Capcom vs SNK 2/Sagat: Difference between revisions

From SuperCombo Wiki
Line 302: Line 302:
=='''Special Moves'''==
=='''Special Moves'''==


 
Tiger Shot - QCF + Punch
 
qcf+P
LP 800 -11/-11 10/44
LP 800 -11/-11 10/44
MP 900 -12/-12 10/45
MP 900 -12/-12 10/45
HP 1000 -13/-13 10/46
HP 1000 -13/-13 10/46


qcf+K
Ground Tiger Shot - QCF + Kick
LK 700 -12/-12 12/45
LK 700 -12/-12 12/45
MK 800 -13/-13 12/46
MK 800 -13/-13 12/46
HK 900 -14/-14 12/47
HK 900 -14/-14 12/47


dp+P
Tiger Uppercut - DP + Punch
LP 1800,900 down/-35 3/15/35  
LP 1800,900 down/-35 3/15/35  
3 frames full body, 4 frames lower body
3 frames full body, 4 frames lower body
Line 324: Line 322:
7 frames full body
7 frames full body


dp+K
Tiger Crush - DP + Kick
LK 400+1100 down/-10 6/[6]/[5]/23
LK 400+1100 down/-10 6/[6]/[5]/23
MK 500+1200 down/-12 5/[6]/[6]/24
MK 500+1200 down/-12 5/[6]/[6]/24

Revision as of 01:02, 12 March 2007

Introduction

Before I begin, I want to introduce some terms (we always should start off with this).

Forward = F/f, Backward = B/b, Up = U/u, Down = D/d

Light punch = LP (Jab Punch), Medium Punch = MP (Strong Punch), Hard punch = HP (Fierce Punch), Light kick = LK (Short Kick), Medium Kick = MK (Forward Kick), Hard kick = HK (Roundhouse Kick)

Any Punch = AP, Any Kick = AK

QCF - d,df,f (Hadoken/Tiger shot movement), QCB - d,db,b (Hurricane Kick movement), DP - f,df,f (Dragon punch/Tiger Uppercut movement)

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing n y y +6 +6 2 3 6 500
Crouching n y y +3 +3 5 4 8 400
Jumping - - - - - 4 22 - 600
Strong Standing n y y -7 -7 4 3 24 1100
Crouching n y y +4 +4 6 4 12 1000
Jumping - - - - - 4 10 - 1100
Fierce Close n/n y/n y/y -13 -13 3 8 27 1300,1100
Far n n y -4 -4 6 8 20 1600
Crouching n n y +2 +2 7 8 14 1500
Jumping - - - - - 6 8 - 1600
Short Standing n,n y,n y,y -1 -1 5 2+6 10 200+400
Crouching n y y +5 +5 3 4 6 400
Jumping - - - - - 5 22 - 600
Forward Standing n/n y/n y/n -12 -12 5 3+8 24 400+900
Crouching n y y -2 -2 4 5 17 1000
Jumping - - - - - 6 8 - 1000
Roundhouse Standing n/n y/n y/n -7 -7 6 3+7 24 500+1300
Crouching n n y down -7 7 8 23 1500
Jumping - - - - - 5 8 - 1400

Throws

Tiger Carry - b/f + Fierce

Tiger Rage - b/f + Roundhouse (Mashable)

Special Moves

Tiger Shot - QCF + Punch LP 800 -11/-11 10/44 MP 900 -12/-12 10/45 HP 1000 -13/-13 10/46

Ground Tiger Shot - QCF + Kick LK 700 -12/-12 12/45 MK 800 -13/-13 12/46 HK 900 -14/-14 12/47

Tiger Uppercut - DP + Punch LP 1800,900 down/-35 3/15/35 3 frames full body, 4 frames lower body

MP 1900,900 down/-43 3/19/39 3 frames full body, 4 frames lower body

HP 700+500+400+200x2 down/-35 3/[4]/[5]/[5]/[5]/[5]/42 7 frames full body

Tiger Crush - DP + Kick LK 400+1100 down/-10 6/[6]/[5]/23 MK 500+1200 down/-12 5/[6]/[6]/24 HK 600+1300 down/-15 4/[6]/[7]/26

Super Combos

Tiger Cannon - QCF, QCF + Punch

Ground Tiger Cannon - QCB, QCB + Punch

Tiger Raid - QCB, QCB + Kick

Tiger Genocide - QCF, QCF + Kick

Bread and Butter Combos

C-Groove Combos

Crossover lk, 2 standing lp, crouching mk ~ lvl. 2 Ground Tiger Cannon ~ lvl. 1 Tiger Cannon

The Basics

Advanced Strategy

Edited By: Haaris Abbasi & Markudea