Sagat Q&A: Ask simple questions here!

OK thanks. Another Sagat told me you have to return the stick to neutral.

Winning gives you points.

This may be the case, I’m not entirely sure though. I don’t know if the game actually reads neutral as a command. My assumption was that it had to do with the frames. A forward command followed by qcf+P/K within X frames would cause DP.

Ok here’s a question about tiger knee spacing. I know how to space tiger knees so that they are “safe”. I recall reading somewhere here that if the knee is on its downward arc landing on the opponent, that constitutes a safe knee. Thing is…whenever i do this and try to grab afterwards, or even try to pressure using crouching short, i get grabbed instead. I have had some success with crouch jab, but that is only when the knee is on its downward arc and hits at the very tip.

upon looking at the frame data (which im fairly new to), mk tiger knee recovers in 13 frames, so how is it safe? Does the block stun make it so that the opponent cant react in time?

Im just confused because i see bonchan do the knees and get free pressure with cr short afterwards, so im not sure why the opponents arent reacting.

that frame data is if the knee hits at its start, but because they have lots of active frames you can make it hit “meaty” (aka it starts hitting when it is already active) based on the spacing. That’s why if it hits late in its animation (i.e. as late as possible on the way down), it becomes safe (and even advantaged at times?). Basically, the later you can make it connect in the animation, the better off you are afterward.

Still getting Tiger Knees instead of Tiger Shots after a f+LK Kara. Any tutorials or anything regarding this issue?

have you seen this vid? A clear explanation on how to execute it is given here.

Start watching from 7:05

OOOH!

QCF+LK, then while the slow shot is still on the screen, QCF+LK, then after it disappeared, HK for a fast shot, or whichever button you want I suppose.

Do I need to release the forward on the stick? Seems like he did but it did not seem to matter that much.

If done correctly, you should be able to get your chip damage with both shots, the QCF+LK one and an unavoidable QCF+HK one with the QCF+LK,HK mothod, PLUS another threat with another shot, mixing up the speed possibly for a mindgame. People often try to jump over HP version and get hit by LK version.

He talks for a long time…start watching at about 8:40

Can anybody link to me sagats usf4 option selects and safe jumps please?

Safe jumps are pretty much dead in ultra. A basic 5 framer used to be forward throw, HK Knee, tiny pause j.hk.

I only talk a lot because you lot keep asking the same questions !!

I’m just finishing Bison match up then I’ll add a small vid in for option select back dash. Sagat has option select ultra but it’s not that useful unless you’ve got a good read because you don’t get any pressure out of it.

lol, keep talking a lot highland…so long as its towards informing and instructing i think its necessary to be thorough. Looking forward to the Bison tutorial.

Headstomp and devils reverse mixups
scissor kick pressure
standing forward and roundhouse and fierce.

These are Bison’s most annoying tools (for me at least). Some tips on optimal ways to deal with them would be appreciated.

Thanks in advance.

After forward throw I just do a single forward dash and QCF+LK into whatever.

When I try to c. LP VS opponents getting up I usually get blown up by whatever they do. the c. LP tends to go through their body at really close range way after they have obviously gotten up, too. I just tend to back off when they get knocked down. I do like crossup LK, but auto-correct DP often blows it up.

What’s up with c. MK going though people at long range? Crappy

I tend to never use c. MK for footsies, I stick to c. HP. I never use the counter-hit c. HP to Tiger Uppercut, though, I suck at seeing if it is a CH.

Cr Mk hits at sagat’s ankle…just one of Gat’s wonderful idiosyncrasies. even though its range is deceptive, cr mk is a very useful button, especially when buffered into TS. It is also one of Sagat’s best combo starters when followed by TS into FADC into whatever. Ignoring it would be missing out, especially since you admitted that cr fierce is not easy to follow up.

So with the 1.04 patch dropping, u2 does decent damage. Is u1 obsolete? Seems like u2 is less of a headache since u1 drops constantly now midscreen and does shit damage.

U1 does 375 damage vs air targets but it’s very easy to whiff a hit or two making it do as low as 305 sometimes at which point there’s basically very little advantage to using it over 303 air-hit U2. Still, all the hits land reliably in the corner and crumples net you the full 500 damage for ground targets.

But yeah, I will probably exclusively use U2 in more match-ups now whereas before I would have had to decide based on the player (like E. Ryu).

Was thinking about his same point actually. I personally will go back to using U2 for characters who we traditionally use U 2 against, i.e. blanka, bison, ryu etc.

I’m still keeping ultra 1 for characters like chun li and the new cast members because ex TU into U1 is too good to pass up and those characters have floaty falls which make it easier to land the combo.

What I like about U1 is you can still use it as a reversal if there is a Tiger Shot on the screen, unlike U2, which counts as a fireball since it IS one. But I do like how U2 has some invincibility. I think the buff was only for U2’s VS airborne damage, not VS grounded damage. So if your opponent does something unsafe like a shoryuken and you block it, Ultra 1 should still be far and away tons more damage than Ultra 2.

The problem with the U2 buff, is that although yes, it’s a decent increase, most of the time your choice of Ultra 2 is based around it’s ability to punish things on the ground - like fireballs, Blanka Balls etc etc. The only main benefit is that you can FADC backdash (which lets face it no one is punishing even with the disadvantage) and get more damage, essentially using your DP as a get out AND an Ultra.

It’s an “ok buff” , but doesn’t change anything. I’ve been trying to look for other unlisted changes, but so far no luck. At the very least U2 is a better choice against those iffy matches where you are not sure, like E.Ryu, Akuma etc etc.

Also Ryu’s fireball buff makes me cry tiger tears, he’s going to beat us now, especially in the corner.

Was actually thinking the same thing regarding Ryu and fireball wars…a lot of gat’s strengths are being negated by buffs to other characters… pretty soon we wont have the advantage anywhere. The Gief match up just got a lot worse…so did Ryu and evil ryu in Ultra…Hugo is probably going to start giving us a run for our money pretty soon the way this is going.

Oh and dont think we forgot about the bison vid you promised highland… Holding you to that, so dont try anything slick.

Seemed to me, playing against a Ryu online, that Sagat still wins the fireball war against Ryu. But it was online, haha. I doubt Ryu’s QCF+HP is as fast as Sagat’s QCF+HP in its speed and recovery time. I do think Ryu’s QCF+HP might be FASTER in its speed and recovery time than Sagat’s QCF+HK, however, now! I could be wrong on the Sagat QCF+HP too.

By the way just wondering, do you guys commit to a tiger uppercut after counter-hit c. HP? I think it often looks like the tiger uppercut will whiff, especially since I usually use c. HP at tip range, or even at a range where it should whiff to try to hit their outstretched limb.

The official USF4 bible says you can hit c. MK after CH c. HP, but it whiffs for me every time, even in the corner.

I still think the range on c. MK sucks. I tend to just use either c. LK if in range, c. LP, or, after a couple of c. LPs has pushed them back, c. HP. I see Sagats use f+LK, too, is that worth using? I don’t, it seems slow, but I see you can link it into c. LP > Uppercut etc.

Also, I lost a match because my EX Uppercut traded with a jump-in, but the USF4 bible says EX Uppercut is invincible the whole way up.