Sagat strategy / combos / discussion

Hello Sagat players. Could you critique these matches? I’m trying to become a rare competent 'Gat but I have huge holes in my game. I would really appreciate if you:
A. point out the mistakes
B. give tips on eliminating them
C. mention ways things that I’m not doing that I should be
D. anything else that I’m missing

I don’t see the One-Eyed Bastard in action very often, so it’s hard to know what he’s supposed to look like on a consistent basis.
Thanks for the help:

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Ok this is just from watchin about half of the first video. Ill finish and look at the rest of em when I have more time and help you out more if someone doesnt beat me to it…

A1) 0:40 - Sim hit you too high with air dive and you used tiger knee to punish and he blocked.
B1) ALWAYS dp immediately in that situation.

A2) 1:09 - You connected with deep jump in and did j.rh -> c.mk -> tiger knee X2.
B2) Instead do j.rh -> c.mk -> low fireball for the instant dizzy.

A3) 3:40 - Hawk whiffs dp and you attempted c.mk -> low fireball but didnt combo it.
B3) Only do c.mk -> low fireball in that situation when you KNOW its gonna dizzy them. Otherwise do c.rh instead.

C. Try zoning more with high and low fireballs forcing/baiting them to jump just so they can eat a deep dp.

D. Get the timing down on his combos and meaty combos.

Good luck it should help!

Good tips although I disagree about going for jrh, cmk, rh fb because jrh, shk, hktkx2 does more damage and dizzies just as often.

Tk has very low priority and is unsafe on block so you should only use it to punish whiffed moves (sim’s drill is one of the many moves that beats or trades tk), jump over fb’s (this is something you should practice a lot it’s not easy to incorporate into your game), advance across screen after knockdown, and lktk bait into throw or dp. Remember in general you should use tk sparingly and 90% of the time you do use it will be in punish situations like against ryu’s j rh or whatever.

I noticed you blocked a lot of sim’s drills, sim is absolutely his worst matchup and one of the worst in hdr. One of the reasons it’s such a bad matchup is his drill which alone shuts down sagat’s fb game that is until you learn to dp those drills remember sagat more then any other character in hdr relies on being able to “feel” out when a move you can dp is coming. Sagat has the fastest fb’s in the game don’t let the opponent play the game they want to play make them play your game. Mixup your fb patterns and speeds sometimes use them liberally other times take a wait a split second in between fb’s to not be predictable. You said you don’t know what to do when the sim was waiting for you to fb so he could drill in that situation when they wait then you can throw out crlk or st lp or sthp to look like you messed up the fb motion or just cause the opponent to react to your sudden movement. When they become cautious of your whiffs nail them with real fb’s and repeat.

When hawk whiffs dp your best bet is to go for crhk because it’s safe and the knock down is a huge advantage to you gives you some time to back up (you always want to be as far as possible from hawk, geif, honda, and boxer.) You shouldn’t use tk at all against hawk and watch out for his jlp it has amazing priority and will cleanly beat out dp up close. Against that and dives sth works well but also mix in jmp occasionally it has great air to air priority. You let hawk jumpin on you a lot just like against sim remember you need to develop your reaction enough to be able to consistently dp any jumpin this is 50% of sagat’s game.

Immediately vs ryu I noticed you let him play his game he has the slower fb yet he was pressuring you with them it should be the other way around. You win the fb war vs anyone even akuma that should give you enough of an advantage to pressure the opponent to make mistakes. Vs shotos st hp is good because it cleanly stuffs their fb attempts. Stop jumping so much if anything ryu should be jumping after he loses the fb war. Impose your will don’t be afraid to use that advantage as long as you don’t get carried away and spam fb’s all day although sometimes that’s exactly what you should do to stay unpredictable. Only jhk vs shotos when they fb you from mid range, though admittedly doing this is vital to the matchup.

Sagat has only 3 bad matchups (sim n boxer who rape him and claw who has a slight advantage) everyone else including dj is at a slight disadvantage vs him. All you need to worry about is the range on his jhk which can easily punish a whiffed hk fb so when you expect it st hk or be ballsy and hk tk although if you tk do it early otherwise his jhk will beat it. He has to charge his fb;s use that to your advantage make him work for it but don’t be so predictable that all he has to do is wait to jhk you. You can dp him out of super.

