moves you need to beware of. Crouching Roundhouse - Many people instinctively use this on missed anti air attacks and the like, try not to as there are much better ways to punish whiffed moves. You can be hit recovering from this. There are also much better ways to punished whiffed or mis-timed moves. Standing Roundhouse - If this is blocked, you can be hit whilst recovering. Its best to use this move when its at maximum range. Try to refrain from using it when up close. Projectiles. - Both his crouching and standing Tigers can be very easily punished, don't use this at close range, the fact that Sagat's hands are outstrectched make him an easier target to hit. Also don't use the Standing Tiger shot in combos as if you mess up the timing it can be ducked. With the Crouch Tiger shot, your opponent will be forced to block. Fierce Tigeruppercut - If blocked, or you whiff this, you could lose around 40% or more engery from a easily timed combo into super. Its advisable that you use the jab Tiger uppercut as it has less recovery time. Aim to hit this move deep, basically at the last minute and when your opponent is very close to you as it lacks the range of other anti - airs such as Ken's shoryuken. Don't purposely kill someone with a move that chips (only if the match is very close) If your opponent is close to death, try and win via a throw, or a normal move. Only do a special if they cannot block, whilst they are recovering. This is my perogative I hate when people kill via chip damage. It is wise to make note of the groove your opponent has chosen. Remember in all SNK grooves they have a time limite to use their super. Its also useful as you can prepare yourself for each of the grooves features. Expect N groove users to use Safe Fall a lot etc. When your SNK playing foe has a level 3 you can either run away or go into an attacking pattern forcing them to block multiply moves until the threat of a super is over. In most cases its best not to crowd your opponent whilst they are floored as a well timed or high priority attack will have you reeling. However, that's not to say don't crowd your opponent at all. Mind games are very useful. If you wish to fight up close and personal, a crouching forward when your opponent is just getting up is a good combo starter. You can mix this up by throwing out some low jabs but block just before your adversery retailates leaving them open for your preordained nastyness. If they block low, use one of Sagat's overhead's St. Hardkick close will do the job nicely. Or you can simply throw them. Sometimes I jump straight up and come down with a Fierce kick, this will hit all characters crouch blocking. Mix it up. Standing Roundhouse and Standing Forward - These two moves are roll bait. Use and abuse that Standing short as it recovers a hell of a lot quicker than either of the above moves. If you miss time a level 2 Tiger Genocide, cancel into a Tiger Crush after the intial Tiger Crush of the Tiger Genocide, or after the first hit of the Tiger Uppercut. Try not to get into this prediament in the first place but cancelling will mean your opponent will have less time to effectively punish you. Is that all I hear you scream, well don't worry, these are my superficial strats. I'll go more in depth in a later version, remember all feedback is welcomed. So if you have any advice or disagree with anything I've written, simply write a quick email. ***************** Throws and setups ***************** Sagat has two throws. Both are useful, they also do solid damage. I believe Sagat's throw range has slightly decreased since CvS. Tiger Rage - My personal favourite of the two. Sagat graps his opponenet and continues to knee them in the mid section. It does slightly more damage than his other throw. Tiger Carry - More useful than the Tiger Rage. Sagat graps his opponent and proceeds to toss him over his shoulder. This is very useful as you can begin to attack with your projectiles and lock your opponent down. Now onto the interesting stuff, the throw set ups. Credit due to SRK members for their posts on throw set - ups 1: Whiff jump in - This is extremely useful against characters with poor anti airs and some Geese and Rock players who may attempt to counter jump in's. Also P players and K groove players who will parry or Just Defend a jump in. Basically jump in and whiff a move with quick recovery and decent priority, a jab will surfice. When you land quickly throw your opponent. Not the best set up in the world however it can still be utilised. 2: After flooring certain opponents eg Guile. Jump directly into the air and block. The Guile player will most likely do a Shield Kick which will be blocked and you can throw him when he lands. More useful than set up one but cannot be repeatedly used. 3: Dash into throw. Sagat's dash isn't the best but this could be utilised against characters with laggy moves. Haohmaru's standing fierce if blocked could in theory be punished in this fashion. 