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    Sagat by JCulbert

    Version: 1.0 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    SAGAT Character Guide version 1.0
    Street Fighter Alpha 2 (SATURN/PLAYSTATION)
    By John Culbert (tigeraid@geocities.com)
    Sagat has always been by far my favorite fighting game character (along with
    Zangief)--first of all, he uses my favorite fighting style, Muay Thai, which
    is a type of kickboxing (I am studying American Kickboxing myself). More
    importantly he has that great "I'm gonna kill Ryu and I'll beat the shit 
    outta anyone that gets in my way" attitude. 
    Anywho, Sagat is a great character--he was in his prime in Super SF2, and 
    was pretty good in all the other SF2 games (especially in the hands of a
    player like me). In SFA, he was buffed up to look like he truely should, 
    however at the same time the general consensus was that he was weakened. I
    too believe he was weakened, but NOT to the point of uselessness. He must 
    now be played more carefully, and rely on different moves than he did in 
    I had a FAQ out for Sagat in SFA1, and although there isn't THAT much of a
    difference between him in SFA1 and SFA2, I feel I need to elaborate more on
    his tactics, so that you can hear it from a true Sagat player! :)
    NOTE: this FAQ should get a lot more in-depth than my other SFA2 FAQs... (and
          boy are they ever starting to get numerous!)
    LEGEND:          BUTTONS
         D-PAD      | .-----------Strong
                    | | .---------Fierce
       U/B U U/F    | | |
          \|/       | | |
        B--o--F     | | |
          /|\       O O O
       D/B D D/F    O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
    QCT= Quarter Circle Toward (roll the joystick from D to F)
    QCB= Quarter Circle Back (roll the joystick from D to B)
    HCT= Half Circle Toward (roll the joystick from B to D to F)
    HCB= Half Circle Back (roll the joystick from F to D to B)
     + = enter commands simultainiously
     N  = Neutral (return D-Pad to center)
     C. = Crouching
     S. = Standing
     J. = Jumping
     CU.= Cross-up (jump over opponent and hit back of neck with attack)
    (Note: the graphical legend applies to default arcade settings; the Saturn or
     other platform systems can be set up in many different ways)
    Some Short Forms Used in This FAQ:
    SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
    SF2CE= Street Fighter II: Champion Edition (may just be CE)
    SF2T= Street Fighter II Turbo: Hyper Fighting
    SSF2= Super Street Fighter II: the New Challengers
    SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
    SFA= Street Fighter Alpha: Warrior's Dreams
    SFA2= Street Fighter Alpha II
    L1, L2, L3= Alpha Meter levels
    DP= Dragon Punch- can be referring to Ryu's, Ken's, or Akuma's Special move, 
                      or to the similiar joystick/D-Pad motion (F, D, D/F)
    HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move,
                        or to the similiar motion (QCB+any kick)
    FB= Fireball- can be referring to Special Move possessed by many characters,
                  or to the similiar motion (QCT+any punch)
    SC= Super Combo- pertaining to Super Combos from SSF2T or SFA2
    CC= Custom Combo- pertaining to Custom Combos from SFA2
    FK= Flash Kick- Guile's and Charlie's move, or similiar motion (charge D, 
                    U+any kick)
    SB= Sonic Boom- Guile's and Charlie's move, or similiar motion (charge B, 
                    F+any punch)
    HHS= Hundred Hands Slap- pertaining to E. Honda's Special Move (tap any punch
    YF= Yoga Flame- pertaining to Dhalsim's Special Move or similiar motion 
                    (HCT+any punch)
    SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move (charge D, 
                             U+any kick)
    TAP= Turn-Around Punch- pertaining to Balrog's pattened move (charge all 3
                            punches or kicks, release)
    TU= Tiger Uppercut- pertaining to Sagat's pattened move (F, D, D/F+any punch)
    TK= Tiger Knee- pertaining to Sagat Pattened move (QCT, U/F+any kick or 
                    F, D, D/F+any kick in SFA2)
    SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
                             360 degrees)
    FAB= Final Atomic Buster- Zangief's SC
    A Throw or Grab (including Special Move Throws, eg. Zangief's SPD) must be 
    done right up close, and is unblockable; they can only be avoided. For grabs, 
    repeatedly tap the button used and shake the joystick or D-Pad to make the 
    repeated hits last longer. Do the same thing if you are caught in a grab to 
    escape early. Sagat has only one grab.
    To taunt or tease your opponent with Sagat, press the button you designated 
    as "Chouhatsu" in the controller config screen (I recommend L if you use it 
    at all, though it's better to have all three punches or kicks on the trigger
    buttons). Note that taunts cannot be stopped, and you are totally vulnerable, 
    so choose where to do it wisely. With the exception of Dan, Taunts can only 
    be done once per round. IMO this is the only thing that the PS version has 
    over the Saturn version (i.e. the Select button for the Taunt).
    In SFA2 the Throw soften was renamed the "tech hit", and it was given a 
    little more freedom. To perform a tech hit, hold B or F and hit Strong or 
    Fierce just as the opponent grabs you; in SFA2, you can now escape ALL 
    regular Throws, including presses and grabs! It is still impossible to tech 
    hit Special Move Throws (eg. Birdie's Bandit Chain).
    This is a technique used in 90% of all fighting games out today. To buffer
    means to do the motions of one move while the animations of another move
    are still being performed. I will use Sagat's 8-hit combo as a model:
    -S.Strong buffered into Fierce Tiger Uppercut
    This combo can be done either of two ways for it to count as a true combo:
    a) hit Strong, then F, D, D/F+Fierce
    b) F+Strong, D, D/F+Fierce
    Both cases have their advantages. A is much easier to time and more
    difficult to screw up, but you must have FAST fingers. The second can be
    confusing, but EXTREMELY effective if you can get the timing off. Just
    remember that the idea is to pull off the Uppercut BEFORE the Strong Punch 
    is finished its animations ("cancelling" the animation.) In addition, the 
    second technique will also cause Sagat to Throw the opponent if they block.
    Eg. 2- (same button buffering)
    -crouching Short buffered into Short Tiger Knee
    a) hold D and hit Short, F, D, D/F+Short
    b) F, D+Short, D/F+Short
    c) press and HOLD Short, F, D, D/F, release Short
    The latter is MUCH easier to time and requires less button presses. But in
    that case the D-Pad motions have to be done faster, but it is easy to get
    used to. I personally use b.
    At the bottom of the screen there is a meter called the Alpha Meter. This 
    fills up when a) Sagat is hit by the opponent with any attack, or he hits 
    them with any attack, b) using any Special move or c) hitting any Fierce or 
    Roundhouse. When the meter begins to flash it's outline, Sagat is cabable 
    of a level 1 Super Combo. If you continue to build his meter to level 2, 
    Sagat's cabable of a level 2 Super Combo. A level 2 Super of Sagat's must 
    be done with TWO buttons (for example, Sagat's Tiger Genocide is done QCT, 
    QCT+any kick; to perform a level two, do the same motion with TWO kicks). 
