![]() ^^ hard as hell to do, better off doing 4 knees. Lvl 2- hk tiger knee x3, hp tiger uppercut If you have JUST A LITTLE more than a lvl 1, you can get 2 hk tiger knees in, then dp. Lvl 1- c.rh cc hk tiger knee, hp tiger uppercut you mess up a sweep, so they are still standing) the cc still works. These two combos above into lvl 3 Genocide will do just as much as an lvl 3 Custom Combo Jump MK is easier to confirm and has more frame advantage (6~8), but Jump HK has a slight higher damage output obviously. Confirming into Tiger Cannon will only work if the opponent is standing. Jump MK/HK xx Tiger Genocide / Tiger Raid. Jump MP xx St MP xx HK Tiger Knee (28 stun, biggest stun combo for Sagat)Īll chars standing or crouching (except Chun/Guy): j.rh, c.mp xx tiger genocide (lvl 3) OUCH!.Corner, combo into tiger raid, hp tiger uppercut juggle.Safe super to wake up with at lvl 2 or higher, very comboable. Only lvl 3 is worth it when comboed into, does massive damage. Awesome super to use in fireballs fights, not much use other than that. 2-hits blocked is safe, 1-hit blocked (or hit) can be punished, but is extremely hard to, leading to set-ups. + - Tiger Crush, formerly known as Tiger Knee. Always do deep tiger uppercuts for AA when possible. Hp does massive damage when done deep as AA or on the ground, I wanna say roughly 20% damage. + - Tiger Blow, formerly known as Tiger Uppercut. Starts far in front of sagat because of his animation, and does good damage. Kick version will be used the most, and is his main zoning tool from afar. Punch version goes high (actually goes over Sakura's fireball). + - A very fast mid kick, safer than his punch AC, but not as strong. ![]() + - A powerful, single hit tiger uppercut. + - Mash to get more hits, pathetic damage. Basically a fake (only does first half of his animation) great air-to-air, jump in, his universal air move. Based on the hitbox, this thing -must- be able to crossup.ĭj. has great air to air priority when out. great air-to-air, jump in, his universal air move.ĭj. Safer than neutral jump HK due its box data, but doesnt do as much damage or stun. Pure horizontal punch that's pretty underrated as an air to air, you'd be surprised what this move can beat or trade. far reaching low hit, slow recovery, good when spaced. offers small frame advantage and can link into itself, useful poke up close.Ĭr. decent priority, cancels into specials or super.Ĭr. slow, useless jab compared to cr.lk.Ĭr. Be careful because if blocked on the ground (or hit) it can be reversal cc’s.Ĭr. far ranged poke, whose real use is as a far anti-air. good range, but slow to come out and no real frame advantage, decent poke. use up close to combo into tiger uppercut, most characters can duck this, doubles as a close anti-air, but comes out a bit slow. slow elbow to the face, not any real frame advantage.
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