Character: Sagat
Version : 2.0
Game: Capcom Vs SNK Millionaire Fighting 2001
Formats: Arcade, DC, and even the PS2
Author: Flexe AKA Darth Hazzard, AKA Shin Piccolo in shoryuken forums
Email/Death threats/Hate mail/Marriage proposals: [email protected]

Disclaimer:

This faq was produced, created, typed etc by me. Under no circumstances is
it to be used for profit, or promotional purposes.  If you would like to use
this faq on your
website, email me prior to putting it up, the contents of this faq must not
be changed.
If you fail to acknowledge this, then you'll feel the full wrath of the
English legal
system. Oh yeah.

=================
Misc boring stuff
=================

I'm not exactly correct in calling the Tiger Uppercut the Tiger Uppercut.
The Tiger Uppercut is Sagat's anti-air from SST2 and hits a maximum of two
times.
The Tiger Blow hits five times or seven times if your playing any games in
the Alpha
serise. The Tiger Knee and Tiger Crush have different commands. However I
have written
this faq in semi "old skool stylee" so sometimes I may refer to the Tiger
Blow as
the Tiger Uppercut and the Tiger Crush as the Tiger Knee. I just want to
make sure
that every one knows what move I'm talking about. I also assume that you are
at least a semi proficient player, and know words such as Links, buffering,
anti-air etc. If you are not please consult any faq written by James Chen.
Now onto the
serious stuff.

============
Introduction
============

I've been playing as Sagat albeit not seriously from the days of Super
Street Fighter 2 Turbo. When I got Alpha 3 I decided to take the Muay Thai
champion
more seriously. I'm now quite proficient at using him and have taken
the courage to write my tactics and strategies and face the likely
possibility
of constructive criticism. I do not proclaim to being the greatest Sagat
players out there but I'm reasonably good with him. I got some good news for
you
Street Fighter veterans out there. The good news is, that Sagat,
"the king of keep away" has been restored back to former glories, well
almost anyway,
but thats good enough for me to start wrecking shop with him. The bad news
is that he is not SS2T Sagat, he is a completely different fighting machine,
that is by no
means a negative comment. It just means your going to have to alter you
play, especially
against those pesky P and K groove players who have the ability to parry or
just defend
your Tiger shots, anyways more about that later. READ ON!

========================
Strengths and weaknesses
========================

Main strengths

+ The good thing about playing as/learning to play as Sagat is that he is
very different from your average shoto or shoto clone. He's not a Ken type
"rush
that shit down" character, and he plays very differently to Ryu. I rarely
come across Sagat
players and many people have problems facing him.

+ Has decent strength and priority on moves

+ Unrivaled range. GOTTA LOVE THAT STANDING ROUNDHOUSE

+ Very good super moves, both damaging and quick.

+ He takes damage relatively well. He has a vitality bar of 14800

+ Lots of anti air manouvers. Tiger uppercut, standing Fierce, Standing
 Roundhouse, Tiger Crush.

+ Other characters match up bad against him.

Main Weaknesses

- He's hella slow

- Big target, so expect some "Sagat only" combos

- Many people believe that the keep away tactic is cheap and the people who
claim Sagat is
 "well OVERPOWERED!!!"

- He can't jump for shit

- Oh yeah did I mention he's hella slow

================
Why choose Sagat
================
                                                                    ,
Why shouldn't you pick Sagat should be the question, excuse the cliche.
Sagat is
a very strong, versatile character. However, Sagat does have a number of
weaknesses,
it is the objective of this faq to identifiy them and make you an all round
better player.

Speed - As I've already said, Sagat is below average speed. "Hella slow" was
over exaggerating a little. His walking, and dashing speeds are a little
below
average. His low jump is useful as it gives your opponent less time to do an
anti-air attack. His roll, however is quite slow, so beware.

Priority - Sagat has relatively decent priority. His Tiger Crush will stuff
a lot of attacks, and his level 3 supers have heaps of priority.
His Tiger Uppercut will still lose to the shoto's shoryuken if done
simultaneouslly.

Strength - Ahh yes, one of Sagat's stronger aspects. Unlike other
characters, Sagat doesn't need to pull off a combo with a high quanity
of hits to get the most out of him. Simply concentrate on
the quality of the moves you do not the quantity, remember that hit for hit,
Sagat can dish out lots of damage.

Offence - Sagat's offence is pretty good. He has very long range pokes, only
bettered by Dhalsihm all of his pokes recover well. His Tiger Knee has
now almost Godly status, great priority, and recovery. A majority of
his normal attacks can be comboed into for great damage.
Sagat is also very good at gaurd crushing his opponents. If they have been
effectively locked down, their guard bar should be rapidly depleting, thats
if they even have a chance to block :) when they have been gaurd crushed,
you can follow up with the combo of your choice.

Defence - Sagat has a very solid defence. Although his Tiger Uppercut hasn't
got shoryuken like priority it will in a majority of cases handle jumpers.
His standing Tiger Cannon can be used as a psedudo anti air super.
He has long ranged pokes which can keep him a safe distance away from his
foe. Mixing up the Tiger shot high and low versions as well as altering
speed can and should play games with your opponents meaning it is neigh
on impossible to get close to Sagat and begin presurrising him.

Aireal ability - Sagat lacks a serious air move with supreme priority.
Unlike the shotos, and some of their clones such as Dan and Sakura,
his lacks a high priorty hurricane like move is detremental but this
shouldn't
deter you. If jumping in it's best to use the jumping roundhouse.


