Capcom vs. SNK 2: Millionaire Fighting 2001 Sagat Character FAQ
For the Dreamcast
Version 0.2 (30 October 2001)
By ProTect (e-mail: [email protected])

Copyright (c) 2001 ProTect

The game Capcom vs. SNK 2 (hereafter referred to as CvS2) and Sagat are
copyrights of Capcom.

I do not claim Sagat as my intellectual property in any way. My
contribution is solely the organization of Sagat's history, moves,etc. into
one FAQ.

This FAQ is mine, ProTect's. Do not post it to public forums without my
permission. Do not in any way claim it as your own.

DO NOT rewrite it and pass it off as your Character FAQ for another game
and/or character!

Plagiarism is a very serious crime. It is intellectual theft.

----------CONTENTS----------

FAQ Disclaimers
Contents
Purpose of This FAQ
Abbreviations Used in This FAQ
Statistics
Official Story History
Game Appearances
Tactics
Combos
Colors
Sagat Quotes
Links
Credits

----------PURPOSE OF THIS FAQ------------

This FAQ is a document all about Sagat in CvS2.

----------ABBREVIATIONS USED IN THIS FAQ----------

B - Back: hold the control pad in the opposite direction of the opponent
T - Toward: hold the control pad in the direction facing the opponent
U - Up: press up on the control pad
D - Down (Ducking): press down on the control pad; this will cause the
character to duck
UB - Up/Back: press up and back on the control pad at the same time
UT - Up/Toward: press up and toward on the control pad at the same time
DB - Down/Back: press down and back on the control pad at the same time; this
will cause the character to duck
DT - Down/Toward: press down and toward on the control pad at the same time;
this will cause the character to duck

DP - Dragon Punch: press T, D, DT on the control pad
FB - Fire Ball: press D, DT, T on the control pad
HK - Hurricane Kick: press D, DB, B on the control pad

J - Jab (also known as LP): the weakest, yet quickest punch (X button in the
default button configuration)
St - Strong (also known as MP): the punch that is average in strength and
speed (default: Y button)
Fi - Fierce (also known as HP): the strongest, yet slowest kick (default: L
button)
AP - Any Punch: press either J, St, or Fi
2P - Two Punches: press any combination of J, St, and Fi simultaneously
Sh - Short (also known as LK): the weakest, yet quickest kick (default: A
button)
Fo - Forward (also known as MK): the kick that is average in strength and
speed (default: B button)
R - Roundhouse (also known as HK): the strongest, yet slowest kick (default:
R button)
AK - Any Kick: press either Sh, Fo, or R
2K - Two Kicks: press any combination of Sh, Fo, and R simultaneously
AB - Any Button: press either J, St, Fi, Sh, Fo, or R

Cl - Close: press the button indicated while standing within throwing range
of the opponent
F - Far: press the button indicated while standing outside throwing range of
the opponent
D - Ducking: press the button indicated while pressing D, DB, or DT (ducking)
JS - Jumping Straight: press the button indicated while jumping straight up
into the air (U)
A - Jumping Angled: press the button indicated while jumping toward or away
from the opponent (UB, UT)

SC - Super Combo: a powerful move which requires a certain level of super gauge
to perform
L - Level: the degree (section) to which the super gauge is filled, or the
strength of an SC

----------STANDARD CvS2 GAMEPLAY FEATURES----------

GROOVES

The six grooves of CvS2 provide more than simply fan service nostalgia. Groove
selection takes a number of factors into account in the process of capturing the
feel of classic Capcom and SNK fighting games.

C-Groove is a groove based on Street Fighter Alpha. The super gauge is divided
into three sections, which fill mainly as the player attacks and slightly upon
taking damage. As each of these sections fill, one after the other, Super Combos
of varying strengths become available. Also, the amount of damage a player does
to the opponent increases slightly as the gauge fills.

L1 normal and special Moves do 101% the damage that L0 moves do.
L2 normal and special Moves do 102% the damage that L0 moves do.
L1 SCs performed with two levels of gauge do 101% the damage that L1 SCs do.
L3 normal and special Moves do 105% the damage that L0 moves do.
L1 SCs performed with a full gauge do 102% the damage that L1 SCs do.

