Sagat's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 10:04 p.m. PDT


Sagat Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 40 50 20 Sp*Su 6 3 4 4 7
Close Medium Punch HL 85 100 40 Sp*Su 7 4 11 -1 2
Close Hard Punch HL 110 200 60 - 10 3 15 0 4
Close Light Kick HL 20*30 30*50 20*20 Sp*Su 4 1*3 9 -1 2
Close Medium Kick HL 60*60 50*50 40*40 Sp*Su 7 2*2 12 0 3 1st hit cancellable
Close Hard Kick HL 80*40 100*100 60*20 Sp*Su 5 2*3 18 -3 1 Forces stand, 1st hit cancellable
Far Light Punch HL 40 50 20 Sp*Su 5 3 5 3 6
Far Medium Punch HL 90 100 40 - 10 4 9 1 4
Far Hard Punch HL 120 200 60 - 10 3 15 0 4
Far Light Kick HL 20*30 30*20 20*20 Sp*Su 5 1*3 9 -1 2
Far Medium Kick HL 80 100 40 - 9 3 11 0 3
Far Hard Kick HL 80*40 100*100 60*20 Su 5 2*3 18 -3 1 Forces stand, 1st hit cancellable
Crouch Light Punch HL 30 50 20 Sp*Su 3 2 9 0 3
Crouch Medium Punch HL 70 100 40 Sp*Su 5 3 10 1 4
Crouch Hard Punch HL 110 200 60 - 8 3 15 0 4
Crouch Light Kick L 30 50 20 Sp*Su 5 3 5 3 6 Low attack
Crouch Medium Kick L 65 100 40 Sp*Su 7 3 15 -4 -1 Low attack
Crouch Hard Kick L 100 100 60 - 8 3 21 -6 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 5 12 - - -
Jump Up Medium Punch H 90 100 40 - 6 4 - - -
Jump Up Hard Punch H 140 200 60 - 7 5 - - -
Jump Up Light Kick H 50 50 20 - 7 7 - - -
Jump Up Medium Kick H 90 100 40 - 5 6 - - -
Jump Up Hard Kick H 130 200 60 - 7 6 - - -
Jump Toward Light Punch H 50 50 20 - 7 7 - - -
Jump Toward Medium Punch H 90 100 40 - 11 10 - - - Pursuit Property
Jump Toward Hard Punch H 120 200 60 - 7 5 - - -
Jump Toward Light Kick H 50 50 20 - 7 6 - - -
Jump Toward Medium Kick H 90 100 40 - 7 11 - - -
Jump Toward Hard Kick H 120 200 60 - 7 4 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Overhead Forward + Hard Punch H 100 150 60 - 20 5 16 -3 2 Mid attack
Forward + Light Kick L 50 50 20 Sp*Su 16 3 16 -1 3 Forces stand, Low attack,
Forward + Hard Kick HL 100 200 60 Sp*Su 13 3 16 -1 3 1~12 , Pursuit Property,
Fake Kick - - - - - - - 16 - -
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 90 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 150 200 60 - 65 2 35 D D
Forward Throw 0.9 140 160 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 140 120 40 - 3 2 20 - D Throw range 0.9
Tiger Shot High HL 65 100 10/20 Su 11 - 39 -2 2
Tiger Shot High EX HL 70*50 50*50 -250/0 Su 11 - 39 1 D Pursuit Property
Tiger Shot Low HL 60 100 10/20 Su 12 - 45 -7 -3 Pursuit Property
Tiger Shot Low EX HL 70*50 50*50 -250/0 Su 12 - 45 -4 D Pursuit Property
Tiger Uppercut Light Punch HL 100[130](AC140) 200[100] 30/40 Su 5 8 28+16 -31 D 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut Medium Punch HL 100[140](AC160 200[100] 30/40 Su 5 10 28+16 -33 - 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut Hard Punch HL 100[160](AC180) 200[100] 30/40 Su 5 12 27+16 -34 D 1~5f invincible, 6~7f cannot be thrown
Tiger Uppercut EX HL 120*20x4 150*20x4 -250/0 Su 5 5*2x4 30+17 -39 D 1~11f invincible, 2~5th hit Pursuit Property, 1st hit cancellable
Tiger Knee Light Kick HL 90*30 100*100 20/16*16 Su 7 2*12 3+13 -10 - 2nd hit Pursuit Property, Armor Break
Tiger Knee Medium Kick HL 100*40 100*100 20/16*16 Su 7 2*14 3+14 -13 D 2nd hit Pursuit Property, Armor Break
Tiger Knee Hard Kick HL 110*50 100*100 20/16*16 Su 7 2*12 8+16 -18 D 2nd hit Pursuit Property, Armor Break
Tiger Knee EX HL 100*40*40 100*50*50 -250/0 Su 7 3*6*6 3*6*6 -1 D 2nd~3rd hit Pursuit Property, 1st hit cancellable, Armor Break
Angry Scar - - - -250/- - 1+0 - 13 - -
Super Light Punch HL 50x7 0 -1000/0 - 1+0 3(1) 3(2) 3(16) 2(1) 3(1) 2(1) 2 43+14 -38 D 1~4f invincible, Pursuit Property
Super Medium Punch HL 50x7 0 -1000/0 - 1+1 3(1) 3(2) 3(16) 2(1) 3(1) 2(1) 2 39+14 -34 D 1~2f invincible, Pursuit Property
Super Hard Punch HL 50x7 0 -1000/0 - 1+2 3(1) 3(2) 3(16) 2(1) 3(1) 2(1) 2 45+15 -42 D 1f invincible, Pursuit Property
Ultra 1 HL 35x7*42x5*45 0 0/0 - 0+10 5x4 (12) 3(2) 3 * 10 15+36 -48 D 1~13f invincible, Pursuit Property
Ultra 2 - 48x8 0 0/0 - 0+11 - 104 -25 D 1~9f invincible,
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.


Comments

Smileymike101 said on May 21, 2010 at 1:52 p.m.

There are some errors in the additional notes for SSF4 data for Sagat.First off, far HK, although being quite the same a clsoe hard kick regarding animation and framedata, it cannot be canceled with a special move on the first hit.After 2 low shorts the HK cannot be canceled, you are too far.Also, they removed the pursuit property ( juggle potential) of low tiger shot NON-EX, and the juggle potential of Jumping Medium Punch.

#1


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