===========
Groovy Baby
===========

I guess you know about the new grooves, and the two old grooves which have
been revamped. If you know all about the grooves skip this section,
if not, read on baby!.  If you desire more detail about the six grooves
available, please consult shoryuken.com or mmcafe.com (mad man's cafe)

**********************************************************************************************
C Groove: Features  Dashing, Air Blocking, Rolling, Counter Attacks,
Level 2 Cancelling, and Tactical Recovery.
***********************************************************************************************

This groove is much like A/Z ism in Alpha 3 and similar to Capcom groove in
Capcom Vs SNK 1. Your character can store upto 3 levels of super bar at any
time,
fundamentally meaining you have access to Level 1's, Level 2's and Level 3
supers.
Level 3 being the most damaging.
A special mention must go to Level 2 cancelling which is sometimes known as
"Super cancelling." This function means you can do a Level 2 super and then
cancel
into a Level 1 super, providing it juggles your opponent.
Tiger Raid into Tiger Genocide will not juggle your foe, therefore the combo
is not possible. You can also do a Level 2 super and tack on a special move
An example of this is after a Tiger Genocide you can do a Tiger Uppercut.
Increasing
the overall damage. This groove, in my opinion, is the most versatile,
and features the most special functions. This grooves main disadvantage
is the lack of offensive options. Parrying and Just Defence allow for
safe jumping, whilst the SNK grooves all have run, however this doesn't
matter to Sagat as this groove is perfect for zoning characters such as
Guile and Sagat.

Statistics:

Meter gains 4 points on a hit, 1.3 on a guard, 0.4 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05

**********************************************************************************************
A Groove: Features  Dashing, Counter Attacks, Rolling, and Safe Falls.
**********************************************************************************************

Much like Vism in Alpha/Zero 3. However it is vastly different. Firstly
every move juggles, meaning you can do repeated Tiger Uppercuts
without having to whiff a move. You can cancel a normal move into
another normal, specials into another special, normal into special and
special
into a normal attack. There is one bar which must be completly full before
you active an A combo. When your bar is at 50% you can initiate
Level 1 supers. Also when you active an A combo, before
your metre is completely depleted, you can still active your level 1,
meaning you can do a combo then use your level 1 for extra damage.
Another new feature is the ability to do a combo, then active your A combo.

Statistics:

Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
When executing the Custom combo, 5 frames of time where only the player can
move exists, allowing for an attack if the opponent is not already guarding.

**********************************************************************************************
P Groove: Features  Parrying, low jumps, dashes and tactical recovery.
**********************************************************************************************

The groove for all us/you Third Strike and SF3 fans, however parries have
been toned down, as there is considerably less time to retailiate after
a successful parry. Level 3 supers are only available in this groove,
and the meter builds up very slowly. Parrying does however mean you
will or should control the skies. Anti-air's such as Shield kick and Cammy's
Cannon Spike are easily punished. When playing a P groove player,
and they are audacious enough to try a jump in, give them something to
think about and take them out with a Fierce Tiger uppercut. Parrying
multi hit moves are difficult. You can also resort to moves which make air
block futile. Standing Rounhouse, Standing Fierce, Standing Fierce when
your opponent is close to you, basically for players jumpung deep
are all perfect examples of moves that are good anti air attacks and
cannot be air blocked.

Statistics:

Meter gains 1.1 points on a hit, 0.4 on a guard, 0.1 when attack is missed.
Meter also rises when Parrying, getting hit by the opponent or guarding
attacks. Parrying input lasts for 8 frames on ground and 7 frames in air if
lever is
positioned neutral within 3 frames after input. If a direction is held, the
parrying will last 4 frames instead.

**********************************************************************************************
S Groove: Features Run, Low Jump, Counter Attack, Safe Fall, Dodge,
unlimited level 1 supers
when low on life.
**********************************************************************************************

Revamped from the previous incarnation of CvS, it is basically Extra Mode
from the King of the Fighters serise. When you are in the red,
you can perform unlimited level 1's, which could come
in useful for chipping purposes. Level 3's are only Accessible when in the
red and your meter is fully charged.

Statistics:

Meter rises when powering up, and also when hit or guarding attacks
Max Meter: x1.15 (Lasts for 166 counts on timer)
(Note that the 15% damage increase does NOT last for 166 seconds. It lasts
for 16.6 seconds.)

**********************************************************************************************
N Groove: Features Run, Roll, Low Jump, Counter Attack, Counter Roll, Safe
Fall
**********************************************************************************************

This is the Advanced Mode from KOF. You build up your meter normally, until
you have the ability to "bust your bar" or "break your stock". During
this time, you have access to level 3 supers, however you only have
15 seconds to use your super. One major perk of this groove is that your
character gains a 20% strength bonus. This is very useful for Sagat as he is
not a particular super relieant character and he can use the stocks to
remain
powered up during the fight whilst having access to his supers.
The main weakness of this groove is the opposite to C groove.
It has a vast lack of deffensive options. No air blocks, parries
or just defence means you won't be very jump happy, not that Sagat
players are notorious jumpers.

Statistics:

Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Max Meter: x1.2 (Lasts for 150 counts on timer)

**********************************************************************************************
K Groove: Features Run, Low Jump, Safe Fall, Just Defend, Rage Gauge.
**********************************************************************************************

Straight outta SNK's Garou Mark of the Wolves AKA Fatal Fury 4.  You have
the ability to Just Defend moves. This is a backwards parry, instead
of tapping forward on a moves impact, you press backwards. By Just Defending
you gain chip damage from the move you successfully Defended,
this comes in useful in particularly close matches. The Rage Gauge is taken
from Samurai Spirits. You get hit, your meter builds, and it builds
hella fast. You can also Just Defend to gain meter. When your meter is
fully you have access to level 3 supers and a, wait for it........
a crazy as damage bonus of 35% for 18 seconds. Also a 10% damage increase on
level 3 supers. The perks in this groove are unbelieavable and are just up
Sagat's street.

Statistics.

Meter gains 1/12th the bar when Just defended.
Meter also rises when hit by opponent, but not when guarding attacks.
Just Defence input lasts for 6 frames- if the lever is moved during the
time, the Just defence will lose its input. When executing multiple Just
Defences,
the lever must be put to neutral for 6 frames after the Just Defence input
has ended, or it will not take effect.
During MAX: (Lasts for 18 sec's on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1

**********************************************************************************************
Groove features and their uses
**********************************************************************************************

This is just a quick run down of how to perform each feature on every groove
and also what they do and what they can be useful for.


