KILL la KILL IF/Sanageyama: Difference between revisions

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<font size="3">'''UZU SANAGEYAMA'''</font>
<font size="3">'''UZU SANAGEYAMA'''</font>


Placeholder
Uzu Sanageyama, the man in charge of the athletics clubs at the academy, and a confident swordsman. In his mighty Blade Regalia Mk.II, he attacks with relentless, strong, and fast sword strikes with his bamboo sword. As a character, he has insane combo potential, fairly big attacks, and strong specials.
 
However, his gameplan is somewhat simple, so he can be somewhat predictable. Playing as Sanageyama you must learn to vary your assaults and trick your opponent so that you may catch them making a mistake, and punish them with an absurdly strong combo off of a counter hit. He can be overwhelmed with range and projectiles that can hit him from a distance, so you may have trouble getting in.
 
If you can master Sanageyama's skills and moves, and efficiently read your opponent (maybe with your own Shingantsu), Uzu's overwhelming offense will efficiently and quickly finish off your opponent. Just be sure to keep track of your habits and not play into your opponent's hands.
<br>
<br>


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<br>
<br>
*Gains the ability "Shingan Step." Allows him to dash cancel out of a successful block.
*Gains the ability "Shingan Step." Allows him to dash cancel out of a successful block.
*Increased Dash attack damage.
*Increased Dash attack damage, specifically more damage on d.B and more follow ups on d.A.
<br>
<br>
'''Valor Level 2'''
'''Valor Level 2'''
<br>
<br>
*Close Ranged Attack Special enhanced
*Close Ranged Attack Special enhanced.
<br>
<br>
'''[http://wiki.mizuumi.net/w/KILL_la_KILL_IF/Controls#Movement Walkspeed Ranking]:''' ???
'''[http://wiki.mizuumi.net/w/KILL_la_KILL_IF/Controls#Movement Walkspeed Ranking]:''' ???
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage, Knockdown
  |attribute= +600 Damage, Knockdown
  |description= *Downward swing that can anti-air.
  |description= *A downwards swing to the head that can anti-air.
*His fastest close ranged starter.
<br>
<br>
<br>
<br>
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage, Crumple
  |attribute= +600 Damage, Crumple
  |description= *Followup horizontal swing.
  |description= *A followup horizontal swing to the body.
<br>
<br>
<br>
<br>
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage, Knockdown
  |attribute= +600 Damage, Knockdown
  |description= *Another downward swing.
  |description= *Yet another downward swing, this time to the wrists.
<br>
<br>
<br>
<br>
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Another downward swing.
  |description= *A powerful head-smashing downward strike.


*We're halfway there.
*We're halfway there.
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  |description= *Only available if 5AAAA hits.
  |description= *Only available if 5AAAA hits.


*Another horizontal swing.
*A second, stronger downwards body strike.
<br>
<br>
<br>
<br>
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  |description= *Only available if 5AAAAA hits.
  |description= *Only available if 5AAAAA hits.


*Another downward swing.
*Yet another downwards swing, to the wrists.


*Almost there.
*Almost there.
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  |description= *Only available if 5AAAAAA hits.
  |description= *Only available if 5AAAAAA hits.


*Downward swing ender.
*The final and mightiest downwards strike to the head.
 
*The most damaging close attack ender.


*Rest easy, you've made it to the end.
*Rest easy, you've made it to the end.
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  |advBlock=
  |advBlock=
  |attribute=
  |attribute=
  |description= *Lunging forward strike that makes Sanageyama move through the opponent on hit.
  |description= *Lunging forward slash that makes Sanageyama move through the opponent on hit. Classic anime style.
 
*This move and the following attacks will yield the most meter out of all his combo strings.
<br>
<br>
<br>
<br>
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  |description= *Only available if 5AAA > 4/6A hits/was blocked.
  |description= *Only available if 5AAA > 4/6A hits/was blocked.


*Quick three hit attack that knocks the opponent up.
*A rapid three hit attack that knocks the opponent up.
<br>
<br>
<br>
<br>
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  |description= *Only available if 5AAA > 4/6AA hits/was blocked.
  |description= *Only available if 5AAA > 4/6AA hits/was blocked.


*Followup three hit attack with Sanageyama doing a little hop forwards.
*Continuing three hit attack with Sanageyama doing a little hop forwards.
<br>
<br>
  }}
  }}
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*On hit/block, can perform aerials afterwards.
*On hit/block, can perform aerials afterwards.
*This move is important to Sanageyama's combo game, so go for it when you have the opportunity.
<br>
<br>
<br>
<br>
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  |description= *Only available if 5AAA > 2/8A hits.
  |description= *Only available if 5AAA > 2/8A hits.


*Sanageyama flies into the sky, landing and striking from above shortly after.
*Sanageyama leaps into the sky, falling down on the opponent with a sword slash.
  }}
  }}
}}
}}
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  |description= *Only available if 5AAAAAA or 5AAA > 4/6AAA hits.
  |description= *Only available if 5AAAAAA or 5AAA > 4/6AAA hits.


*A lunging forward strike similar to 5AAA > 4/6A, can be combo'd off of.
*A lunging forward strike similar to 5AAA > 4/6A, can be followed up off of.
}}
}}
}}
}}
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*An underhand swing ender similar to 5AAA > 2/8A, keeping the opponent close to Sanageyama.
*An underhand swing ender similar to 5AAA > 2/8A, keeping the opponent close to Sanageyama.
**Home run.
}}
}}
}}
}}
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  |attribute= +1000 Damage, Sliding Knockdown
  |attribute= +1000 Damage, Sliding Knockdown
  |description= *Sanageyama hops towards the opponent with an overhead strike.
  |description= *Sanageyama hops towards the opponent with an overhead strike.
*Great range due to the leap, however the noticeable wind up before the hit can make it avoidable.
}}
}}
}}
}}
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  |attribute= +1000 Damage, Stun
  |attribute= +1000 Damage, Stun
  |description= *After winding up, Sanageyama slams the ground with his weapon.
  |description= *After winding up, Sanageyama slams the ground with his weapon.
*Incredible move due to to the priority it has. Can beat out many other melee hits, but don't overuse it or you will be read and punished as it is not overly fast.


*Damage/Hitstun armor on startup.
*Damage/Hitstun armor on startup.
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Lunging forward swing that can anti-air.
  |description= *Lunging forward body strike that can anti-air.
 
*Does not allow for very many follow up strikes, unless you are at Valor 1 or beyond.
}}
}}
}}
}}
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Sanageyama throws himself at the opponent and lands with a strike.
  |description= *Sanageyama leaps forward in the air and slams down on the opponent with a strike to the head.
}}
}}
}}
}}
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  |advBlock=
  |advBlock=
  |attribute= +1000 Damage
  |attribute= +1000 Damage
  |description= *Sanageyama swings downwards, stunning the opponent for a period of time.
  |description= *Sanageyama swings down with a powerful strike to the head, stunning the opponent and allowing for additional strikes.


*An ATTACK prompt will appear which allows Sanageyama to perform additional swings with A, B, and C.
*An ATTACK prompt will appear which allows Sanageyama to perform additional swings with A, B, and C.
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Lunging stab.
  |description= *Uzu lunges forward with a long ranged poke, jabbing his sword into the opponent.
 
*It does what it looks like. It can connect from a long range, and can extend your combo and block strings by inserting it in between close range attacks.  
<br>
<br>
<br>
<br>
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Followup lunging stab.
  |description= *An additional poke to add on a little damage and keep the pressure going.
<br>
<br>
<br>
<br>
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  |description= *Only available if 5BB hits.
  |description= *Only available if 5BB hits.


*Another followup lunging stab.
*Yet another poke, adding more meter and damage compared to the previous two.
}}
}}
}}
}}
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  |description= *Only available if 5AAAAAA, 5AAA > 4/6AAA, or 5BBB hits.
  |description= *Only available if 5AAAAAA, 5AAA > 4/6AAA, or 5BBB hits.


*Stabbing ender that launches the opponent a good distance away.
Not his strongest ender, or most meter gaining, but it gets the opponent far away from you which can be useful if they want to rush you down.
}}
}}
}}
}}
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  |description= *Once charged, Sanageyama lets out a straight blast from his weapon.
  |description= *Once charged, Sanageyama lets out a straight blast from his weapon.


