how does sagat do in a groove?
thx
how does sagat do in a groove?
thx
your main customs (taken from VO forums):
ground:
CC, c.MK-c.HK-close s.HP xx LP+LK, DP+LP, [DP+MP xx LP+LK]x2, DP+LP, DP+MP xx LP+LK, DP+MP xx c.LK(whiff), high tiger super
anti-air:
CC, DP+LP, [DP+MP xx LP+LK]x2, DP+LP, [DP+MP xx LP+LK]x2, DP+MP xx c.LK(whiff), c.HP, high tiger super
budget corner custom (punishing blocked uppercuts, supers, etc):
CC, close.HP xx dp+MP, whiff c.LK, [deep dp+LP] x 5, mash j.LP a few times, high tiger super
cancel uppercuts immediately after they hit, it only works when the uppercut hits low to the ground (before sagat leaves the ground, this also gives more damage per uppercut).
play a zoning/guardcrush game, play safe til you have meter and from there do whatever you want. make it a point to master the anti-air custom and keep people on the ground, where you can be sagat and rape fools. one nervous jump-in and you land 8k damage. his ground custom isn’t so hot blocked and leaves you in a shitty spot… most of the time you’ll have to just waste your custom and cancel into low tiger super.
comboing after a fierce uppercut will give a (total damage) of between 5k and 8k, depending on how you’re starting your combo into uppercut. if you’re winning by a huge margin, you can burn your meter with (anywhere) <whatever> xx dp+HP, CC, s.HP xx high tiger super, free level 1 damage but uses 2 meters. in the corner your custom can just be <whatever> xx dp+HP, CC, dp+HP x4, high tiger super, for about 8k damage. if you’re within distance of the corner to land a tigerknee, you can dp+HP, CC, s.HP xx dp+HK, dp+HPx4, high tiger super.
if you just wanna play it safe, and play sagat 1st just to give your 2nd guaranteed meter (ie. bison). don’t worry about your custom, focus on guardcrushing and landing lvl 1 supers. if you’re leading and land an uppercut near the corner CC and get yourself some extra damage.
other tools to land CCs:
super early dp+LP (against punks like bison and chun… annoying jumpers)
trade dp+LP/dp+MP (time exactly like deep dp+HP, just go for a different uppercut, extremely good risk reward against an opponent without meter)
(obvious) anti-air fierce uppercut near corner, CC, etc