FORWARD DASH: TAP FORWARD TWICE (C.A.P. GROOVES)

This is great for surprise attacks on unsuspecting foes.
It doesn't go particularly far, and it is slightly below average speed.
use this sparsely, you should be able to catch a few unspecting
foes with a quick dash. Remember you cannot block during the dash animation.

BACK DASH: TAP BACKWARDS TWICE (All GROOVES)

Sagat launches himself backwards. Useful for avoiding atttacks,
and also giving yourself some breathing space. Like the forward dash
it doesn't go far and you cannot block during this phase.

RUN: TAP FORWARD TWICE AND HOLD (S.N.K GROOVES)

Instead of dashing you can now run. This is useful as you can pressurise
your opponent a lot quicker than by using dash.
Lastly you cannot run backwards, meaning back dash is still used. Sagat's
run speed is average, but the downside of the run is
that Sagat looks like a goon.

SUPER JUMP: DOWN, UF/UB

It is your basic jump but higher and faster. As it is higher it
covers more ground. It gives you the possibility of avoiding projectiles
and the like whilst giving you the opportunity to launch an attack. Sagat's
standard jump distance is not particular far, this is only marginally
better.

AIR BLOCK: HOLD IN THE OPPOSITE DIRECTION TO YOUR FOE WHEN AIRBORNE (C
GROOVE ONLY)

Thank goodness air block is back. Rememeber you can only air block moves
which leave the ground. Blocking in the air is useful for blocking
many anti-air attacks ranging from Guile's Shield kick to shoto's
shoryuken's.
You cannot however block ground based moves, such as Ken's D + HP
The uppercut, Akuma's standing roundhouse, Sagat's standing roundhouse (get
the picture?). Air Blocking is useful when you block anti-air moves
with a lot of lag, leaving you time to punish your opponent. A case example
would be blocking Guile's shield kick as you will actually
land before Guile leaving you time to punish. All of Sagat's supers are good
at punishing as they are pretty fast, but perhaps your best bet is
your Tiger Cannon, low or high  depends on Guile's height.
If you are close it would be better to do a Tiger Genocide.

TACTICAL RECOVERY:  PRESS AND HOLD THREE PUNCHES WHEN FLOORED (C.P GOOVES)

Fundamentally, Safe Fall from CvS. This delays the time it takes for your
character to get back on their feet when you have been floored.
This is very useful, as you can mess your opponents
Meaty attacks and wake up attempts.

LOW JUMP: TAP UP AND DO NOT HOLD (S.N.K.P GROOVES)

From Garou MOTW. I haven't used low jump a lot. I'm not sure if it opens any
combo possibilities, but it is good for pressurising your opponent.
Feedback on the low jump would be useful.

COUNTER ATTACK: F+MP+MK WHEN BLOCKING (C.A.S.N GROOVES)

Remember Alpha counters? well this is the new name for Alpha counters.
Like Alpha counters, the damage is pitiful. Only use it to avoid
chip damage on multi hitting supers. This takes some Super bar.

ROLL: LP+LK (C.A.N GROOVES)

Rolls are watered down from CvS. They actually have recovery time. It is
very easy to throw someone whilst they are near the end of the
roll animation. The roll is invunrable to low attacks and can be used to
escape corners, although Sagat should never be in a corner.

SAFE FALL: PRESS TWO PUNCH BUTTONS JUST BEFORE BEING FLOORED (A.S.N.K
GOOVES)

Fundamentally the opposite of tactical recovery. Instead of taking more time
to get up, Sagat will proceed to roll back and rise to the ground quickly.
Very useful to mess up peoples Meaty and wake up plans.

DODGE: LP + LK (S GROOVE ONLY)

By doing a dodge, Sagat will sidestep into the background and avoid all
incoming attacks, except for throws. Unlike normal rolls, Dodges
do not have any recovery time meaning you can block when coming out of a
Dodge.

COUNTER ROLL: BACK OR FORWARD AND LP+LK (N GROOVE ONLY)

When activated, Sagat will counter with a roll instead of an attack, hence
the name. Utilise when you've blocked supers such as Balrog's rushing
punch super, Ken's  shoryureppa, Blanka Ball etc then punish with the
move of your choice. Most likely a Tiger Cannon, or if your in range a
Tiger Genocide.

PARRY: TAP FORWARD ON THE IMPACT OF YOUR OPPONENTS MOVE (P GROOVE ONLY)

By doing this you will have the ability to counter your opponent. Do not use
laggy moves as your opponent may be able to either block, or parry
your counter attack. Parrying has been toned down, compared to the SF3
serise
as it is harder to punish after a successful parry. Also parrying
multi hit moves are very difficult. Just thank goodness that Sagat's Tiger
Uppercut hits 5 times :P

JUST DEFEND: TAP BACKWARDS ON THE IMPACT OF YOUR OPPONENTS MOVE (K GROOVE
ONLY)

Basically blocking at the last minute. By just defending in the air, you'll
be pused back. It's even harder to counter attack after a successful
Just Defend than it is for a parry. However you will gain meter and a
small amount of life after a successful Just Defend.

LEVEL 2 CANCELLING: (C GROOVE ONLY)

C groove players can do a level 2 super and follow with a special move or a
level 1 super providing it juggles. This means Sagat can obtain
level 3 damage from a level 3. There are C groove only combos later
on in the faq. Level 2 cancelling can also protect you when you miss
time a super. E.G You miss time a level 2 Tiger Genocide. Cancel it with a
LK Tiger Knee which recovers well, your opponent won't expect it and
you jump to safty or proceed to attack. Don't overuse or your opponent
will begin to anticipate this technique. Mix it up  with projectiles and
the odd LP Tiger Uppercut, although they are not as safe as the Tiger Knee.