Unique feature: Air Blocking
Other features: Dash, Roll, Counter Attack, Tactical Recovery

A-Groove is based loosely on Street Fighter Alpha 3's V-Ism. The super gauge has
two sections, which fill like C-Groove. When the first section is full, the
player can do L1 SCs. When the gauge is completely full, Custom Combos (CCs) can
be activated by pressing Fi and R simultaneously. CC mode causes the character
to cause less damage in exchange for being able to do moves more quickly,
effortlessly, and spontaneously than normal. It is possible to cancel the CC
into an SC at any point. Blocking is not possible during a CC; any attack that
hits the player will end the CC.

Non-CC normal and special moves do the same amount of damage that L0 C-Groove
moves do.
Non-CC SCs do the same amount of damage that L1 C-Groove SCs performed with one
level of gauge do.
CC normal moves and SCs do 72% the damage that non-CC normal moves and SCs do.
CC special moves do 80% the damage that non-CC special moves do.

Unique feature: Custom Combo
Other features: Dash, Roll, Counter Attack, Safe Fall

P-Groove plays a lot like Street Fighter III. The super gauge (which fills in
the same way as C-Groove) is not divided into sections; to do an SC a full gauge
is necessary.

Normal and special moves do the same amount of damage that L0 C-Groove moves do.
SCs do the same amount of damage that L3 C-Groove SCs do.

Unique feature: Parrying
Other features: Dash, Small Jump, Tactical Recovery

S-Groove is the classic King of Fighters system. The super gauge is not divided
into sections, but different levels of SCs are available. The gauge does not
fill automatically when the player attacks; there is a manual charge (activated
by pressing Fi and R simultaneously) which fills the gauge. L1 SCs are available
when the gauge is full. When the player's health is reduced below a certain
amount, the health gauge begins flashing red. At this point, the player can use
unlimited L1 SCs, or fill the gauge to perform one MAX level (L3) SC.

(Empty)When the super gauge is not full and the health gauge is not flashing,
normal and special moves do the same amount of damage that L0 C-Groove moves do.
(Desperation)When the super gauge is not full and the health gauge is flashing,
normal and special moves do 105% the damage that Empty moves do.
Desperation SCs do 105% the damage that L1 C-Groove SCs performed with one level
of gauge do.
(Charged)When the super gauge is full but the health gauge is not flashing,
normal and special moves do 115% the damage that Empty moves do.
Charged SCs do 115% the damage that L1 C-Groove SCs performed with one level of
gauge do.
(Charged Desperation)When the super gauge is full and the health gauge is
flashing, normal and special moves do 105% the damage that Charged S-Groove
moves do.
Charged Desperation SCs do 105% the damage that L3 C-Groove SCs do.

Unique features: Dodge, Manual Super Gauge Charge, Desperation Mode
Other features: Run, Counter Attack, Small Jump, Tactical Recovery

N-Groove resembles the Advanced system of more recent King of Fighters games.
Like S-Groove, the super gauge is not divided into sections. It fills, like C-
Groove's gauge, as the player attacks. When it is full, it will begin to fill
again, with the previous full gauge becoming a stock (a small dot), up to three
of which can be stored. This stock can be used to perform an SC, or it can be
broken (press Fi and R simultaneously) to power up the player's attacks (the
character will flash yellow). If the player has two or more stocks, it is
possible to do a MAX level (L3) SC by first breaking a stock, then doing the SC
as normal.

Non-powered up normal and special moves do the same amount of damage that L0 C-
Groove moves do.
Non-powered up SCs do the same amount of damage that L1 C-Groove SCs performed
with one level of gauge do.
Powered-up normal and special moves do 120% the damage that non-powered up moves
do.
Powered-up SCs do the same amount of damage that L3 C-Groove SCs do.

Unique features: Counter Movement, Stock Breaking
Other features: Run, Roll, Counter Attack, Small Jump, Safe Fall

K-Groove is similar to Samurai Shodown gameplay. The super gauge is like P-
Groove's gauge, undivided and with no stocks, but it fills only from being
attacked, not by attacking or manually charging. When the gauge is full, the
character will flash red and enter Rage mode. In Rage mode, the character's
moves become substantially more powerful. Rage mode continues until the gauge
runs out or the player does an SC.

Non-Rage normal and special moves do the same amount of damage that L0 C-Groove
moves do.
Rage normal moves do 135% the damage that non-Rage moves do.
Rage special moves do 130% the damage that non-Rage moves do.
SCs do 110% the damage that L3 C-Groove SCs do.

