STREET FIGHTER ZERO 3 : SAGAT's COMBO GUIDE v1.0
----------------------------------------------
By Steven Peh, Iax_Ikurachi@hotmail.com, 2/2/99

Unpublished work Copyright 1998 Steven Peh

This guide is for private and personal use only.  It can only 
be reproduced electronically, and if placed on a web page or site, 
may be altered as long as this disclaimer and the above 
copyright notice appears in full. This guide is not to be used 
for any commercial/profitable/promotional purposes; this includes 
being used by publishers of magazines, guides, books, etc. or 
being incorporated into magazines, etc. in ANY way. This guide was 
created and is owned by me, Steven Peh <Iax_ikurachi@hotmail.com>.
Any and all copyrights and trademarks are acknowledged that are 
not specifically mentioned in this FAQ. Please give credit where 
it is due.

The Street Fighter game series are (c) Capcom of Japan and (c) 
Capcom of America.



Credits
-------
Keo Megura    -    kmegura@yahoo.com
Game Faqs     -    www.gamefaqs.com



Introduction
------------
The combos in this guide are all original (especially
V-ism Sagat's 19+ hit super combo), in that I learned and discovered 
them by my own at home.  Any similarities are purely coincidental. 
Any duplication without proper credits is prohibited. However, 
the names for the basic moves are not mine and was "taken" from 
Kao Megura's faq from www.gamefaqs.com And now, on to the moves 
and combos..



Legends:
--------
  Common Terms-
    ,    -   used to seperate moves in succession
    +    -   used to group moves in concurrence
    (air)-   can be done in the air
    X    -   X-ism Mode
    Z    -   Z-ism Mode ( or A-ism Mode for some )
    V    -   V-ism Mode
    (LV#)-   Level of Super
    x#   -   Repeat # times

  Buttons-
    P    -   Any Punch
    K    -   Any Kick
    LP   -   Light Punch
    MP   -   Medium Punch
    HP   -   Heavy Punch
    LK   -   Light Kick
    MK   -   Medium Kick
    HK   -   Heavy Kick

  Direction Pad/Stick-
  
    ub  u  uf
      \ | /
    b --c-- f
      / | \
    db  d  df

  Frequent moves-
    QCF  -   d,df,f
    QCB  -   d,db,b
    HCF  -   b,db,d,df,f
    HCB  -   f,df,d,db,b
  


Basic Moves List
----------------

  Tiger Shot (XZV)                      QCF + P
    This is Sagat's fireball move. This move hits high, so it will 
    miss if opponents kneel down.

  Ground Tiget Shot (XZV)                QCF + K
    This is the same as Tiger Shot only it hits low. Wouldn't it be 
    kewl if Ryu/Ken/Akuma learns this move? =P

  Tiget Uppercut/Blow (XZV)           f, d, df + P
    Heh Sagat's pathetic attempt at immitating a Shoryuuken. But I 
    gotta admit this is a very cool to look move. X-ism Sagat's Tiger 
    Uppercut hits twice for all Punch level.  Z-ism Sagat's Tiget 
    Blow has variable hits, as follows: 1-hit for LP, 5-hit for  
    MP, 7-hit for HP. As for V-ism, I didn't bother to check =P.

  Tiger Knee Crush (X)                   QCF, uf + K
    His leaping knee attack. Man this move went from awesome to 
    pretty much useless. I remember when this move skips over 
    fireball in SF2.

  Tiger Crush (ZV)                       f, d, df + K
    Well Z-ism and V-ism version of Tiger knee Crush. Hits once.

  Fake Kick (ZV)				     MK x2
    Fake Kick =)



Super Move List
---------------

  Tiger Cannon (Z)               		QCF, QCF + P
    Sagat's Super fireball. Avoidable if opponents kneel down.

  Tiger Raid (Z)  				QCB, QCB + K
    Sagat's Super Smelly Feet, just kidding. More like his fire kick.

