STREET FIGHTER 6
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サガット
48 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn, Sp, SA
Notes Chains into 5LP/2LP/2LK; great range for a chainable 5f jab (but slightly shorter than a standard shoto 5LK); DR cancel is delayed until after 2nd recovery frame; Sagat's only light normal that combos naturally into 214LK
Standing Medium Punch
5MP5M
Cancel -
Notes Core pressure tool for frame traps (5MPx2 sets up a trade combo vs. most reversal 4f normals); pushback on block is too far for a throw mixup without Drive Rush; links consistently into 2MP on counter-hit or into 5HK on Punish Counter (very strong Drive Reversal punish option); on regular hit can lead to 5MP, 5MP, 5LP combo
Standing Heavy Punch
5HP5H
Cancel TC
Notes 3f extra recovery on whiff; huge range poke with a hitconfirmable TC follow-up; the first 10 recovery frames extend a wide arm-height hurtbox making it easily whiff punished by standing normals
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Long range but slow startup (more comparable to a medium normal); 2f extra recovery on whiff; great whiff punish tool that combos consistently into 623HP on Punish Counter; input overlap with 6LK Step Low Kick makes it harder to walk forward and poke in neutral; DR cancel is delayed until after 2nd recovery frame
Standing Medium Kick
5MK5M
Notes Very long poke with a semi-hitconfirmable TC follow-up; more range vs. standing opponents (the tip of the hitbox whiffs on crouching opponents); the first 10 recovery frames extend a wide leg hurtbox making it more easily whiff punished by standing normals
Standing Heavy Kick
5HK5H
Notes Upper Body/Leg hurtbox is anti-air invincible on frames 9-15 (solid anti-air against midrange jumps); cannot hit cross-up; 1st hit forces stand on hit; 2nd hit whiffs on crouching opponents (2f worse on block); 4f extra recovery if both hits whiff; 1st hit deals extra hitstun, allowing a natural combo into 214HK; deals full damage / Drive damage / Meter gain even if only the 2nd hit connects; 1st hit puts airborne opponents into a free juggle state (limited juggle if comboed from a wallsplat or airborne crumple), then air resets on the 2nd hit; 2nd hit only has juggle potential after the 1st hit connects; the first 11 recovery frames extend a wide leg hurtbox making it more easily whiff punished by standing normals; carries counter-hit/Punish Counter advantage through both hits
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; excellent range for a 4f jab; high pushback makes tick throw and counter-hit pressure weaker, but also allows Sagat to space himself outside the opponent's reversal normals on block; DR cancel is delayed until after 2nd~3rd recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Cancel Sp SA TC
Notes Solid mid-range cancelable poke and buffer tool; 1f extra recovery on block; 3f extra recovery on whiff; significantly more range on active frames 2-3 (more effective linking from +8 or punishing -8 moves); cancelable into 2 different Target Combo follow-ups with different hitconfirm timings (requires Punish Counter or Drive Rush for 2MP~HP combo); topmost hurtbox is vulnerable only to aerial strikes on frames 1-9 (preventing its use as an anti-air), and is projectile invincible on frames 1-14 to avoid High Tiger Shot (frames 15-26 are still vulnerable)
Crouching Heavy Punch
2HP2H
Notes Very long range for a cancelable and hitconfirmable poke; significantly more range on active frames 3-4; topmost hurtbox is vulnerable only to aerial strikes on frames 1-14 (preventing its use as an anti-air), and is projectile invincible on frames 1-19 to avoid High Tiger Shot (frames 20-35 are still vulnerable)
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; low starter that can combo into any 3-light chain from close range
Crouching Medium Kick
2MK2M
Notes Amazing hitbox priority as a neutral poke; can link to 5LP at closer ranges, or into 2MP/5LK on Counter-hit; useful combo/pressure starter out of Drive Rush (but has poor link options near its max range)
Tiger Kick
2HK2H
Notes Has some juggle potential; great range and hitbox priority; can be punished on block by most other sweeps in the game
Tiger Rise
2MP~HK2MP~H
Cancel SA
Notes 3f blockstring gap between hits; harder to confirm into from 2MP but combos naturally; launch only allows a canceled Super but no other follow-up juggles; easily hitconfirmed into Super even if only the 2nd hit connects as a frame trap; higher KD advantage when juggled into
Tiger Slash
2MP~HP2MP~H
Notes Combos after Punish Counter or Drive Rush 2MP only; causes limited juggle OTG bounce vs. airborne opponents
Tiger Sting
5HP~HK5HP~H
