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| ==General Moves== | | ==General Moves== |
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| |name=Homing Dash<br>(Aerial) | | |name=Aerial Homing Dash |
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Revision as of 23:11, 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
|
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.
|
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.
|
5AAAAAAA (Ender)
|
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 Dou: Flash Dou: Flash Brave Blade: Pummel Brave Blade: Pummel 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 Brave Blade: Blade Uppercut Brave Blade: Blade Uppercut 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) 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) 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.
- Can combo into 5B (Ender) afterwards.
|
|
4/6A 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.
- Expect game start 4/6A on smaller stages.
|
|
2/8A 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 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 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 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.
- 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 Brave Blade: Thrust Brave Blade: Thrust Brave Blade: Multi-Thrust Brave Blade: Multi-Thrust 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) 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, 2/8 (Ender), 5BBB, or d.B 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] 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 Thrust: Full Body Thrust: Full Body
|
Version
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Normal
|
300
|
-
|
-
|
-
|
Sliding Knockdown
|
-
|
+600 Damage
|
Valor Level 1
|
700
|
-
|
-
|
-
|
Sliding Knockdown
|
-
|
+600 Damage
|
- Lunging forward stab with further range than 5B.
- It hits significantly harder at Valor 1 and beyond.
|
|
j.B 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] 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 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 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) 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
|
- 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.
|
|
d.C 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 Brave Blade: Lunge Brave Blade: Lunge
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
Guard Break
|
Counter Hit
|
800
|
-
|
-
|
-
|
Sliding Knockdown
|
+1200 Damage
|
+1200 Damage
|
- Damage/Hitstun Armor on startup.
- Can cancel into Aerial Homing Dash 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 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
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Aerial Homing Dash
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Valor Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
1500
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Counter Burst
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
10
|
-
|
-
|
-
|
-
|
-
|
-
|
|
FIBER LOST SECRET ARTS Shingan Issen Shingan Issen
|
Damage
|
Prorate
|
Priority
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
SEN-I-SOSHITSU
|
-
|
-
|
-
|
SEN-I-SOSHITSU
|
-
|
SEN-I-SOSHITSU
|
- Sanageyama teleports to the opponent's location and attacks, regardless of distance.
- At full meter Sanageyama can play a scary defense and wait for a whiff punish.
- "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)
|
DLC (Junketsu)
|
|
|
|
|