======
Legend
======

To make this FAQ easier to use, read and design I have produced a legend
which is a short way of displaying a command for a move, but first
here are the basics:

Forward = F
Backward = B
Up = U
Down = D
Light punch = LP (Jab)
Medium Punch = MP (Strong)
Hard punch = HP (Fierce)
Light kick = LK (Short)
Medium Kick = MK (Forward)
Hard kick = HK (Roundhouse)


Commonly used terms

- QCF - d,df,f  (Hadoken/ Tiger shot movement)
- QCB - d,db,b (Hurricane movement)
- DP  - f,df,f (Dragon punch/ Tiger Uppercut movement)
- HCF - b,db,d,df,f
- HCB - f,df,d,db,b (Red Fireball movement)
- UF  - uf (up forward eg jumping into an opponent)
- UB  - ub (up backwards)
- AIR - Means you can perform the move in the air


**********************
Standard Move analysis
**********************

This is an analysis of Sagat's normal moves. Remember that his pokes have
incredible reach, however with incredible reach comes big recovery time.
Read on.

----Light Punch ----

Standing: Sagat elbows his opponent in the face. This move is very quick,
however it lacks both range and strength, and its made virtually
obsolete against some of the smaller characters. It is, however
good to use in combos and combos into all of Sagat's specials. I refrain
from
using this due to the poor range but its very useful in combos. You can't
chain this into another jab or short.

Crouching: A quick punch to the midsection. It has slightly better range
than the standing jab, decent priority and very good recovery.
Like the standing jab, this can't be chained but you can do a super move
after a successful hit. Best used amongst other pokes for a poking pattern.
It can also be used to get your opponent to block so you can follow with a
throw or a close St. HK which must be blocked high.

Jumping: Sagat leaps forward with his arm vertically outstretched.
Don't use for jump ins as they are quite difficult to land, use this
in an arieal conflict.

----Medium Punch----

Standing: Similar to his standing jab, however it has much better range and
the recovery is a lot worse, it is also easily duckable. It
can at least be comboed into a ground Tiger Shot or Tiger Crush.
I tend to stay away from it.

Crouching: Again like the crouching jab with worse recovery and better
damage. It has good range, best used in combos or as an alternative
to the crouching medium kick.

Jumping: Sagat punches upwards, never ever use for jump ins its primary and
only function I use it for is in an air to air battle. It does
moderate damage, and its best to use it against characters that have
very high jumps or are doing super jumps.

----Hard Punch----

Standing(far) Sagat does a long reaching punch, it has incredible range, and
strength. Its a an average poke as if it is blocked you can be punished
whilst
recovering. Also don't become too predictable with this move as it
will become roll bait. It does however have decent priority. Also use
this to punish missed timed moves as it has decent range and strength.

Standing(close) Sagat does a powerful uppercut which is very useful in
combos, it is incrediably laggy so make sure you hit with it.
It can be comboed into every special and super combo you have, best
used after a successful jump in. This can also be used as
an anti air move, only if your opponent is jumping in deep.

Crouching: It has both excellent range and power, and it is also comboable.
With this comes poor recovery, I tend to use the crouching medium
punch as its superior speed will stuff other pokes. If you connect its
easily bufferable into a super.

Jumping: Sagat punches with his arm vertically outstretched. It's primary
function is in an air - air battle, it can be used as a jump
in move but I advise to use the Jumping Hardkick for jump ins.

----Light Kick----

Standing: Sagat aims a kick to his opponents shins. It hits twice and must
be blocked low. It has awsome recovery, great range and can be
used as a move to fake out your opponents. You can combo into a special
or super move, you'll have to cancel after the first hit of the kick.

Crouching: This is Sagat's only move that can combo into itself. This move
is very quick but has very limited range, its best used when
poking close to your opponent and within combos. It can be easily
comboed into a ground tiger shot to push your opponent away from you.

Jumping: Sagat's cross up. Use this on floored opponents to "wake up into"
then proceed with a combo. It has dreadful range, however it
should be utilised in some situations. It can be used
to tick throw, or as a jump in very deep.

----Medium Kick----

Standing(close): Like the Standing Light Kick, this hits twice when close.
It has great range, and can be comboed out of, like the st.LK
you must cancel after the first hit of the kick connects. If blocked
combo into a ground tiger shot (A typical Sagat :p) It has decent recovery,
you'll be using this a lot.

Standing(far) Only hits once, and you can't combo out of it. It has good
range but can be considered roll bait, you can use the St.LK to
fake your opponent out who may roll leaving
you with a number of options, such as a throw, combo into super etc.

Crouching: It lacks the priority and speed of the crouching strong, but has
better range and it combos into everything. I'm not sure if it
can be comboed into a Tiger Uppercut, maybe its just me, I'll investigate
further. Best to use a ground Tiger shot to push your opponent away
upon a successful landing of a crouching medium kick. Beware when you use
this as the recovery isn't as good as some of his other pokes.

Jumping: Sagat leaps forward with his leg stetched out vertically in front
of him. This is an effective jump in as it can be comboed off
of easy, you don't have to hit deep with this. To top it off it can
be used in air-air battles providing your opponent is not above you (if they
are above you use either the medium or hard punches)

----Hard Kick----

Standing(close): A two hit kick, the first hit is aimed at the chest while
the follow through kick is directed to your opponents head. Hit is
comboable after the first hit. It has awsome range (A phrase you'll be used
to hearing by now) and is rather sluggish, if blocked you'll be hit whilst
recovering. It's
useful to use as an anti air attack as it cannot be blocked,
it is roll bait so use wisely and with caution.

Standing(far): One hit kick, does not combo but has great range. A good move
to counter whiffed moves.

Crouching: A basic footsweep. It floors your opponent which leaves them open
to a cross up, but Sagat can counter more effectively with the crouching
medium kick as it is comboable and has range compareable to this.
It recovers very slowly. Try not to use this to "punish" missed timed
shoryuken's and the like, its a bad habit and a hard one to shake.

*********************
Special Move analysis
*********************

Sagat's special moves are all very useful. A majority of them knock your
opponent down, well the Tiger Uppercut and the Tiger Knee. All of
his moves are crafted to lock your opponent down.

