Super Street Fighter 2 Turbo/Sagat: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 36: Line 36:
Can pass through fireballs, but doesn't have much horizontal range. You can add a HP Uppercut in the corner after the super.
Can pass through fireballs, but doesn't have much horizontal range. You can add a HP Uppercut in the corner after the super.


= '''Remixed Changes''' =


This section refers to HD Remix (360 / PS3)
Modified moves:
                Tiger Knee: Changed to F, D, DF + Kick. Can be juggled. Always
                            Knocks down. Damage and Dizzy reduced because of
                            juggle ability.
                Fireball: Recovery is better than N. Sagat but worse than Old
                          Sagat. (in between)
                Uppercut: HP is one hit instead of 5.
                Super: Has more range and always knocks down if it hits. Is a
                      reversal move now.
                Standing LK/MK: Second hit of each move cannot be canceled into
                                special moves.
--added by: [[User:MJ| _MJ_#R]]


= The Basics =
= The Basics =

Revision as of 23:32, 21 September 2010

Introduction

Color Options

New Sagat Colors

New Sagat's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (April 30, 2007)


Old Sagat Colors

Old Sagat's color options in Super Turbo
Old Sagat's input code is UDDU. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (April 30, 2007)


Moves List

Normal Moves

Special Moves

  • Tiger shot=Sagat's main projectile. QCF+P it is key to Sagat's style of strategy. O.Sagat can cancel his s.Mp into a tiger shot,IDEAL for keep-away!
  • Ground Tiger Shot+Sagat's ther projectile. This make Sagat the only one to mix-up his projectile. Changing between High and low Tiger shots no longer is as godly as in Champion Edition.
  • Tiger Uppercut=Sagat's anti-air.DPF+P. O.Sagat's DP is very damaging,and due to it being one hit,the damage it does is always the same.

Super Move

Tiger Genocide: D,DF,F x 2 + Punch

Can pass through fireballs, but doesn't have much horizontal range. You can add a HP Uppercut in the corner after the super.


The Basics

Taken from DarksydePhil's post at: http://forums.shoryuken.com/showthread.php?t=97281&page=4

From far away, throw low tigers to pin them down. When they jump, Tiger uppercut of they are close enough, if not do standing FP to knock them out of the air.

When jumping, always use jump RH, it magically beats a million things and does massive damage on connect. If you happen to land a jumping RH, combo into either: 1. low forward kick, roundhouse tiger shot (sometimes dizzies) 2. stand light kick (1-2 hits depending on distance), roundhouse tiger shot 3. if you land DEEP, 1-2 hit standing forward kick with OPTION of either 1-hit Tiger uppercut or roundhouse tiger knee for 1-2 hits.

Basically what you want to choose as your combo depends on your distance from your opponent. If you want to go for a quick dizzy and you've landed deep enough, go for the low forward kick into tiger shot. However, this doesn't always combo if you're not close enough and also doesn't always dizzy. A more reliable combo is option 2, where the stand light kick ALWAYS connects for 1-2 hits and then the tiger shot is guaranteed. If you get lucky enough to connect the jump RH and you land deep, do the standing forward and judging on the results, either cancel into Tiger uppercut after 1 hit or go for the gold with the 2-hit tiger knee if the forward is deep enough to land twice.

What do you do if your jump RH doesn't connect, and they block? In that case either do a blocked standing light kick into tiger shot, or just do the roundhouse tiger shot by itself as soon as you land. This will keep them pinned and taking a bit of block damage.

Now if you end up close, O.Sagat has two awesome options. One is simply his low roundhouse, which is very fast, has decent range, and does a crapload of damage. If you time it right, you can play a wicked game of footsies that will really damage the opponent if they're just slightly out of range and keep whiffing, and you just sweep to punish them afterwards. The other option is just stand light kick, with the option of following with a roundhouse tiger shot. This is good for guaranteed block damage and you don't have to worry about missing and getting counter-swept, since the stand light kick has considerable range and keeps them blocking.

My only warning with O.Sagat is getting over-zealous. DON'T do too many "psychic" tiger uppercuts or you will be getting your ass handed to you. Also, don't try to play TOO many footsies with stand short or crouching roundhouse and just assume you're going to hit every time...sometimes you can get stuffed with DPs or special moves and it can get frustrating to get back to your "zone game" when the opponent has control of the round after a knockdown.

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. O.Sagat (self):

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief: