Eight.
Ok, so I'm a fraud. This one's definitely on the back of people not knowing how to play/against the character. Climbed yesterday and today and with just an extra day I can tell how much more people understood the character so I couldn't complete the second half of the 5 star Diamond climb as easily.
My favorite combo route is def. a solid B&B: DI, 2HP xx 6HK, 5HK xx (cancel after first hit) 214HK~6HK, 6HK --> whatever (any of the supers or tigah uppahcut if the in the corner into level 3). Fullscreen OD tiger shot into level 1 I landed only a few times since the startup is so long you barely have time to react.
A few things I learned on the climb that probably would have helped. 5HK is a good AA, especially if you suck at DP AA like I do. DR 2MK into combo works as well on Sagat as most other members of the cast. Don't know why I didn't put it together until today. Especially with how long his limbs are, it's really easy to clip someone and then stretch out a 2MP into a special move of your choice.
I want to think there's more to tiger nexus that I'm not seeing yet. Yes, it's a (better designed) jinrai that can be punished depending on the option you pick but I didn't use it much for mixups and neither did the horde of Sagats I played against.
Worth mulling over the followups together so I'll spell them out. The game gives info but doesn't put it all together:
LK - Overhead, punishable on block. Low ground bounce on counterhit only of base tiger nexus - Followups include MP tiger uppercut and level 2 super. If it hits after base tiger nexus is blocked, non-comboable hit unless it's counter hit, in which case it knocks down.
MK - High, plus on block. Whiffs on crouching opponents. Low launch on as a follow-up to tiger nexus hit - enough time for an LP tiger uppercut, but only in the corner as otherwise the opponent is knocked far out of range. If the tiger nexus was counter hit, the launch is higher, allowing MP tiger uppercut or level 2, in corner. If it hits after base tiger nexus is blocked, very low launch - enough for LP tiger uppercut in corner.
HK - Mid, plus on block. Startup is so long that only HK and OD versions of tiger nexus combo (outside of counter hit tiger nexus; and those two aren't easy to cancel into off hits either). High launch for heavy damage route of your choice.
Key is that LK and MK are strings off of all tiger nexuses (I think) while HK is not.
The game, at least on paper, should be whether you'll open up your string to go for the always safe on block and highly rewarding on hit HK version or you'll keep it tight and go high (whiffing against crouchers) or overhead (punishable if blocked). I can't say I actually did it though. His other stuff was more immediately rewarding, or at least known to me.
Played around with Sagat a bit more in the Arcade, finished most of the Combo training and played a bit against AI-DL opponents in the Battle Hub before jumping into the ranked and casual matches.
Man, it's such a night and day difference in comparison to SFIV. I remember people just spamming his fireballs and tiger knee like 90% of the time in SFIV to either corner you or don't let you come close, it was such a braindead tactic that it got old and boring very fast and I even straight up quit matches when I saw Sagat - yeah, it was THAT BAD. But with these new massive changes to Sagat in SF6 I can clearly see what Capcom tried to do with him to fix the BS that was before. His fireballs and tiger knee are way less effective now and you can't just spam them all day long cuz they made sure that it's not his optimal way of play and it'll open him up for devastating punishes instead, not to mention that they aren't doing much DMG on their own and that's cuz it is instead encouraged to used these old moves in real combos strings, with really cool looking finishers instead of just a few combined moves to make an illusion of combo in previous 2 mainline games.
Plus, there's different direction for each punch or kick so you can use different punch and kick finishers and combo stings to create different combos for different situations to then follow up with different moves. You can also use half of the long string combo and then transition into a charged attack or devastating move. There's different air combo starters from standing and crouching, you can create openings for finishers to use powered up moves in combo strings etc. so that your opponent couldn't block or do anything at all. It's a shit load of stuff to learn. Like, fuckin' wow! Absolutely incredible amount of work they did here, the completely fixed and reinvented Sagat to perfection and I like it way more than anything in SFIV by a country mile. I might not master all his long string combos fast - they're very hard to pull off during the heat of battle even on a really good D-pad, but it's certainly not cuz of the lack of trying.
Kind of as a side note not related to Sagat - I went through the whole timeline and I think I know which characters they'll be releasing in the upcoming seasons after 3 if they'll decide to follow up on unfinished and unresolved stuff from previous games in regards to some of the characters. I don't think they're ready for the world ending type of story just yet, especially considering how bad and goofy the main story and World Tour part of it is in SF6 (they need to do a complete 180 to make it work and make the story closer to MK in terms of quality), but I think laying the groundwork for this at least in SF6 is doable via character stories.
As a totally not fraudulent master rank Sagat, I can't say I agree on tiger knee being a better move in this game. I... think tiger knee in SF4 was generally punishable, unless it was spaced very carefully. Tiger knee in SF6 can be plus on block, depending on the spacing and button chosen. I can't tell you the number of times I just okey-doke tiger knee'd someone on block the past couple days. It's so good. A little drive gauge damage, corner carry, and I can even maintain tempo sometimes. People are getting better at recognizing interrupts (but I still played against some 4 star Diamond players today who didn't recognize brutally unsafe TKs so we'll see how it plays out long-term).
I like how much the character can do though, yeah. We'll see how he pans out in the coming weeks.
Edit: MK followup whiffs on
crouching opponents, ofc.