4: On floored opponent. Cross-up (Light kick) => roll => block wake up attack => throw. This is a very good trick. Seeing as Sagat's roll is short it means this should be utilised in play. Avoid using against Safe fall happy players as they can punish the initial crossup. 5: Poking pattern => throw. Sagat can use his jab and short to poke. When your opponent becomes used to seeing crouching jab, crouching short, crouching forward, Tiger. Mix it up and put in a throw after the crouching short or jab. 6: Run => Dodge => Throw. S Groove only. Run into your opponent. Your dodge will miss their inveitable counter attack. When their recovering throw their ass across the screen. 7: This isn't a set-up its more of a given. Throw to counter rolls. Your opponent will become used to you throwing out that Standing Roundhouse of yours and may attempt to roll it when their in its range. Fake your oe out with a standing short. This may get them to roll. When they are in the latter stages of their roll animation, throw them. 8: Roll => throw. A bit risky as its easy to be thrown out of rolls. A routine I use is a blocked Tiger Crush => roll => throw. After the blocked Tiger crush your opposition will attempt to counter, seeing as the Tiger Crush recovers so well you can roll and throw them whilst they are recovering from their counter attack. ******************* Special Move Combos ******************* These combos can be used in any groove and they involve the use of special moves and not super combos. When in N groove or K grove, these combos do much more damage. I'll start my combos with a jump in but a jump in isn't always the best set up for his combos. Just remember you can totally ommit the jump - ins from the combos. I've only listed 3 combos thus far. It's not difficult to discover his combos so I'll leave the rest to you. I've listed all of Sagat's bufferable moves in the following section for your convience. 1: Jump in Roundhouse => Crouching forward => Roundhouse Tiger shot. All Sagat players should know this combo. The Tiger will push your opponent away so it can give you some breating time. You'll be throwing out the crouching forward a lot so this combo should become second nature. It also does fair damage. 2: Jump in Roundhouse => Crouching forward => Roundhouse Tiger Knee A stronger variation of the above combo. Well not really a variation as such. It's a more useful combo as it knocks your floors your opponent leaving them open for a variety of follow ups. Perhaps a meaty attack, gives you time to back off and if your cockey (or should that be stupid) you can taught. 3: Jump in Roundhouse => Standing Fierce => Fierce Tiger Uppercut A nice hard hitting combo. *************** C Groove Combos *************** The following combos can only be done in C groove. Combo 1: Jumping Fierce => Standing Fierce => Standing Tiger Cannon Level 2 => Ground Tiger Cannon Level 1. This combo does heaps of damage but is a corner only combo. Combo 2: Jumping Roundhouse (deep)=> Standing Fierce => Level 2 Tiger Raid => Ground Tiger Cannon Level 1. Another of Sagat's more damaging combos. This can be used anywhere on screen. Try and use this more than combo 1 as you can use the Tiger Raid to out do footsie players or do it on wake up and proceed with the combo. The timing may be hard for beginners. Combo 3: AKA Lock down combo. Standing Fierce => Level 2 Tiger Genocide => Standing Tiger Shot. This will send your opponent a large distance away from you. You'll then be able to lock them down. Its very practicle and the damage is OK. Remember to let the Tiger Genocide to completly finish. Combo 4: Standing Fierce => Level 2 Tiger Genocide => Tiger Crush. A more damaging variation of the above combo, can be used anywhere. Combo 5: Corner only Standing Fierce => Level 2 Tiger Genocide => Tiger Uppercut. Does decent damaging but the timing is a little difficult. Combo 6: Corner only Standing Fierce => Level 2 Tiger Cannon => Tiger Uppercut. Very nice damage and easy to do. I'll update this once I discover any more, or any combo vids discover some. This isn't a list of each and every combo Sagat has available to him. Listing all the variations of the combos will be very time consuming. However I'll provide a list of Sagat's bufferable moves. From this you'll be able to work out the remainder of Sagat's combos. - Standing/Crouching Jab/Light Punch - Close/Crouching Strong/Medium Punch - Close Fierce/Hard Punch (The uppercut not the far reaching punch) - Standing/Crouching Short/Light Kick (Standing hits twice, cancel after first hit) - Crouching Forward/Medium Kick - Close Standing Roundhouse/Hard Kick (Hits twice, cancel after first hit. You have to be close to your opponent.) ***************** All groove Combos ***************** The following combos can be executed in all grooves except A. *************** A Groove combos *************** I need to play in A groove a lot longer to devise some more devestating combos. If you have any good combos you would like to share, please email me.
These combos can only be done in A groove.

