FIGHTER GUIDE IORI'S STRATEGY

SAGAT
サガット

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for SAGAT.

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Home›Fighter Guides›SAGAT›Combos & Okizeme
COMBO ROUTES

SAGAT Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (17)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Low Tiger Shot = 236LP High Tiger Shot = 236MP / HP Tiger Uppercut = 623P Tiger Knee Crush = 236K Tiger Nexus = 214K

Tiger Nexus follow-ups: LK = Mighty Tiger; MK = Greedy Tiger; HK = Nova Tiger.

SA1 Tiger Cannon = 236236P SA2 Savage Tiger = 214214K SA3 Tiger Vanquisher = 236236K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

cr.MP

cr.MP: 7F startup / +4F on hit / -1F on block. Year 4 added 15% starter scaling, reducing damage in longer combos that start with it. Using it partway through a combo is unaffected.

st.LK

Normal-hit advantage changed from -1F to 0F. Cancel Drive Rush becomes available 1F later. On Punish Counter, a practical route connects CDR into st.MP.

st.MK > HK target combo

The 2nd hit's startup changed from 19F to 16F, with a dedicated hitbox that connects more easily against low profiles. Leaves +38F on hit, improving wake-up pressure.

cr.MP > HP

The 2nd hit's damage increased from 600 to 700.

cr.MP > HK

Damage increased from 1000 to 1100.

OD Tiger Nexus > Mighty Tiger

Block disadvantage changed from -5F to -3F.

Neutral

st.MK is riskier on whiff. cr.MK has more block pushback, making immediate throws after blocked DR cr.MK harder to reach. DR cr.MK is better suited to covering invincible options, while DR cr.MP makes throw pressure easier.

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COMBO ROUTES03

10 essential starter combos

1. Reliable light-attack route

cr.LK > cr.LK > st.LP > M Tiger Uppercut

Easy and does not require a standing/crouching confirm. M Tiger Uppercut leaves approximately +27F.

2. Light attacks into Tiger Nexus

cr.LP > st.LP > L Tiger Nexus > Mighty Tiger

Mighty Tiger is +3 on hit, allowing continued pressure without a knockdown.

When you confirm a standing opponent

cr.LK > st.LP > L Tiger Nexus > Greedy Tiger

3. Basic st.MP route

st.MP > cr.LP > M Tiger Uppercut

st.MP: 6F startup / +4 on hit / +2 on block.

point-blank

st.MP > st.MP > st.LP > M Tiger Uppercut

4 Basic cr.MP route

cr.MP > M Tiger Nexus > Mighty Tiger

Year 4 added cr.MP starter scaling. Keeping meter and continuing pressure at +3 is also strong.

5. Basic cr.MP Drive Rush route

cr.MP > CDR > st.MP > 4HP > H Tiger Knee Crush > L Tiger Uppercut

SA3

> L Tiger Uppercut > SA3

6 Okizeme focus Drive Rush

cr.MP > CDR st.MP > st.HK hit 1 > H Tiger Nexus > Nova Tiger > 6HK

Prioritizes carry and wake-up pressure over damage, fitting Year 4's cr.MP scaling change.

7 st.MPCounter Hit

st.MP CH > 4HP > H Tiger Knee Crush > L Tiger Uppercut

Near tip range

st.MP CH > cr.MP > H Tiger Uppercut

8. st.MK > HK target combo

st.MK > HK

Leaves +38F on hit. The 2nd hit starts in 16F in Year 4. Continue into late-active H Tiger Knee Crush setplay.

9 6HK starter

6HK > cr.MP > H Tiger Knee Crush

corner

6HK > cr.MP > OD Tiger Knee Crush > L Tiger Uppercut

6HK whiffs against crouching opponents.

10 Jump-in

j.HP > 4HP > H Tiger Knee Crush > L Tiger Uppercut

easy

j.HP > cr.HP > H Tiger Uppercut

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COMBO ROUTES04

New in Year 4: 6HK PC combo

basic

6HK PC > 4HP > M High Tiger Shot > 6HK > M Tiger Uppercut

New Year 4 route

6HK PC > st.HK hit 2 > OD Tiger Nexus > Greedy Tiger > 4HP > fully charged H Tiger Uppercut

SA3

6HK PC > st.HK 2nd hit > OD Tiger Nexus > Greedy Tiger > 4HP > clean H Tiger Knee Crush > M Tiger Uppercut > SA3

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COMBO ROUTES05

cr.MP Punish Counter target combo

cr.MP PC > HP > H Tiger Uppercut

Year 4 increased the 2nd hit's damage to 700.

Meter-spending option

cr.MP PC > HP > OD Tiger Nexus > Nova Tiger > 6HK > SA

cr.MP's 15% starter scaling makes meter use less efficient than in the older version.