*Dash cancelable while charging.
*While it has long range, the width of the hitbox is not nearly as massive as the clouds around it make it look like. Use it to call out sidesteps and bad movements at a range rather than to fight your opponent purely at range.
 
*Dash cancelable while charging. Remember this.
}}
}}
}}
}}
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  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Lunging forward stab with further range than 5B.
  |description= *Lunging forward stab with further range than 5B.
*It hits significantly harder at Valor 1 and beyond.
}}
}}
}}
}}
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  |advBlock=
  |advBlock=
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Aerial lunging forward stab as Sanageyama dives to the ground.
  |description= *Sanageyama dives to the ground and lands with a thrust.
}}
}}
}}
}}
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  |advBlock= Guard Crush
  |advBlock= Guard Crush
  |attribute= +900 Damage
  |attribute= +900 Damage
  |description= *Once charged, Sanageyama lunges forward with a multi-hit stab.
  |description= *Once charged, Sanageyama lunges to the ground with a multi-hit stab.
}}
}}
}}
}}
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*Launches the opponent into the air with well enough time to convert into a combo.
*Launches the opponent into the air with well enough time to convert into a combo.
*An excellent, incredibly fast punish. See your opponent sidestep? Thrust. Start to approach? Thrust. Need to end a combo but your opponent is too far away? I don't need to tell you what to do.
}}
}}
}}
}}
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  |attribute2= +1200 Damage
  |attribute2= +1200 Damage
  |attribute= +1200 Damage
  |attribute= +1200 Damage
  |description= *Sanageyama strikes a pose and fires a point blank blast, pushing himself back a bit.
  |description= *Sanageyama strikes a pose and fires a point blank blast from his fist, pushing himself back a bit.


*Damage/Hitstun Armor on startup.
*Damage/Hitstun Armor on startup.
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*Dash cancelable during the startup.
*Dash cancelable during the startup.
*A central move in Sanageyama's kit, more than other character's breaks due to his easily blockable pressure. It does not have an absurdly big hitbox, a dash forward, and isn't super fast, but it's certainly not too hard to hit due to its armor. Vary it up with sidestep canceling to break through your opponent's defense.
}}
}}
}}
}}
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  |attribute2= N/A
  |attribute2= N/A
  |attribute= N/A
  |attribute= N/A
  |description= *Placeholder
  |description= *Nothin' personel, kid.
 
*Sanageyama teleports behind you and hits you with a break attack. Can be used to finish a blockstring to break a guard, or as a combo ender due to Uzu's breaks dealing high damage and gaining a good amount of meter.
 
*This is an excellent mindgame, use it sparingly so as to catch your opponent off guard. Or maybe on guard, since it breaks it.
**Laugh.
}}
}}
}}
}}
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*Dash cancelable during the startup.
*Dash cancelable during the startup.
*The longer startup compared to his other break attacks may be looked at as a detriment, but it can throw off your opponent since they may have expected an attack earlier on. It can be cancelled out of with a sidestep, which helps you further mindgame your opponent.
}}
}}
}}
}}
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*Damage/Hitstun Armor on startup.
*Damage/Hitstun Armor on startup.


*Can cancel into Homing Dash (Aerial) on hit.
*Can cancel into Homing Dash (Aerial) on hit. This allows for a nasty combos.


*Air Dash cancelable during the startup.
*Air Dash cancelable during the startup.
*Very similar to his other break attacks, a bit slow, leaves Uzu hanging in the air for a while, but not a bad move at all.
}}
}}
}}
}}
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  |attribute2= +600 Damage
  |attribute2= +600 Damage
  |attribute= +600 Damage
  |attribute= +600 Damage
  |description= *Sanageyama walks menacingly towards the opponent.
  |description=*"Oh, you're approaching me?" "I can't beat the crap out of you without getting closer."
 
*Sanageyama walks menacingly towards the opponent. If he is stuck, or walks directly into the opponent and touches them, they are stunned and locked in place as the beatdown begins.


*The special is canceled if Sanageyama cannot reach the opponent within five steps.
*The special is canceled if Sanageyama cannot reach the opponent within five steps.
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  |advBlock=
  |advBlock=
  |attribute= '''SEN-I-SOSHITSU'''
  |attribute= '''SEN-I-SOSHITSU'''
  |description=  
  |description=*"I can read the inner workings of your mind as clear as day."
 