============================================
Standing Tiger Shot:            D, DF, F + P
============================================

Sagat puts both of his hands together in front of him and shoots out a
projectile, while saying "Tiger". The strength of the punch determines
the speed of the Tiger shot. This move can be ducked under, especially
by some of the smaller characters. It's good to use this to take out
jump happy opponents, although it can be air blocked. When used in
conjunction with Sagat's other special moves, you can use this
move to lock down your opponent into a corner or just force them to keep
their distance. Like other projectiles, this can be used to
nulify other projectiles, it also combos out off any bufferable mediums
or heavy attacks. The move does have some delay and as Sagat streteches
forward he becomes an easier target to hit, the moves recovers okay.
Fundamentally, this move is a long range poke, use it to distance
yourself from your opponent and after your opponent is floored always
chuck out either a high or low Tiger shot to force them to block and proceed
to pummel them with projectiles.

============================================
Ground Tiger Shot:              D, DF, F + K
============================================

This has similar properties to the Standing Tiger shot. Sagat crouches down
while putting his giant hands together. This is a Tiger shot but it is
ground
based. If you mix this up with the high Tiger Shot, Tiger Uppercut
and Tiger Knee you can easily keep your opponent at bay. You can
combo this from a Standing fierce which will force your foe back.
This has the same recovery as the standing Tiger shot and it should be
utilised on a regular basis.

============================================
Tiger Knee/Crush                F, D, DF + K
============================================

Sagat lunges forward, leading with his knee, while he shouts "Tiger Crush".
This is what I call an all purpose manouver. Anti-air, you got it,
poke attack you got it, punisher you've got it, you want a high priority
attack you have it all right here. This combos off of all Sagat's
bufferable attacks and does pretty decent damage. The strength of the kick
button determines the distance of the attack, the Light Kick version does
the least damage whilst recovering the fastest. The move itself is
very fast and can be used to stop jump ins, it can punish moves
on recovery and as Sagat leaps off of the floor it will beat out all footsie
based moves. This move is imperative to Sagat's attacking
options. It's very difficult to punish this move and if your opponent
attempts to sweep while you are recovering you can pull out another Tiger
Knee
and beat them out. This inflicts good damage on your opponents gaurd bar and
its very useful when gaurd crushing your opponent. As it knocks down,
you can set up a Meaty attack or go for a cross-over. This move also gives
Sagat good mobility making him advance on his opponent.

============================================
Tiger Uppercut/Blow             F, D, DF + P
============================================

Basically this move is Sagat's version of the shotos Shoryuken. Sagat will
leap into the air, leading with his fist. This move now only does
5 hits with Hard Punch, I guess it was to give P groove players a chance to
parry it, although they still find it difficult to successfully
parry all the hits. The punch button used, determines both the strength, and
recovery of the move, with Light punch doing the least damage
whilst recovering the fastest. In combos use the Hard Punch version
to maximise damage, when being used for its primary function,
as an anti air, use the Light Punch version and hit your opponent deep.
Sagat has very limited range on this attack, it is very easy to
punish a missed time Tiger Blow. You can use this as a wake-up attack
if your opponent is "crowding you" but it's best to use the Tiger Knee as a
wake
up attack. This can combo off of Sagat's moves which hit close, such as Up
close Standing Fierce punch. It also has great priority, I'm guessing not
as much as a shoto DP (would Capcom ever do that :P) but it'll surfice
to handle most jump ins at worst it'll trade hits. Against characters
with high priority jump ins, those shotos jabs and shorts being prime
examples you should use the fierce Tiger Uppercut and aim to hit deep,
this will beat pretty much all high priority jump ins whilst your Light
punch Tiger Uppercut will trade or get beaten out.

*******************
Super move analysis
*******************

Sagat's supers are both damaging and versatile. You must use them when you
have the opportunity to maximise the damage you inflict on your opponent.
In C groove the punch button determines the level of the super you use.
Light Punch = Level 1
Medium Punch = Level 2
Hard Punch = Level 3.

The higher the level the more damage, priority and hits the super will
inlict or have.

======================================================
Standing Tiger Cannon:          D, DF, F, D, DF, F + P
======================================================

Sagat chucks a multi hitting projectile. Although this is the least damaging
of Sagat's supers it still has its uses. First of all, it can be
utilised as an anti-air super. It cannot be blocked whilst airborne,
but it doesn't have any invincibility frames so a well timed attack
can cancel it. Do not aim this super deep or you run the risk off being hit
out of it. As it is a multi hitting projectile, it will nulify
single hit projectiles such as a hadouken and it will continue to travel,
however one of the projectiles in the Tiger Cannon will be lost.
Do not do this move at distance as it can be easily ducked.

***************************
Recommended ways to land it
***************************

As a pseudo anti air attack
After any bufferable moves
Punish whiffed moves

======================================================
Ground Tiger Cannon:            D, DB, B, D, DB, B + K
======================================================

This is the same as the Standing Tiger Cannon but it hits low. It cannot be
used as an anti air but at close range it can be used to inflict
chip damage or to gaurd crush your opponent. Like the Standing Tiger Cannon,
the damage isn't that great. The recovery is ok, don't use it at distance
as it can be easily jumped and it is likely you'll be punished.

***************************
Recommended ways to land it
***************************

When relatively close to chip your opponent
After a crouch forward

======================================================
Tiger Raid:                     D, DB, B, D, DB, B + K
======================================================

Sagat advances extremely quickly whilst shouting "Tigeeeeerrrrrrr Raid" He
does a flurry of kicks and ends in a flaming kick. The first hit
is directed low so it must be blocked low. This does pretty decent damage,
however not as much as the Tiger Genocide. The priority on this attack is
pretty good, just make sure it connects or you will be punished.

