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Sagat

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
  • 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

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
  • 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.