*MEN! DOU! KOTE! MEN! DOU! KOTE! MEN! DOU! KOTE! MEN DOU KOTE! MEN DOU KOTE! MEN DOU KOTE! MEN-DOU-KOTE! MEN-DOU-KOTE! MEN-DOU-KOTE! MENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTE! MEN!!!
}}
}}
}}
}}

Revision as of 13:43, 23 July 2019

KLKIF Sanageyama.png

Introduction

UZU SANAGEYAMA

Uzu Sanageyama, the man in charge of the athletics clubs at the academy, and a confident swordsman. In his mighty Blade Regalia Mk.II, he attacks with relentless, strong, and fast sword strikes with his bamboo sword. As a character, he has insane combo potential, fairly big attacks, and strong specials.

However, his gameplan is somewhat simple, so he can be somewhat predictable. Playing as Sanageyama you must learn to vary your assaults and trick your opponent so that you may catch them making a mistake, and punish them with an absurdly strong combo off of a counter hit. He can be overwhelmed with range and projectiles that can hit him from a distance, so you may have trouble getting in.

If you can master Sanageyama's skills and moves, and efficiently read your opponent (maybe with your own Shingantsu), Uzu's overwhelming offense will efficiently and quickly finish off your opponent. Just be sure to keep track of your habits and not play into your opponent's hands.

Character Information


Health: 10,500

Valor Level 1

  • Gains the ability "Shingan Step." Allows him to dash cancel out of a successful block.
  • Increased Dash attack damage, specifically more damage on d.B and more follow ups on d.A.


Valor Level 2

  • Close Ranged Attack Special enhanced.


Walkspeed Ranking: ???

Front Step Dash: ??? Frames
Back Step Dash: ??? Frames
Side Step Dash: ??? Frames

Close Ranged Attacks

5A
KLKIF Sanageyama 5A.png
Men
Men
KLKIF Sanageyama 5AA.png
Dou: Frenzy
Dou: Frenzy
KLKIF Sanageyama 5AAA.png
Kote: Frenzy
Kote: Frenzy
KLKIF Sanageyama 5AAAA.png
Men: Brave Blade
Men: Brave Blade
KLKIF Sanageyama 5AAAAA.png
Dou: Brave Blade
Dou: Brave Blade
KLKIF Sanageyama 5AAAAAA.png
Kote: Brave Blade
Kote: Brave Blade
KLKIF Sanageyama 5AAAAAAA.png
Men: Goku Blade
Men: Goku Blade
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5A 200 - - - - - +600 Damage, Knockdown
  • A downwards swing to the head that can anti-air.
  • His fastest close ranged starter.




5AA 100 - - - - - +600 Damage, Crumple
  • A followup horizontal swing to the body.





5AAA 100 - - - - - +600 Damage, Knockdown
  • Yet another downward swing, this time to the wrists.




5AAAA 400 - - - - - +600 Damage
  • A powerful head-smashing downward strike.
  • We're halfway there.




5AAAAA 140 - - - - N/A N/A
  • Only available if 5AAAA hits.
  • A second, stronger downwards body strike.



5AAAAAA 140 - - - - N/A N/A
  • Only available if 5AAAAA hits.
  • Yet another downwards swing, to the wrists.
  • Almost there.


5AAAAAAA 1240 - - - Sliding Knockdown N/A N/A
  • Only available if 5AAAAAA hits.
  • The final and mightiest downwards strike to the head.
  • The most damaging close attack ender.
  • Rest easy, you've made it to the end.
5AAA > 4/6A
KLKIF Sanageyama 5AAA4A.png
Dou: Flash
Dou: Flash
KLKIF Sanageyama 5AAA4AA.png
Brave Blade: Pummel
Brave Blade: Pummel
KLKIF Sanageyama 5AAA4AAA.png
Brave Blade: Pummel
Brave Blade: Pummel
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5AAA > 4/6A 200 - - - - - -
  • Lunging forward slash that makes Sanageyama move through the opponent on hit. Classic anime style.
  • This move and the following attacks will yield the most meter out of all his combo strings.