Notes Both hits are always a true blockstring; hitconfirmable knockdown from a very strong midrange poke; sets up a KD +42 safe jump when juggled into (like after a DI wallsplat on hit/block)
Step Middle Kick
5MK~HK5MK~H
Notes 3f blockstring gap between hits; somewhat hitconfirmable knockdown from a very strong midrange poke; puts opponent into a limited juggle state (can combo 623LP after DI wallsplat on hit)
Tiger Monolith
4HP4H
Notes Tall hitbox on 2nd hit, but also extends a tall hurtbox with no anti-air invincibility (likely to lose/trade with jump-ins); cannot hit cross-up; 2nd hit whiffs on crouch blocking opponents (3f worse on block and not cancelable); cancel does not occur until the 2nd hit's active frames (still executes on hit even if the 2nd hit whiffs); puts opponents into a limited juggle state (can combo into 236MP, DR~delay 4HP > 236HK, 623MP for great midscreen damage and corner carry); free juggle state from DR~4HP, allowing a more optimal corner juggle: > 214MK, 4HP > 236HK, 623MP; launches higher on Counter-hit/Punish Counter (KD +41) or on airborne opponents (KD +40); 1st hit puts opponent into a free juggle OTG bounce state that is usually overwritten by the 2nd hit (but can still occur on trades or when hitting extended hurtboxes)
Tiger Heavy Elbow
6MP6M
Notes Spike knockdown vs. airborne opponents; Drive Rush gives a combo into 2MP (no real strike/throw pressure on block); meaty timing allows a follow-up link (up to +5/0 on final active frame)
Step Low Kick
6LK6L
Notes Long range advancing low poke that leaves Sagat close for a strike/throw mixup on hit while remaining safe on block; 3f extra recovery on whiff; can link into light normals on Counter-hit, or into 2MP after Drive Rush or Punish Counter; knocks down airborne opponents (KD +35~38) when juggled into (but has no juggle potential on its own); the first 7 recovery frames extend a wide foot hurtbox making it more easily whiff punished by low-reaching normals
Step High Kick
6HK6H
Notes Upper Body/Leg hurtbox is anti-air invincible on frames 14-19 (useful as a predictive long range anti-air); whiffs on crouching opponents; puts airborne opponents into a limited juggle state; Punish Counter staggers grounded opponents and puts airborne opponents into a free juggle state; 3f fewer total frames on block/parry/armor (active frames end upon contact, with variable recovery depending on which active frame connected); the first 5 recovery frames extend a wide hurtbox where the kicking leg was (too high for many attacks to easily connect as a whiff punish); extends hurtbox 1f before active that is vulnerable to projectiles; useful in Drive Rush cancel routes from 2HP/5HK/2MP~HP (but the pushback prevents Sagat's usual midscreen link of 4HP > 236MP, juggle DR~4HP)
Jumping Light Punch
j.LPj.L
Notes Fast air-to-air with solid horizontal range
Jumping Medium Punch
j.MPj.M
Notes 2 hits; puts airborne opponents into a limited juggle state; if 1st hit is stand blocked, the 2nd hit will not hit overhead against crouch block; lower body projectile invuln 8-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Strong downward attack angle; spike knockdown vs. airborne opponents; lower body projectile invuln 10-22f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead
Jumping Medium Kick
j.MKj.M
Notes Long horizontal range (barely shorter than j.HK) with a better downward attack angle and nearly identical hitstun and blockstun; lower body projectile invuln 8-25f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Longest horizontal range; puts airborne opponents into a limited juggle state; lower body projectile invuln 10-21f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Tiger Knee Crush
236KK
Cancel SA2 SA3 (1st)
Notes 1st hit transitions to a different follow-up on hit, resulting in higher damage and a tumbling +66 knockdown (allows a 623LP juggle in the corner); if 1st hit whiffs, the next 2 hits deal 500 damage each and give a worse knockdown (only 1 hit at farthest ranges); safe on block but usually lands inside the opponent's throw range; 2nd hit active frames 2-10 whiff on crouching opponents; this means that if the Knee is spaced out, it connects on the last active frame vs. crouching opponents (+1 on block); unlike HK Knee, the opponent can switch to stand block after the first hit connects, leaving Sagat at -2; blocked Knee causes a screen shake when Sagat has frame advantage; later hits put opponent into a limited juggle state (in the corner, can juggle 623LP)
Low Tiger Shot
236LP236L
Cancel SA3