Unique features: Just Defense, Rage Mode
Other features: Run, Small Jump, Safe Fall

SPECIAL FEATURES

Air Blocking (press B, DB, or UB in the air): Guard against attacks in mid-air.
Only available in C-Groove.

Dash (press T T or B B): Quickly move forward or backward a short distance.
Available in C-Groove, A-Groove, and P-Groove.

Run (press T and hold T): Quickly move forward. Available in S-Groove, N-Groove,
and K-Groove.

Roll (press J and Sh simultaneously): Roll a short distance to avoid incoming
attacks. Available in C-Groove, A-Groove, and N-Groove.

Dodge (press J and Sh simultaneously): Step to the side to avoid incoming
attacks. Only available in S-Groove.

Counter Attack (press T, St, and Fo immediately after blocking): Attack an
attacking opponent with a pre-set move (uses super gauge). Available in C-
Groove, A-Groove, S-Groove, and N-Groove.

Counter Movement (press B or T and J and Sh immediately after blocking): Move
forward or backward a short distance to attack an attacking opponent with a move
of the player's choice. Only available in N-Groove.

Tactical Recovery (press and hold 2P when knocked down): Stay on the ground
slightly longer than usual to avoid follow-up attacks. Available in C-Groove, P-
Groove, and S-Groove.

Safe Fall (press 2P when knocked down): Flip backwards to avoid follow-up
attacks. Available in A-Groove, N-Groove, and K-Groove.

Parrying (press T while being hit): Take no damage from attacks and set up
counters. Only available in P-Groove.

Just Defense (press B while being hit): Absorb the energy of attacks as a small
amount of health and super gauge. Only available in K-Groove.

Small Jump (tap U quickly): Jump in such a way as to avoid most attacks.
Available in P-Groove, S-Groove, N-Groove, and K-Groove.

----------STATISTICS----------

Also Known as: The Emperor of Muay Thai
Birthdate: 2 July 1956
Height: 226 cm (7'5")
Weight: 109 kg (240 lbs.)
3 sizes: B140 W87 H95 (in ft., B4.6 W2.9 H3.1)
Likes: Strong opponents
Dislikes: Shoryuken
Street Fighter Rivals: Ryu, Dan, Adon
SNK Rivals: King, Joe
Blood Type: B
Nationality: Thai
Fighting Style: Muay Thai

----------OFFICIAL STORY HISTORY------------

Sagat was the final boss of Street Fighter (SF1). At the end of the game, he was
challenged and defeated by Ryu.

When he returned in the Street Fighter II (SF2) series, first in SF2: The World
Warrior (WW), he bore the mark of his defeat by Ryu's Shoryuken in the form of a
large scar across his chest. He stood, armed with the Tiger Uppercut he had
developed as a counterpart to Ryu's Shoryuken, as the last boss before M.Bison,
the master of the criminal empire Shadaloo, which Sagat had joined (presumably
after SF1).

Sagat became a playable character for the first time in SF2: Champion Edition
(CE). His ending focused on his desire to challenge Ryu once again. He endings
for every Street Fighter game after that were very similar.

The Street Fighter Alpha (Alpha) series, which was developed and released
after SF2, actually comes before SF2 in storyline. Also, much of the A1
storyline is repeated (or retold) in A2, so I will refer to both these games as
Alpha, designating which game(s) which stories come from parenthetically. Alpha
2 Gold has the exact same endings as A2, so it is not mentioned.

Sagat was challenged by Adon, who in the Alpha storyline had been Sagat's former
student. Sagat recognized Adon's skill as a fellow Muay Thai fighter, and
humored him by throwing the fight so that Adon would not be discouraged from
using Muay Thai (A1 and A2).

Dan came to get revenge for his father Go Hibiki, whom Sagat had killed before
SF1. Go was a powerful Muay Thai fighter against whom Sagat defended his
"World's Strongest" title as a teenager. At this time, Sagat still had both
eyes, but one was weak because of an accident he had suffered a short time
previously. His bad eye was obviously disfigured, and he had begun studying Muay
Thai after all his friends mocked it and abandoned him. During their battle, Go
aimed at Sagat's bad eye and succeeded in destroying it completely. Sagat became
mad with rage and killed Go. As he did with Adon, Sagat let Dan claim victory
because he thought it was the least he could do to atone for having unwittingly
left the young Dan without a father (A1 and A2).