    When the meter fills to level 3, Sagat is cabable of his most powerful 
    Super Combos. These must be done with all THREE buttons. NOTE: I only list the 
    SCs with one punch or one kick; to perform their level 2 and 3, substitute 
    2 and 3 punches or kicks...
    Immediately after blocking an opponent's attack, Sagat can immediately 
    retaliate with an Alpha Counter. To do this, perform the motion B, D/B, D,
    and any punch or kick; a kick will perform a counter for ground attacks, and    
    punch will counter air attacks (in most cases) Note: you need at LEAST a 
    level 1 Alpha Meter to do one.
    To block an oncoming attack, hold in the opposite direction. To block a low 
    attack (i.e. the enemy hits low), hold D/B to crouch and block. In addition 
    to blocking on the ground, it is possible in Alpha 2 to block attacks in the 
    air. Attacks that cannot be blocked include most DPs, Super Combos, and 
    ground-based uppercut/high kick attacks (eg. Ken's standing Strong, or Ryu's
    In addition to any jumping attack, there is an attack, introduced in SFA
    (actually, back in SSF2T with Ryu's), that can hit ducking, blocking 
    opponents. Sagat does NOT have an Overhead Strike.
    To avoid a lot of meaty attacks, Capcom added a roll to every fighter's 
    repitiore. By rolling from B to D in one motion and hitting punch just as you 
    land from a knockdown, Sagat will roll forward along the ground to a 
    standing position. You will not lessen any damage taken, but you can avoid 
    meaty attacks in this fashion. Bear in mind that because of this added 
    technique, meaty attacks are more difficult to cheese with in Alpha 2; if you 
    are close enough to an opponent when you knock them down, wait a split second 
    to see if they'll roll, then start your meaty tactic.
    Each Super Combo is a powerful attack that can be powered up to three 
    different levels. You will know a character has executed a Super Combo 
    because the screen will grow dark for a moment as they gather "chi" (spirit),
    and the game will pause for a second.
    If you finish your opponent with one of Sagat's SCs, the screen will flash 
    Replacing Chain Combos from SFA, Custom combos allow you to chain ALL normal 
    moves and even SPECIAL MOVES together into combos (it speeds the move up so 
    their recovery is faster and you can throw another one emmediately). To 
    perform a CC, you must first fill the Alpha meter at the bottom of the 
    screen, then activate the CC with any two punches+any kick. Sagat will get 
    blue shadows behind him. A time meter will appear right above the Alpha 
    Meter; depending on how much Alpha Meter energy you have when you initiate 
    the CC, the timer will count down for a period of time. Once the CC is 
    activated, Sagat will slide forward and CANNOT be stopped until you attack. 
    If you activate the CC in the air, they will fall at a normal rate, then 
    start sliding forward. You CANNOT stop a CC once it is activated, and even if 
    the opponent switches sides with you (i.e. jumps over you, or teleports), you
    will keep going in the same direction. BTW, the CCs I have listed to help out
    require a level 3. It is my opinion that this is the only time worth doing
    CCs, if at all...
    The definition of a tick is basically this; a tick is an attack that, if you 
    connect with it, you can go into a combo of your choice, and if blocked, you 
    will recover in time to throw another attack before your opponent can; but, 
    note that they also recover from their blocking animations at relatively the 
    same time, so they will also be able to block the follow-up. But, since 
    Throws are unblockable, you can nail them with a Throw! 
    This tactic has been refined by many players, and in SF2: the World Warrior, 
    Guile had the ability to Throw a Jab, and if blocked he could Throw 
    emmediately (this was remedied in the later version--still possible, though,
    but can be avoided quickly) This tactic was used to win a popular SF2 
    tournament in Albuquerque, New Mexico, and ticks were to forever be 
    considered extremely cheesy by anyone who loses (in some arcades they have 
    gone so far as to BAN ticks!). If, however, the people you play against are 
    okay with ticks, they are great in Sagaty's up-close game.
    When a fighter is knocked down, there is a small window of opportunity for 
    them to get up faster and attack at the same time (about 1/60 of a second). 
    If a move is performed during this time, it becomes almost totally 
    invulnerable unless the opponent is able to connect with a meaty attack first 
    (see below.) See Tactics for more info on Reversing with Sagat.
    A meaty attack allows you to hit an opponent who is recovering from a 
    knockdown (i.e. getting up) without them connecting with a reversal move (see
    above); for example, normally it is possible for Ken and Ryu to do a DP JUST 
    as they begin to rise, and it can surprise many enemies. But, using a A VERY
    WELL-TIMED meaty attack will prevent them from doing that, even more so in 
    SFA2 with their altered, vulnerable DPs. I'm not sure about the exact timing 
    of a meaty attack, but I do know it has to be what I refer to as a "constant" 
    attack, in other words an attack that is thrown without stopping and 
    withdrawn without stopping; fireballs will not work as meaty attacks because 
    they flicker in and out as they fly, and the opponent will be able to block 
    them as they rise. Basically, you have to use good timing for it to connect
    just as they get up. If you connect with a meaty attack you can perform 
    combos you cannot normally perform, because the stun put on the opponent when 
    hit is longer than normal.
    "Sac-Throwing" (short for sacrifice Throwing) put in loose terms is 
    countering with Throws. In previous versions, I included blocking and 
    Throwing, as well as Throwing the enemy from a missed attack in this 
    section. However, as one of my replies to this FAQ pointed out, a sac-throw
    is ONLY considered a true sac-throw when you have been HIT, then throw the
    enemy while they are still in their recovery frames. My explanation was a 
    little clouded, sorry for the mix-up. As far as blocking and Throwing, or
    Throwing a missed attack, I suppose these are just "Counter-Throws".
    A loner and a fighter, Sagat trained under many great Muay Thai masters and
    succeeded in becoming the world reknowned "King of Fighters". At heart he was
    an honorable man who lived for the fight, and since he had never lost one, he
    sought a true challenge. When the first Street Fighter tournament was held, 
    his only pupil, Adon, enters to prove to Sagat that he is as powerful as his 
    master. Sagat also hears of two never-before seen contestants blowing away 
    the competition; Sagat takes this lightly until Adon too is defeated. He then 
    takes it upon himself to truly destroy this one newcomer. The battle with 
    this newcomer, a young boy named Ryu, was fast and furious; unfortunately, 
    just as Sagat was about to finish the boy off, Ryu unleashed the full power
    of the legendary Rising Dragon Punch (Shoryuken), scarring Sagat beyond 
    belief (SF1). 
    (It is believed that after the first SF tourney, Bison approached Sagat and
     offered him the Shadawloo position, but at this point Sagat was way too 
     pissed off to care. BTW, I believe that before he was scarred by the DP, he
     was like Ryu, living for the fight, and at heart not this big evil dude. It
     was the trauma from the scar that supposedly turned him into the brooding,
     hateful Sagat...)
