KILL la KILL IF/Sanageyama: Difference between revisions
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<font size="3">'''UZU SANAGEYAMA'''</font> | <font size="3">'''UZU SANAGEYAMA'''</font> | ||
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= * | |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= * | |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= * | |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= * | |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. | ||
* | *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. | ||
* | *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. | ||
* | *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 | |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. | ||
* | *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. | ||
* | *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 | *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 | *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 | |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 | |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 | |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= * | |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= * | |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. | ||
* | *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. | ||
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= * | |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 | |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= * | |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
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 Men Men Dou: Frenzy Dou: Frenzy Kote: Frenzy Kote: Frenzy Men: Brave Blade Men: Brave Blade Dou: Brave Blade Dou: Brave Blade Kote: Brave Blade Kote: Brave Blade Men: Goku Blade Men: Goku Blade
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5AAA > 4/6A Dou: Flash Dou: Flash Brave Blade: Pummel Brave Blade: Pummel Brave Blade: Pummel Brave Blade: Pummel
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5AAA > 2/8A Brave Blade: Blade Uppercut Brave Blade: Blade Uppercut Men: Fierce Rising Men: Fierce Rising
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4/6A (Ender) Dou: Goku Flash Dou: Goku Flash
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2/8A (Ender) Brave Blade: Goku Blade Uppercut Brave Blade: Goku Blade Uppercut
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4/6A Men: Hop Men: Hop
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2/8A Men: Torrent Men: Torrent
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d.A Thrust: Full Body Thrust: Full Body
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j.A Men: Rising Strike Men: Rising Strike
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sp.A Hasso Ranbu Hasso Ranbu
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Long Ranged Attacks
5B Brave Blade: Thrust Brave Blade: Thrust Brave Blade: Multi-Thrust Brave Blade: Multi-Thrust Brave Blade: Multi-Thrust Brave Blade: Multi-Thrust
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5B (Ender) Thrust: Full Body Thrust: Full Body
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5[B] Thrust: Gallop Thrust: Gallop
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d.B Thrust: Full Body Thrust: Full Body
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j.B Brave Blade: Thrust Brave Blade: Thrust
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j.[B] Thrust: Multi-Hit Thrust: Multi-Hit
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sp.B Godspeed Thrust Godspeed Thrust
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Break Attacks
5C Brave Blade: Lunge Brave Blade: Lunge
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5C (Ender) Brave Blade: Blink Lunge Brave Blade: Blink Lunge
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d.C Lunge: Encircling Strike Lunge: Encircling Strike
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j.C Brave Blade: Lunge Brave Blade: Lunge
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sp.C Shingan Thousand Strikes Shingan Thousand Strikes
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General Moves
Homing Dash
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Homing Dash
(Aerial) |
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Valor Burst
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Counter Burst
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FIBER LOST SECRET ARTS
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Combos
Resources
Colors
Default | Alternate | ARC Collab (Johnny Sfondi) | Junketsu |
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