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Friday
Feb192010

SAGAT - SPECIAL MOVES - SUPER STREET FIGHTER 4

TIGER UPPERCUT

FORWARD, DOWN, DOWN-FORWARD + PUNCH

Great anti-air in that when you FADC out of it or even when it trades you can follow up with Forward and Hard Kick into Ultra.

KARA TIGER UPPERCUT

By canceling the first few frames of start up from either F+RH or F+LK with a Tiger Uppercut, Sagat will move forward and gain extended range on the Uppercut. Typically only do this if they are airborne or you have two stocks to EX meter to FADC. F+ RH Kara Uppercut will counter certain moves such as E. Honda's Fierce Headbutt when blocked high.

TIGER KNEE

FORWARD, DOWN, DOWN-FORWARD + KICK

Good for gaining ground, intercepting pokes and armor breaking EX special moves and can be used as anti-air in some situations. When spaced correctly, Tiger Knee is very hard to counter when blocked. This spacing requires the first hit to wiff and the second hit to come down and land on the opponent. From here you have many options such as following up with a Crouching Light Punch -- few characters counter this -- or backdashing. 

Keep in mind this attack something you can completely abuse against a good player. There are ways around safe Tiger Knees such as some crouching moves like a Shoto Crouching Medium Kick just as Sagat leaves the ground. The low forward will wiff and Sagat will be left open to be thrown or even worse.


Beyond that, when the opponent blocks the Tiger Knee high you do not have as much of an advantage so be aware of what they tend to do in that situation. 

KARA TIGER KNEE

Kara Tiger Knee is one of Sagat's most useful special moves. By Karaing the Tiger Knee with F+RH, not only does the move get extended range, but also comes out very fast. You can Kara with F+LK which goes a little further, but is a bit slower than the F+RH version.

Kara Tiger Knee is useful for hitting opponents out of the air, setting up Tiger Knee block strings from a distance, and generally catching your opponent off guard with its extended range. 

You can use Kara Roundhouse Tiger Knee to go over fireballs if you do it just as they throw out the projectile.

 

TIGER SHOT (HIGH)

QUARTER CIRCLE FORWARD + PUNCH

Faster than the other Shoto fireballs so very effective in fireball fights. Hurricane Kicks are unable to pass through Sagat's High Tiger Shot.

KARA TIGER SHOT

Kara Tiger Shots are absolutely essential for high level Sagat play. Not only does this essentially speed up Sagats Tiger Shots, it also moves him forward, pushing the opponent into the corner.


Performing a Kara Tiger Shot is different than performing other kara moves. Instead of doing a F+RH or F+LK then a Tiger Shot (which will result in a Tiger Knee or Uppercut in most cases), you will do QCF + HK ~ Any kick or punch just as your previous Tiger Shot is blocked or goes off the screen.


The easiest way to understand how this works is go to training mode and set the dummy to crouch block. Throw out a LK Low Tiger Shot. Just as the LK Low Tiger Shot is about to hit, do QCF + HK or LK, then any other button immediately. Since you can't have two Tiger Shots on the screen at the same time, when you do the QCF + HK or LK, you will get a F + HK/LK, but just as soon as you press a button after that, the game will auto correct by kara canceling into a Tiger Shot.

TIGER SHOT (LOW)

QUARTER CIRCLE FORWARD + KICK

Low fireball, good for zoning. EX Version great for stopping dashes. Follow up with Ultra 1 after EX version in corner, or FADC mid-screen.

 

 

 

ANGRY SCAR

   

QUARTER CIRCLE BACK X2 + PUNCH

Angry Scar is a new move for Sagat, and requires one stock of EX meter to perform. The purpose of this move is two fold -- to  power up his next Uppercut, and to also pause the screen for a short moment to observe what the other player is doing. The damage boost to the next Uppercut will last the entire round.

 

 


SUPER - TIGER GENOCIDE

QUARTER CIRCLE FORWARD X2 + KICK

Typically this Super  only makes an appearance when the game mistakes a Tiger Knee input for a Super, unfortunately. Sagat will want to save his EX meter for FADCing Tiger Uppercuts and EX Tiger Shots.

 

 


ULTRA 1 - TIGER DESTRUCTION

QUARTER CIRCLE FORWARD X2 + THREE KICKS

This is Sagat's "high damage" Ultra, and can be comboed after an FADC Tiger Uppercut, Forward and Heavy Kick or even after a traded Tiger Uppercut into Forward Heavy Kick. In some cases it can also be used as anti-air, though the timing and spacing has to be perfect.

 

 

 

ULTRA 2 - TIGER CANNON


QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Although Tiger Cannon dishes out less damage than his first Ultra, it has more over all applications, making it one of the more versatile Ultras in the game. Not only can you combo into it from every situation you can combo Ultra 1, you can use it to punish players who throw too many projectiles. It will combo even after a full screen EX Tiger Shot.

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