Best Against> Guile, Dhalsim, Zangief
Worst Against> Chun Li, Blanka
Sagat, the Mui Thai practishiner from Thailand combines a good distance game
with excellent air defense and a wide variety of projectile attacks. Below is a
short summary on how to handle different opponents.
Ryu: A simple standing fierce punch will deliver good damage and from a good
range. This attack will also knock Ryu or any character out of a projectile. If
your opponent uses lots of spiritballs you can easily match him with your
tigers. If he uses lots of helicopter kicks your best defense is to just duck
under them and use the tiger knee when he passes over (wait for him to be about
one inch away or you may get hit instead). Another good technique that works
especially well in corners and if your opponent is close to death, is to time a
low tiger so that you release it under and after his spirit ball goes by. (look
under Ken for timing for this). If you are close enough and have good timing
you can tiger knee over his spirit balls, or if you can predict them combo #1
or #2 will work well. Lastly, your jumping roundhouse kick is perfectly angled
to hit Ryu after he throws a spirit ball.
Ken: Handle very much like Ryu but try harder to make him jump in on you, for
his dragon punch can hit you from a much larger range. The duck under tiger
knee will work well for his helicopter kick but another good defense is a tiger
uppercut just as his front toe passes over your nose. (This will work for Ryu
also but is riskier for his helicopter kick does far more damage.
**Key to low tigers- It is possible (as most experienced Sagats will probaly
know) to time your low tigers right so that you will release one under an
oppnents projectile. You must wait for the projectile to be about two inches
away (slightly closer for slower ones) and then execute a low tiger. You will
get hit by whatever was coming at you but you will get a tiger off, and
prabable hit them if they are close enough(about 1/2 the screen) This technique
is not advisable against Guile because he recovers so fast.
E.Honda: Low tigers and standing fierce punches work well here. When he does
jump in unless he jumps from a very large distance or with an attack already
extended it is best to use the small uppercut otherwise he may hit you before
you can fully extend. Another good technique is to use standing jab kicks.
these are very fast and will usually lure the Honda player into commiting into
an attack, this attack if you are waiting for it is easy to tiger uppercut him
out of. If he happens to jump in at very close range and you don't have time to
do a tiger uppercut a standing roundhouse will usually knock him out of the
air. Lastly break up your tiger balls somewhat. To many low ones can be
dangerous for he can headbutt under them, he can even headbutt through your
fast high ones if he times it right, but most Honda's can't do this.
Chun Li: Her infamous head stomp is a major problem here. She can stomp you out
of just about anything even your uppercut. Your best counter to this attack is
to either block the stomp and then tiger knee her from behing or if she jumps
from far enough away a tiger knee in her chest as she falls low infront of you.
Or if your more conservitive a standing fierce punch should also work. The best
way out of her neck kick is just a well place uppercut that should do
significant damage. Overall the best strategy in fighting Chun is exchanging
damage whenever possible. She definatly loses more from this trade off.
Blanka: His incredible jumping speed and angled kicks make him perhaps Sagats
toughest opponent. He can walk under your high tigers so don't use these at
close range. Most Blankas will use a non stop jump in attack technique, if they
don't just tiger them to death. The best way to counter his jump in attack is
the standing roundhouse kick. Another good defense against the jump (if you
have distance) is the tiger knee just before he hits the ground. When
attempting an uppercut the best way to do it is to try to walk under him, get
about half way and then use the fierce one. (this hits him in the center of the
body getting you behind his dangerous leg attacks.) The best defense against
the ball is either the tiger knee or uppercut, although the standing jab kick
works well also.
Zangief: Keeping a good distance is the obviouse key to stopping Gief. The best
way to accomplish this is low tigers, followed by an uppercut when he jump.
(wait until he is close to landing and use the faster short ones this makes
you harder to kick out of them.) If he is close when he jumps the standing
roundhouse is very effective as is the simple jump straight up roundhouse.
Another good attack is the standing fierc punch which catch many a 360 crazed
Zan off gaurd. If your opponent likes to take hits then 360 combo #3 is very
useful.
