Sagat Combo Thread

MP does more damage than c.MK
(c.mp does the same damage as c.mk)

the extra exTS is totally worth using considering you’re only doing that when you dont have the ultra in the first place.

c.mk>TU and c.mp>TU do the same damage
mp>TU does 10 more damage than both of the above. If you are using a c.lp>LTS>FADC combo the make sure you use c.mp>TU vs all of the ones I mentioned or it will whiff or the ultra won’t connect properly.

I hear you, but all of this meter stuff is opinionated. We should all appreciate the input. I prefer to use my meter/ultra whenever I have the opportunity. If I hesitate I lose my mind gaming tactics so for me I like to use my meter even if the damage is scaled greatly.

@Haze
After I posted I see you beat me to the reply. What combo do you prefer to use as the BnB punisher?

As a punisher i opt for a LTS combo as always for mixup purposes. If you condition the opponent to expect techs and overheads after the FADC (as they should already expect), nail them with a c.lk, c.mp TU and they’ll be hurting.

Though for damage, you really can’t beat MP TU F+HK, esspecially if you use an EX shot at the end.

Of course, if you don’t have any meter and really wanna max damage, cl.mk, c.lp, TU is the way to go. yay for 16 extra damage.

Guys prefer to use cmp or cmk to TU as a punisher or after a focus attack because for the smp xx TU you must to be very close to cancel and the most importal thing smp wiffs at small characters like Dhalsim and the timing after focus attack in those characters is very strict also i don’t remember if can hit them while crouching

The best in my opinion are:

  1. cmp xx TU 5 frame start up, works to all chars
  2. cmk xx TU 7 frame start up, works to all chars, same damage as cmp but slower and be careful with the range because have very good range but if you hit it in max range TU will wiff something that doesn t happen with cmp
    3)Smp xx TU 7 frame start up don t work at some characters because for the reason i mention in the top of my post , best damage, same str up frames like cmk

After a crumple it’s c.mp all the way. characters fall so you have to be quick to hit them with s.mp, how quick depends on the character and some probably can’t be hit at all. You really don’t need the range boost c.mk offers you if you’re close enough to crumple them.

Unless of course you feel like being muay thai champion of the world, in which case you crumple, s.mk, c.lp, TU

And know your matchups, because you can throw in the c.hp, c.lp, TU in after crumples or punishing in general against big guys

This may be somewhat reliable and…

does anyone actually use jump in, c.lk>Super? it feels like a third strike thing but it’s actually easy to pull off for good chunk of damage :\

his super blows. save the meter for better use

here

If I am going to jump in (lets say over a ryu fireball or something and get a clean free hit) it’s gonna be j.hk c.mk TU FADC f.rh ultra/ex tiger shot

Is cr.MP > cr. LP XX <usually LTS> character-specific?

I was playing against a CPU Dhalsim in Training, trying to nail down the TU > FADC > F+HK > Ultra setup, and I found this would hit after a jumpin, and combo.

The timing seems pretty tight, but as I worked with it more, I actually managed to land it more often.

It seems to do roughly 300 damage when starting with a j.FP, so I’m interested in pursuing this a little further.

Sometimes you can smell counter hits. They smell delicious.

Anyway, real talk, frame traps will get you counter hits. Try cr. jab, cr. fierce, that’s my most reliable one. Confirming a counter hit is really hard though, and unreliable as all hell.

I have a question:

I know that Ryu’s Jab SRK into Ultra on a jumping opponent works, but does Sagat’s Jab TU into Ultra work the same way?

cr.mp cr.lp???

sounds counter hit only, in which case you can just cr.mp cr.mp

shouldn’t be character specific, has better range too.

no it connects on normal hit, just a 1 frame input for the c.lpxx into whatever (special moves).
:wgrin:

also try close s.mk > c.lpxx into special moves. still a 1 framer.

Wow, I never knew c.mp c.lp connected. But if you’re that close to the opponent that the jab will combo you might as well c.lk c.mp. That combo doesn’t push them as far, does the same damage, and hits low, and definately isn’t character specific.
c.mp c.lp is a 2 frame btw, s.mk c.lp is a 1 frame. It seems to be except for the character specific c.hp c.lp, s.mk c.lp is the most damaging combo into TU. I think the damage scaling makes it not worth it if you ultra, but i’m not sure.

thanx. btw how long have u played with sagat?

If you’re feeling fancy, c.HP links into MK/HK super lolol.

j.HP > c.HP > Super = 548 damage (vs Ryu)

close s.mk has 7 frames start up… considering proximity, most people tend to try and go for throw techs or jab combos which will beat it by 3-4 frames.

well i tend to use these combo off a confirmed jumpin, fadc, or even to punish. as for blockstrings they are not that good, i use more moves that give me block adv.

okay here are two fun anti air ones that have to be very well timed. The setup will seldom occur, but having a way to triple your damage is never a bad thing.

On a jump in, both of these require you to land a lvl 3 Focus attack while the opponent is airborne.

Lvl 3 FA, Forward Dash twice, High Step Kick, EX LTS 367 Damage

When sagat is mid level or closer to the corner.
Lvl 3 FA, Forward Dash twice, High Step Kick, Ultra 451 Damage

The two dashes are the most difficult part of the combos to time, but still not that hard. Play around with it and you might even find a few more uses.