Sagat FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 30, 2002 Everything. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This FAQ is for Sagat. I am sure many of us remember getting thrashed by this penultimate boss. He might look a bit funny, but he is still a good character to use. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: Sagat Age: ? Nationality: Thailand Height: 224 cm Weight: 109 kg From: Street Fighter ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- Quick elbow to the opponent. Comes out very fast and as often as button is tapped. It has minuscule range though. Good for combos though. Medium Punch- A right handed punch. Hook punch to the gut area, but hits higher but to his height. Comes out surprisingly fast, but similarly, has surprisingly short range considering his height. Hard Punch- A straight punch, slower but more powerful. Has good reach but not much use in Sagat's game. Becomes uppercut up close, and can be comboed. Light Kick- A kick to the shins of the opponent. Not as fast as the other LKs, but has longer range. Good for combos and does two hits up close. Medium Kick- Higher version of the LK, it aims to the midsection. instead. Up close it also doe two hits. Combos into other moves too. Hard Kick- An even higher kick. Doesn't have as much range since it is angled higher. Good for anti air though. And does two hits up close. Jumping- ******** Light Punch- A flying horizontal punch. Useful for hitting idle jumping opponents. Hard to hit grounded opponents since Sagat may hand before the arm makes contact. Medium Punch- Flying fore arm blow. Does not have much range and cannot hit grounded opponents since he lands before it hits, unless it is against large opponents such as Raiden or Zangief. Hard Punch- Looks like his LP, but body stretched out more. As such it cannot hit grounded opponents since he will land before he arm makes contact. It does hit very large opponents though, such as another Sagat or Zangief. Light Kick- A flying knee attack, looking similar to Tiger Crush. Has poor range but it lasts for the entire jump. Can hit ground opponents though. Medium Kick- Does a cool looking jump kick, like the end part of his Tiger Raid. Has long reach but has some delay in coming out. Good for air to air battles. Hard Kick- Another Jump kick, but this time, looks like the original kick from Street Fighter II. Aimed downwards so it can easily hit grounded opponents. Good for combo starting but has some trouble in air to air battles. Crouching- ********** Light Punch- A forward-looking jab. Can combo into a lot of things and. Very useful in combos. Pretty slow though for a LP move. Medium Punch- A slower version of the LP, doing more damage. Combos as well. Hard Punch- Throws a hard looking punch. I don't know much use for this. Light Kick- Sticks is front leg out along the ground, hitting the opponent's ankle. Comes out as fast as you can hit the button, and combos into anything. A very useful poke, combing speed, range and comboability. It allows you to hit several times before following up with a move. Medium Kick- Slides the other leg out for a hit. Quite good range and can combo into other moves. Good poke move. Hard Kick- A slower version of the MK, but this time it knocks down. Has good range buy pretty slow in execution. Good for counters though and has quite good priority. ================ V. Special Moves ================ Command Moves ------------- -nil? Throws ------ Shoulder Throw- (B or F+HP) Sagat grabs the opponent and hurls them over his shoulders. Knee - (B or F+HK) Sagat grabs the enemy by the head with one arm, and starts kneeing them. Mashing buttons does more hits. Special Moves ------------- Tiger Shot - (QCF+P) Sagat extends his fist and launches a projectile towards his opponent. Has the special property in which it is the only projectile in this height. Characters can duck under the move and ground projectiles can travel right under it. It will cancel out medium height projectiles such as the HaDoken, Sonic Boom, and so forth. Button used determines the speed of the projectile. It can combo from low hits and has little delay in execution. It has recovery time though, where Sagat keeps his arms extended for a second. Ground Tiger Shot - (QCF+K) Sagat crouches and does a Tiger shot. It has ground projectile properties, and it will travel under a High Tiger shot too. It can hit ducking opponents as well as medium height projectiles. Good for mixing up. Same properties otherwise as the High Tiger shot. It hits low. Tiger Uppercut - (DPM+P) Sagat leaps into the air, performing an uppercut on the way up. Sagat's trademark move, and the direct competitor to the Dragon Punch. Has incredible priority and does 5 hits (not the 7 hits from Street Fighter Zero 3 though) for HP version. Punch button used determines how high it travels, horizontal distance, as well as number of hits. Good for combos as well as anti-air. Comes out fast but has long recovery time. Try to stick to LP version unless you are certain it will hit or in combos. Tiger Crush - (DPM+K) Sagat does a leaping knee attack. Comes out pretty fast and has some anti air properties. Mainly used as an up close attack, useful for surprising the opponent. Button used makes very little difference in distance traveled. Does two hits up close, and can fly over ground projectiles if timed right. Pretty vulnerable if blocked though. =================================== VI. Super Moves/Desperation Attacks =================================== Tiger Cannon - "Tigahhhhh" - (QCF, QCF+P) Sagat charges up and does a stronger version of the Tiger Shot. It isn't as large as the other versions, but it still retains super projectile properties, in which it can override any other normal projectile in range. Good for fireball wars since it an beat theirs and make them eat a full super. It still misses ground projectiles. Max version does six hits and sets opponent on fire. Can be used in combos too. Ground Tiger Cannon - "Tigaaahhh" - (QCB, QCF+P) Sagat does the ground version of the Tiger Cannon useful actually for throwing off the opponent and confusing them. The motion is actually confusing, since some many be used to doing the double motion instead for