Guile: Once again low tigers work to your advantage here. Due to most of Guiles
leg attacks being aimed straight foward he can usually 1- override your jump
attacks and 2- be hit by an uppercut when he jumps tigers. Another good attack
to use when he jumps over tigers esp at close range is the tiger knee. If he
does manage to get you in the corner and breaks out with the pattern the best
thing to do is either roundhouse sweep his foward sweep or if you can uppercut
it. Your tiger knee will even knock him out of sonic booms like it will Ryu out
of spirit balls. Sagat lacks a good jump in attack and Guile's axe will hit him
almost ever time so jump in sparingly or when he throws a sonic boom. Combo #2
is best here.
Dhalsim: The best tactic here is to lure him into the air where your damaging
uppercut will quickly kill him. The best way to do this is the usual low
tigers. He cannot slide under these and will have no choice but to block or
jump. He may start a projectile war, the best way to end this if it isn't going
your way is to get offensive. Good jump in attacks are the roundhouse kick
which will grant a mutual hit (Dhalsim losing more) or the jab kick which
crunches up the body and can easily lead into a combo. Don't be to predictable
with the low tigers for he can execute a screwdriver attack then ducking fierce
punch for a quick two hits.
Balrog: The best move here is being able to time his charging punches and
uppercutting him just before he completes his move. If you have trouble timing
this a good way to practice is to use a jab kick before, this will usually get
him set up for a uppercut. A standing fierce punch every now and then will help
to deter his standing fierce, and low tigers will set him up for uppercuts. The
best time to use an uppercut depends on which one you want to use. For the
fierce it is best to start it just as he curls up his feet after jumping, for
strong wait for him to hit his peak, and for jab wait for him to just start to
decend.
Sagat: Your slow jumping attacks leave you very vunerable to uppercuts so the
best stradegy is to stay on the ground as much as possible. The low tigers are
good ways to lure your opponent into jumping and high ones are good for hitting
him as he lands (that is if he doesn't jump toward you .) If he does jump
towards you a tiger uppercut just as he starts to peak will usually hit. If he
is at a slightly larger distance a higher uppercut or the knee are usuful. If
you are the one jumping in try to do so from a distance so that if you hold on
attacking he can't hit you before you land.
Vega: Lots of tigers will also help against Vega. Due to his speed and angled
attacks it is very difficult to uppercut him out of the air. It is best to just
use the standing roundhouse kick as he approaches. If you are planning to use
an upopercut wait until he is either very low to the ground (will need some
distance here) or if you can see it coming, a high uppercut just as he leaves
the ground shoul suffice. Against his wall attack your best bet is a short
upper cut just after he rebounds off the wall, althought a knee will also work
if you can predict which wall he is coming off of. Against his long range claw
stab your best bet is an uppercut.
M.Bison: Unlike most other opponents high tigers are better here for he can
both scissor kick (if range is right) and torpedo (any range) over the low
ones. A good counter for his flying head stomp is the uppercut or if it happens
to quickly a jump up roundhouse kick will do well also. A sure fire way to
knock him out of his torpedo is to time an uppercut (short best here) so that
your fist just hits him in the face (you'll lose nothing). If he manages to get
you in his torpedo pattern the best thing to do is just block is and get ready
to uppercut him when he comes about.
***Projectiles- with two different levels of projectile and three different
speed per level Sagat is a riffleist, use him as such.
Known Combos:
1) jump in ROUNDHOUSE KICK, TIGER KNEE. this combo will almost
alaways stun and does very good damage.
2) jump in ROUNDHOUSE KICK, ducking SHORT KICK, roundhouse
LOW TIGER. This combo usually won't stun but does decent
damage at a good range. This combo is also effective if they
block for it does some damage with the tiger.
3) jump in SHORT KICK, standing SHORT KICK will hit twice,
TIGER UPPERCUT. This combo will usually stun and does
good damage.
** instead of the tiger uppercut you may use the
TIGER KNEE, this will certainly stun and do more damage
but it can however be occasionally blocked.
Closing Quote: "Your not a warrior you're a button hitter."
BTW, you spell that "p-r-a-c-t-i-t-i-o-n-e-r".
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