
サガット
Sagat — Counter-Guide
Key Info
- Active-frame overhead with combo available
- Defense
- OD invincible reversal with 8F startup: 623PP
- Only DJ can do a safe jump against it
- Anti-air invincible with 5F startup: 623LP
- SA1 236236P — 13F startup, no projectile invincibility
- SA2 214214K — 10F startup, projectile invincible
- SA3 236236K — 12F startup
- OD invincible reversal with 8F startup: 623PP
- Moves that are plus on guard
- MP — Sagat is +2F
- 6HK — Sagat is +4F
- 236LK on crouch-guard (L Tiger Knee Crush) — Sagat is +2F
- 236MK on crouch-guard (M Tiger Knee Crush) — Sagat is +2F
- 236HK on crouch-guard (H Tiger Knee Crush) — Sagat is +4F
- 236KK on crouch-guard (OD Tiger Knee Crush) — Sagat is +1F
- 214K→6MK — Sagat is +4F
- 214K→6HK — Sagat is +2F
- 214KK→6MK — Sagat is +4F
- 214KK→6HK — Sagat is +2F
- 236MP
- 236MPHP
Neutral Play (Mindset)
- Dealing with 236K
- Standing guard on Tiger Knee Crush gives Sagat the advantage
- Sagat lacks a crouching MK cancel rush to threaten your walk, so there's little risk to walking forward. Staying in poke range naturally causes Tiger Knee Crush to be standing-guarded
- If you can react, press parry — it becomes a standing guard and can even lead to your own offense
- Dealing with 6LK
- If you walk laterally to counter Tiger Knee Crush, the long-reaching 6LK low attack is easier for Sagat to connect
- It doesn't combo on normal hit, so no need to fear it excessively — spacing control is more important
- If you see it often during neutral, place a neutral jump to threaten Tiger Knee Crush (Tiger Knee) follow-ups
- Place neutral jumps
- Against opponents with many options like 236K and 6LK, use neutral jump as a deterrent
- Sagat has 6HK to anti-air neutral jumps, but occupying his attention there opens up other options
- Use back-step moderately
- Your position retreats, but there's no risk from 6HK anti-air — it's safe
- On back-step, only projectiles beat you, so it's a near risk-free way to fish for return
- Guard → fuzzy standing guard
- Sagat may cancel into 236K from normals — during Sagat's block strings, be conscious of guard → standing guard
- Parry is also very effective instead of guard — parry becomes a standing guard, so you may even get a punish, or a lucky perfect parry for extra return
- Get punish combos properly
- Sagat often drops his target combo confirms — be conscious of stealing damage here
- 2MP→HP
- Tiger Slash is cancellable even on the full extension, making it hard to add risk
- There is an 8-frame gap between 2MP and the Tiger Slash cancel
- Ideally press a move with 8F or less every time you see the 2MP
- 2MP into 236K cancel has follow-ups, so pressing a normal with high upward range is even more ideal
- MK→HK
- The follow-up from MK to MK→HK is a mash-stopper, so don't press buttons when you see MK
- Guard everything to the end and aim for an 8F-or-less punish for maximum return
- HP→HK
- When you see HP, be ready for the HP→HK punish
- -12F on guard, so aim for maximum return with a heavy attack starter
Tiger Uppercut
Sagat's DP.
Normal versions:
- 623LP
- 5F startup
- -37F for Sagat on guard
- 623MP
- 10F startup
- -45F for Sagat on guard
- 623HP
- 18F startup (charged version 35F)
- -45F for Sagat on guard
OD version:
- 623PP
- Sagat's OD invincible reversal
- 8F startup
- Only DJ can safe jump
- -43F for Sagat on guard
Recommended Counter
Both versions have excellent utility — don't jump carelessly.
On guard, Sagat is -37F to -45F — land your max punish combo including Super Art regardless of strength.
Tiger Shot / High Tiger Shot / Low Tiger Shot
Frame data on guard:
- 236LP
- Low projectile
- -7F for Sagat on guard
- Longer recovery. If you notice a high ratio of low projectiles, mix in jump-ins
- 236MP
- High projectile
- +3F for Sagat on guard (frame advantage)
- Doesn't hit crouching opponents
- 236HP
- High projectile
- -1F for Sagat on guard
- Faster startup than 236MP
- Doesn't hit crouching opponents
- 236PP
- OD version of 236LP
- -1F for Sagat on guard
- Superior startup and recovery
- 236MPHP
- +6F for Sagat on guard (big advantage)
- At point-blank, gives 6F frame advantage on guard
Recommended Counter
- Countering 236LP
- If low projectiles dominate neutral, expected value on jump-in is high — go for it
- Against 236MP or 236HP
- Avoid pressing parry — focus on crouching to avoid it
- Over-using parry hurts your Drive Gauge economy
- Confirming the projectile and hitting 2HK is highly reliable — go for it
- Countering 236MPHP
- Often used in corner pressure
- Understand that Sagat is at advantage if you guard at point-blank
Whether it's 236MP or 236HP, a crouching normal attack is guaranteed. You can never react in time to 236LP and then press a button. Therefore, fuzzy-pressing 2HK at the timing you'd guard 236LP is effective.
