Don’t do an autocorrect motion, literally do the DP the first way and then just delay the button press.
As i seen, try not to throw TS at mid range as, mostly online, predicted jump will kill you so fast.
The main purpose of the EX TS is against focus attacks, or to win fireball wars.
about the anti air, start the match in a set of mind, that from certain range, you always ready for the jump, no matter what you do, you keep in your mind that they might jump. at first it may be hard, but hopefully after time it will become 2nd nature and you won’t even think about it.
I guess it possible to identify a safe jump in action, but it’s better just to get yourself familiar with the characters safe jump setups. (i.e learn match ups…)
Who’s a good second for Sagat? Biggest problems I have are Guy and Dudley, but Viper and Ibuki are head wreckers, too.
arrrm, Sagat is quite a good counter pick for Dudley :oops:
My call is that if you already decided to go for 2nd, go for broke (aka top 3)
Your joking right? Dudley wins free and dundle try cammy
The main purpose of the EX TS is against focus attacks, or to win fireball wars.***
EX tiger shots are more than just breaking focus attacks. They are also meant to PUSH back your opponent full screen while you remain at the opposite end. They are meant to hit confirm into U2 full screen, and they are also meant to kill your opponent off a doomsday juggle and they are near death.
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Dudley Beats Sagat, I think the match-up is much closer if Dudley didn’t have U1, it’s too Godlike against Sagat, much like Adon’s U1. Sagat cannot win in the ground game against Dudley if the Dudley knows what he’s doing, you have to body him on wake-up.
If you guys want to improve your zoning, you first have to read the footsie guide to fireballs posted by Sonic Hurricane a few years back. Getting good at zoning will not come over night, it’ll take years of practice. You have to think about it like this…
There are distances where your fireballs are COMPLETELY safe from everything, pokes/jumps etc. These are the distances you’ll always be safe, but are easier for your opponent to react to because they are coming from so far away.
Then there is the distance where you are safe from all pokes, but a jump in might tag you at it’s peak, but nothing else. These are risk involved TS, but the benefit is that you can’t be heavily combo’d after.
A bit closer than that range is the distance where you are still out of their poke range, but a well timed jump in will net the opponent an easy combo for big damage.
Finally there is the range where you are in risk of being hit by ground pokes as well as air attacks.
Each time you get closer to your opponent, the degree of risk increases. That is where you must use feints to pick up on your opponents movements. Stand/crouch over and over is an excellent tool to use, but you still have to throw a TS to make your opponent respect it. You have to think to yourself, is it smart for me to throw a shot, or is it better for me to just do nothing? People who play with fireball characters know when you want to throw fireballs, you also have to keep that in mind.
A lot of zoning is about reading your opponent, knowing with shot to throw out with the speed is crucial.
By far the biggest key to being able to zone effectively is having your AA game on point. Nothing makes someone respect your zoning game more than knowing if they gamble to jump in on you, they’re eating shit.
I used to play this Great Sagat/Akuma player named AverageHB, he credited me for having a great zoning game and said it was better than his, but I disagreed because his AA is beyond God Like. You cannot jump in on this guy, ever. When you keep that in mind, you gotta fight more on the ground, and that’s where the fireballs play a bigger role.
Crouching strong beats a lot of dudleys normals up close you can bait him pressing a normal with standing jab and walking back then whiff punish anything he does its possible to out footsies dudley but it’s really hard
Jiji said bonchan thinks dudley may be sagats worst matchup.
ex shots are also good for juggle into u2
Thank you.
Ryan Hart has also said the match is practically unwinnable.
At the same time they might not have the experience but it’s still hard
I use U2 vs Sagat to be fair.
I’ve been using Sagat lately and found safe jump followed by an immediate Angry Scar puts you at advantage.
Frame trapping everybody lmao
Can someone confirm how many frames Sagat is at an advantage?
Dudley counters the shit out of Sagat it’s 6-4 with Ultra 2 Dudley. I dont even use U1 vs Sagat it’s that bad.
Sagat can not out footsie Dudley.
You have to play like Dhalsim, Light fireballs for advantage, If they cant react punish every single duck without hesistation Tiger knee, Kara upper cuts ect.
Ultra 1 Dudley can whiff punish sweep.
Ultra 1 Dudley is probably worse than SSF4 Sagat vs Honda
Does anyone have information on safe jumps and/or OS? No sure where to look.
True but that doesn’t make u less free 34
leave me alone cheap, no skill, spammy, turtle, mashing, random, wake dp, wake up ultra, tiger knee, FADC ultra, fraud Sagat.
Loooooooool,
Yo thirty fours Dudley is pretty hard. Smallpox blanket.
Been looking all over the forums for these: what are your main setups (on sweep, and foward throw etc) with Sagat on enemy wake up? I’ve seen people do crossup tiger knee setups (are those safe on block?) and does he have any safe jumps?
rushdown, milk the cr.lk meaty for all its worth (mad plus frames on block), if it hits, hit confirm to tu, start all over again. end the bnb with a shot for safe pressure, tick throw with it, or just meaty throw. bait a reversal and punish, or just overhead, push/keep em in the corner for safe shot pressure/zoning. if you think they are not gonna reversal, but block and try and press low start up buttons or os tech, frame trap.
sagat’s wakeup game is simple, yet effective. check out emblemlords many posts for a more elaborate exposition.
On forward throw’s you can set up a safe jump option select on many characters(Honda, Viper etc) by mashing HK TK and then a jump forward HK with a TU. It beats all of their options, if the kick hits you can continue a combo, if they block you do nothing and if they do something your TU comes out and blows it up.
Some people rush down off a forward throw, others play the zoning game, use it to your advantage, space is important.
On wake up you have to mix it up, sometimes throw, sometimes frame trap with cr.lk, cr.mp, cr.hp, all are vital and play important roles