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ESSENTIAL ROUTES06

5 LK PC

st.LK PC > CDR > st.MP > 4HP > H Tiger Knee Crush > L Tiger Uppercut

Useful for distant -7F punishes, for example. st.MP does not combo on normal hit; this route requires a Punish Counter confirm.

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COMBO ROUTES07

Invincible-Reversal Punishes

easy

6HK PC > 4HP > H Tiger Knee Crush > L Tiger Uppercut

corner Year4

6HK PC > st.HK hit 2 > OD Tiger Nexus > Greedy Tiger > 4HP > fully charged H Tiger Uppercut

Maximum-damage option

6HK PC > 4HP > M High Tiger Shot > DR st.HK > CDR st.HK > CDR st.HK > H Tiger Knee Crush > L Tiger Uppercut > SA3

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ESSENTIAL ROUTES08

Clean Drive Impact hit

easy

DI PC > wait briefly > airborne 4HP hit > fully charged H Tiger Uppercut

Near-maximum damage option

DI PC > 4HPgrounded hit > M High Tiger Shot > DR cr.MP > CDR 4HP > H Tiger Knee Crush > M Tiger Uppercut > SA3

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COMBO ROUTES09

Corner combos

basic

4HP > M High Tiger Shot > 6HK > M Tiger Uppercut

At point-blank range in the corner, M High Tiger Shot may need a slight delay.

DR overhead

DR 6MP > cr.MP > OD Tiger Knee Crush > L Tiger Uppercut

Jump-in

j.HP > cr.HP > OD Tiger Knee Crush > L Tiger Uppercut

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COMBO ROUTES10

SA1

SA1 Tiger Cannon

Startup: 7F; damage: 2200; strike and throw invincibility during 1–13F.

After a hit > +22…34F

easy Combo

OD High Tiger Shot > SA1

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COMBO ROUTES11

SA2

SA2 Savage Tiger

Regular version > 3000

Forward follow-up: less damage, but a follow-up opportunity at +53F.

Back / down follow-ups change the knockdown situation.

Example

st.MP > cr.LP > SA2forward variation > DR 4HP > fully charged H Tiger Uppercut

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SETPLAY12

Key Frame Advantage by Ender

st.MK > HK TC > +38F

st.HP > HK TC > +39F

L Tiger Uppercut > +32F

M Tiger Uppercut > +27F

H Tiger Uppercut > +27F

fully charged H Tiger Uppercut > +23F

L Tiger Knee Crush > +36…46F

M Tiger Knee Crush > +39…49F

H Tiger Knee Crush > +41…47F

OD Tiger Knee Crush > +44–65F with a follow-up available

Greedy Tiger > follow-up opportunity at +48F

Nova Tiger > follow-up opportunity at +62F

forward throw > +21F

back throw > +21F

cr.HK > +29F

SA1 > +22…34F

SA2 down follow-up > +19F

SA3 > +15F

Tiger Knee Crush's advantage varies with active-frame timing and airborne hit height.

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SETPLAY13

Setplay

1. st.MK > HK at +38 into H Tiger Knee Crush

st.MK > HK > +38F

H Tiger Knee Crushactive-frame meaty

block > +4F

From there:

• st.MP • throw • walk-back shimmy

2. st.HP > HK at +39 into H Tiger Knee Crush

st.HP > HK > +39F

H Tiger Knee Crushactive frames

block > +5F

From there:

Options: st.MP, walk-up throw, or shimmy.

3 L Tiger Uppercut +32 > DR

L Tiger Uppercut > +32F

Options

• DR 6MP • DR cr.MK • DR st.MP • DR throw

corner

L Tiger Uppercut > cr.MP whiff > st.MP active frames

Approximate values

hit: +7F block: +3F

4. Low airborne L Tiger Uppercut at +34 into DR overhead

L Tiger Uppercut connects low in an aerial combo > +34F

DR 6MP on a later active frame

Approximate values

hit: +9F block: +4F

On a corner hit, 4HP connects more easily afterward.

5 H Tiger Uppercut +27 > forward dash

H Tiger Uppercut > +27F

forward dash 23F > +4F

Midscreen Option

Options: st.MP, cr.MK, walk forward slightly and throw, or confirm a parry attempt and throw.

In the corner, a throw reaches after the forward dash.

6 fully charged H Tiger Uppercut +23 > M Tiger Knee Crush

fully charged H Tiger Uppercut > +23F

M Tiger Knee Crush meaty

Standing block: approximately +1F.

Crouching block: approximately +2F.

Easy to use both midscreen and in the corner.

