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0-10-2 |
Reach: 97px |
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Can deflect Geki's stars, but that's all it does. It has no hitbox. |
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3-17-5 |
Reach: 97px |
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This is Sagat's fastest functional move, and its main purpose is to get out of loops, it works most of the time. |
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4-13-6 |
Reach: 73px |
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Unblockable, far reaching and safe to use. Crushes characters like Mike, and you'll need against Ken. |
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7-7-13-6 |
Reach: 73px | 105px |
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This kick. This kick is one of the best moves in the whole game. One of the very reasons why most of the cast struggles against Sagat, is because of this move. It is so hard to approach it. Not only is it very safe to use, the amount of coverage is insane. This is what you'll use for the most part. And it can double-hit. |
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6-7-13-7-6-10-6 |
Reach: 73px | 105px | 73px | 73px |
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Very janky move that isn't useful on neutrals, but could be useful defensively. It can hit up to 4 times, but it can be very hard to, and or even leave you easier to hit because of how you go forward when starting the attack, but it does go back in the interval. Still, you'd probably rather use MP for getting out of loops, but this is a possible gamble with high reward. |
2  |
6-17-13 |
Reach: 73px |
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Highly lethal for well landed trick shotting. It may be niche, but if you land it, it can instantly KO at times. It has more endlag but less startup than 3p. |
3  |
10-17-4 |
Reach: 73px |
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The damage is not only insane, it can dodge hadoukens, if well timed. Great form of pressure, that can end matches quickly if done in sequence. It has less endlag but has more startup than 2p. |
236  |
8-1-60 |
Reach: Screen edge |
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A highly committal move, if landed, the damage output can be insane (either takes half or full health away), but if blocked, it'll leave you extremely vulnerable for a full second. Use wisely and not often, to catch your opponent off-guard. If your opponent knows when you'll pull off a tiger shot, and blocks / dodges it, you'll be punished severely and for free. |
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