Notes Fast 1-hit projectile (speed is not variable); can hit crouching opponents unlike MP/HP High Tiger Shot; has extremely long recovery compared to most projectiles (more vulnerable to jumps, Drive Impact, projectile invuln moves, and Perfect Parry + Drive Rush); the projectile travels low to the ground, preventing many low profile attacks from avoiding it (e.g. Kimberly's slide, A.K.I.'s Sinister Slide); Sagat is in a crouching state for the entire move duration with crouch-sized hurtboxes; puts airborne opponents into a limited juggle state; extends a slight projectile invincible arm hurtbox on frames 16-43 and a leg hurtbox on frames 14-50; topmost hurtboxes are vulnerable only to air attacks on frames 1-50 (more vulnerable to jump-ins despite crouching) and are projectile invincible on frames 1-31 to avoid High Tiger Shot (frames 32-50 are still vulnerable)
236MK236M
Notes Medium horizontal distance; no front leg hurtbox on frames 14-15 (helps avoid low pokes); 3f extra landing recovery when absorbed by armor; much better block advantage (up to +3) when spaced at max range; active frames 2-9 whiff on crouching opponents; this means that if the Knee is spaced out so the first active frame whiffs, it connects on the 2nd to last active frame vs. crouching opponents (+2 on block, 623LP juggle on hit); puts opponent into a limited juggle state (in the corner, can juggle 623LP if the last 4 active frames connect); blocked Knee causes a screen shake when Sagat has frame advantage; can be whiffed in some situations for a side switch vs. knocked down opponents; sets up midscreen safe jump in certain juggle scenarios (e.g. after juggled 2MP~HP)
High Tiger Shot
236MP236M
Notes Medium speed 1-hit projectile (comparable to a shoto HP fireball, but much slower than Sagat's other projectiles); whiffs on crouching opponents unless they extend an upward hurtbox; puts airborne opponents into a limited juggle state (useful juggle tool after 4HP launch); has much better recovery and frame advantage than the Low version; can be used meaty on the opponent's wakeup even if they crouch block, but the opponent can input a crouching button to avoid blocking the projectile; extends a slight projectile invincible arm hurtbox on frames 18-32 and a leg hurtbox on frames 18-42
236LPMP or 236LPHP236LPMP or 236LPH
Cancel SA2 SA3
Notes Fast 2-hit OD projectile; can hit crouching opponents; can be used while a meterless Tiger Shot is still on-screen; the projectile travels low to the ground, preventing many low profile attacks from avoiding it (e.g. Kimberly's slide, A.K.I.'s Sinister Slide); Sagat is in a crouching state for the entire move duration with crouch-sized hurtboxes; puts opponents into a limited juggle state; extends a slight projectile invincible arm hurtbox on frames 16-37 and a leg hurtbox on frames 12-44; topmost hurtboxes are vulnerable only to air attacks on frames 1-44 (more vulnerable to jump-ins despite crouching) and are projectile invincible on frames 1-29 to avoid High Tiger Shot (frames 30-44 are still vulnerable); starter scaling does not apply if only the 2nd hit connects (e.g. clashing with 1-hit OD fireball or breaking Drive Impact armor)
Tiger Uppercut
623LP623L
Notes Sagat's primary anti-air with fast startup but short range; deals 300 less damage on active frames 4-10; cannot hit cross-up; puts opponent into a limited juggle state (allows SA3 cancel on active frames 1-2 only)
623PP
Notes Sagat's main reversal; slightly slower than most OD reversals (can be safejabbed by Dee Jay 5LP but is otherwise reliable); deals less damage if it connects on later active frames (1st hit deals significant portion of overall damage); cannot hit cross-up
Tiger Nexus
214KK
Notes Similar to HK version but faster (can cancel from more starters like 2HP, 4HP launch, and 5HK 2nd hit); combos naturally into all follow-ups including 6HK; cancel into 6HK follow-up leaves a 7f gap on block (can frame trap 4f normals in Burnout); 2f extra recovery on Perfect Parry only; if the 1st hit is Perfect Parried, 2nd hit will interrupt any punish slower than 5f startup (trades with 6f attacks); cannot perform follow-up attacks if both hits whiff; carries Counter-hit/Punish Counter advantage through both hits; opponents can beat all follow-ups with invincible reversals (but standard 6f reversals will not punish 214KK)
Nova Tiger
214KK~6HK214KK~6H
Notes Connects on both standing/crouching opponents; launches opponent into a limited juggle state; combos naturally from 214KK; after blocked 214KK, interruptible 7f blockstring gap (frame trap vs. Burnout); unsafe to reversal Drive Impact and susceptible to Perfect Parry on reaction (becomes DI-safe from 214KK if opponent delays it by 2f or longer); opponent is left inside throw range on block (but Sagat cannot shimmy an immediate throw tech)
Mighty Tiger
214KK~6LK214KK~6L
Notes Mixup tool that is unsafe on block; the threat of overhead makes ~6MK follow-up stronger while the threat of a frame trap makes ~6HK follow-up stronger; safe vs. Burnout but no longer frame traps, making it a weak option; puts airborne opponents into a limited juggle state (e.g. after DI wallsplat juggle); causes immediate knockdown on Counter-hit/Punish Counter; safe to reversal Drive Impact after blocked 214KK unless the 6LK input is delayed