    After recovering, Sagat wanders in search of the "Lucky boy", Ryu. He enters
    another tournament, beats a few opponents here and there, then succeeds in
    finally finding Ryu. Unfortunately, he was again beaten. It is at this point 
    where he is believed to have joined Shadowloo, but still yearns to find Ryu
    (This part is kinda cloudy--some believe that the SFA and SFA2 storylines
     happen at the same time, but I believe they were two separate tournaments,
     with Sagat having joined Shadowloo before SFA2... this is apparent from his
     SFA2 ending; he is talking to Bison like he's been with him for a while,
     whereas in SFA he is offered his position... kinda obvious, huh?
     Note: some also believe that Sagat never even made it to Ryu in SFA1, and 
     was in fact beaten by Ken, then meets Ryu in SFA2.)
    Sagat, full of even more rage then before, again seeks a re-match with Ryu.
    His former pupil Adon confronts him, declaring that he is the greatest Muay
    Thai fighter. Out of a vengeful rage for Ryu, Sagat totally obliterates Adon
    (presumably killing him). On top of that, some guy named Dan shows up and 
    demands vengeance on Sagat for killing his father. Sagat finds that his 
    father was the one who destroyed his eye, and destroys Dan in the same 
    fashion as Adon.
    He again finds Ryu, who he finally succeeds in beating! However, as he stands
    over Ryu he notices a look of pity on the boy's face. He suddenly realizes
    that Ryu was not fighting to his full potential, that he is in fact mocking
    Sagat! At this point Sagat takes a leave of absence from Shadowloo, and 
    returns to Thailand to train harder (SFA2).
    (As in his SFA2 ending, it is believed that he learns to master his more
     powerful, single-hit TU during this training)
    From this point on is SF2, and it is still inconclusive wether or not Sagat
    beats Ryu (since this storyline is for some reason dropped in SF3!!!)
    Background: ANOTHER view of that woman's statue in Thailand, this time with
                pillars leading to it. Quite beautiful, actually.
    Mid-Boss: Adon
    End-Boss: Ryu
    Taunt: rubs his chin with his hand, studying his opponent, then grins.
    Start Pose: laughs and drops his arms to his side
    Win Pose #1: rubs his chin with his hand, then grins.
    Win Pose #2: crosses arms on chest and laughs manically :)
    Note: if he fights Ryu, he will begin the round by putting his hand to his
          chest and his scar glows. :)
    Fighting Style:
    Sagat utilizes my favorite fighting style; Muay Thai. Muay Thai is a form
    of kickboxing originating in Thailand, of which many different fighting
    styles have evolved from (including American kickboxing, which I study
    Muay Thai is a heavily offensive-based style, stressing the Knees,
    Shins and insteps of the foot to attack the opponent fast and furiously.
    Punches are also utilized (but no open-handed strikes, at least to my 
    knowledge), as well as Elbows and Forearms. The prefered recieving points are 
    usually the Shin/Calf area as a weakening technique, and the sides and 
    ribcage are targeted as well. When a large blow must be landed, of course, 
    the face, temple and jaw are preffered points of attack. For the most part it 
    is not a finesse art, but focuses on hitting fast and HARD.
    -higher priority on jumping punches
    -slightly more priority on TU
    -added fake-out S.Forward
    -over-all speed increase
    -High Tiger Wave:           QCT+any punch
    -Low Tiger Wave:            QCT+any kick
    -Tiger Uppercut:            F, D, D/F+any punch
    -Tiger Knee:                F, D, D/F+any kick
    -Fake-out Side Kick:        tap Forward twice QUICKLY
    -Grab `n' Knee:             F or B+Strong or Fierce (close)
    -Punch AC (Tiger Uppercut): B, D/B, D+any punch (after block)
    -Kick AC (Side Kick):       B, D/B, D+any kick (after block)
    Super Moves:
    -Tiger Cannon:                     QCT, QCT+any punch
     L1- 4 hits L2- 5 hits L3- 6 hits
    -Tiger Raid:                       QCB, QCB+any kick
     L1- 6 hits L2- 7 hits L3- 7 hits
    -Tiger Genocide:                   QCT, QCT+any kick
     L1- 5 hits L2- 9 hits L3- 12 hits
    When standing or crouching Sagat throws quick jabs. These are fast attacks 
    that are great up close when things get hot (see tactics); they are also 
    comboable and can be used as ticks up close... J.Jab is no big deal.
    S.Short is a decent low-directed shin kick; however, because of Sagat's size
    it sticks out annoyingly far and therefore has slow recovery compared to most
    Short kicks. For this reason, use it rarely. C.Short is an awesome low kick,
    with good range and bufferability. It should be your main tick up close, and
    is the easiest attack to buffer into the Tiger Raid in combos. J.Short is a
    jumping knee, which is a great jump-in for snuffing some air counters, 
    crossing up and ESPECIALLY ticking (see tactics).
    S.Strong is a great side uppercut, one of Sagat's many air counters--use it
    on opponents close in the air or above your head. It is also a good up close
    move and is Sagat's best bufferable attack to be used in combos. The C.Strong
    is a basic crouching punch, bufferable and good in combos. Fairly fast and
    decent in up-close combat, but no big deal. J.Strong is a jumping uppercut
    that's great in the air against big jumpers like Chun Li or Guy.
    S.Forward is Sagat's best standing attack, period! The side kick has AMAZING
    range, speed, damage, recovery AND priority--it should be your most used
    attack on the ground. Great for poking, snuffing FBs and low attacks, and
    many other things. See tactics for MUCH more info. C.Forward, to the dismay
    of all Sagat players, is no longer bufferable. :( However, it still has great
    range and priority, so you can mix it into your up close game if the enemy
    uses an excess of high attacks. J.Forward is GREAT jump kick, with awesome
    horizontal range--good in both air-to-air and jumping in.
    S.Fierce and C.Fierce are slow, powerful punches with little priority. Use
    rarely. J.Fierce is a good air-to-air move, but J.Strong seems to be faster.
    S.Roundhouse as we all know is Sagat's best friend. It is THE best air 
    counter in the game--as far as I know, the only thing that can defeat it is
    a mid-air CC. Use it primarily as an air defense, but remember that it will
    hit twice up close against most larger characters. If it does, it is his most
    powerful regular move, so if you can, do it! One thing to note about the 
    close S.Roundhouse is that it actually has higher priority than the far one; 
    this is because he first brings his knee up--since the enemy is close, that 
    allows the knee to hit earlier than the kick normally does, so it is much 
    faster for snuffing attacks up close. 