  Tiger Genocide (XZ)               	QCF, d, df + K
    A combination of his Tiger Knee and Tiger Uppercut. Hits for a 
    maximum of 14-hits. 

  Angry Charge (Z)			QCF + Start at Level 1
    New move. No comments.


Z-ism Sagat Combo List
----------------------

  3-hit - uf + HK/HP, d + MP, Tiger Shot/Ground Tiger Shot
    This is the standard combo.

  3-hit/7-hit/9-hit - uf + HK/HP, f + MP/LP, Tiger Uppercut (LP/MP/HP)
    Well depending on which Punch level you use the hit count will be
    different. (yeah like i want to do a 3-hit when i can do a 9-hit).
    However, the 3-hit has its advantages in that if you execute it 
    too slow and the opponent was able to recover, then it doesn't 
    leave you too vulnerable to retaliation because the LP version of 
    Tiget Uppercut is very low and recovers very quick.

  9-hit - uf + K, d + MP, Tiger Raid (LV3)
				
  14-hit - f + MP, Tiger Uppercut + MP, Tiger Genocide (LV3)

  15-hit - uf + HP/HK, f + LP, Tiger Uppercut + MP, Tiger Cannon (LV3)
    Well this is a nice combo since it doesnt requre opponent to be 
    in the corner.  However, tis very difficult to master =P. Again 
    you have to time it so that you executed the Tiger Cannon the 
    moment Sagat lands after the Uppercut.

  16-hit (corner only) -  uf + HK/HP, f + LP, Tiger Uppercut + HP x2
    Heh, tis a juggle!

  19-hit (corner only) -  uf + HK/HP, f + LP, Tiger Uppercut + HP, 
			  Tiger Genocide (LV3)
    Well, this is also another insane juggle. Note, you must time the 
    Tiger Genocide right in order to get the full 19 hits.  The best 
    time is to time it such that the Tiger Genocide is executed when 
    the opponent is almost down to the ground.  One more thing, 
    Sagat's Tiger Genocide is 14 hits alone, so technically it should 
    be 23-hits total but for some reason I can never get the full 14-
    hits when doing this combo.
    


X-ism Ryu Combo List
--------------------

  3-hit - uf + HK/HP, d + MP, Tiger Shot/Ground Tiger Shot
    This is the standard combo.

  4-hit - uf + HK/HP, f + MP/LP, Tiger Uppercut
    Well X-ism Sagats uppercut only has 2 hit regardless of punch 
    level.
  
  6-hit (corner only) - uf + HP/HK, f + LP, Tiger Uppercut x2
    
  14-hit (corner only) - uf + HP/HK, f + LP, Tiger Uppercut, 
                         Tiger Genocide

 

Juggle Notes
------------

Well one new feature in SFZ-3 is juggle opponents (Believe it or not 
juggles have been present since SF3 new generation).  However one 
must note that another new feature of SFZ-3 is the ability to break an 
air attack.  This means that an opponent can recover instantly when hit 
in the air.  Hence opponents can actually (although very very unlikely) 
escape from juggles. Most of Ryu's juggle are very close to the ground 
and are executed very fast so its pretty much
impossible to break away. However there are some characters juggle that 
are very easy to break away from. One good example here is Z-ism Sagat's 
uppercut. His Tiger Uppercut launches the opponent way high up and give 
them enough time to break the fall. Although you can still juggle with a 
Super Move (since you can't block Supers in the air) it really throws 
your timing off. Most Supers tend to move in a forward motion (except 
maybe projectile Supers), so if your opponent recovers and you execute 
your Super too early, you'll end up in the corner with your opponent 
standing safely behind you!


V-ism Notes
-----------
Heh, what can I say, V-ism sucks! =P. Don't think i'll be covering any 
V-ism guides at all. Maybe when I discover an insane combo then i'll add 
in a section.



Credits
-------

Keo Megura    -    kmegura@yahoo.com
Game Faqs     -    www.gamefaqs.com






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