In Street Fighter Alpha 3, Sagat once again burned for revenge against Ryu, but
showed his honor in refusing to accept anything but a fair fight against his old
rival. M.Bison tried to amuse Sagat by letting him fight a brainwashed Ryu, but
Sagat would not be content with defeating Ryu unless he fought with his true
power and personality. Bison's manipulation of Ryu so angered Sagat that he was
prepared to challenge Bison himself, thus proving his rivalry with Ryu to be
stronger than the bonds by which he was held to Shadaloo. Sagat left Ryu as a
friend, hoping that they would someday meet again and fight honorably to
determine the stronger between them.

----------GAME APPEARANCES----------

Sagat has appeared in the following fighting games:

Street Fighter II: The World Warrior
Street Fighter II': Champion Edition
Street Fighter II': Turbo Hyper Fighting
Super Street Fighter II: The New Challengers
Super Street Fighter II: The Tournament Battle
Super Street Fighter II Turbo: Grand Master Challenge
Street Fighter The Movie
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Alpha 2 Gold
Street Fighter Alpha 3
Street Fighter EX2 Plus
Street Fighter EX 3
Capcom vs. SNK
Capcom vs. SNK Pro
Capcom vs. SNK 2

Sagat has made cameo appearances in these games:

X-Men vs. Street Fighter
Pocket Fighter

----------TACTICS----------

All damage amounts were found using a Ratio 2 C-Groove Sagat at L0 against a
Ratio 2 C-Groove Sagat on normal (2 stars) Damage Level and a Normal Groove
Gauge setting. Actual damage in gameplay will vary based on the ratio and groove
of Sagat and his opponent.

The name of the move, in conventional English spelling, is given first,
followed by the name as translated from the katakana in the manual and/or game
command lists, the command input, sometimes alternate names (if there are any)
then a description of its properties.

NORMAL MOVES

Cl J - Tiger Elbow (Taigaa Eribo): Sagat jabs his opponent with his elbow. 500
damage.
Cl St - Tiger Hook (Taigaa Hukku): Sagat punches downward at his opponent. 1100.
Cl Fi - Tiger Upper (Taigaa Appaa): Sagat does an uppercut. 1300.
Cl Sh - Low Kick (Roo Kikku): Sagat kicks his opponent in the shin. This move
hits twice for up to 600 damage.
Cl Fo - Middle Kick (Midoru Kikku): Sagat kicks his opponent in the stomach.
This move hits twice for up to 1300 damage.
Cl R - High Kick (Hai Kikku): Sagat knees his opponent then extends his leg to
kick the opponent in the head. This move hits twice for up to 1800 damage.

F J - Tiger Elbow (Taigaa Eribo): identical to Cl J. 500 damage.
F St - Tiger Straight (Taigaa Sutoreeto): identical to Cl St. 1100.
F Fi - Tiger Straight (Taigaa Sutoreeto): Sagat does a straight punch. 1600.
F Sh - Low Kick (Roo Kikku): identical to Cl Sh. 600.
F Fo - Middle Kick (Midoru Kikku): identical to Cl Fo. 1300.
F R - High Kick (Hai Kikku): identical to Cl R. 1800.

D J - Low Snap (Roo Sunappa): Sagat does a quick jab to his opponent's crotch.
400 damage.
D St - Low Knuckle (Roo Nakkuru): identical to D J. 1000.
D Fi - Grand Straight (Guranddo Sutoreeto): Sagat does a straight punch to his
opponent's crotch. 1500.
D Sh - Tiger Step (Taigaa Suteppu): Sagat kicks his opponent's foot with his
near leg. 400.
D Fo - Tiger Tail (Taigaa Teiru): Sagat kicks his opponent's foot with his far
leg. 1000.
D R - Tiger Kick (Taigaa Kikku): Sagat kicks his opponent's feet. This move
knocks down the opponent. 1500.

JS J - Jumping Jab (Jampingu Jabu): Sagat does a quick jab. 600 damage.
JS St - Jumping Upper (Jampingu Appaa): Sagat does a high punch. 1100.
JS Fi - Jumping Straight (Jampingu Sutoreeto): Sagat does a straight punch.
1600.
JS Sh - Jumping Tiger Drop (Jampingu Taigaa Doroppu): Sagat thrusts out his
knee. 600.
JS Fo - Jumping Thai Kick (Jampingu Tai Kikku): Sagat kicks with one foot and
holds the other against his thigh. 1000.
JS R - Jumping Tiger Kick (Jampingu Taigaa Kikku): kicks with his far foot.
1400.