    The C.Roundhouse is Sagat's only knockdown regular attack, and does good 
    damage. It has less range than the S.Forward, but is probably the easiest
    thing to do after ducking a long-range high attack. A lot of standing kicks
    can take it out with some anticipation however (like Adon's S.Roundhouse, for 
    The J.Roundhouse is a powerful jumping kick, that has less horizontal range
    than the J.Forward--it is however more powerful and is better for jump-ins
    if you are closer.
    (Sagat rears back, then thrusts his arms forward exclaiming "Tiger!" and 
     releasing a wave of energy)
    Using the Tiger Wave with a punch throws it high, and with a kick he will
    crouch and throw it low; strength of attack determines speed. The High Tiger
    Wave can be ducked but it is possible, because of Sagat's height and the 
    size of the projectile, to hit the enemy out of the air. The Low Tiger Wave
    cannot be ducked, and allows Sagat to duck under high attacks; although, it
    cannot hit an airborne opponent.
    These moves are to be used VERY carefully. Even moreso than in SF2, Sagat's
    recovery, combined with his outstretched arms, make him a very easy target
    for counterattack with this move. From full screen is where these are best
    used, mixing up speeds and levels to confuse the opponent--then, once you get
    the chance, follow them by moving into mid-range, where Sagat plays best. 
    They CANNOT and should not be used in FB traps ala Ryu, only for pressure to
    get in close. In addition, the Low Tiger Wave can be used to duck under some
    high attacks from mid-range if you anticipate them; although personally I
    would use a Tiger Genocide, C.Forward or C.Roundhouse.
    As a whole, stick with them from a distance, because Sagat's strengths are in
    his counterattacks, and mid-range moves, not projectiles (unlike in SF2...)
    Remember that these FBs, like most, will not knock down, so the closer you 
    are to your opponent when they hit, the less the chance that you can follow
    them up properly. The Tiger Waves can be used in combos, but he has better
    options in this case...
    (Sagat stoops low, then exclaims "Tiger Blow!" and rises into the air, turned
     to the side, with his fist raised in an uppercut)
    First of all, I REFUSE to call it "Tiger Blow" because that sounds extremely
    faggoty. Strength of the punch affects height of the uppercut (and therefore
    recovery too), horizontal range, and number of hits (and therefore damage as
    well). The Jab version hits only once, the Strong version hits 5 times for 
    SLIGHTLY more damage, and the Fierce hits a whopping 7 times for good damage. 
    Note that like other DP moves, the first, deepest hit does the most damage. 
    Which means, if you miss the first hit and hit the enemy with the last 6 or 
    so hits, you will do very little damage.
    This move is best used in combos or to duck under VERY slow high attacks from
    a few steps (use the Jab version to be safe in case they block it or it 
    misses). It is also ideal as an air counter as long as you hit the enemy low 
    to the ground--the Uppercut has lower priority than other DPs, so it is best 
    to wait for the enemy to stick out their jumping attack first, then counter. 
    Hitting them as late as possible also ensures that you hit them with the 1st 
    hit, for the most possible damage. An alternative to this is to use the Jab 
    version as an air counter, which has high priority; it does however have 
    little horizontal range and does slightly less damage.
    (Sagat stoops low, then exlaims "Tiger Crush!" and flies forward and into
     the air with his knee extended)
    Called the Tiger Crush in SFA1 and 2 (I prefer Knee), it is one of Sagat's
    most important moves. The strength of the kick button used determines the 
    horizontal range and hits (once with Short, 2 hits with Forward and 
    This move has many useful applications; firstly, it will pass through the
    majority of projectiles in the game to snag the enemy. It is also good in
    combos, and depending on range it is a good air counter for deep jump-ins.
    It can also be put well into combos. However, probably its most useful 
    application is as a fake-out; from mid-range, the Short (and sometimes 
    Forward) TK is good for psyching out the opponent. Time it so the Knee will 
    just whiff in front of the opponent (they will probably anticipate the move 
    actually reaching them), and they may try to counter with a Jab DP or some 
    other short-range move; if this occurs, you can then easily counter their 
    attempted counter-attack with whatever you like (best a SC)! If they try to 
    block the TK, try for a Sweep (C.Forward to push you back if they block 
    The Tiger Knee also has excellent recovery, so it's not too bad as a general
    poking move (except of course against ACs...)
    NOTE: rarely use the Roundhouse version against Chun Li (possibly Guy and
    Sakura too), because the 2nd hit will whiff over their little heads and they
    have a short time to counter.
    (Sagat begins a side kick, but quickly draws back at the knee)
    Not overly useful, actually. From mid-range, if the enemy has found a good
    counter for your S.Forward, you may want to fake it a couple of times, then
    counter their whiffed move... (additions?)
    GRAB `N' KNEE:
    (Sagat grabs the enemy's HEAD in ONE HAND and holds them up; he grins, then
     proceeds to bash their face repeatedly with his Knee)
    If you really wail on the buttons and joystick to get maximum hits, the 
    damage isn't all that bad. More importantly, this is a very intimidating move
    and seems to have slightly more range than most other's Throws. This is a 
    VERY important move in Sagat's up-close game, allowing him to get a quick,
    damaging attack in and toss the enemy back to roughly mid-range, where he can
    again work his magic. SEE TACTICS FOR MORE INFO.
    (Sagat blocks an opponent's attack and counters with a deep Tiger Uppercut)
    Like most ACs, this is totally useless and a waste of valuable Super energy.
    It is best used against jumping attacks, but why do this when you have the
    invincible S.Roundhouse, or the S.Strong, TU or Tiger Knee? Pure silliness.
    (Sagat blocks the enemy's attack and smacks 'em with a powerful side kick)
    Unlike most ACs, this is quite useful and part of Sagat's mid to close-range
    game. This is one of the few ACs I actually use on a frequent basis. It comes
    out instantly so it is impossible to counter, and has AMAZING range; it can 
    be used to take out blocked FBs from a short distance, or poking kicks like
    another Sagat's S.Forward, or Adon's S.Roundhouse. It is also a good move if
    you block a Special or Super Move with fast recovery (eg. Charlie's L1 
    Crossfire Blitz). Basically, if you are at mid-range and you're fighting a 
    compulsively offensive opponent, who pokes as much as you do, just stay calm 
    and AC him. A great attack for getting out of the corner, and looks real 
    painful... a good time to follow with a Taunt! :)
    (Sagat rears back as energy swirls about him, then shoves both arms
    straight out, exclaiming "Tiger!" as a HUGE ball of energy surges from his
    Doesn't look like much, but it does GREAT damage (especially at L3) and of
    course goes through normal projectiles. Its only real disadvantage (other 
    than slow recovery) is that, unlike most other SC projectiles, it can be
    ducked. Note that this can juggle the enemy in the air for up to 2 hits
    (though you shouldn't actually TRY for this, 'cause it's a waste and does
    little damage). Basically, use it rarely except against persistant projectile
    throwers, or if you actually find a good enough opening from a distance where
    the other two SCs will not reach.
