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Tuesday [ SUPER STREET FIGHTER 4 STRATEGY GUIDE ]


Jul202010
SAGAT - INTRO - SUPER STREET FIGHTER 4
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NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS

CHARACTER STATS & INFO


TYPE HEAVY ZONING
STRENGTHS Tiger Shots are one of the best projectiles in the game, allowin
control space very well. Hard hitting combos to punish the opp
WEAKNESSES Slow walking speed, lackluster pokes.
STAMINA 1050 - ABOVE AVERAGE
STUN 1000 - AVERAGE
CROSS UP  JUMPING LIGHT KICK
ANTI-AIR HEAVY KICK, TIGER UPPERCUT
ARMOR BREAK TIGER KNEE
GOOD MATCH UP ZANGIEF
BAD MATCH UP AKUMA, DHALSIM

Tuesday
Jul202010
SAGAT - MATCH VIDEOS - SUPER STREET
FIGHTER 4
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Saturday
Feb202010

SAGAT - NORMAL MOVES - SUPER STREET


FIGHTER 4 
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JAB (LIGHT) PUNCH

• Crouching light punch is Sagat's fastest normal (3 frame


start-up) and is also special cancelable, making it one of his
best normal moves. Use this to counter throw attempts.
STRONG (MEDIUM) PUNCH

• Crouching medium punch has fair range, speed and is special


cancelable which makes it a solid poke. You can follow up with
crouching jab for a combo.

• Jumping medium punch is one of Sagat's best jump in


attacks due to its priority and the fact that it stays active for a
very long time, enabling it to beat out or trade with many anti
air attacks.
FIERCE (HARD) PUNCH

• Crouching fierce punch has similar range to crouching


medium kick making it ideal for punishing the opponents
wiffed moves.
• Jump forward fierce punch is another great jump in for Sagat,
and works very well as an air-to-air move. It will beat moves
such as M. Bisons head stomp and Akuma's demon flips.
SHORT (LIGHT) KICK

• Crouching light kick has fair range and leaves Sagat at frame
advantage on block (+3) or hit (+6), making it ideal to set up
tick throws. You can also mix it up by follow up with crouching
medium punch which creates a frame trap, allowing a counter
hit if the opponent tries to throw or do any non-invincble move.
FORWARD (MEDIUM) KICK

• Far standing medium kick is a good poke that goes over many
low attacks.

• Crouching Medium Kick moves Sagat forward slightly, allowing


him to intercept pokes. C. MK is also special cancelable, making
it useful in many combos.

• Vertical jump medium kick acts as an overhead and is very


useful once you have the opponent cornered. Performing
vertical jump MK just as you leave the ground will act as instant
overhead.
ROUNDHOUSE (HARD) KICK

• Standing hard kick is an amazing anti air and is also two


hits, making it ideal for quickly armor breaking certain moves
and punishing Focus Attacks.

• Towards + Roundhouse Kick (F+RH) is an excellent move to


catch jumping opponents. Landing an anti-air F+RH can inflict
an insane amount of damage, because you can follow up with
another and finish with an Ultra. You can also cancel F+RH in
its first few frames to kara certain special moves such as his
Tiger Uppercut and Knee giving both moves extended range.

COMMAND NORMALS

TOWARDS + SHORT (LIGHT) KICK


• Stepping light kick that hits low.
• Used for kara cancel special moves. Goes farther than
karaing with F+RH but is a bit slower. Easiest normal to
kara special moves with.
• Follow up with crouching jab for a combo. 1 Frame link, 2
Frame link on Counter hit.

TOWARDS + ROUNDHOUSE (HARD) KICK

• Stepping roundhouse kick that hits opponents out of air. (follow


up with another F+RH or a Tiger Knee for a combo)
• Used to kara cancel special moves. Although the range when
karaing special moves with F+RH is shorter than F+LK, it is
faster.

TOWARDS + FIERCE (HARD) PUNCH

• Overhead attack.

Friday
Feb192010
SAGAT - SPECIAL MOVES - SUPER STREET
FIGHTER 4
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TIGER UPPERCUT

FORWARD, DOWN, DOWN-FORWARD + PUNCH

Great anti-air in that when


you FADC out of it or even when it trades you can follow up with
Forward and Hard Kick into Ultra.

KARA TIGER UPPERCUT

By canceling the first few frames of start up from either F+RH or


F+LK with a Tiger Uppercut, Sagat will move forward and gain
extended range on the Uppercut. Typically only do this if they are
airborne or you have two stocks to EX meter to FADC. F+ RH
Kara Uppercut will counter certain moves such as E. Honda's
Fierce Headbutt when blocked high.

TIGER KNEE

FORWARD, DOWN, DOWN-FORWARD + KICK

Good for gaining ground,


intercepting pokes and armor breaking EX special moves and can be
used as anti-air in some situations. When spaced correctly, Tiger Knee
is very hard to counter when blocked. This spacing requires the first
hit to wiff and the second hit to come down and land on the opponent.
From here you have many options such as following up with a
Crouching Light Punch -- few characters counter this -- or
backdashing.

Keep in mind this attack something you can completely abuse against
a good player. There are ways around safe Tiger Knees such as some
crouching moves like a Shoto Crouching Medium Kick just as Sagat
leaves the ground. The low forward will wiff and Sagat will be left
open to be thrown or even worse.

Beyond that, when the opponent blocks the Tiger Knee high you do
not have as much of an advantage so be aware of what they tend to
do in that situation.

KARA TIGER KNEE

Kara Tiger Knee is one of Sagat's most useful special moves. By


Karaing the Tiger Knee with F+RH, not only does the move get
extended range, but also comes out very fast. You can Kara with
F+LK which goes a little further, but is a bit slower than the
F+RH version.

Kara Tiger Knee is useful for hitting opponents out of the air,
setting up Tiger Knee block strings from a distance, and generally
catching your opponent off guard with its extended range.

You can use Kara Roundhouse Tiger Knee to go over fireballs if


you do it just as they throw out the projectile.

TIGER SHOT (HIGH)

QUARTER CIRCLE FORWARD + PUNCH

Faster than the other


Shoto fireballs so very effective in fireball fights. Hurricane Kicks are
unable to pass through Sagat's High Tiger Shot.

KARA TIGER SHOT


Kara Tiger Shots are absolutely essential for high level Sagat
play. Not only does this essentially speed up Sagats Tiger Shots,
it also moves him forward, pushing the opponent into the corner.

Performing a Kara Tiger Shot is different than performing other


kara moves. Instead of doing a F+RH or F+LK then a Tiger Shot
(which will result in a Tiger Knee or Uppercut in most cases), you
will do QCF + HK ~ Any kick or punch just as your previous Tiger
Shot is blocked or goes off the screen.

The easiest way to understand how this works is go to training


mode and set the dummy to crouch block. Throw out a LK Low
Tiger Shot. Just as the LK Low Tiger Shot is about to hit, do QCF
+ HK or LK, then any other button immediately. Since you can't
have two Tiger Shots on the screen at the same time, when you
do the QCF + HK or LK, you will get a F + HK/LK, but just as
soon as you press a button after that, the game will auto correct
by kara canceling into a Tiger Shot.

TIGER SHOT (LOW)

QUARTER CIRCLE FORWARD + KICK

Low fireball, good for


zoning. EX Version great for stopping dashes. Follow up with Ultra 1
after EX version in corner, or FADC mid-screen.

ANGRY SCAR

QUARTER CIRCLE BACK X2 + PUNCH


Angry Scar is a new move
for Sagat, and requires one stock of EX meter to perform. The purpose
of this move is two fold -- to power up his next Uppercut, and to also
pause the screen for a short moment to observe what the other player
is doing. The damage boost to the next Uppercut will last the entire
round.

SUPER - TIGER GENOCIDE

QUARTER CIRCLE FORWARD X2 + KICK

Typically this Super only


makes an appearance when the game mistakes a Tiger Knee input for
a Super, unfortunately. Sagat will want to save his EX meter for
FADCing Tiger Uppercuts and EX Tiger Shots.

ULTRA 1 - TIGER DESTRUCTION

QUARTER CIRCLE FORWARD X2 + THREE


KICKS
This is Sagat's "high
damage" Ultra, and can be comboed after an FADC Tiger Uppercut,
Forward and Heavy Kick or even after a traded Tiger Uppercut into
Forward Heavy Kick. In some cases it can also be used as anti-air,
though the timing and spacing has to be perfect.

ULTRA 2 - TIGER CANNON

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Although Tiger Cannon


dishes out less damage than his first Ultra, it has more over all
applications, making it one of the more versatile Ultras in the game.
Not only can you combo into it from every situation you can combo
Ultra 1, you can use it to punish players who throw too many
projectiles. It will combo even after a full screen EX Tiger Shot.

Wednesday
Feb172010

SAGAT - COMBOS - SUPER STREET FIGHTER 4


1 COMMENT | SHARE ARTICLE
NORMAL MOVE COMBOS

Crouching Light Kick, Standing Heavy Kick

Crouching Light Kick, Crouching Medium Punch, Crouching Light Punch

Close Standing Light Punch, Standing Heavy Kick

TIGER SHOT COMBOS

Crouching Medium Kick or Punch cancel into Low Tiger Shot

Close Standing Light Kick cancel first hit into Low Tiger Shot

Crouching Light Kick, Crouching Medium Punch cancel into Low Tiger
Shot

... Crouching Medium Punch, Crouching Light Punch cancel into Low
Tiger Shot

Neutral Jump Medium Kick, Crouching Light Kick cancel into Low Tiger
Shot

Forward and Light Kick, Crouching Light Punch cancel into Low Tiger
Shot

Full screen EX Tiger Shot, Tiger Cannon

In Corner ... Low EX Tiger Shot, Tiger Cannon or Tiger Destruction

Forward + Heavy Kick, Forward + Heavy Kick, EX Low Tiger Shot

TIGER KNEE COMBOS

Crouching Medium Punch cancel into Light Tiger Knee

Crouching Medium Kick cancel into Medium Tiger Knee

Forward + Heavy Kick, Heavy Tiger Knee

Tiger Uppercut, FADC, Heavy Tiger Knee

TIGER UPPERCUT COMBOS

Crouching Medium Punch or Kick, Tiger Uppercut

Crouching Light Kick, Crouching Light Kick, Crouching Light Punch


cancel into Heavy Tiger Uppercut

Close Standing Medium Punch, Tiger Uppercut

Close Standing Heavy Kick cancel first hit into Tiger Uppercut
... Tiger Uppercut, FADC, Forward + Heavy Kick, Tiger Destruction or
Cannon

ANGRY SCAR COMBOS

Forward + Heavy Kick, Angry Scar, Tiger Uppercut

Crouching Medium Punch cancel into Angry Scar, Crouching Light


Punch, Heavy Tiger Uppercut

Close Standing Heavy Kick cancel first hit into Angry Scar, Heavy Tiger
Uppercut

Tiger Uppercut, FADC, Angry Scar, Tiger Uppercut

COUNTER HIT COMBOS

Counter Hit Crouching Heavy Punch, Tiger Uppercut

Counter Hit Crouching Medium Punch, Crouching Medium Punch cancel


into Low Tiger Shot

TIGER DESTRUCTION COMBOS

... Tiger Uppercut, FADC, Tiger Destruction

... Tiger Uppercut, FADC, Forward + Heavy Kick, Tiger Destruction

Anti-air EX Uppercut, Tiger Destruction

TIGER CANNON COMBOS

Full screen or opponent in corner, Low EX Tiger Shot, Tiger Cannon

Tiger Uppercut, FADC, Tiger Cannon

Tiger Uppercut, FADC, Forward + Heavy Kick, Tiger Cannon

Monday
Feb022009

SAGAT - MATCH UPS - SUPER STREET FIGHTER 4


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vs Sagat (Mirror Match)

• Prepare to throw a lot of Tiger Shots in this match up. About


the first half of each round is typically dominated by Tiger
Shots. This is not by any means "fun" but is essential to win this
match.
• The key to winning the Tiger Shot war is knowing when to
throw a High FP Tiger Shot. Typically when you are meeting
their Low Tiger Shots with yours, and your Tiger Shots are
closing in on them (past the timer) you can follow up with a
High Tiger and if they throw a low one, you will recover in time
to block it but your high Tiger will hit them.
• Although somewhat difficult to time and set up, you can also
Kara low Tiger Shot to crouch under their High Tiger Shot and
hit them on their recovery.
• If you are at disadvantage in the Tiger Shot war, where their
Tiger Shots are closing in on you, vertical jump over their Tiger
Shot and reset the timing.
• If you can predict when they will throw a low Tiger Shot, you
can Kara RH Tiger Knee to fly over it and land right in front of
them.
• Once they start jumping over Tiger Shots, S. RH and Kara Tiger
Uppercuts are very useful.
• When applying Tiger Knee pressure, dashing back after a
blocked Tiger Knee is generally a good idea, especially if they
have two stocks of EX meter.
• If they end up blocking Tiger Shots, follow up with Kara Tiger
Shots to slowly push them into a corner.

• Around mid range, you can Focus through a Tiger Shot and
Tiger Uppercut through any follow up Tiger shot. Usually only a
good idea if you have two stocks of EX meter. You can also
Ultra through their follow up Tiger Shot, although its a risky
move.
• Outside of hitting with a Level 3 Focus attack, it generally a bad
idea to Ultra another Sagat near the corner. In many cases the
last part of the Ultra will wiff completely and the opponent can
counter with an Ultra of their own.
• After jumping over a Tiger Shot, you can Ultra through their
follow up Tiger Shot.

vs. Dictator (Bison)

• S. HK and S. MK are very useful when Bison is in poking range.