The video below has the following recorded:
- 236LP
- 236HP
Tiger Knee Crush
A rushing attack that gives Sagat advantage when crouch-guarded. Disadvantage decreases when used from farther away. At long range, place Drive Impact (DI) or neutral jumps occasionally.
- Cancel into 236K on crouch-guard:
- 236LK
- Sagat is +2F
- 236MK
- Sagat is +2F
- 236HK
- Sagat is +4F
- 236KK
- Sagat is +1F
- 236LK
Recommended Counter
- Neutral
- After guarding any normal except 2LP, stand guard
- Sagat has no combo from a single-guard situation into a low (aside from 2LP), so 2LP is the only low combo threat after one guard
- It's exhausting to react with standing guard each time you see 236K — after a single guard, fall back
- Of course, press parry when you can react
- After guarding any normal except 2LP, stand guard
- On standing guard (not deep)
- If the screen shakes, Sagat has the advantage
- If it doesn't shake, frame data is 0F or better for you — mash with a 4F move or go for a throw
- On standing guard (deep)
- A deep standing guard means 5F or better punish
- On hit
- On 236LK hit, taking in-place recovery prevents walk shimmy after Sagat's cancel rush
Tiger Nexus
A special with three different follow-ups. Cannot be fuzzied.
- 214K→6LK
- Overhead / mash-stopper / -5F on guard
- Tiger Greed (Greedy Tiger 214K→6MK)
- Standing / mash-possible / +4F on guard
- 214K→6HK
- Standing / mash-possible / +2F on guard
- No follow-up
- -5F on guard
Recommended Counter
- If you read 214K→6LK
- Full guard and land the -5F punish
- If you read Greedy Tiger (214K→6MK) or 214K→6HK
- Mash with a 4F move as fast as possible after 214K guard
- If your character has a 5F invincible reversal
- Characters like Luke's SA2 or Ryu's SA3 with 5F invincible can punish — remember this
- Fuzzy parry
- Regardless of 214K strength, the startup difference between 214K→6LK and 214K→6HK is 6 frames each
- Standing guard → delay your parry timing by 5–6F at the point 214K→6LK would be guarded — this lets you threaten both with a punish
- Don't use crouching guard; if you miss the parry, you can't guard 214K→6HK — always use standing guard
The video below has the following recorded:
- 214K→6LK
- 15F startup
- Always press 5F after guarding
- 214K→6HK
- 21F startup
- Target the parry here. Since 214K→6LK gives a punish on guard, no need to aim for perfect parry
Warning
If you show perfect parry attempts, the opponent will go for throw from 214K→no follow-up. 214K with no follow-up is -5F punishable on 214LK and 214MK.
- 214LK→no follow-up (L Tiger Nexus)
- Sagat is -5F
- 214MK→no follow-up (M Tiger Nexus)
- Sagat is -5F
- 214HK→no follow-up (H Tiger Nexus)
- Sagat is -3F
- 214KK→no follow-up (OD Tiger Nexus)
- Sagat is -3F
Standing Medium Punch
A normal that gives +2F on guard. Low pushback — two MPs in a row form a block string.
Recommended Counter
Mid-screen
- After guard (mid-screen)
- Unless it's cancel rush → MP, walking backward can safely end his offense at low risk
- After guard (corner)
- Mashing a 4F move after guarding MP leads to a trade combo
- After guard: characters with 4F standing moves
- Mashing fastest after guarding close standing MP creates spacing, preventing the trade from continuing into 2MP
- If it's not an active-frame hit, 4F mash on MP is a good option
- After guard: characters without 4F standing moves
- Read between perfect parry and staying still
- Sagat walks slowly — he needs at least 6F of walk to reach throw range. Pressing a button fuzzy at the timing you'd guard a second MP is also viable.
- Fuzzy jab mash is an option, but if Sagat walks and throws well, or delays the MP, counter hits will happen very often — pressing MP immediately after guarding MP to fish for return is also valid.