    (Sagat performs a series of standing kicks, then surges straight forward
    with a flying kick; at level 3 this kick is flaming)
    IMO one of the coolest moves in the game (that's why I named myself after 
    it! :), and an effective and powerful SC. The most notable thing about it is
    the recovery--if blocked it is very difficult to counter, except with ACs,
    some buffered SCs and SPD moves (eg. Zangief's SPD). You can sometimes catch
    slow opponents who have blocked it with a Grab `n' Knee or another SC! The
    other great thing about it is that it takes GREAT priority over low attacks,
    especially sweeps and slides, so it's a great reactionary move if the enemy
    throws a lot of these. You can usually snag the enemy from about the same
    range as the S.Forward or C.Roundhouse...
    Note that I have seen it trade hits with projectiles and standing punches... 
    NOTE: it is possible to actually juggle after the Tiger Raid in the corner!
    See combos!
    (Sagat stoops low as energy swirls around him, then exclaims "Tiger
     Genocide!" and flies forward with a Tiger Knee followed by a Tiger
     Uppercut. At level 3 he performs a Tiger Knee then a Tiger Uppercut
     followed by ANOTHER Tiger Uppercut)
    A devastating and powerful SC that is visually stunning. It has about the
    same range as a Forward TK, and it will take priority over ALL regular 
    attacks (there may be a few exceptions), so it is best used as a reactionary 
    move when you're JUST out of the range of the Tiger Raid. Its other redeeming 
    feature is that it passes through projectiles--use it FREQUENTLY in this 
    case. The big problem with it is the recovery if blocked or missed, so make 
    DAMN sure it connects.
    As Sean Hoyles (hoyles@nfld.com) says, the CCs are what make Sagat truly 
    deadly. Actually, I don't totally agree with this, but the CCs Sagat can 
    perform certainly are worth doing. At L3, Sagat has the potential to take off 
    over 50% damage with a CC! Here are some examples from Sean Hoyle's CC FAQ:
    1. S.Strong -> Jab TU -> Roundhouse TK -> Fierce TU -> Fierce TU (can 
       be used as an air counter or on the ground)
    2. C.Roundhouse -> S.Roundhouse -> Fierce Tiger Wave -> Fierce 
       Tiger Wave -> Roundhouse TK -> Fierce TU
    1. J.Roundhouse, C.Roundhouse
    Comments: basic, easy 2-hit for decent damage.
    2. J.Roundhouse, S.Strong XX Fierce Tiger Uppercut
    Comments: should be your most used combo; decent damage and easy to perform.
              9 hits.
    3. J.Roundhouse, C.Strong XX Roundhouse Tiger Knee
    Comments: good damage, remember not to use this on the smaller characters!
    4. J.Roundhouse, C.Short XX Low Tiger Wave
    Comments: a good combo to push the enemy away when they block.
    5. CU.Short, C.Strong XX Tiger Genocide
    Comments: you can of course use any Special or SC to finish, but the Genocide
              works best.
    6. J.Forward, S.Forward
    Comments: only two hits and little damage, but it is the best thing to do if
              you jump in from maximum range and nothing else will connect 
              (perhaps after jumping a FB). This is also a good combo for 
              surprise if the enemy blocks the J.Forward from its maximum range--
              they may not expect a follow-up from such a distance.
    7. J.Roundhouse, C.Strong XX Tiger Genocide
    Comments: probably the best SC combo you can do. Good damage.
    8. J.Forward, C.Short XX Tiger Raid
    Comments: easy and good recovery as well.
    9. (corner) J.Roundhouse, C.Strong XX Tiger Raid, juggle w/Fierce Tiger
       Uppercut or L1 Tiger Genocide
    Comments: you can choose to do a L3 Tiger Raid and finish with a difficult
              TU, or you can use the L2 Raid and juggle with a L1 Genocide. Note 
              that I do not recommend juggling with a high level Genocide, as you 
              will get the same damage anyways.
    This range used to be a great place for Sagat; however in SFA2, the speed
    and recovery of his Tiger Waves make this a useless (although not 
    neccessarily dangerous) place for Sagat to be. From a far distance, 
    especially full screen, throw a few alternating Tiger Waves, but do NOT think
    you can keep your opponent pinned back with this, because they'll get through
    this "defense" easily. Instead, try to follow them in (best after the Jab
    Tiger Wave) and get into proper range where you can work more effectively. If
    the opponent comes in hard offensively from a far distance, smack them back
    with a S.Forward or the like (blocked or not) and follow in--if they come in 
    jumping (over your projectiles), hopefully you'll be in such a position that 
    they will not be close enough to land a hit as you recover from a Tiger Wave; 
    if they land a short distance away, snag 'em with a S.Forward, or possibly
    S.Roundhouse if they're still in the air.
    You can also follow in your Waves with jumping attacks, though this is more
    risky. If the enemy jumps to meet you, you have the J.Strong and J.Fierce to
    work with, but that's about it. For the most part, only go offensive jumping
    when you're sure they've left themselves open.
    Definetely where Sagat plays best. His best move, the S.Forward is stressed
    HEAVILY here; from this distance, counter the enemy's high regular moves with
    the C.Forward (or C.Roundhouse, if you're sure you'll connect) and snuff 
    their low regular moves, projectiles and some Special Moves (see vs. 
    strategies) with the good ol' S.Forward. Once they have a level charged, stay
    a little more defensive and cease the constant S.Forward peck, because they
    can AC, or if they anticipate it, can frequently snuff it with a 
    high-priority SC (eg. Ken's Shoryureppa). 
    If from this range they still throw projectiles constantly, focus on the 
    Roundhouse TK and the Tiger Genocide (or the more risky Tiger Cannon) and 
    above all else, don't jump often. If they press offensively a lot and you 
    have a level, counter their pecks (or fast projectiles) with the Kick AC...
    If the enemy starts countering your S.Forward, try the fake-out and maybe
    they'll miss enough for you to counter. Also, don't forget your Short Tiger
    Knee fake-out, if the opponent thinks it is becoming predictable.
    For the most part this mid-range game is a reactionary game, focusing on
    anticipating the enemy's attack and snuffing a lot with the S.Forward.
    Sagat can handle himself well up close, though he is still better at 
    mid-range. If the enemy tends to poke a lot with high or mid-range attacks 
    (eg. Sakura's S.Roundhouse), time a Jab TU to snuff them, or just a 
    C.Forward. Remember the supreme priority of the 2-hit S.Roundhouse on large 
    characters; this combined with their slow speed makes it almost a sure hit. 
    By far your most important technique up close is the Grab `n' Knee. It is not 
    overly powerful, but has decent Throw range and knocks them back far enough 
    for you to position yourself back to mid-range. Peck at them with the Jabs or 
    the C.Short; if either connect, you can follow into a quick combo, and if 
    blocked, go for the Throw--remember to ram the buttons and wiggle the 
    joystick for as many knees as possible! If they tech hit the Throw, toss out 
    a S.Forward to push them back as they land. If they Safety Roll persistantly 
    you can frequently grab them as they rise, or hit 'em with a C.Roundouse!