5AAA > 4/6AA 180 - - - Knockdown - -
  • Only available if 5AAA > 4/6A hits/was blocked.
  • A rapid three hit attack that knocks the opponent up.




5AAA > 4/6AAA 300 - - - Knockdown - -
  • Only available if 5AAA > 4/6AA hits/was blocked.
  • Continuing three hit attack with Sanageyama doing a little hop forwards.


5AAA > 2/8A
KLKIF Sanageyama 5AAA2A.png
Brave Blade: Blade Uppercut
Brave Blade: Blade Uppercut
KLKIF Sanageyama 5AAA2AA.png
Men: Fierce Rising
Men: Fierce Rising
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5AAA > 2/8A 300 - - - Knockdown - -
  • Sanageyama does an underhand swing that launches both the opponent and Sanageyama into the air.
  • On hit/block, can perform aerials afterwards.
  • This move is important to Sanageyama's combo game, so go for it when you have the opportunity.



5AAA > 2/8AA 200 - - - Knockdown N/A N/A
  • Only available if 5AAA > 2/8A hits.
  • Sanageyama leaps into the sky, falling down on the opponent with a sword slash.
4/6A (Ender)
KLKIF Sanageyama 5AAAAAA4A.png
Dou: Goku Flash
Dou: Goku Flash
Damage Prorate Priority Startup On Hit On Block Counter Hit
500 - - - - N/A N/A
  • Only available if 5AAAAAA or 5AAA > 4/6AAA hits.
  • A lunging forward strike similar to 5AAA > 4/6A, can be followed up off of.
2/8A (Ender)
KLKIF Sanageyama 5AAAAAA2A.png
Brave Blade: Goku Blade Uppercut
Brave Blade: Goku Blade Uppercut
Damage Prorate Priority Startup On Hit On Block Counter Hit
640 - - - Knockdown N/A N/A
  • Only available if 5AAAAAA or 5AAA > 4/6AAA hits.
  • An underhand swing ender similar to 5AAA > 2/8A, keeping the opponent close to Sanageyama.
    • Home run.
4/6A
KLKIF Sanageyama 4A.png
Men: Hop
Men: Hop
Damage Prorate Priority Startup On Hit On Block Counter Hit
240 - - - Knockdown - +1000 Damage, Sliding Knockdown
  • Sanageyama hops towards the opponent with an overhead strike.
  • Great range due to the leap, however the noticeable wind up before the hit can make it avoidable.
2/8A
KLKIF Sanageyama 2A.png
KLKIF Sanageyama 2A 2.png
Men: Torrent
Men: Torrent
Damage Prorate Priority Startup On Hit On Block Counter Hit
240 - - - Knockdown - +1000 Damage, Stun
  • After winding up, Sanageyama slams the ground with his weapon.
  • Incredible move due to to the priority it has. Can beat out many other melee hits, but don't overuse it or you will be read and punished as it is not overly fast.
  • Damage/Hitstun armor on startup.
d.A
KLKIF Sanageyama 5A.png
Thrust: Full Body
Thrust: Full Body
Damage Prorate Priority Startup On Hit On Block Counter Hit
160 - - - Knockdown - +600 Damage
  • Lunging forward body strike that can anti-air.
  • Does not allow for very many follow up strikes, unless you are at Valor 1 or beyond.
j.A
KLKIF Sanageyama jA.png
Men: Rising Strike
Men: Rising Strike
Damage Prorate Priority Startup On Hit On Block Counter Hit
240 - - - - - +600 Damage
  • Sanageyama leaps forward in the air and slams down on the opponent with a strike to the head.
sp.A
KLKIF sA Sanageyama.png
KLKIF sA enhanced Sanageyama.png
Hasso Ranbu
Hasso Ranbu
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 1920 to 2540 - - - Knockdown - +1000 Damage
Valor Level 2 1920 to 3930 - - - Knockdown - +1000 Damage
  • Sanageyama swings down with a powerful strike to the head, stunning the opponent and allowing for additional strikes.
  • An ATTACK prompt will appear which allows Sanageyama to perform additional swings with A, B, and C.
  • Each attack represents a part of MEN DOU KOTE.
    • A = MEN
    • B = DOU
    • C = KOTE
  • The initial swing of the super will perform MEN.
  • Performing MEN DOU KOTE in order will give you additional damage.
  • At Valor Level 2, Sanageyama swings faster allowing for more reps.
    • If enough reps have been done, a more damaging ender will be granted.
  • Damage/Hitstun Armor on startup.