***************************
Recommended ways to land it
***************************

When playing footsie games with your foe.
After a Standing Fierce/medium/crouching medium
After a cross-over

======================================================
Tiger Genocide:         D, DF, F, D, DF, F + K
======================================================

My favourite super, and the most damaging. Sagat proceeds with a Tiger
Crush, followed by a jab Tiger Uppercut which hits mulitply times
and finishes with a fierce Tiger Uppercut. This super has a large
invunrability window, it will beat out all specials and normals.
I've yet to be beaten out of a level 3 Tiger Genocide. It will also
out-prioritise
all footsie type moves as the super begins with a Tiger Crush and has awsome
priority. A simple combo involving a Tiger Genocide does insane damage.
Do not use this as an anti-air as only the first hit will connect
and it will not juggle your opponent. The move also advances a little so its
possible to counter attack whiffed moves.

***************************
Recommended ways to land it
***************************

When playing footsie games with your foe.
After a Standing Fierce/medium/crouching medium
After a cross-over
Counter attack whiffed moves

*****************************
What groove is Sagat best in?
*****************************

This is a very good question, but I'll answer it as best I can.

P GROOVE - Well Sagat gains the parry, which has been dramatically watered
down. It's a lot harder to efficiently counter after a successful
parry so the parry becomes less and less desirable. He also gains
a level 3 only super bar, which is a negative aspect. Unlike N and
K groove he doesn't get a damage bonus. The bar fills very slowly.

Conclusion: It's not really worth playing P groove Sagat. To many negative
aspects and the lack of super cancel or damage bonus is detrimental to his
play.

S GROOVE - I don't really use this groove much. However there are no damage
bonuses and level one supers whilst not in the red does Sagat no
real favours. Charging your bar in CvS2 is a lot slower than in the
previous incarnation. Level 3's are only available when your in the red,
when you are almost dead. On the plus side, you do gain a lot of extras such
as running, dodge, and safe fall which can be very useful.

Conclusion: With practice this can be a very good groove. However don't rely
on level 1 supers to win a match.

N GROOVE - The fact that Sagat gains the run means he can more effectively
zone his opponent. Unfortunately there is no air block and
level 2 cancels. He does however gain a nice damage bonus when he busts
his stocks. This can and will be a very scarey time for your opposition.
The threat of the super and the damage bonus will shift your foe into
deffensive status allowing you to pressurise them. However do
you really need to go on the offensive when Sagat can defeat
his opponents from afar without the risk of being easily counterd. EG Being
on the offensive against a level 3 Ryu, one wrong move and you'll fall
victim to a
shinshoryuken, if your zoning him he has no way to connect with
the shinshoryuken and he's not as great a threat.

Conclusion: Sagat is very good in N groove, a worth while play.

K GROOVE - Gains the low jump, which I need to experiment with more and Just
Defence. Just Defend is useful as you gain a pixel of energy
after a successful JD. You can control the air also, but you'll be
pushed back after a Just Defend making it harder to counter. You gain a huge
damage
bonus, this alone warrents this as one of Sagat's grooves of choice. The
lack of level 2 cancel is made up by the damage bonus.

Conclusion: A strong candidate for his primary groove.

A GROOVE - I don't know to many effective custom combos but when they are
discovered, this could become a very good groove. Currently there are
better grooves available. He only has level 1's, and they take 50% bar,
the priorty of level 1 supers are very low and they can easily get
stuffed by a well timed Fierce attack or high priority special move by your
opponent. Despite this CC are still effective, every move can juggle
your opponent unlike Alpha 3 Custom combos, you can also combo into
a custom combo not to mention the variety of custom combos around.
These range from your standard midscreen combos, to corner only combos to
the very beneficial Anti Air CC's.

Conclusion: Practice in this groove and it may become very effective.

C GROOVE - My groove of choice. Sagat has the ability to do level 2 super
cancelling. This means you can cancel a level 2 super into a level 1
or a level 2 super into any special move. This is a great feature.
It means you can attain level 3 damage whilst only using a level 2, and the
combos look very impressive in this groove. Air blocking is available in
this groove, meaning it is relatively safe to do jump ins, the operative
word being
RELATIVELY. However, it's imperative that you remember that moves,
which are executed on the ground negate air block. EG Ken's Crouching
Fierce, Rock's Standing Fierce, Ryu's Standing Roundhouse.


*********************
Strats and techniques
*********************

Take note of this advice and I promise you, you'll always present your
opponent with a headache. "A good Sagat will never throw out a laggy
move at random, leaving your opponenent with NO CHANCE
to roll and go into a throw. I will list all the laggy moves you need to
beware of.

Crouching Roundhouse - Many people instinctively use this on missed anti air
attacks and the like, try not to as there are much better ways
to punish whiffed moves. You can be hit recovering from this. There are
also much better ways to punished whiffed or mis-timed moves.

Standing Roundhouse - If this is blocked, you can be hit whilst recovering.
Its best to use this move when its at maximum range.
Try to refrain from using it when up close.

Projectiles. - Both his crouching and standing Tigers can be very easily
punished, don't use this at close range, the fact that Sagat's
hands are outstrectched make him an easier target to hit. Also don't
use the Standing Tiger shot in combos as if you mess up the
timing it can be ducked. With the Crouch Tiger shot, your opponent will be
forced to block.

Fierce Tigeruppercut - If blocked, or you whiff this, you could lose around
40% or more engery from a easily timed combo into super.
Its advisable that you use the jab Tiger uppercut as it
has less recovery time. Aim to hit this move deep, basically at the last
minute and when your opponent is very close to you as it
lacks the range of other anti - airs such as Ken's shoryuken.

Don't purposely kill someone with a move that chips (only if the match is
very close) If your opponent is close to death, try and win via
a throw, or a normal move. Only do a special if they cannot block,
whilst they are recovering. This is my perogative I hate when people
kill via chip damage.

It is wise to make note of the groove your opponent has chosen. Remember in
all SNK grooves they have a time limite to use their super.
Its also useful as you can prepare yourself for each of the grooves
features.
Expect N groove users to use Safe Fall a lot etc. When your SNK playing foe
has a level 3 you can either run away or go into an attacking pattern
forcing them to block multiply moves until the threat of a super is over.