Both moves will stop many of his pokes and scissor kick when
timed right.
• Whenver you see Bison leave the ground, do F+RH. If he
happens to be performing a Headstomp, Sagat will pass right
under him and Bison will end up on the other side. In some
cases if he ends up doing a Devils Reverse, it will hit Bison out
of the Devils Reverse.
• Jump Forward/Vertical FP is also good for stopping stomp
attempts,
• Punish Devil Reverse as Bison lands on other side of the screen
with anticipatory low EX Tiger Shot.
• S. HK will trade in many instances with Devil's Reverse.
• Focus Attack Devils Reverse and follow up with combo if you
land the crumple.
• From close range, use c.lp into Low Tiger Shot to keep Bison off
of you.
• Cross up with LK into throw/combo/block string so he will
continue to lose his charge.
• Try to stay out of the corner and out of cross up situations in
this match up in that you will be at a serious disadvantage.

vs. Blanka

• After blocking EX Rolling Attack high, punish with low EX Tiger


Shot
• While he is advancing with out a charge, try to land a Focus
Attack on any of his normals. Works well against his slide.
• With no EX meter, throw a lot of Tiger Shots until he gets close.
• Blocked slides can be punished with Tiger Uppercut.
• Block his Ultra low and then high at the apex of the "hop",
punish with F+RH x2 into Ultra [strategy submitted by
tharimrattler]
• After a blocked Rolling Attack, perform F + LK Kara Tiger Knee
to land ontop of him as he recovers.

vs. Abel

• Pressure with Tiger Shots to bait rolls. You can throw him out of
his roll on the recovery.
• A well timed C.MK xx Low Tiger shot will hit Abel out of his roll
as well.
• Vertical jump medium kick to avoid command throws.
• F + LK works suprisingly well in this match.

vs. Ryu

• You must play the "fireball game" in this match, as boring as it


may be. Work in as many Tiger Shots as possible and let Ryu
take damage trying to get close you.
• High Tiger Shots are faster than fireballs so you will always win
fireball fights.
• Punish Jump ins with Tiger Uppercut or S. RH. Uppercut will
trade in some cases so follow up with F + RH.
• When he has two stocks and Ultra, bait Dragon Punch into
FADC but watch for follow up throw.
• FA through fireballs to gain ground. In some cases when you
have them lulled into a fireball fight, you can FA through the
first fireball and Uppercut through the second Fireball.
• You can counter C.MK xx Fireball pressure by performing an
Ultra after blocking the C.MK. You will pass right through the
follow up fireball and connect with the full Ultra.

vs. Ken
• Play this match at a distance. Throw a lot of Tiger Shots and
punish jump ins accordingly and back off. Rinse and repeat.
Once Ken gets in close, you are at a disadvantage since his
close range game is pretty solid.
• Punish Jump ins with S. RH or Tiger Uppercut.
• Ken has a Kara throw which he will use within his c.lp block
strings. Watch for the throw tech, but be careful of him mixing
up with a c.mk into EX Hurricane kick.
• With full meter he can EX Hurricane Kick over your Tiger Shots.
If it hits, he can combo into Ultra so try to bait the EX Hurricane
Kick when this time comes.

vs. Chun Li

• Focus Attack LVL 2 her Hazanshou Flip Kick and follow up with
combo.
• Focus Attack her pokes as she pressures you.
• Pressure with Tiger Shots until she has Ultra in that she can
Ultra through Tiger Shots from anywhere on the screen.
• She has few reliable, damaging anti air options, so once she has
full Ultra and you cannot pressure with Tiger Shots any longer,
use jump in attacks.
• C.LP/S. LK into Low Tiger Shot is good for getting space when
she gets too close.

vs. Dhalsim

• Typically it's best to sit back and throw a lot of Tiger Shots and
let 'Sim come to you. Do this until you have about 2 1/2 stocks
of EX Meter. At this point, try to rush in by FAing through his
long reaching limbs and push him into a corner. Once he is in
the corner the match should be yours if your corner game is on
point.
• When Sim Jumps, prepare an FA. If he does Jump Back HP, you
can FA through it, follow up with F+RH into Ultra.
• Do not jump in at Sim in most instances in that B + RH and B +
MP will stop any jump in attack you have.
• Do not Focus Absorb Yoga Fire in that he can follow up with FP
or MP to negate your Focus.
• Use S. MP to hit him out of his Teleport.