Long Ranged Attacks

5B
KLKIF Sanageyama 5B.png
Brave Blade: Thrust
Brave Blade: Thrust
KLKIF Sanageyama 5BB.png
Brave Blade: Multi-Thrust
Brave Blade: Multi-Thrust
KLKIF Sanageyama 5BB.png
Brave Blade: Multi-Thrust
Brave Blade: Multi-Thrust
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5B 120 - - - Knockdown. - +600 Damage
  • Uzu lunges forward with a long ranged poke, jabbing his sword into the opponent.
  • It does what it looks like. It can connect from a long range, and can extend your combo and block strings by inserting it in between close range attacks.




5BB 160 - - - - - +600 Damage
  • An additional poke to add on a little damage and keep the pressure going.





5BBB 300 - - - Sliding Knockdown N/A N/A
  • Only available if 5BB hits.
  • Yet another poke, adding more meter and damage compared to the previous two.
5B (Ender)
KLKIF Sanageyama 5BBB.png
Thrust: Full Body
Thrust: Full Body
Damage Prorate Priority Startup On Hit On Block Counter Hit
560 - - - Sliding Knockdown N/A N/A
  • Only available if 5AAAAAA, 5AAA > 4/6AAA, or 5BBB hits.

Not his strongest ender, or most meter gaining, but it gets the opponent far away from you which can be useful if they want to rush you down.

5[B]
KLKIF Sanageyama 5(B).png
Thrust: Gallop
Thrust: Gallop
Damage Prorate Priority Startup On Hit On Block Counter Hit
1200 - - - Knockdown Guard Crush +1200 Damage
  • Once charged, Sanageyama lets out a straight blast from his weapon.
  • While it has long range, the width of the hitbox is not nearly as massive as the clouds around it make it look like. Use it to call out sidesteps and bad movements at a range rather than to fight your opponent purely at range.
  • Dash cancelable while charging. Remember this.
d.B
KLKIF Sanageyama dA.png
Thrust: Full Body
Thrust: Full Body
Damage Prorate Priority Startup On Hit On Block Counter Hit
300 - - - Sliding Knockdown - +600 Damage
  • Lunging forward stab with further range than 5B.
  • It hits significantly harder at Valor 1 and beyond.
j.B
KLKIF Sanageyama j(B).png
Brave Blade: Thrust
Brave Blade: Thrust
Damage Prorate Priority Startup On Hit On Block Counter Hit
180 - - - Launch - +600 Damage
  • Sanageyama dives to the ground and lands with a thrust.
j.[B]
KLKIF Sanageyama j(B).png
Thrust: Multi-Hit
Thrust: Multi-Hit
Damage Prorate Priority Startup On Hit On Block Counter Hit
410 - - - Sliding Knockdown Guard Crush +900 Damage
  • Once charged, Sanageyama lunges to the ground with a multi-hit stab.
sp.B
KLKIF sB Sanageyama.png
Godspeed Thrust
Godspeed Thrust
Damage Prorate Priority Startup On Hit On Block Counter Hit
1200 - - - Knockdown - +600 Damage
  • Sanageyama lunges with high speed and fullscreen distance.
  • Launches the opponent into the air with well enough time to convert into a combo.
  • An excellent, incredibly fast punish. See your opponent sidestep? Thrust. Start to approach? Thrust. Need to end a combo but your opponent is too far away? I don't need to tell you what to do.