In most cases its best not to crowd your opponent whilst they are floored as
a well timed or high priority attack will have you reeling.
However, that's not to say don't crowd your opponent at all.
Mind games are very useful. If you wish to fight up close and personal,
a crouching forward when your opponent is just getting up is a good combo
starter. You can mix this up by throwing out some low jabs but
block just before your adversery retailates leaving them open for your
preordained nastyness. If they block low, use one of Sagat's
overhead's St. Hardkick close will do the job nicely. Or you can simply
throw them. Sometimes I jump straight up and come down with
a Fierce kick, this will hit all characters crouch blocking. Mix it up.

Standing Roundhouse and Standing Forward - These two moves are roll bait.
Use and abuse that Standing short as it recovers a hell of a lot
quicker than either of the above moves.

If you miss time a level 2 Tiger Genocide, cancel into a Tiger Crush after
the intial Tiger Crush of the Tiger Genocide, or after the first
hit of the Tiger Uppercut. Try not to get into this prediament in the
first place but cancelling will mean your opponent will have less time
to effectively punish you.

Is that all I hear you scream, well don't worry, these are my superficial
strats. I'll go more in depth in a later version, remember all feedback
is welcomed. So if you have any advice or disagree with anything I've
written,
simply write a quick email.

*****************
Throws and setups
*****************

Sagat has two throws. Both are useful, they also do solid damage. I believe
Sagat's throw range has slightly decreased since CvS.

Tiger Rage - My personal favourite of the two. Sagat graps
his opponenet and continues to knee them in the mid section. It does
slightly more damage than his other throw.

Tiger Carry - More useful than the Tiger Rage. Sagat graps his opponent and
proceeds to toss him over his shoulder. This is very useful as
you can begin to attack with your projectiles and lock your opponent down.

Now onto the interesting stuff, the throw set ups. Credit due to SRK members
for their posts on throw set - ups

1: Whiff jump in - This is extremely useful against characters with poor
anti airs and some Geese and Rock players who may attempt to counter
jump in's. Also P players and K groove players who will parry or Just Defend
a jump in. Basically jump in and whiff a move with quick recovery
and decent priority, a jab will surfice. When you land quickly throw your
opponent. Not the best set up in the world however it can still be utilised.

2: After flooring certain opponents eg Guile. Jump directly into the air and
block. The Guile player will most likely do a Shield Kick which will
be blocked and you can throw him when he lands. More useful than
set up one but cannot be repeatedly used.

3: Dash into throw. Sagat's dash isn't the best but this could be utilised
against characters with laggy moves. Haohmaru's standing fierce if blocked
could in theory be punished in this fashion.

4: On floored opponent. Cross-up (Light kick) => roll => block wake up
attack => throw. This is a very good trick. Seeing as Sagat's roll is
short it means this should be utilised in play. Avoid using against
Safe fall happy players as they can punish the initial crossup.

5: Poking pattern => throw. Sagat can use his jab and short to poke.
When your opponent becomes used to seeing crouching jab, crouching short,
crouching forward, Tiger. Mix it up and put in a throw after the crouching
short or jab.

6: Run => Dodge => Throw. S Groove only. Run into your opponent.
Your dodge will miss their inveitable counter attack. When their
recovering throw their ass across the screen.

7: This isn't a set-up its more of a given. Throw to counter rolls.
Your opponent will become used to you throwing out that Standing Roundhouse
of yours and may attempt to roll it when their in its range. Fake your
oe out with a standing short. This may get them to roll.
When they are in the latter stages of their roll animation, throw them.

8: Roll => throw. A bit risky as its easy to be thrown out of rolls. A
routine I use is a blocked Tiger Crush => roll => throw.
After the blocked Tiger crush your opposition will attempt to counter,
seeing as the Tiger Crush recovers so well you can roll and throw them
whilst they are recovering from their counter attack.

*******************
Special Move Combos
*******************

These combos can be used in any groove and they involve the use of special
moves and not super combos. When in N groove or K grove, these combos
do much more damage. I'll start my combos with a jump in but a jump in
isn't always the best set up for his combos. Just remember you
can totally ommit the jump - ins from the combos. I've only listed 3 combos
thus far. It's not difficult to discover his combos so I'll leave
the rest to you. I've listed all of Sagat's bufferable moves in the
following section
for your convience.

1: Jump in Roundhouse => Crouching forward => Roundhouse Tiger shot.

All Sagat players should know this combo. The Tiger will push your opponent
away so it can give you some breating time. You'll be throwing out the
crouching forward a lot so this combo should become second nature.
It also does fair damage.

2: Jump in Roundhouse => Crouching forward => Roundhouse  Tiger Knee

A stronger variation of the above combo. Well not really a variation as
such. It's a more useful combo as it knocks your floors your opponent
leaving them open for a variety of follow ups. Perhaps a meaty attack,
gives you time to back off and if your cockey (or should that be stupid) you
can taught.

3: Jump in Roundhouse => Standing Fierce => Fierce Tiger Uppercut

A nice hard hitting combo.


***************
C Groove Combos
***************

The following combos can only be done in C groove.

Combo 1: Jumping Fierce => Standing Fierce => Standing Tiger Cannon Level 2
=> Ground Tiger Cannon Level 1.

This combo does heaps of damage but is a corner only combo.

Combo 2: Jumping Roundhouse (deep)=> Standing Fierce => Level 2 Tiger Raid
=> Ground Tiger Cannon Level 1.

Another of Sagat's more damaging combos. This can be used anywhere on
screen. Try and use this more than combo 1 as you can use the Tiger Raid
to out do footsie players or do it on wake up and proceed with the combo.
The timing may be hard for beginners.

Combo 3: AKA Lock down combo. Standing Fierce => Level 2 Tiger Genocide =>
Standing Tiger Shot.

This will send your opponent a large distance away from you. You'll then be
able to lock them down. Its very practicle and the damage is OK.
Remember to let the Tiger Genocide to completly finish.

Combo 4: Standing Fierce => Level 2 Tiger Genocide => Tiger Crush.

A more damaging variation of the above combo, can be used anywhere.

Combo 5: Corner only Standing Fierce => Level 2 Tiger Genocide => Tiger
Uppercut.

