STREET FIGHTER ZERO 3 : SAGAT's COMBO GUIDE v1.0
----------------------------------------------
By Steven Peh,
[email protected], 2/2/99
Unpublished work Copyright 1998 Steven Peh
This guide is for private and personal use only. It can only
be reproduced electronically, and if placed on a web page or site,
may be altered as long as this disclaimer and the above
copyright notice appears in full. This guide is not to be used
for any commercial/profitable/promotional purposes; this includes
being used by publishers of magazines, guides, books, etc. or
being incorporated into magazines, etc. in ANY way. This guide was
created and is owned by me, Steven Peh <
[email protected]>.
Any and all copyrights and trademarks are acknowledged that are
not specifically mentioned in this FAQ. Please give credit where
it is due.
The Street Fighter game series are (c) Capcom of Japan and (c)
Capcom of America.
Credits
-------
Keo Megura -
[email protected]
Game Faqs - www.gamefaqs.com
Introduction
------------
The combos in this guide are all original (especially
V-ism Sagat's 19+ hit super combo), in that I learned and discovered
them by my own at home. Any similarities are purely coincidental.
Any duplication without proper credits is prohibited. However,
the names for the basic moves are not mine and was "taken" from
Kao Megura's faq from www.gamefaqs.com And now, on to the moves
and combos..
Legends:
--------
Common Terms-
, - used to seperate moves in succession
+ - used to group moves in concurrence
(air)- can be done in the air
X - X-ism Mode
Z - Z-ism Mode ( or A-ism Mode for some )
V - V-ism Mode
(LV#)- Level of Super
x# - Repeat # times
Buttons-
P - Any Punch
K - Any Kick
LP - Light Punch
MP - Medium Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick
Direction Pad/Stick-
ub u uf
\ | /
b --c-- f
/ | \
db d df
Frequent moves-
QCF - d,df,f
QCB - d,db,b
HCF - b,db,d,df,f
HCB - f,df,d,db,b
Basic Moves List
----------------
Tiger Shot (XZV) QCF + P
This is Sagat's fireball move. This move hits high, so it will
miss if opponents kneel down.
Ground Tiget Shot (XZV) QCF + K
This is the same as Tiger Shot only it hits low. Wouldn't it be
kewl if Ryu/Ken/Akuma learns this move? =P
Tiget Uppercut/Blow (XZV) f, d, df + P
Heh Sagat's pathetic attempt at immitating a Shoryuuken. But I
gotta admit this is a very cool to look move. X-ism Sagat's Tiger
Uppercut hits twice for all Punch level. Z-ism Sagat's Tiget
Blow has variable hits, as follows: 1-hit for LP, 5-hit for
MP, 7-hit for HP. As for V-ism, I didn't bother to check =P.
Tiger Knee Crush (X) QCF, uf + K
His leaping knee attack. Man this move went from awesome to
pretty much useless. I remember when this move skips over
fireball in SF2.
Tiger Crush (ZV) f, d, df + K
Well Z-ism and V-ism version of Tiger knee Crush. Hits once.
Fake Kick (ZV) MK x2
Fake Kick =)
Super Move List
---------------
Tiger Cannon (Z) QCF, QCF + P
Sagat's Super fireball. Avoidable if opponents kneel down.
Tiger Raid (Z) QCB, QCB + K
Sagat's Super Smelly Feet, just kidding. More like his fire kick.
Tiger Genocide (XZ) QCF, d, df + K
A combination of his Tiger Knee and Tiger Uppercut. Hits for a
maximum of 14-hits.
Angry Charge (Z) QCF + Start at Level 1
New move. No comments.
Z-ism Sagat Combo List
----------------------
3-hit - uf + HK/HP, d + MP, Tiger Shot/Ground Tiger Shot
This is the standard combo.
3-hit/7-hit/9-hit - uf + HK/HP, f + MP/LP, Tiger Uppercut (LP/MP/HP)
Well depending on which Punch level you use the hit count will be
different. (yeah like i want to do a 3-hit when i can do a 9-hit).
However, the 3-hit has its advantages in that if you execute it
too slow and the opponent was able to recover, then it doesn't
leave you too vulnerable to retaliation because the LP version of
Tiget Uppercut is very low and recovers very quick.
9-hit - uf + K, d + MP, Tiger Raid (LV3)
14-hit - f + MP, Tiger Uppercut + MP, Tiger Genocide (LV3)
15-hit - uf + HP/HK, f + LP, Tiger Uppercut + MP, Tiger Cannon (LV3)
Well this is a nice combo since it doesnt requre opponent to be
in the corner. However, tis very difficult to master =P. Again
you have to time it so that you executed the Tiger Cannon the
moment Sagat lands after the Uppercut.
16-hit (corner only) - uf + HK/HP, f + LP, Tiger Uppercut + HP x2
Heh, tis a juggle!
19-hit (corner only) - uf + HK/HP, f + LP, Tiger Uppercut + HP,
Tiger Genocide (LV3)
Well, this is also another insane juggle. Note, you must time the
Tiger Genocide right in order to get the full 19 hits. The best
time is to time it such that the Tiger Genocide is executed when
the opponent is almost down to the ground. One more thing,
Sagat's Tiger Genocide is 14 hits alone, so technically it should
be 23-hits total but for some reason I can never get the full 14-
hits when doing this combo.
X-ism Ryu Combo List
--------------------
3-hit - uf + HK/HP, d + MP, Tiger Shot/Ground Tiger Shot
This is the standard combo.
4-hit - uf + HK/HP, f + MP/LP, Tiger Uppercut
Well X-ism Sagats uppercut only has 2 hit regardless of punch
level.
6-hit (corner only) - uf + HP/HK, f + LP, Tiger Uppercut x2
14-hit (corner only) - uf + HP/HK, f + LP, Tiger Uppercut,
Tiger Genocide
Juggle Notes
------------
Well one new feature in SFZ-3 is juggle opponents (Believe it or not
juggles have been present since SF3 new generation). However one
must note that another new feature of SFZ-3 is the ability to break an
air attack. This means that an opponent can recover instantly when hit
in the air. Hence opponents can actually (although very very unlikely)
escape from juggles. Most of Ryu's juggle are very close to the ground
and are executed very fast so its pretty much
impossible to break away. However there are some characters juggle that
are very easy to break away from. One good example here is Z-ism Sagat's
uppercut. His Tiger Uppercut launches the opponent way high up and give
them enough time to break the fall. Although you can still juggle with a
Super Move (since you can't block Supers in the air) it really throws
your timing off. Most Supers tend to move in a forward motion (except
maybe projectile Supers), so if your opponent recovers and you execute
your Super too early, you'll end up in the corner with your opponent
standing safely behind you!
V-ism Notes
-----------
Heh, what can I say, V-ism sucks! =P. Don't think i'll be covering any
V-ism guides at all. Maybe when I discover an insane combo then i'll add
in a section.
Credits
-------
Keo Megura -
[email protected]
Game Faqs - www.gamefaqs.com
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