vs. Zangief

• S. RH will punish virtually everything Zangief has so use this to


keep him at bay and punish Lariats and stop Banishing Fist.
• 'Gief can be thrown if you block a Banishing Fist and you can
also reversal with an Uppercut.
• Mix up low and high Tiger Shots to punish Lariats.
• Try to stay out of the corner and cross up situations if possible
in this match up in that you'll be at a serious disadvantage.

vs. Balrog (Boxer)

• Tiger Knee will stop a lot of Dash Straight nonsense cold. Will
crush EX Dash Straight etc so bait this by throwing a lot of tiger
shots.
• Focus Attack Dash Straight and throw him out of EX Rushes.
• Do not start off matches with Tiger Shots in that Balrog can
Headbutt right through them from the start and punish you.
• Use slow High Tiger Shots to punish Balrog as he tries to pass
through them with his Headbutt.
• Watch for throw mix ups after his c.lp.
• Use standing RH and Tiger Uppercut to punish jump ins.
• Use Level 2/3 focus attack to punish Blarogs who are too
"sweep happy", but don't do this within their jab range or you
may eat a combo.
• Standing RH is a solid move to punish TAP and EX Rushes.
• When Balrog has no Ultra and is mostly full screen away, throw
low RH Tiger Shots and follow up with Kara High FP Tiger
Shots. In many instances you will hit Balrog after he jumps over
the initial low tiger shot. This is also a good strategy to use to
bait TAP, so keep an eye out for it.

vs. Rose

• Mix up the speed of your Tiger shots to punish her Soul Reflect.

vs. C. Viper

• Try not to get thrown to stay out of 50/50 mix up situations.


• FADC Burning Kicks.
• After a blocked Burning Kick many Viper players will dash back
to avoid throws. Use Tiger Knee to punish this strategy.
• Kara Tiger Knee is very useful in this match up in hitting viper
out of the start up of many of her moves.
• Jump forward FP is great for hitting her anytime she Super
Jumps.
• She can low Thunder Kunckle under your Tiger Knee and can
also Ultra on reaction if you're not careful.

vs. El Fuerte

• FADC and dash backwards to get out of his splash mix up.
Beware: he can air throw you out of your back dash.
• You can duck his grabs out of his Run.
• Tiger Knee to stop running shenanigans.
• Kara Tiger Knee is very useful in this match to hit him out of
the startup of his Run from a distance.
vs. Akuma

• Do not try to FA Akuma's pokes in that his Standing


Roundhouse is two hits and leads to damage combos.
• Vertical jump over 3 hit fireballs to avoid chip damage.
• EX Tiger Shot 3 hit fireballs, FA through last fireball to gain
ground.
• Jump Hard Punch will stop Demon Flips.
• S. MK is useful from midrange to stop his Far S. RH.

vs Cammy

• Block low and look for throws and the match should be yours.

vs E. Honda

• This match is seriously in Sagats favor.


• Throw a ton of Tiger Shots and keep your distance. Honda will
take a lot of damage just trying to get close to you.
• Punish jumps with S. HK.
• Blocked Fierce Headbutt can be punished with F+RH Kara Tiger
Uppercut.
• Punish the second part of a blocked Body Splash with a Tiger
Uppercut as he comes down.

vs Guile

• Throw a lot of Tiger Shots and try to work him into a corner as
quick as possible.
• Guile has an odd jump that is hard to punish with Tiger
Uppercut at some ranges, so using Tiger Knee can be a better
option as anti-air.
• Jumping over Sonic Booms is a bad idea in some cases since he
has some solid anti air options.
• Sonic Booms do very little damage, so don't panic if you eat a
few.

vs Rufus

• This is a very bad match up for Rufus since it is very difficult for
him to get around your Tiger Shots and many other anti air
options.
• Throw a ton of Tiger Shots and keep your distance. Let him
come to you.
• Mix in some Kara Tiger Knees to hit him out of his jump
attempts.
• If Rufus happens to get in close pressuring with Dive Kick, its
best to go for a Tiger Uppercut after a blocked Dive Kick. This
will severly limit his options.

vs Gouken
[match up notes submitted by LottaMercy]

• punish palm with upper when it hits deep (like blanka slide)

• during full screen fireball wars anticipate ex demon flip when he


has meter and jump to avoid or hit him with jumping f or rh

• against normal demon flip focus is a preety good option unless


he use that counter.

• stay out of corner against him all his big combos are there.

• when he has ultra be careful when applying tiger knee pressure


(or just don't do it) because he can easily catch it with his ultra.

• doesn't really have any poke strings into specials but with his
counter and demon flip set ups its probably best to keep
distance and punish when he tries to come in.

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