Sagat - Common / Normals
Last updated (y-m-d): 2025-12-17
2025-12-17: Added throw hurtbox / collision box to all animations.
2025-12-16 Battle Update / バトル変更: crlk, crmk, b.hp, hpdp (charged), hk knee, lk/mk nexus (Completed✅)
2025-12-17: Added throw hurtbox / collision box to all animations.
2025-12-16 Battle Update / バトル変更: crlk, crmk, b.hp, hpdp (charged), hk knee, lk/mk nexus (Completed✅)
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Standing
Crouching
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Backward Dash

| Start up: - | Active: - | Recovery: - | |||
| Total: 23 | On hit: - | On block: - | |||
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Throw invincibility 1 to 15. |
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Forward Dash

| Start up: - | Active: - | Recovery: - | |||
| Total: 23 | On hit: - | On block: - |
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Drive Reversal (while recovering)
(During knockdown recovery) 



| Start up: 18 | Active: 3 | Recovery: 26 | |||
| Total: 46 | On hit: KD | On block: -6 |
Drive Impact

| Start up: 26 | Active: 2 | Recovery: 35 | |||
| Total: 62 | On hit: KD | On block: -3 | |||
| Damage: 800 | Cancel: - | ||||
| Property: High | Scaling: Starter scaling 20% | ||||
Drive Rush
(During a Parry) 

| Start up: - | Active: - | Recovery: - | |||
| Total: 43 | On hit: - | On block: - |
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Standing Light Punch
| Start up: 5 | Active: 3 | Recovery: 11 | |||
| Total: 18 | On hit: +4 | On block: -3 | |||
| Damage: 300 | Cancel: C | ||||
| Property: High | Scaling: Starter scaling 20% | ||||
Standing Medium Punch
| Start up: 6 | Active: 4 | Recovery: 15 | |||
| Total: 24 | On hit: +6 | On block: +2 | |||
| Damage: 600 | Cancel: - | ||||
| Property: High | Scaling: - | ||||
Standing Heavy Punch
| Start up: 15 | Active: 4 | Recovery: 22 | |||
| Total: 40 | On hit: 0 | On block: -5 | |||
| Damage: 800 | Cancel: - | ||||
| Property: High | Scaling: - | ||||
| 3 extra frames of recovery if attack misses (as shown) | |||||
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Standing Light Kick
| Start up: 7 | Active: 2 | Recovery: 15 | |||
| Total: 23 | On hit: -1 | On block: -4 | |||
| Damage: 400 | Cancel: C | ||||
| Property: High | Scaling: Starter scaling 20% | ||||
| 2 extra frames of recovery if attack misses (as shown) | |||||
Standing Medium Kick
| Start up: 11 | Active: 4 | Recovery: 19 | |||
| Total: 33 | On hit: +3 | On block: -3 | |||
| Damage: 700 | Cancel: - | ||||
| Property: High | Scaling: - | ||||
Standing Heavy Kick
| Start up: 10 | Active: 6 | Recovery: 21 | |||
| Total: 36 | On hit: +1 | On block: -5 | |||
| Damage: 900 | Cancel: C | ||||
| Property: High | Scaling: Starter scaling 20% | ||||
| 4 extra frames of recovery if attack misses (as shown) | |||||
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Crouching Light Punch

| Start up: 4 | Active: 2 | Recovery: 10 | |||
| Total: 15 | On hit: +5 | On block: -1 | |||
| Damage: 300 | Cancel: C | ||||
| Property: High | Scaling: Starter scaling 20% | ||||
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Hurtbox on his head is invincible to projectile and grounded attacks 1 to 5. Can be rapid cancelled. |
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Crouching Medium Punch

| Start up: 7 | Active: 3 | Recovery: 16 | |||
| Total: 25 | On hit: +4 | On block: -1 | |||
| Damage: 600 | Cancel: C | ||||
| Property: High | Scaling: - | ||||
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Hurtbox on his head is invincible to stand/crouch attacks 1 to 9 and invincible to projectile 1 to 14. Top hurtbox of his arm is invincible to projectile 10 to 14. 1 extra frame of recovery if attack misses (as shown) |
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Crouching Heavy Punch

| Start up: 11 | Active: 4 | Recovery: 21 | |||
| Total: 35 | On hit: +1 | On block: -5 | |||
| Damage: 800 | Cancel: C | ||||
| Property: High | Scaling: - | ||||
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Upper left hurbox is invincible to stand/crouch attacks 1 to 14, 20 to 35 and invincible to projectile 1 to 19. Upper hurtbox of his arm is invincible to projectile 11 to 19 |
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Crouching Light Kick

| Start up: 5 | Active: 3 | Recovery: 12 | |||
| Total: 19 | On hit: +1 | On block: -3 | |||
| Damage: 200 | Cancel: - | ||||
| Property: Low | Scaling: Starter scaling 20% | ||||
Crouching Medium Kick

| Start up: 9 | Active: 3 | Recovery: 18 | |||
| Total: 29 | On hit: +5 | On block: -2 | |||
| Damage: 600 | Cancel: - | ||||
| Property: Low | Scaling: Starter scaling 20% | ||||
Crouching Heavy Kick

| Start up: 11 | Active: 3 | Recovery: 26 | |||
| Total: 39 | On hit: KD | On block: -12 | |||
| Damage: 900 | Cancel: - | ||||
| Property: Low | Scaling: - | ||||
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Jumping Light Punch
(During a jump)
| Start up: 4 | Active: 7 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 300 | Cancel: - | ||||
| Property: Mid | Scaling: - | ||||
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3 frames of recovery on landing. Total recovery frames will vary depending on when character lands. |
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Jumping Medium Punch
(During a jump)
| Start up: 8 | Active: 5 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 700 | Cancel: - | ||||
| Property: *.Mid | Scaling: - | ||||
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Juggles when used as air to air. Lower body hurtbox is invincible to projectile. 3 frames of recovery on landing. Total recovery frames will vary depending on when character lands. |
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Jumping Heavy Punch
(During a jump)
| Start up: 10 | Active: 6 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 800 | Cancel: - | ||||
| Property: Mid | Scaling: - | ||||
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Slam knockdown if attack hits an opponent in mid air. Lower body hurtbox is invincible to projectile. 3 frames of recovery on landing. Total recovery frames will vary depending on when character lands. |
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Jumping Light Kick
(During a jump)
| Start up: 5 | Active: 10 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 300 | Cancel: - | ||||
| Property: Mid | Scaling: - | ||||
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Can crossup. 3 frames of recovery on landing. Total recovery frames will vary depending on when character lands. |
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Jumping Medium Kick
(During a jump)
| Start up: 8 | Active: 8 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 700 | Cancel: - | ||||
| Property: Mid | Scaling: - | ||||
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3 frames of recovery on landing. Lower body hurtbox is invincible to projectile. Total recovery frames will vary depending on when character lands. |
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Jumping Heavy Kick
(During a jump)
| Start up: 10 | Active: 6 | Recovery: - | |||
| Total: - | On hit: - | On block: - | |||
| Damage: 800 | Cancel: - | ||||
| Property: Mid | Scaling: - | ||||
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Juggles state if attack hits an opponent in mid air. Lower body hurtbox is invincible to projectile. 3 frames of recovery on landing. Total recovery frames will vary depending on when character lands. |
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