Break Attacks

5C
KLKIF Sanageyama 5C.png
Brave Blade: Lunge
Brave Blade: Lunge
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 - - - Sliding Knockdown +1200 Damage +1200 Damage
  • Sanageyama strikes a pose and fires a point blank blast from his fist, pushing himself back a bit.
  • Damage/Hitstun Armor on startup.
  • Can cancel into Homing Dash on hit.
  • Dash cancelable during the startup.
  • A central move in Sanageyama's kit, more than other character's breaks due to his easily blockable pressure. It does not have an absurdly big hitbox, a dash forward, and isn't super fast, but it's certainly not too hard to hit due to its armor. Vary it up with sidestep canceling to break through your opponent's defense.
5C (Ender)
KLKIF Sanageyama 5AAAAAA5C.png
KLKIF Sanageyama 5AAAAAA5B2.png
Brave Blade: Blink Lunge
Brave Blade: Blink Lunge
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
560 - - - Sliding Knockdown N/A N/A
  • Nothin' personel, kid.
  • Sanageyama teleports behind you and hits you with a break attack. Can be used to finish a blockstring to break a guard, or as a combo ender due to Uzu's breaks dealing high damage and gaining a good amount of meter.
  • This is an excellent mindgame, use it sparingly so as to catch your opponent off guard. Or maybe on guard, since it breaks it.
    • Laugh.
d.C
KLKIF Sanageyama dC.png
KLKIF Sanageyama dC2.png
Lunge: Encircling Strike
Lunge: Encircling Strike
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 - - - Sliding Knockdown +1200 Damage +1200 Damage
  • Sanageyama twirls around before firing a point blank blast, pushing himself back a bit.
  • Damage/Hitstun Armor on startup.
  • Can cancel into Homing Dash on hit.
  • Dash cancelable during the startup.
  • The longer startup compared to his other break attacks may be looked at as a detriment, but it can throw off your opponent since they may have expected an attack earlier on. It can be cancelled out of with a sidestep, which helps you further mindgame your opponent.
j.C
KLKIF Sanageyama jC.png
Brave Blade: Lunge
Brave Blade: Lunge
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
800 - - - Sliding Knockdown +1200 Damage +1200 Damage
  • An aerial variant of 5C.
  • Damage/Hitstun Armor on startup.
  • Can cancel into Homing Dash (Aerial) on hit. This allows for a nasty combos.
  • Air Dash cancelable during the startup.
  • Very similar to his other break attacks, a bit slow, leaves Uzu hanging in the air for a while, but not a bad move at all.
sp.C
KLKIF sC Sanageyama.png
Shingan Thousand Strikes
Shingan Thousand Strikes
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
1960 to 2960 - - - Sliding Knockdown +600 Damage +600 Damage
  • "Oh, you're approaching me?" "I can't beat the crap out of you without getting closer."
  • Sanageyama walks menacingly towards the opponent. If he is stuck, or walks directly into the opponent and touches them, they are stunned and locked in place as the beatdown begins.
  • The special is canceled if Sanageyama cannot reach the opponent within five steps.
  • Once close to the opponent, Sanageyama stuns the opponent and unleashes a flurry of 1000 punches.
  • Mashing attack buttons during the special grants additional damage.
  • Damage/Hitstun Armor on startup.

General Moves

Homing Dash
KLKIF Sanageyama Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - - - - -
Homing Dash
(Aerial)
KLKIF Sanageyama Air Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - - - - -
Valor Burst
KLKIF Sanageyama Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
1500 - - - - - -
Counter Burst
KLKIF Sanageyama Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10 - - - - - -
FIBER LOST SECRET ARTS
KLKIF Sanageyama Fiber Art.png
KLKIF Sanageyama Fiber Art2.png
KLKIF Sanageyama Fiber Art3.png
KLKIF Sanageyama Fiber Art4.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU - - - SEN-I-SOSHITSU - SEN-I-SOSHITSU
  • "I can read the inner workings of your mind as clear as day."
  • MEN! DOU! KOTE! MEN! DOU! KOTE! MEN! DOU! KOTE! MEN DOU KOTE! MEN DOU KOTE! MEN DOU KOTE! MEN-DOU-KOTE! MEN-DOU-KOTE! MEN-DOU-KOTE! MENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTE! MEN!!!

Combos

Resources

Sanageyama's Meter Gain List

Colors

Default Alternate ARC Collab (Johnny Sfondi) Junketsu
KLKIF Sanageyama Color1.png KLKIF Sanageyama Color2.png KLKIF Sanageyama Color3.png KLKIF Sanageyama Color4.png


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DTR
Gamagoori
Inumuta
Jakuzure
Mako
Nui
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Ryuko
Ryuko Dual-Wield
Sanageyama
Satsuki
Satsuki Dual-Wield