    I have numerous times gotten into a bad situation with the Safety Roll, 
    especially vs. grapplers. Your opponent can hit you out of it with a low 
    move, SPD move (in the case of the grapplers) or even worse, a Super Combo. 
    IF they end up right beside you when you fall, by all means do it, because 
    you'll roll behind them and be virtually safe to set up an attack (unless 
    they anticipate). Otherwise, just let yourself fall and then try a reversal 
    as you rise.
    As far as reversals, they can be good or bad. The big thing about them is
    that they surprise well, and also have increased priority. Probably the best
    reversal for Sagat is the Tiger Uppercut; if the opponent tries to pester you
    as you rise from close, the Fierce TU does great damage and usually connects.
    If they try to jump in, a Jab TU is more appropriate. If they try to pressure 
    you as you rise with a FB, you MAY be able to go through it with a Roundhouse
    TK, but this isn't guarenteed. Another possible reversal is to Throw the 
    enemy if they come in real close, possibly to meaty Throw you...
    The best reversal Sagat can do is of course a Super Combo--The Tiger Genocide 
    is your best bet, and will reverse any regular attempted meaty attack, and go 
    through FB from the proper range. 
    Just remember, SOMETIMES it may in fact be better to just stay put...
    I never used to use CCs, until a guy named Sean Hoyles (hoyles@nfld.com) 
    showed me the "Way of the Custom Combo", so to speak. Sagat in particular has
    totally DEVASTATING CCs, and is capable of draining massive amounts of life
    with a L3 Custom. 
    Here are sections from Sean Hoyles' "The Art of Custom Comboing", which can
    be found at Gouki's Page of Whatever (link on my homepage; see URL in 
    "There is apparently a lot of confusion as to the mechanics surrounding 
     custom combos. I have experimented with the technique and generally I have 
     found the following to be true (although I, too, could be wrong here!):
    1) regular attacks (particularly on the ground) will hit many times but take 
    off next to nothing! Therefore, you can easily get off a twenty hit combo 
    using ducking sweeps but the damage you do to the opponent will be laughable. 
    2) attacks which juggle an opponent in the air will generally do more damage 
    than will ground attacks. Thus, if you keep pushing the opponent into the air 
    with ducking fierces you will do a little more damage than if you did an 
    equivalent number of ducking roundhouses.
    3) special attacks generally take off the most damage but tend to take the 
    longest amount of time to execute. In other words, you will do more damage 
    per attack but you will be able to do so a significantly fewer number of 
    4) it obviously follows from the above that you will be able to do the most 
    damage using attacks which are both special and juggle the opponent in the 
    air. Almost every character in the game has at least one such attack to use 
    to their advantage.
    5) The damage level for special attacks tends to be highest at Level One for 
    custom combos. However, at the higher levels, you can usually tack on several 
    more hits which will mean significantly more damage overall.
    6) Ducking roundhouse sweeps are perfect for setting your opponent up for a 
    juggling custom combo. The opponent's animation after a sweep automatically 
    has them reeling back into the air which sets them up for further hits before 
    they hit the ground. You should also note, however, that some of these 
    sweep/juggle combos will not work consistently (if at all) when you sweep 
    your opponent in the corner. You should experiment with each custom combo to 
    see which ones are practical everywhere and which ones are not."
    The best overall place for Sagat to utilize the Custom Combo is on a jumping
    opponent. As you should already know, Sagat's air counters are deadly, and
    the CC just adds a more damaging version. In addition, his S.Strong, a GREAT
    way to start a juggling CC, has awesome priority over jumping attacks, as
    long as they're not too deep. From this Sagat can devastate the opponent with
    a CC doing over 50% damage! 
    The next best, and most obvious place, to use a CC is when the enemy leaves
    an opening. The prime example is of course a whiffed DP. Another great place
    is after the Short TK fake-out. NOTE HOWEVER: I find it is MUCH better to 
    counter in the ground-to-ground case with a L3 SC instead of a L3 CC--Sagat's 
    L3 Tiger Raid OR Genocide will do around 70% damage as opposed to the approx. 
    50% damage a good L3 CC will do (although I have yet to FIND a CC for Sagat 
    that may do more... additions?)
    The last, and most difficult place, to use a CC is to pass THROUGH an air
    counter. Yes, it IS possible to time a CC as you fall from a jump to pass
    through the opponent's uppercut, or the like--note that as far as I know you 
    can only pass through regular air counters (eg. Shoto-bros. C.Fierce, Chun's 
    S.Roundhouse, etc...), but it is nonetheless a BIG surprise for the defending 
    opponent, if you can get the timing down pat. Idealy, you want the screen to 
    turn dark JUST as they begin the initial frames of their attack.
    NOTE: I am FAR from an expert on this idea, and I've only done it a few 
    times. Anyone with more info, PLEASE MAIL IT TO ME!
    VS. RYU:
    Ryu is still pretty tough, but you can take him if you're calm and careful.
    Firstly, the Ryu you will most likely play is the ol' FB/DP crap. From a 
    distance ONLY, jump his FBs, and occasionally if your a fair distance back,
    you can counter them with your Tiger Waves. Once you get into mid-range, STAY
    THERE! This is not the best place for Ryu, that's for sure; from here, snuff
    attempted FBs with the S.Forward, and if you have a level charged you can 
    pass through them with the TK, Tiger Genocide, a FAST Tiger Cannon, or you 
    can block and use the kick AC. He will most likely get scared and either jump 
    in, in which case hit 'em with a Jab TU, or the S.Strong (a good place for a 
    CC air counter!); or, he will jump away, in which case toss out a FIERCE 
    Tiger Wave, which may catch him on the rebound. ABOVE ALL ELSE, don't jump
    unless you're SURE you will hit him recovering from a projectile. When he has
    a level charged, don't throw Tiger Waves (Shinkuu-HADOUKEN!), and from close 
    range, don't throw a lot of crouching attacks, or he'll take 'em out with the 
    Vacuum HK.
    VS. KEN:
    IMO as hard, if not harder, then Ryu.  His FB is slower and weaker (counter
    appropriately), but his mid-range game is good because of his S.Roundhouse, 
    Roll and Shoryureppa SC. Just remember that if they throw a lot of FBs ala
    Ryu, it's an easy fight. :)
    If you play the offensive, reactionary Ken, it's a little more difficult. The
    best way to defeat him is again at mid-range; you must have VERY fast 
    reflexes here! You can usually snuff his S.Roundhouse with your S.Forward if
    you anticipate (or peck), and of course the same goes for the FB. If he uses
    a lot of low attacks, he will most likely be ready for a Roll (he can Roll
    under your S.Forward), so again be watchful of patterns and try to make sure
    your S.Forward isn't stuck out when he can Roll. From this range, also
    remember your Tiger Genocide and Tiger Raid to take out his normal attacks.
