Sagats changes in AE-2012

i haven’t found anything different about the TK in my personal game. chun and shotos are same, can anyone give specific examples for me to try out in the lab?

I believe it’s been mentioned that someone feels it’s easier to do fw.LK, cr.LP. I think that fw.LK is now +4 on hit, instead of the previous +3. To back this up, I can do this combo 99% of the time despite not having practiced it in over two months. Furthermore, you can combo into cr.MP (5f of start up) on CH very easily.
A nice little buff, to be sure.

The changes on Tiger Knee…hmm. I believe they changed the size of the first hit box in order to tone down some of Sagat’s frame trap strings that gave him a two hit, perfect spaced knee. And also to weaken Sagat’s mid-range game very slightly. Because I’m finding it almost impossible to find a string that results in a two hit LK TK on characters like Sagat or Zangief, although I have found some that work Ryu, Ken, and Chun. And it’s much more difficult to do safe TKs against the cast in general outside of strings. Well, eh. Maybe it’s just me on the other hand. Guys will have to go into the lab and check.

concidentally i was just trying this out in the lab.

forward lk, has always been 0/4, i tested in super version, you can do the exact same combos. if it was the reported -1/+3 in super, then ch MP should not work in super. endline frame data was wrong in super and ae.

also i have not detected any change in TK as far as i can tell.

Yes, if it was +3, a CH would allow you to connect a crouching (I’m assuming that’s what you meant by “ch”) medium punch. It was definitely not a 2 frame link in super.

And I gave a specific example as to how the MK TK was changed. The two-hit TK setups that used to work on chun, guile, and claw, now work on shotos. I’m not sure as to whether the strings that now work on chun, guile, and claw that I’m using now used to work, because I have no reason to go back and check. However, MK TK has definitely had a hitbox change to the first hit. A point blank Cr mp, cr lp xx mk tk would land with two hits on chun, claw, and guile. Now it works on shotos, but on the character it used to work on whiffs the first hit. Not sure what this means in terms of adjusted hitbox, but there is a change.

a CH gives you +1 frame advantage off of light moves. if it was +3 a 5 frame crouching mediumpunch would not connect.
either way it was never -1 off of block. all the combos seem to work from super to ae2012. so doesn’t seem like any changes there.
either way, i haven’t been able to punish it with 1 frame supers either.

i’ll have to check TK in more detail though.

What are the practical uses of the new c.MP? I’m fairly new to Sagat and it’s not part of my arsenal tbh. I mean, should it be part of my BnB (i.e. c.lk, c.lk, c.mp xx TU)? Or are there any really good frame traps it can be used in (my current main frame trap is c.lk, c.lk, c.lp xx TK)?

Crlk late cr mp to frame trap crouch techs. Cr mp is also a good move to buffer ts with.