From the first vid the most important things to keep in mind:
-Stop jumping so much, actually try playing people without jumping at all it will force you to utilize his ground game more
-Mixup your fb’s don’t be predictable but don’t be random either
-Don’t be afraid to use fb’s to impose your will make the opponent play YOUR game not HIS

I’ll comment on the other 2 videos later. (Link of part 2 is part 3 lol)

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WTF you can combo cr mk into super?

QCF, D+crMK, DF, F Punch
Yeah, I’ve done it in practice mode. Same as Ryu and Ken’s cr Forward into Super, but slightly tougher for Sagat. His cr Forward seems to have fewer hitting frames than Ryu or Ken, so I gotta do it slightly faster for Sagat.

It has a start-up of 4 frames, while shotos’s cr.forward has just 3 frames. Thus, you do have one less frame to cancel the super, but it is due to this longer start-up. You can not cancel the remaining active frames, this might be a misunderstanding from a misguided post of mine which was readily pointed out as incorrect by someone (Maj, I think): special-cancel only happens during hitstop, but super cancel happens after a certain number of frames that does not include the whole hitstop. Thus, it does not include any frames after hitstop ends but the attack still has offensive hitboxes.

Thanks Plush & Zoolander. I’ll work these tips into my game immediately.

Does J. HK > cr. MK > HK Shot always dizzy opponents?
Also, what should I do at the start of matches versus projectile characters?

i guess i wouldn’t say always. 80-90% is a good estimate in my experience. if i land another hit after that combo it usually dizzies them for sure

I think you can tag them with st. mk, that’s what I do as 'Gat. Can’t remember if I walk forward a split-second or not.

You can throw out a fierce punch too. If you’re not sure, take a half step forward then do it. Of course, you better be pretty sure that they’re gonna throw out a fireball…

Other then push back don’t see the point of jrh, crmk, rhfb since jhk, stk, hktk x2 does more damage and dizzies almost every time.

I think fireballs dizzy more than tiger knee. I always get a dizzy from j.rh cr.mk low tiger, I can only recall one time where I didn’t get a dizzy from landing it. It’s pretty much a guaranteed dizzy.

Yeah if it’s Ryu and he predicts it, he can inch back and hit you with a fireball. Guile can just flash kick it. It’s safe from jab dp though.

Yep, fireballs dizzy a lot more often than Tiger Knees in my experience. Also on crossup, it’s almost instant dizzy if you do xup Forward, cr Strong, cr Forward (or cr MKx2), Tiger Shot: aka TOD. I’ve only seen the Tiger Knee dizzy once since HDR was released. It’s almost as rare as seeing a Super cause a dizzy. That’s probably cuz the dizzy amount was nerfed on the ST TK.

I concur with the tiger shots dizzying more.

I tried in practice mode I don’t see any difference both jhk, crmk, rhfb and jk sthk hktk X2 dizzy 80-90% of the time.

90%? I would say j.rh cr.mk rh tiger dizzies 99% of the time. And I only say 99% because I’ve had one instance where it didn’t dizzy.

Can I get some help on how to approach the Honda fight? it seems Honda can turtle and just wait due for me to do something and punish. Also the sumo splash is a mother if not countered early enough.
Zoolander I’m back on live bro. Hopefully I can see how you approach this matchup.

Thanks.

[media=youtube]3iDUZQLkzUg&#t=8m55s]This may help, from Street Fighter Dojo. It seems necessary to learn the [URL=“http://curryallergy.blogspot.com/2010/01/minimum-logic-2-button-release-fireball.html”[/media].

If honda is waiting for you to fb then whiff st lp n cr lk to bait hb which you should punish with dp. Fb’s are still key but don’t throw them out liberally be careful with them because honda can punish fb from full screen with hb. Buttslam is invincible on startup so if you’re far away space yourself to trip it with cr hk if you’re close up jlk to beat it clean.

Pressure honda from full screen and be ready to dp fp hb on reaction.

thank you.