    Once he has a level charged, watch all YOUR regular attacks, as he can take
    them out with his SCs. If you manage to block his HK, counter FAST with a 
    Throw, SC, or best with an AC.
    VS. CHUN LI:
    Shouldn't be too difficult, especially if she likes to jump; the big mistake
    Chun players make a lot is jumping too often--her jump is fast, but because
    she goes so high she has big hang-time and allows you to set up a good air
    counter in time (CC!). If she stays grounded, she can be a problem--she will
    peck away at you with her high-priority C.Forward which, with GOOD timing, 
    you can snuff with your S.Forward (or SC if you're REAL fast). Try to stay on
    the ground primarily, because she can jump up to counter you, use her 
    S.Roundhouse OR the Kikosho if she has a level charged. Again, stay primarily
    mid-range, however from a long-range you can coax her into making a mistake;
    from this distance, she has to get in close to do any damage, because her
    Kikoken FB has a SLOW start-up. If you see it coming, jump if you're far, or
    counter appropriately from mid-range (snuff with the S.Forward, TK, or Tiger
    Genocide). Do NOT try to counter the Kikoken with the Tiger Cannon; as I
    recall, she bend over so far that the Tiger Cannon whiffs over her head!
    Once she has a level, don't throw out regular attacks a lot, at least not low
    ones, or she'll snuff 'em with the TBK easily.
    VS. ADON:
    Your former pupil is even more of a pecker than you! :) From mid-range both
    your S.Forward and his S.Roundhouse have relatively the same priority, so 
    they may trade hits. Don't use crouching attacks a lot, the Jaguar Kick can
    take them out (especially the C.Roundhouse; you may recover in time to block
    if you use the C.Short or Forward). Stay on the ground and peck with the 
    S.Forward, and wait for him to make a mistake with the Jaguar Kick or Tooth, 
    and counter with whatever you wish (best with a Super Combo or Throw). Above 
    all else don't throw Tiger Waves AT ALL, because with your recovery he will 
    hit you every time.
    VS. GUY:
    He's a fast hoser, but like Chun Li, is actually worse in the air than most
    think. His long hang-time will make it easy to counter him in the air with
    one of your many air counters (CC!). Again mid-range is your best position,
    and if you stay at the MAXIMUM range of the S.Forward, you can usually snuff
    his poking attacks. If you see him coming in for the Bushin Run moves, the
    S.Forward will usually surprise him even if he's doing the QCT+Short 
    fake-out. You can also take it out with a well-timed Tiger Knee, or of course
    the Tiger Genocide or Tiger Raid :). Note however that the S.Forward is your
    best bet, because you won't know until the last minute if he'll do the Jump
    Kick or Slide, which have to be blocked high and low respectively. If you see 
    him start the Bushido Leap, attempt a Forward Tiger Knee or a WELL TIMED 
    Tiger Uppercut (a CC works well here too). Try not to throw too many Tiger 
    Waves, especially Low ones, because he can easily Bushido Leap+Air Throw 
    right over them. Refrain from jumping because he has air defenses as good as
    yours, including the Bushin Jump SC!
    A good Dhalsim will zone you with S.Roundhouse, C.Strong, Yoga Fires and the
    Teleport. The best way to defeat him is to stay grounded; his air defenses
    are great, and he also has good priority in the air with the Yoga Mummy. You
    can counter his HIGH long-range attacks with a very well-timed TU (eg. he 
    sticks out a S.Roundhouse, you can uppercyt the leg from underneath). Counter
    his Yoga Fires from a distance with your own Tiger Waves; once you're in mid
    range, stress the S.Forward to snuff his slow long-range attacks, but watch
    for the Yoga Flame and Inferno! BTW, don't try using the Short TK fake-out
    often, because he will very rarely whiff his attempted counter because of his
    great range.
    VS. GEN:
    If he stays in Crane style, he's not that difficult. If he's in the Mantis
    Style, he can be annoying. In this style he will peck you from mid-range with
    his kicks, and up close with all those little finger-pecking moves. You can
    usually put up a fight at mid-range with the S.Foward or Tiger Genocide,
    however. Jumping in is usually fairly safe if you do it REAL deep, which will
    often snuff his Mantis Kick if you're fast--don't jump in often if he's using
    the Crane Style, because he not only has that awesome upward C.Roundhouse, 
    but also that Rising Air Throw SC! In the Mantis Style, refrain from throwing
    out ANY regular attacks often except the C.Forward, or else he'll take you
    out in a FLASH with the Omega Dash (hey that rhymes! :). In the Crane Style
    he's easy to beat if you stay grounded; 90% of his regular ground moves are
    delayed at the beginning, giving you plenty of time to snuff them with 
    whatever you choose. Likewise, do not throw any Tiger Waves, or high attacks
    often, and you can block his Rolling Punch with ease and counter.
    Like playing a faster, pecking version of Ryu. Her C.Forward and S.Roundhouse
    will annoy you from mid to close range, but you can handle them with the 
    S.Forward and the TU respectively. Her regular FB is pretty fast, but you can
    counter it accordingly. If she actually wants to try one of her other FBs,
    you have plenty of time to cook up a counter. Don't throw out a lot of low
    moves liberally, because her HK is great for dealing with them; if you block
    it, ACing is your best bet, but you can USUALLY Throw her. Once she has a 
    level charged, do NOT throw anything out; she can take out the Tiger Waves
    with her Super FB, she can take low moves out with her Violent Dragon, and
    high moves with the Super Hurricane! Basically, remain defensive for the most
    part, and the S.Forward is fairly safe to use still.
    If he's hopping and leaping around everywhere, he can usually be dealt with
    using the TU or S.Strong. Up close, he's no problem, and from mid-range, peck
    with the S.Forward easily. Just don't jump in often or meet him in the air,
    because he has amazing priority in both cases. Perhaps more on this later.
    Don't get too close and you should be all right. Both of you have fairly 
    short jumps, and I find you both have good priority in the air with the 
    punches, so stay grounded mostly. Throw Tiger Waves from a distance, but
    remember he can Clothesline or Banishing Punch them with ease (if you see him
    about to do the Banishing Punch to your FB, JUMP IN!), and for this reason,
    don't throw them anywhere BUT full screen. If you see the wrestler coming in
    with the Running Bear Grab, quickly snag him with a S.Forward or Tiger Raid;
    a Roundhouse Tiger Knee works as well. Up close, he is FAST with SPD, so you
    don't want to stay their long. Try to tick with the C.Short for a Throw to
    knock him away, or the S.Roundhouse (he's big so you'll get both hits).