Greedy Tiger
214KK~6MK214KK~6M
Notes Whiffs on crouching opponents; 2f extra recovery on whiff; puts opponent into a limited juggle state (only allows 623LP/PP juggle in the corner); frame data vs. crouch from 214KK: -17 oH / -24 oB / -13 onPC; safe to reversal Drive Impact after blocked 214KK; 3f blockstring gap after 214KK (frame trap vs. standing normals but still loses to reversal crouching normals); risky to attempt on block, but the threat of the overhead and frame trap from ~6LK follow-up can condition opponents to stand block or parry; opponent cannot walk back out of throw range on block
214MK214M
Notes Combos into 6LK/6MK follow-ups; canceling into the 6HK follow-up leaves a 2f gap on hit / 9f gap on block (loses to 4f normals even in Burnout); Counter-hit/Punish Counter puts the opponent into a limited juggle state that allows the 6HK follow-up to combo; 214MK combos from canceled 2MP/2HP/5HK (these cancels also frame trap on block, with 2HP/5HK > 214MK being DI-safe); cannot perform follow-up attacks on whiff; lacks natural juggle potential but can juggle after DR~4HP (free juggle state) for a powerful 1-bar corner combo (DR~4HP > 214MK, 4HP > 236HK, 623MP); opponents can beat all follow-ups with invincible reversals (but standard 6f reversals will not punish 214MK); if the opponent attempts to punish 214MK, the 6LK follow-up will frame trap on block (must delay 6LK vs. Burnout)
214K~6HK214K~6H
Notes Connects on both standing/crouching opponents; launches opponent into a limited juggle state; only combos naturally from 214HK (requires juggle state for LK/MK versions, like a CH/PC Tiger Nexus); after blocked 214LK/MK, interruptible 9f blockstring gap (5f gap vs. Burnout, loses to 4f normals); after blocked 214HK, interruptible 7f blockstring gap (frame trap vs. Burnout); unsafe to reversal Drive Impact and susceptible to Perfect Parry on reaction (becomes DI-safe from 214HK if opponent delays it by 2f or longer); opponent is left inside throw range on block (but Sagat cannot shimmy an immediate throw tech)
214K~6LK214K~6L
Notes Mixup tool that is unsafe on block; the threat of overhead makes ~6MK follow-up stronger while the threat of a frame trap makes ~6HK follow-up stronger; safe vs. Burnout but no longer frame traps (unless the 6LK input is delayed from 214LK/MK); puts airborne opponents into a limited juggle state (e.g. after Counter-hit 214LK/MK); causes immediate knockdown on Counter-hit/Punish Counter; loses to reversal Drive Impact after blocked 214LK/MK (but safe after 214HK unless the 6LK input is delayed); if used from a 2-light chain, opponent is in range for Throw or 2LK~5LP chain (too far if starting with 3-light chain)
214K~6MK214K~6M
Notes Whiffs on crouching opponents; 2f extra recovery on whiff; puts opponent into a limited juggle state (only allows 623LP/PP juggle in the corner, or 623MP from CH/PC 214LK/MK launch); frame data vs. crouch from 214LK/214MK: -19 oH / -26 oB / KD +51 onPC launch; frame data vs. crouch from 214HK: -17 oH / -24 oB / -13 onPC (214HK keeps opponent crouching on Punish Counter); safe to reversal Drive Impact after blocked 214K; 5f blockstring gap after 214LK/MK (loses to reversal standing/crouching 4f normals); 3f blockstring gap after 214HK (frame trap vs. standing normals but still loses to reversal crouching normals); risky to attempt on block, but the threat of the overhead and frame trap from ~6LK follow-up can condition opponents to stand block or parry; opponent cannot walk back out of throw range on block
Tiger Cannon
236236P
Notes 8-hit Super projectile; can be used while OD Tiger Shot is on-screen (but not meterless Tiger Shot); fast travel speed allows it to be used in long range juggles; projectile speed is not affected by button strength
Savage Tiger
214214K
Notes Goes into one of 4 follow-ups after frame 76 on hit (depending on which direction is held while clutching the opponent); Sagat's best reversal Super (but is still slow enough to be baited by an opponent's safejab setup); can be used as a projectile counter from about half screen; Sagat has travel time throughout the active frames (takes longer than SA3 to reach full range)
Tiger Vanquisher
236236K
Notes Cinematic time regenerates ~1.9 Drive bars for Sagat; only 2f startup when canceled from Tiger Uppercut; can be used as a projectile counter from about half screen; slow startup makes it a risky wakeup reversal option; total damage scaling from anti-air Tiger Uppercut is 20-40% depending on which strength was used (weaker strength gives higher scaling)