7 L Tiger Knee Crush +36

L Tiger Knee Crush > +36F

forward dash > +13F

> cr.HP active-frame meaty

Alternative option

Options: DR st.MP, DR throw, or DR then wait.

corner

cr.MK whiff > st.MP active frames

8 M Tiger Knee Crush +39

M Tiger Knee Crush > +39F

Midscreen

forward dash > +16F > st.HP active frames

corner

cr.HP whiff > +4F > throw

9. H Tiger Knee Crush at +41 into a corner overhead/low mix-up

H Tiger Knee Crush > +41F

overhead

st.LP whiff > 6MPactive frames

Approximate values

hit: +5F block: 0F

low

Whiff st.LP > chain-cancel into another whiffed st.LP > late-active cr.MK

Approximate values

On hit: approximately +7F. On block: approximately 0F.

10. Airborne H Tiger Knee Crush at +42 into a safe jump

H Tiger Knee Crushairborne hit > +42F

> forward jump HP > safe jump

Grounded option

cr.LK whiff > 6MPactive frames

Approximate values

hit: +5F block: 0F

11 6HKairborne hit +48

For example, Tiger Nexus > Nova Tiger > 6HK.

> +48F

two forward dashes > +2F

From there: > throw

Alternative option

M Tiger Knee Crush > point-blank+2F approximately > throw / shimmy

12 forward throw +21

forward throw > +21F

The forward dash takes 23F, so this does not give a simple throw loop.

forward throw > L Tiger Knee Crush

Crouching block: approximately +2F.

Standing block: approximately 0F.

DR cr.MKimmediate

Approximate advantage from a late-active meaty

hit: +10F block: +4F

Year 4's increased block pushback makes a direct throw harder to reach.

13. st.MP at +2 on block: the core of close pressure

st.MP > block +2F

From there:

Options: cr.LP, st.MP, cr.MK, a slight walk-up throw, or walk-back shimmy.

st.MP is central to Sagat's close-range game.

14 CDR st.MP +6

cr.MP > CDR > st.MP block

> +6F

From there:

Options: repeated st.MP, delayed throw, cr.MK, or st.HK into Tiger Nexus.

With lower cr.MP starter damage in Year 4, using the sequence for block pressure has become relatively more valuable.

15 OD Tiger Nexus > Mighty Tiger【Year4】

OD Tiger Nexus > Mighty Tiger

block > -3F

Regular version > -5F

Tiger Nexus Counter Hit

L Tiger Nexus CH > Mighty Tiger > M Tiger Uppercut

Alternative option

Tiger Nexus CH > Nova Tiger > DR cr.MP > HP > H Tiger Knee Crush

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ESSENTIAL ROUTES14

10 Practical Starter Routes

1. cr.LKx2 > st.LP > M Tiger Uppercut

2. st.MP > cr.LP > M Tiger Uppercut

3. cr.MP > M Tiger Nexus > Mighty Tiger

4. cr.MP > CDR > st.MP > 4HP > H Tiger Knee Crush > L Tiger Uppercut

5. st.MP CH > 4HP > H Tiger Knee Crush > L Tiger Uppercut

6. st.MK > HK > +38 > late-active H Tiger Knee Crush

7. 6HK PC > 4HP > H Tiger Knee Crush > L Tiger Uppercut

8. L Tiger Uppercut+32 > DR 6MP / st.MP / throw

9. Airborne H Tiger Knee Crush at +42 > forward j.HP safe jump

10. st.MP at +2 on block > light attack / walk-up throw / shimmy

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ESSENTIAL ROUTES15

Current Game Plan

Make the opponent move with Tiger Shot > play grounded neutral with st.MP / cr.MP / st.MK > carry hits with Tiger Knee Crush / Tiger Uppercut > reach the corner > H Tiger Knee Crush at +42 > safe jump > strike/throw pressure around st.MP at +2 > counter opponents who interrupt > convert for damage > punish large openings with 6HK PC.

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ESSENTIAL ROUTES16

Notes for Older Guides

Use the following current-version replacements.

cr.MP applies 15% starter scaling.

st.LK is 0F on hit.

st.MK > HK: the 2nd hit starts in 16F.

cr.MP > HP: the 2nd hit deals 700 damage.

cr.MP > HK deals 1100 damage.

DR cr.MK has more block pushback, making throw pressure harder to reach.

OD Tiger Nexus > Mighty Tiger is -3F on block.

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ESSENTIAL ROUTES17

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Sagat combo material updated 2026-8-14; Year 4 analysis dated 2026-8-8; Sagat setplay material for this version; 2026-8-3 adjustment differences.

Combo and setplay conditions and advantage can vary with spacing, late-active timing, airborne hit height, and position relative to the corner.

Tiger Knee Crush in particular has different advantage depending on contact height and spacing.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.