Combo 1: Jumping HK => Standing HK (1st hit only) => Repeated LP Tiger
	 Uppercuts. When your meter is low, either do a Tiger Genocide or Tiger 
Cannon.

Combo 2: Jumping HP => Standing HP => HP Tiger Uppercuter => activate Custom
	 combo => HP Tiger Uppercut => HP Tiger Uppercut => HP Tiger Uppercut, HP 
Tiger
	 Uppercut => Tiger Genocide - From Drunken game player in the Orochinag 
forums. NB:
	 Make sure your that most of the hits on the Tiger Uppercut connect,
	 otherwise the damage isn't very good.

Combo 3: Jumping HK => Standing HP => LP Tiger Uppercut => Standing HP.
	 Repeat till your bar is almost depleted, then do a tiger Cannon or Tiger 
Genocide.

Combo 4: MP Tiger Uppercut => close S.fierce => roll x4 => HP Tiger Uppercut 
=>
	 Standing Tiger Cannon.

Notes:   Roll the instant your S.firce connects. Can be used as an anti air
         combo or a midscreen. This combo is Gunter's from Srk. forums.

Combo 5: DON'T START IN THE CORNER LP Tiger Uppercut canceled into a Roll
         immediately. Repeat, rinse and lather until bar is almost depleted.
         Follow up with a Standing Tiger Cannon.

Notes:	 I actually haven't tried this out. I just thought, in theory this
         combo SHOULD work it may it may not. Wonder what the damage is 
like?
	 feedback welcome.

========
Feedback
========

All the feedback (if any) from this faq will be placed in this section.
In some cases I will comment on the feedback. All feedback is welcome,
permitted criticisms are constructive.



===============
Sagat biography
===============

Name: Victor Sagat

Hair: He's a baldie

Blood Type: B

Date of Birth: 2 July 1956

Height: 226 cm 7.4

Weight: 109 kg

Street Fighter Rivals: Sagat rivals Ryu, after Ryu defeated him in the first
                       Street Fighter tournament. As we all know, Ryu 
finished Sagat
                       off with the with the fabled Shoryuken, which left 
Sagat with the huge
                       scar across his chest. Which has become his symbol 
driving him on
		       seeking revenge. After his defeat at the hands of Ryu,
                       Sagat devised his own Anti-Air
		       attack, the Tiger Uppercut. He also rivals Dan, as Sagat killed his
		       father. Dan's dad made one of Sagat's eyes useless, and in a blind
		       rage (pun intended) Sagat brutally killed Dan's dad.
                       Lastly he rivals his one time student, Adon. Adon 
believes that
                       Sagat has disgraced Muay Thai by loosing to Ryu.
                       He now believes he has what it takes to defeat his 
mentor.

SNK Rivals: King, Joe - They are both Muay Thai fighters.

Birth Place: Thailand

Fighting Style: Muay Thai

==============

Special intros
==============

Sagat has a number of special intros which depends on who he is fighting.

- ChunLi (against all "evil" characters)

She points at them with her finger and says "Kanneshinasai!", which means
"Surrender!"

-King vs Sagat

King says "Aite ni naru wa", this means "I will be your opponent".

-Kim (against all "evil" characters)

Kim says "Aku wa yurusan!" which means "Evil can't be forgiven!"

-Ryu vs Sagat

Sagat's scar glows while he puts his hand over it. Sagat laughs and prepares
for battle. Ryu is tightening the belt on his GI.

-Dan vs Sagat

=============
Win Animation
=============
These are Sagat's poses after he wins.

1: Sagat goes into a thinking pose, his hand on his chin, grins then laughs.
2: Sagat looks towards the screen, crosses his arms over his chest and
   proceeds to laugh.
3: Sagat goes into his thinking pose and says "Try again geek"

==========
Win Quotes
==========

After reading this faq you should be used to reading Sagat's victory quotes,
so for no apparent reason I'm going to include them in this faq:

"Challenge me anytime! I'll always be here!"

"You should not have challenged me!"

"My Power is without question!"

"I despise your useless pride!"

"a true warrior can win under any circumstances!"

=============
Up and coming
=============

In the next update, expect a lot more of everything. Specifically, more
combos and a more in depth strategy. If there's sufficient demand, I may 
write a
Ken or Ryu faq, depending on demand and my lazyiness or lack off.

================
Revision history
================

Version 2.0 Second version, tightened the format, added quotes and a 
feedback strategy.
Completed on 26th September 2002

Version 1.0 First version (hence the name) need to go in depth with the
strategy. Completed on 06th Match 2002.

=======
Credits
=======

Kibagami 	- Obtained Sagat's special intro's from his excellent vocal
		  collection faq.
SRK. 		- For stats on the grooves.
Gunter		- Used an CC from one of his posts.
Chen		- Awsome faq writer and the combo king.
Nameless	- To the guy that emailed me Sagat's win quotes
You. 		- For reading the faq.