I had noticed that the Sagat sub-forum, unlike many other characters, was missing a thread to compile and discuss combos. Starting this thread to do just that. Before the naysayers chime in, i'm aware some of this information is available in the QA thread or through online guides. However, since there's no thread devoted to combo discussion this should be a good place to not only quickly access combo related information, but also help curb the creation of various combo-specific threads.
Six Button Notation
LP: Light Punch/Jab
MP: Medium Punch/Strong
HP: Heavy Punch/Fierce
LK: Light Kick/Short
MK: Medium Kick/Foward
HK: Heavy Kick/Roundhouse
F - Forward - Tilt stick forward/towards the opponent. (X-axis)
B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
U - Up - Tilt stick upwards. (Y-axis)
D - Down - Tilt stick downwards. (Y-axis)
DF - Down-forward
DB - Down-back
QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
360/FC - Full circle - Complete a full rotation of the stick.
720 - N/A - Complete a 720 degree rotation of the stick.
Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
+: Used between two other pieces of notation to signify that they should be performed at the same time
> (Sometimes -> or ,): Indicates the next part of a sequence
xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second
~: Indicates that the preceding action should link (immediately follow with) into the next action
/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results
EX: EX moves are given special properties requiring one bar of super meter.
J. : Jumping
C. : Crouching
CS. : Close Standing
FS. : Far Standing
Fwd: Forward; hold down the joystick towards your opponent while performing the move
TU: Tiger Uppercut
TK: Tiger Kick
FADC: Focus Attack Dash Cancel; canceling a move through use of a focus attack then dashing out of it.
(the following is a list of Sagat's go to, "bread and butter", combos)
c.lk, c.lk, c.lp xx tiger uppercut
this is your go to close range combo. allows you plenty of time to hit confirm before executing the tiger uppercut. This combo leads to a number of options. If you have ex meter, fadc the tiger uppercut, fwd.hk, ultra*. If the opponent is near a corner, c.lk, c.lp, ex low TS, ultra. If the initial c.lk is blocked switch to c.lk, c.lp, c.lk, low ts which does decent chip damage, is safe on block, and helps puts some space between you and your opponent.
*tip: if your having problems canceling from c.lp into the tiger uppercut and are using a joystick with a square gate try holding downforward while doing the combo, then slide the stick along the bottom gate to down, then back to downforward and hit HP to execute the TU. This is a shortcut motion for TU
tiger uppercut, fadc, fwd.hk, ultra
this is a solid method for landing the ultra. the best part about it is that since so many of your moves are cancelable into TU, you have tons of opportunity to poke your way into an ultra.
c.mk xx low tiger shot
decent way to add some damage to your poke. use EX to knock your opponent back and score a knockdown. 160dmg 2hits
lk xx low tiger shot
better poke (has fewer startup and recovery frames than the cr.mk) but more strict timing on the cancel into low tiger shot. 110dmg 2hits
j.hk, c.mk xx TK/TS/TU
good jump in combo for when you decide to go on the offensive. use j.hk, c.mk xx TU, fadc, fwd.hk, ultra for a consistent way to land the ultra. also, j.hk, c.mk xx ex low TS can be used in the corner to combo into the ultra. 346dmg 3hits (TU)
fwd.hk, (optional 2nd fwd.hk), Ultra/Low TS/TK
Sagat's forward+roundhouse is a good anti-air move with great combo potential. 500dmg 11hits (1 fwd.hk, ultra), 594dmg 12hits (2 fwd.hk, ultra)
Hazeandfire has provided and extremely thorough writeup of the many uses for a FADC'ed tigershot. Check it out here.
lk, low tiger shot, fadc, c.mp, hp TU
constant pressure, not to mention very flashy. As always, the TU can be fadc'ed to fwd.hk, ultra. combo contributed by il0veb00ty
Any traded tiger uppercut, TK/TS/EX TS/ fwd hk, Ultra
punish your opponent for any traded tiger uppercut. combo contributed by il0veb00ty
Counter hit c.hp, hp tiger uppercut
Extremely deadly link, especially if you have enough meter to FADC into Ultra. The full combo ending in Ultra can do as much as 708 damage. combo and description contributed by Tofu Warrior
cl.mk, c.lp xx hp tiger uppercut
A strange link, very rarely used because there are few opportunities to land a cl. forward. I usually try this combo after a cross up j. short. combo and description contributed by Tofu Warrior
cl.lp, c.mp xx low tiger shot
Because cl. jab gives so much advantage on hit and block, this is an extremely easy link. Cl. jab has really bad start up, so I use this mostly in block strings for the great push back. combo and description contributed by Tofu Warrior
j.hp, c.hp, c.lp xx hp tiger uppercut
Only works on characters with wide hitboxes (Gief and Honda are the only presently confirmed this works on) but does huge damage. combo contributed by ToOoOomeke
lp, lp, hk
Quick, simple, damaging. combo contributed by il0veb00ty
cr.lk, cr.lk, cr.lk, hk
A variation of the above combo. combo contributed by SD8
j.mk, c.mk, LTS, FADC, mp, TU, FADC, f.hk, Ultra
'HazeandFire's flashy combo of doom'. Pull this off in a match and achieve instant legendary status. combo contributed by Quest2be1
Quest2be1 was cool enough to record a video of this ridiculous combo,
j.hp, c.lk,c.lp, LTS, FADC, c.lk,c.mp, TU, FADC, f.hk, Ultra
Sometimes its better to look cool than to worry about damage scaling. combo contributed by Quest2be1
" for a video of Quest2be1 pulling this off.
Please feel free to discuss additional combos, questions about combo execution, etc. I'll go through and continue to update this post with additional combos as they're added.
** Keys section borrowed liberally from ToOoOomeke's excellent Balrog combo thread. Figured there was no reason to reinvent the wheel (especially when ToOoOomeke did such a good job).