A J - Jumping Jab (Jampingu Jabu): identical to JS J. 600 damage.
A St - Jumping Upper (Jampingu Appaa): identical to JS St. 1100.
A Fi - Jumping Straight (Jampingu Sutoreeto): identical to JS Fi. 1600.
A Sh - Jumping Tiger Drop (Jampingu Taigaa Doroppu): identical to JS Sh. 600.
A Fo - Jumping Thai Kick (Jampingu Tai Kikku): identical to JS Fo. 1000.
A R - Jumping Tiger Kick (Jampingu Taigaa Kikku): identical to JS R. 1400.

Punch throw (Press T or B and Fi Cl)
Tiger Carry (Taigaa Kiarii): Sagat throws his opponent over his
shoulder. 1900 damage.

Kick throw (Press T or B and R Cl)
Tiger Rage (Taigaa Reiji): Sagat picks up his opponent and smashes the opponent
repeatedly with his knee. This move hits hit least 5 times for at least 2100
damage.

SPECIAL MOVES

All moves can only be done on the ground.

Tiger Shot (Taigaa Shotto)
FB AP
Sagat releases a burst of energy from his fists. The button used determines the
speed and damage of the projectile.

J: 800   St: 900   Fi: 1000

Ground Tiger Shot (Gurando Taigaa Shotto)
FB AK
Sagat ducks and releases a burst of energy from his fists. The button used
determines the speed and damage of the projectile.

Sh: 700   Fo: 800   R: 900

Tiger Uppercut (Taigaa Appaakatto)
DP AP
Sagat does an uppercut starting on the ground and ending in the air. The button
used determines the move's damage, horizontal and vertical range, and number of
hits.

J: 1 hit, 1800 damage   St: 1 hit, 1900   Fi: 5 hits, 2000

Tiger Crush (Taigaa Kurassho)
DP AK
Sagat does a move resembling his A Sh that starts on the ground and ends in the
air. The button used determines the move's damage.

Sh: 1500   Fo: 1700   R: 1900

SUPER COMBOS

All damage amounts were found using a Ratio 2 C-Groove Sagat against a Ratio 2
C-Groove Sagat on normal (2 stars) Damage Level and a Normal Groove Gauge
setting. The gauge was only as full as necessary to perform the move. Actual
damage in gameplay will vary based on the ratio and groove of Sagat and his
opponent.

Tiger Cannon (Taigaa Kyanon)
FB FB AP
Sagat releases a huge burst of energy from his fists.

Level 1: 4 hits, 2500 damage   Level 2: 5 hits, 3900   Level 3: 6 hits, 5200

Ground Tiger Cannon (Gurando Taigaa Kyanon)
HK HK AP
Sagat ducks and releases a huge burst of energy from his fists.

Level 1: 4 hits, 2300 damage   Level 2: 5 hits, 3500   Level 3: 6 hits, 4800

Tiger Genocide (Taigaa Jenosaido)
FB FB AK
Sagat does a Tiger Crush/Tiger Uppercut combination.

Level 1: Tiger Crush, Tiger Uppercut; 7 hits; 3300 damage
Level 2: Tiger Crush, Tiger Uppercut; 10 hits; 4500 damage
Level 3: Tiger Crush, Tiger Uppercut, Tiger Uppercut; 14 hits; 6600 damage

Tiger Raid (Taigaa Reido)
HK HK AK
Sagat does a quick series of kicks, followed by a move that looks like his A Fo.

Level 1: 6 hits, 2700 damage   Level 2: 7 hits, 4000   Level 3: 7 hits, 5700

----------COMBOS----------

Since Sagat's JS attacks are the same as his A attacks, I am using A to
represent both.

As always, if you have any combos to add, feel free to e-mail them to the
address at the top of this FAQ.

Cl J, Tiger Uppercut
D J, Tiger Shot
D Sh, Ground Tiger Shot
A J, Cl J, F J
A J, Cl St
A J, Cl Fo
A St, Cl J
A St, Cl St
A St, Cl Fi
A St, Cl Sh
A St, Cl Fo
A St, Cl R
A Fi, Cl J
A Fi, Cl St
A Fi, Cl Fi
A Fi, Cl Sh
A Fi, Cl Fo
A Fi, Cl R

----------COLORS----------

These are Sagat's default colors in CvS2.

