I learned Kara TU and Kara TK yesterday - it works pretty well for me. But I can’t manage to get Kara TS. I ALWAYS get TS or TK, depending of which (low/high) I want to shoot. I tried to do the trick with f.lk > b > ts but it goes f.lk only (my input seems to slow, but I can’t get it any faster). I also tried going for neutral between f.lk and ts but it also didn’t work. Any ideas?
I’m curious, should I be doing kara TS with LK instead of HK on meaty? I can do both consistently but i was wondering if LK kara TS gives my opponent less time to jump out of the fireball trap. When should I be doing LK kara TS in general? I’ve seen Sanford use it in fireball wars when his opponent neutral jumps. Anyone?
What are Sagat’s anti-backdash option-selects?
I know about the c.HP one…
I was wondering what’s the notation for the option-select bonchan is doing on this video (at 12:00)
It’s an option select from c.lk to forward lk
[media=youtube]oCauD9PA3ng[/media]
It’s quite simple. Just hit c.lk and input f+lk after in one fluid motion, same timing as you would c.hp. You have to bring the joystick to neutral before you go to f+lk though, else you’ll get a fireball.
120 damage uppercut is just not right if you ask me. Remove the 160 damage thing on late animation frames. Make the first 2 frames cause 130-140 damage. Rest of the animation causes 120 damage.
Make st.lk better but not easy mode. I say plus one or two on block. More damage on second hit, more meter gain and more stun Better in every way but not cancellable. Split damage between both hits on tiger knee. One frame less recovery on all versions cept ex. Tiger uppercut does 140 on first two frames 120 on the rest as mowr said. Give rid of that one recovery frame on low shot. It’s dumb and unnecessary.
His basic hit confirm - cr.lk , cr.lk, cr.lp xx TU comes in at an earth shattering - 168 - never going to pull any chicks with that.
His whiff punisher comes in at a flacid “I have erection problems” - cr.mp xx hk TK - 230 or a massive 20 difference using EX TK (add crumple damage)
With meter it’s pretty much the same give or take 20-30. His hit confirm cr.mk xx LTS FADC cr.mp xx TK is getting a little more sexy but then you’ve just burnt 2 bars that could land you a better oppertunity later in the round. That comes in at 292 still about equal or less than your regular herp derp combo - you might get a fat chick with that one.
If you add a j.hk on his basic stuff then your getting into the 350 region, but then you have to ask yourself why the f### am I jumping plus everyones damage looks good from a jump in.
If you find yourself in the highly unlikely scenario where you have A) managed to jump in B) have 4 bars C) can’t play street fighter because of A and B - Then your looking at about 450 from a jump in super. Tacking on a fwd HK and Ultra combo cancel after a hit confirm DP combo will net you about 390 - 410 thats IF you can land it in the roughly 50% of stage that won’t make the Ultra whiff so that would be - cr.lk, cr.lk, cr.lp xx TU FADC fwd HK - Ultra.
Basically Sagat’s got average damage compared to half the cast, aside from the Ultra your damage comes in the form of chipping away at the life bar or catching XBL noobs with your 4th Anti Air DP. He has some other combo’s starting with cr.mp you can link cr.lp xx TK/TU or go from cr.lk, cr.mp xx special but most uses of cr.mp (I’ve found) come from CH set ups.
Only other worthwhile combo would be cr.fierce counter hit xx TU. That’s situational though.
I play a bit of Sagat as my 3rd choice character. I just can’t get the hang of his close range footsies though. Againt shotos they mash dp through my crouching lk block strings and against a Dhalsim I was just playing he would immediately throw me after blocked he blocked cr lk. Admitedly I’m more used to characters where you mash out light block string but Sagat just seems awful in close range. I try to be more prescise with Sagat but the timing seems ridiculously tight.
I’ve found in my time playing SF over the years there’s this strong community influence on attacking people when they are knocked down, or using block strings in close or trying to cross people up (noob favorite).
If your not good in close, don’t go in close. Bait and punish, or just use the KD to correct your spacing. Simple a shit answer but you’d be surprised how much better you can get with Sagat (and the game) when you don’t feel the need to do anything. Just take the zoner and zone with him. Sometimes you just gota play lame and strip it down to basics.
Character specific of course. Someone like Rose or Dhalsim you’d want to fly in and unleash the fury but if your struggling with pressure then just space yourself and if your struggling under pressure just block. Most under rated thing in street fighter - blocking.
Go into the training room and just practice your cr.lk links over and over. Get the rhythm. If your getting thrown your doing it wrong. I’m assuming you can hit links here though.
Just wondering what strength tiger knee is the one that I see people using during blockstrings…it seems to be safe as fuck to continue pressure after wards because when watching basically any Sagat, I always see TK > cr.lp/cr.lk.
It depends on the spacing and character hitboxes, but it’s always either LK or MK tiger knee. You never want to be using the roundhouse knee except as an ender for a point blank combo or as a long range kara AA in certain situations.
So lets say I’m point blank and I do a blockstrings of cr. lk cr.lk cr.mp xx tk. Should I use lk or mk ? And is it really that safe to continue pressing buttons after ? What is the frame advantage / disadvantage ?
Edit: vs a character with a typical hitbox like ryu
it’s pretty shitty, sagat players just make do with what they have. lk is +1, mk is 0. and that’s only if you space it. nothing is a true block string, cr.LP is basically your only viable frame trap confirm (not really that difficult despite being 1f link, but…annoying.) cr.LK works “okay” against characters with slower normals. getting people used to trying to tech and TU FADCing them is still pretty handy though. ex knee is still pretty good, on that note.