the fireball. Nonetheless, it is a new move added (I think) and pretty useful. Tiger Genocide - "Tigahhhh Genocide!" - (QCF, QCF+K) Modeled after Sagat's first super move, Sagat launches the opponent into the air with a Tiger Knee, then Tiger Uppercuts the falling opponent (!) Pretty mean looking move dealing HUGE damage if all hits connect. Level of move dictates how far the move travels, the number of hits as well as damage. Comes out extremely fast, and there is a slight invincibility frame at start up. Good for projectile happy opponents and can be comboed into. Leaves Sagat vulnerable for a similar world of hurt if blocked though. Tiger Raid - "Tigahhhh Raidddd!!" - (QCB, QCB+K) Sagat does a series of kicks, ending with a flying multi hit kick. Numerous style points here. Does high damage and comes out quickly. Good for countering though or in combos. Max level does the most hits, as usual, and sets opponent. Sagat can be hit by projectiles, but other than that it is a very high priority move. ================== VII. General Notes ================== Sagat is slightly stronger than his CvS version. He isn't ratio 3 anymore, but his moves are slightly more powerful. ================ VIII. Strategies ================ Sagat is best remembered for his constant barrage of Tiger Shots. Try to follow that strategy as usual, playing a game of keep away with the Tiger Shot and Tiger Uppercut. Try to vary the speed of Tiger shots as well as height, to confuse them in blocking as well as timing their jumps over them. Always be prepared for a jump in or roll though. Character Strategies: --------------------- Versus; Gouki/Ryu/Ken ------------- Ah the match from oh so long ago, the match that started it all. Most likely, it will be an all out projectile war. The Tiger Shots will have the upper edge so stick to them. Vary the speed of the shots and be prepared for a jump in. The Tiger Uppercut is the direct counterpart of the Dragon Punch, so don't be afraid to use it. Gouki is slightly trickier with his Ashura Warp, but nothing a well timed Super cannot take care of. Another thing to be careful of are super projectiles. Try to guess when they will launch a normal Hadoenken and launch the Tiger Cannon. It can be reversed and them hurling a Shinnku HaDoken though. Kusanagi Kyo ------------ Kyo players will try to stay in close range, weaving in and out of the Tiger Shots. Try to throw off their timing. The high Tiger Shot effectively makes their RED kick useless. Try to keep them at full screen and you would have basically won. At Mid range though keep the Tiger Uppercuts ready. Kyo's Low pokes are pretty good though, so watch out for though. His Supers are pretty darn powerful too. Terry Bogard ------------ Pretty interesting match. The power wave will go right under the High Tiger Shots, so it will usually trade hits. Try to mix up the heights as well as keeping Terry away. A hard match to play, so rely on Sagat's strength to win by attrition. Nikaido Benimaru ---------------- The king of jump, Benimaru is similar to Chun-Li in which he relies on jumping and poking quite a lot. He is a very fast character and has some very powerful moves, similar to his KoF '98 incarnation. He can fly over the Tiger Shots pretty easily though, but gets chewed up with a Tiger Uppercut. Try to play conservatively and make Benimaru be defensive far away. Geese Howard ------------ Depending on how Sagat plays, it can be pretty easy or hard. The high Tiger Shot beats out the Shinpuuken as Geese lands. The Reppuuken does travel under the High Tiger shot though. Geese's counters are powerful, but he cannot do much against projectiles so try to make Geese whiff a counter and smack him with a Tiger Genocide. Rock Howard ----------- Rock is a more offensive but weaker version of Geese, strength wise. He has the move of Terry and Geese, making him powerful on full offense or full defense. Try to pin Rock on defense, since he has a powerful offense. Don't approach Rock mindlessly though, sine he does have the Raging Storm and atemi-nages. Vice ---- Vice is now back to her powerful KoF '98 incarnation. She has all her grappling moves, including her air-follow ups. Vice players need to stay in between close and mid range, so your best bet is to zone them. Being a grappler, you can't really beat them up close, so the Tiger Shots comes into play here. Don't launch a projectile from mid range since her De-cide and go through and hit you. Her de-cide can also be a good surprise you, so watch out. Her supers are unblockable as well. Yagami Iori ----------- The Ya Otome goes right under the High Tiger Shot with room to spare. Do LP versions so Sagat recovers in time to block the Ya Otome and counter it. Iori has a powerful offense, isn't as fast. Try to keep him immobile by varying Tiger Shots. If he catches a pattern though he might do a Yama Bari and try to trade hits or Ya Otome directly. ========== IX. Combos ========== ============= X. Miscellany ============= Win Quote: ---------- "Challenge me anytime! I'll always be here!" "You should not have challenged me!" "My Power is without question!" "I despise your useless pride!" "a true warrior can win under any circumstances!" Special Intros: --------------- -Vs Ryu: Ryu pulls on his belt, whilst Sagat's scar glows. -Vs Dan: Dan rolls in crying and does taunt. -Vs King: Chats. -Vs Joe: Joe taunts. Comment: -------- -Sagat takes the Tiger, where as Ryu is the Dragon. According to Chinese and Japanese mythology, the Dragon and Tiger are direct opposites in battle. -Any RK fan should also know that Kenshin takes the Ryu (Dragon) with his Hiten Misturugi Ryu, where as (Spoiler) Enishi takes the Dragon with his Wattoujitsu. The battle has it so Enishi has a direct counter for everything Kenshin does, including the Ama Kakeru Ryu no Hirameki. "the howling winds and shredding claws of the dragon can't reach the crouching tiger." -Similarly, it is where the title "Crouching Tiger, Hidden Dragon" comes from. ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for a CvS2 matches. -L.N for the NGPC sessions back then. -N.H; You may be sweet as a kitten, but you have the strength and personality of a Tiger. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com