X: Light purple shorts, yellow trim (Alpha)
Y: Red shorts, green trim (CE)
L: Yellow shorts, green trim
A: Charcoal shorts, yellow trim
B: Green shorts, red trim
R: Orange shorts, yellow trim
X+Y+L: White shorts, gray trim
A+B+R: Blue-gray shorts, blue trim

The following are edit colors I have made for Sagat you may want to try. The
colors are listed left to right as the blocks appear on the bar at the bottom of
the screen, with the numbers representing red, green, and blue in that
order.

Bright blue-green shorts with blue trim

28-22-16
24-18-14
20-14-12
16-12-8
12-8-8
10-31-18
8-29-14
4-25-10
8-6-21
0-6-19
26-27-27
22-23-25
18-19-21
14-15-17
6-7-9

Blue shorts with white trim

23-19-16
19-15-12
15-11-8
12-8-5
9-5-2
8-11-31
5-8-28
0-3-23
31-31-31
28-28-28
29-28-29
25-24-27
21-20-23
17-15-19
10-9-12

Magenta shorts with bright green trim

27-25-17
21-19-11
17-15-7
14-12-4
11-9-1
25-8-25
20-4-17
17-0-13
14-25-6
10-21-6
28-28-23
23-23-18
18-19-14
14-15-10
10-11-6

Red shorts with purple trim

28-21-20
22-15-14
18-11-10
15-8-7
12-5-4
31-4-8
21-4-4
18-0-0
12-0-23
8-0-19
28-26-24
23-21-17
18-17-11
14-13-7
10-9-3

Orange shorts with bright blue trim

22-15-11
19-12-8
16-9-5
13-6-2
11-4-0
26-14-10
22-10-6
16-4-0
5-23-28
0-15-20
30-31-26
26-27-20
21-23-17
15-17-11
11-13-7

Purple shorts with red trim (inspired by his WW color)

31-24-17
25-18-11
21-14-7
18-11-4
14-7-1
14-8-22
9-4-14
6-0-10
25-0-6
21-0-6
28-28-28
23-23-23
18-19-19
14-15-15
10-11-11

----------SAGAT QUOTES----------

From WW:
You are not a warrior, you're a beginner!

From Alpha:
Now who's the strongest?
It will take more than you to best me.
Do not challenge what you cannot defeat!
Accept your weakness and never return here!

From Alpha 3:
Your weakness will not satisfy my vengeful rage!
I promised this scar that I would never be defeated again!
Pathetic... Will you now beg me for your worthless existence?
Man, beast, or god... My punch smashes all into nothingness!
Hatred spares no one!
Your flesh is soft. My fists are invincible. Realize your agony.
How does it feel to have your body torn by my fist?
Defeat has brought me anger... Anger which leads to victory!

From CvS1:
My power is without question!
You should not have challenged me!
I despise your useless pride!
A warrior does not take a step back! A warrior takes on all challenges!
You are too weak! You can't even scratch my body!
Challenge me anytime! I'll always be here!
Practice all you want! You will never be good enough to defeat me!
A true warrior can win under any circumstances!

----------VERSION HISTORY----------

v. 0.2 (30 October 2001) - Added standard CvS2 gameplay features section and new
colors and quotes; revised tactics section's damage information

v. 0.1 (23 October 2001) - First version which contained everything not
mentioned above

----------LINKS----------

GameFAQs
www.gamefaqs.com
The best resource for gaming information I've seen anywhere (but if you're
reading this you should already know that)

Shingotink's Capcom vs. SNK 2 Color Edit Archive
http://geocities.com/shingotink/
OR
http://shingotink.tripod.com/
A fantastic resource for color edits

----------CREDITS----------

I, ProTect, wrote this.
Move names came from CvS2 command lists and from the Street Fighter Zero 3
Offical Guide Book: Challenger's Edition.
Sagat's official history came from the Street Fighter games as mentioned.
Sagat's statistics came from the Street Fighter Alpha 3, the All About Capcom
Head-to-Head Fighting Games Guide, and Street Fighter Collection 2.
All other material came directly from the author's trial-and-error
experimentation with CvS2.
Capcom made the game and all other games mentioned.
Sagat and Street Fighter belong to Capcom.