- The key is putting risk on his walk-in throw. Once you show this, go back to aiming for perfect parry next time.
Characters That Can Combo from the 4F Trade After Close MP→MP
Summary of moves that connect into a combo from a 4F mash trade after close standing MP → standing MP, by character.
| Follow-up move | Characters |
|---|---|
| 2MP | Luke / Jamie / Manon / Marisa / JP / Juri / Cammy / Ryu / Honda / Chun-Li / Zangief / Dhalsim / A.K.I. / Ed / Akuma / Bison / Terry / Mai / Elena / Sagat / C.Viper |
| 2HP | Kimberly |
| HK | DJ |
| 2MK | Blanka |
| LK | Guile / Lily / Rashid |
| HK OR 4HP | Bison → Standing LK |
| LP | Ryu / Ken / Akuma / Ed / Terry |
| 2LP | Mai / Chun-Li |
Warning
A 4F standing move counter exists via LK cancel into SA, but it has never been seen in practice — no need to account for it yet.
High Step Kick
A normal that gives +4F on guard. Can be avoided by crouching.
Paired with Tiger Knee Crush (236K), though this is high risk — no need to fear it excessively. Rarely used in neutral; mostly for punishing neutral jumps.
Recommended Counter
- Placing a back-step puts risk on 6HK, 6LK, and 236K simultaneously.
2MP→HP
All options from 2MP become a mix-up — be aware that both carry risk/reward. Various cancel options make this hard to counter, but landing your punish combos and using Drive Impact to add risk is key.
Sagat's main options:
- Tiger Slash → cancel rush → 2LP
- Low-risk way for Sagat to continue offense
- Forms a block string — no invincible mash available
- Tiger Slash → 214K
- 214LK becomes a mash-stopper that pairs with other options — strong
- Know that Drive Impact (DI) confirms after he finishes the target combo
- Tiger Slash → 236HK
- Drive Gauge chip pressure (mix-up pressure)
- Know that Drive Impact confirms after he finishes the target combo
- Stand guard as crouching puts Sagat at advantage
- Tiger Slash → cancel rush → 2LK
- An option against fuzzy standing guard
- There's a gap — invincible reversal is guaranteed
- Tiger Slash → OD High Tiger Shot (236MPHP)
- Gauge chip plus +6F for continued offense on guard
- You can mash a 4F move during the target combo gap
Recommended Counter
- Invincible reversal
- Everything except cancel rush → 2LP has a gap where invincible reversal cannot be guarded
- No follow-up is -12F — lower return, but safe reversal option
- If you're confident in your inputs, go for SA as a reversal
- When you see 2MP, mash with a 6F or less move before the follow-up
- Mash-stoppers like 214MK exist, but keep it as an option
- Show Drive Impact as a response to Tiger Slash
- Loses to OD Tiger Shot and cancel rush follow-ups, but checking gauge and pressing DI is important
- When you see 2MP, focus on standing guard
- He may use Tiger Knee Crush, so always switch to standing guard
- You might eat cancel rush → low, but it's still effective so hang in there
- Fuzzy parry
- For those wanting lower risk
- Press parry fuzzy at the timing of his cancel follow-up
Middle Step Kick
Sagat's grounded poke that gives a knockdown. -8F for Sagat on guard.
Recommended Counter
Don't mash when you see MK. The follow-up from MK to MK→HK is a mash-stopper.
After guard, Sagat is -8F — punish with a medium attack that has long reach.
Tiger Sting
-12F for Sagat on guard.
Recommended Counter
Punish with a heavy attack.
SA3 Tiger Vanquisher
Sagat is at +15F advantage after hit. 6HK or HP can be meaty-overlapped.
6HK overlaps even on crouching.
Recommended Counter
Cancel rush
- There is no cancel rush oki, so use your invincible reversal when you see cancel rush
6HK
- If you hit a crouching attack as a reversal, 6HK won't connect and you can take a counter hit
- Of course, Sagat has HP target combo return, so play it as a mix-up
Tiger Hang / Forward Throw
Sagat is at +21F advantage. Even if Sagat uses Drive Rush after knockdown, the invincible reversal is not guaranteed. Taking back-roll recovery creates distance and removes oki.
Recommended Counter
Take back-roll recovery.
Tiger Carry / Back Throw
Sagat is at +21F advantage. Even if Sagat uses Drive Rush after knockdown, the invincible reversal is not guaranteed. Taking back-roll recovery creates distance and removes oki.
Recommended Counter
Take back-roll recovery.