Does decent damaging but the timing is a little difficult.

Combo 6: Corner only Standing Fierce => Level 2 Tiger Cannon => Tiger
Uppercut.

Very nice damage and easy to do.

I'll update this once I discover any more, or any combo vids discover some.
This isn't a list of each and every combo Sagat has available to him.
Listing all the variations of the combos will be very time consuming.
However I'll provide a list of Sagat's bufferable moves. From
this you'll be able to work out the remainder of Sagat's combos.

- Standing/Crouching Jab/Light Punch
- Close/Crouching Strong/Medium Punch
- Close Fierce/Hard Punch (The uppercut not the far reaching punch)
- Standing/Crouching Short/Light Kick (Standing hits twice, cancel after
 first hit)
- Crouching Forward/Medium Kick
- Close Standing Roundhouse/Hard Kick (Hits twice, cancel after first hit.
 You have to be close to your opponent.)



*****************
All groove Combos
*****************

The following combos can be executed in all grooves except A.

***************
A Groove combos
***************

I need to play in A groove a lot longer to devise some more devestating
combos. If you have any good combos you would like to share, please email
me.
These combos can only be done in A groove.

Combo 1: Jumping HK => Standing HK (1st hit only) => Repeated LP Tiger
        Uppercuts. When your meter is low, either do a Tiger Genocide or Tiger
Cannon.

Combo 2: Jumping HP => Standing HP => HP Tiger Uppercuter => activate Custom
        combo => HP Tiger Uppercut => HP Tiger Uppercut => HP Tiger Uppercut, HP
Tiger
        Uppercut => Tiger Genocide - From Drunken game player in the Orochinag
forums. NB:
        Make sure your that most of the hits on the Tiger Uppercut connect,
        otherwise the damage isn't very good.

Combo 3: Jumping HK => Standing HP => LP Tiger Uppercut => Standing HP.
        Repeat till your bar is almost depleted, then do a tiger Cannon or Tiger
Genocide.

Combo 4: MP Tiger Uppercut => close S.fierce => roll x4 => HP Tiger Uppercut
=>
        Standing Tiger Cannon.

Notes:   Roll the instant your S.firce connects. Can be used as an anti air
        combo or a midscreen. This combo is Gunter's from Srk. forums.

Combo 5: DON'T START IN THE CORNER LP Tiger Uppercut canceled into a Roll
        immediately. Repeat, rinse and lather until bar is almost depleted.
        Follow up with a Standing Tiger Cannon.

Notes:   I actually haven't tried this out. I just thought, in theory this
        combo SHOULD work it may it may not. Wonder what the damage is
like?
        feedback welcome.

========
Feedback
========

All the feedback (if any) from this faq will be placed in this section.
In some cases I will comment on the feedback. All feedback is welcome,
permitted criticisms are constructive.



===============
Sagat biography
===============

Name: Victor Sagat

Hair: He's a baldie

Blood Type: B

Date of Birth: 2 July 1956

Height: 226 cm 7.4

Weight: 109 kg

Street Fighter Rivals: Sagat rivals Ryu, after Ryu defeated him in the first
                      Street Fighter tournament. As we all know, Ryu
finished Sagat
                      off with the with the fabled Shoryuken, which left
Sagat with the huge
                      scar across his chest. Which has become his symbol
driving him on
                      seeking revenge. After his defeat at the hands of Ryu,
                      Sagat devised his own Anti-Air
                      attack, the Tiger Uppercut. He also rivals Dan, as Sagat killed his
                      father. Dan's dad made one of Sagat's eyes useless, and in a blind
                      rage (pun intended) Sagat brutally killed Dan's dad.
                      Lastly he rivals his one time student, Adon. Adon
believes that
                      Sagat has disgraced Muay Thai by loosing to Ryu.
                      He now believes he has what it takes to defeat his
mentor.

SNK Rivals: King, Joe - They are both Muay Thai fighters.

Birth Place: Thailand

Fighting Style: Muay Thai

==============

Special intros
==============

Sagat has a number of special intros which depends on who he is fighting.

- ChunLi (against all "evil" characters)

She points at them with her finger and says "Kanneshinasai!", which means
"Surrender!"

-King vs Sagat

King says "Aite ni naru wa", this means "I will be your opponent".

-Kim (against all "evil" characters)

Kim says "Aku wa yurusan!" which means "Evil can't be forgiven!"

-Ryu vs Sagat

Sagat's scar glows while he puts his hand over it. Sagat laughs and prepares
for battle. Ryu is tightening the belt on his GI.

-Dan vs Sagat

=============
Win Animation
=============
These are Sagat's poses after he wins.

1: Sagat goes into a thinking pose, his hand on his chin, grins then laughs.
2: Sagat looks towards the screen, crosses his arms over his chest and
  proceeds to laugh.
3: Sagat goes into his thinking pose and says "Try again geek"

==========
Win Quotes
==========

After reading this faq you should be used to reading Sagat's victory quotes,
so for no apparent reason I'm going to include them in this faq:

"Challenge me anytime! I'll always be here!"

"You should not have challenged me!"

"My Power is without question!"

"I despise your useless pride!"

"a true warrior can win under any circumstances!"

=============
Up and coming
=============

In the next update, expect a lot more of everything. Specifically, more
combos and a more in depth strategy. If there's sufficient demand, I may
write a
Ken or Ryu faq, depending on demand and my lazyiness or lack off.

================
Revision history
================

Version 2.0 Second version, tightened the format, added quotes and a
feedback strategy.
Completed on 26th September 2002

Version 1.0 First version (hence the name) need to go in depth with the
strategy. Completed on 06th Match 2002.

=======
Credits
=======

Kibagami        - Obtained Sagat's special intro's from his excellent vocal
                 collection faq.
SRK.            - For stats on the grooves.
Gunter          - Used an CC from one of his posts.
Chen            - Awsome faq writer and the combo king.
Nameless        - To the guy that emailed me Sagat's win quotes
You.            - For reading the faq.