    Be prepared for a barrage of Sonic Booms. You will likely not snuff the SB
    often because of its speed, but you can still peck from mid-range because he
    has no high-priority regular moves at this point. Try not to jump at Guile's 
    buddy unless he's recovering from a Boom, because he LOVES to counter with a
    Somersault Kick or any of his other great air counters.. If Charlie goes
    offensive, he will likely try to jump in at Sagat; either counter with your
    S.Roundhouse, or block; when he lands, he'll most likely go into a
    crouching combo (but watch for a Throw!!)--after blocking that counter with a
    C.Roundhouse or crouching Short buffered into whatever. Once you've 
    charged up, buffer the Tiger Cannon as he swings his arm to release the Sonic 
    Boom. If you're close, go through a Boom with the Tiger Genocide. Whenever 
    you block a Somersault Kick counter with a combo just as he lands or if you 
    like to keep it simple, just a well-timed Tiger Uppercut.
    Birdie has GREAT air counters and can be a VERY difficult fight for Sagat, so 
    try and stay on the ground. He has no projectiles to jump over, and his other 
    Special Moves will cause him to fly under an airborne Sagat anyway. Another 
    problem with fighting him is that his Hopping Chain Grab Super Combo will 
    travel over ALL of Sagat's projectiles, even the Tiger Cannon. So forget 
    altogether about projectiles when Birdie has at least one level on his meter. 
    You basically have to wait for him to make the mistake; counter his Headbutts 
    at EVERY opportunity with a combo or SC, and other than that wait for him to 
    jump and counter with your S.Roundhouse. Up close try and stick with 
    crouching Shorts to tick for a Throw to put him back at mid-range, where you 
    can peck with the S.Forward, because he'll try at every opportunity to Chain 
    Grab you to put a world of hurt on our favorite kickboxer.
    VS. ROSE:
    Few Tiger Waves should be used in this fight, because she can absorb and
    reflect them much too easily. A lot of Rose players will jump in to do her
    big J.Fierce, C.Fierce XX Soul Spiral combo; either counter with a standing 
    Roundhouse, or block and and then counter with any combo when she's done. 
    Don't throw high attacks out of the blue, because her Slide comes out WAY too 
    fast to block in time. One big mistake Rose players do is throw too many of 
    her Soul Sparks; her recovery is horrible and her arm and scarf stick out 
    quite far, making her a considerably larger target; if you're a little ways 
    away and jump in, the only combo that should hit will be a jumping 
    Roundhouse, C.Roundhouse 2-hit (or J.Roundhouse, S.Forward). Be very careful 
    in the air otherwise, because if you're jumping all over the place she can 
    easily grab Sagat with a Soul Catch or Super Soul Catch. When she starts up 
    her Soul Images Super Combo, keep your distance so she doesn't start that 
    Sliding cheese. A good Rose player knows not to waste their time defensively 
    while they have the Images, but a lot of those players tend to go a little 
    overboard with that idea and will attempt a jump-in to start off a seemingly 
    big combo; stay calm and try not to let her confuse you, and when she jumps 
    in counter with good ol' Roundhouse. If you block her level 3 Super Soul 
    Catch, wait until she goes up in the air for the final hit then counter with 
    whatever you want. If you block her Super Soul Spark anywhere close, counter 
    with a S.Roundhouse or Tiger Raid; or, if it is a level 1 Super Soul Spark, 
    you can time a jump over it an combo. If you're a good distance away and she 
    throws a regular Soul Spark, whip off a Tiger Cannon if your meter is up. 
    VS. SODOM:
    As long as you don't get close to him, you should be alright. When jumping
    in try to make it as a counter to a missed Butsumetsu Buster (the Power
    Bomb) or Daikyo Burning ("Carpet Burn"), otherwise he can counter pretty
    easily with his C.Fierce or Strong Jigoku Scrape. Try your best to counter 
    his jump-in attacks with your Roundhouse or S.Strong, because if you block he 
    can land and usually surprise you with a Butsumetsu Buster or worse, a Super
    Butsumetsu Buster Super Combo. From mid-range he can peck you with his 
    S.Forward and S.Roundhouse, so you have to be fast; the former also acts as
    a tick for the Butsumetsu Buster... Don't stay close to him once you've 
    knocked him down to try and hit him as he rises, because he'll do that damn 
    Tengu Walk to surprise you. As with the jump-ins, be careful up close with 
    him when you're blocking, because he'll do some big combo and before you can 
    get out of your blocking position he'll pull off a Butsumetsu Buster out of 
    nowhere. Note that in SFA2, the priority in the Jigoku Scrapes his HUGE now,
    so don't throw out a lot of regular attacks, especially low ones; stick with
    the S.Foward. If you block his Daikyo Burning counter with a combo, Roundhouse 
    Tiger Knee, Tiger Raid or Tiger Genocide. If you block a Jigoku Scrape, you
    may be able to Throw him afterwards, otherwise the Alpha Counter works well
    VS. SAGAT:
    Hey, you know his weaknesses by now, so this should be an easy fight! Just
    remember, try and be faster than him! :)
    VS. AKUMA: 
    You'll find a lot of Akuma players staying in he air and whipping a lot of
    Fireballs, there and on the ground. His Air FB has been weakened from SFA1,
    and has a much steeper angle, so he can only throw it if really close. 
    Sometimes if you block it from this range, you can snag him with a S.Forward
    or Roundhouse TK. As with Ryu, if he pulls off any Fireballs from a distance, 
    counter with your own or the Tiger Cannon, or up close with Genocide or TK. 
    From mid-range peck with the S.Forward as you would against Ryu to snuff FBs
    and regular moves. NOTE: see Ken for strategies on the Ground Roll!
    VS. BISON:
    I'm not even going to fill this out, because nobody plays him, and he sucks
    VS. DAN:
    Hey, it's Dan, eh? But seriously, I've met a few good Dan players, and he
    can be a pain. Pester him constantly with Tiger Waves of all strengths and
    heights, and move into mid-range to peck with the S.Forward. If he's stupid 
    enough to jump out of the blue, counter with your Roundhouse, and if you 
    manage to block his Gale Kick, counter with whatever you like. Remember too,
    that it is VERY difficult for him to go over your High Tiger Wave with his
    Short Gale Kick, because of its height. The only place to really be careful
    is when he has a level charged; he can take out your regular attacks up close
    with the Violent Dragon or Desperation move; so, stick only with the 
    S.Forward from here on.
    Thanks to Capcom for a great game, and thanks to the following FAQ writers:
    Dan Wells
    Gene Leong
    Tyler Oswald
    and Sean Hoyles
    For their great FAQs. 
    Also thanks to the guys over at the arcade for getting me started on the game 
    and convincing me to rent it a year ago (After reading the newsgroup's 
    put-downs). Also a Special Thanks to Jason Jamieson, who proved that 
    Dhalsim's Teleport is a REAL pain in the arse, and JD Baptie, who convinced 
    me through force that Ryu's FB traps can still be effective! ;-)
    This and other FAQs can be accessed at my new homepage:
    You can also e-mail me at:
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons