KILL la KILL IF/Sanageyama: Difference between revisions
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| '''[http://wiki.gbl.gg/w/KILL_la_KILL_IF/Controls#Movement Walkspeed] || 13th | | '''[http://wiki.gbl.gg/w/KILL_la_KILL_IF/Controls#Movement Walkspeed] || 13th | ||
|- | |- | ||
| '''[https://wiki.gbl.gg/w/KILL_la_KILL_IF/Controls#Homing_Dash Homing Dash Speed] || | | '''[https://wiki.gbl.gg/w/KILL_la_KILL_IF/Controls#Homing_Dash Homing Dash Speed] || 13th | ||
|- | |- | ||
| | | '''Homing Dash Duration''' || 90 | ||
|- | |||
| '''Height''' || 17.00 | |||
|- | |||
| '''Weight''' || 2 | |||
|- | |- | ||
| '''Jump Height''' || - | | '''Jump Height''' || - | ||
|- | |- | ||
| ''' | | '''Jump Duration''' || - | ||
|- | |- | ||
| '''Side Step Dash Invul''' || - | | '''Side Step Dash Invul''' || 1-42 | ||
|- | |- | ||
| '''Front Step Dash Total''' || - | | '''Front Step Dash Total''' || - | ||
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==Overview== | ==Overview== | ||
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 | 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 fairly big attacks, strong supers, and high combo potential off of counter hits. However, his gameplan is somewhat simple, so he can be somewhat predictable. Playing as Sanageyama you must learn to vary your assaults and bait 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 also cannot be zoned out effectively as his d.BC and j.C let him ignore the majority of projectiles with ease. If you can master Sanageyama's skills and moves, and efficiently read and condition 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. | ||
{{ | {{StrengthsAndWeaknesses | ||
|intro = [[File:KLKIF_Sanageyama_Icon.png|50px]] '''Uzu''' is a massive armored rushdown gorilla who skips neutral like no other.</center> | |||
|pros= | |pros= | ||
*'''Unstoppable Force''': With fast far reaching normals, a plethora of armored moves, and | *'''Unstoppable Force''': With fast far reaching normals, a plethora of armored moves, and his infamous j.C cancels, Sanageyama's approach options are some of the best in the game as he can just teleport or truck through just about anything in neutral, forcing most characters to be defensive. | ||
*''' | *'''Valor of Deterrence''': Sanageyama's Valor Level 1 unlocks Shingan Step, a parry that gives him high damage punish options and tons of meter, allowing him to easily steal his turn back if on the defensive, he also has Just Guard in Valor Level 0 which acts as a mini Shingan Step. | ||
*''' | *'''Pressure Machine''': Sanageyama has built in frame traps, good stagger pressure, unblockables with sp.B, and 50/50 mix with sp.C due to it being dash cancelable, which gives him one of the scariest mix options in the game. | ||
|cons= | |cons= | ||
*'''Meter | *'''Meter Gain''': Sanageyama has the worst meter gain in the game, letting most opponents burn through most of his health if not all of it when they hit him. Sanageyama also feeds the opponent massive amounts of meter on hit as well. Sanageyama's use of Valor, bursting, and his supers are restricted by this. This also impacts his mix greatly as sp.C is the only way he can get true 50/50 mix as the rest of his pressure is just bait outs. | ||
*'''Predictability''': Sanageyama's low variety of moves and him being unsafe with most of his moves on block forces him to try and play unpredictably to get hits | *'''Predictability''': Sanageyama's low variety of moves and him being unsafe with most of his moves on block forces him to try and play unpredictably and condition his opponents to get hits in. | ||
*'''Counter Hit Reliant''': Sanageyama needs Counter Hits and or Guard Breaks to do good damage, as his combo game is normally quite lackluster in comparison to the most of the cast without them. | |||
|tablewidth=80 | |||
}} | |||
<br> | <br> | ||
'''Valor Level 1''' | '''Valor Level 1''' | ||
<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 | *Close Range Attack follow-up on d.AAA changes from 5AAAAAAA (Ender) to d.AAAA. | ||
*Increased damage on d.B and gains Guard Point on startup. | |||
*Counter hit window on d.C is removed and gains more Guard Point. | |||
<br> | <br> | ||
'''Valor Level 2''' | '''Valor Level 2''' | ||
Line 67: | Line 78: | ||
*Sanageyama's Just Guard and Shingan Step allows him to be the only character in the game with the ability to Parry. | *Sanageyama's Just Guard and Shingan Step allows him to be the only character in the game with the ability to Parry. | ||
*Sanageyama's wallsplats are unique as they give him negative damage scaling instead of regular damage scaling. | *Sanageyama's wallsplats are unique as they give him negative damage scaling instead of regular damage scaling. | ||
Line 107: | Line 116: | ||
*Can cancel into 5B or d.C | *Can cancel into 5B or d.C | ||
*Can wallsplat on Counter Hit. | |||
<br> | <br> | ||
<br> | <br> | ||
Line 151: | Line 162: | ||
|description= *A powerful head-smashing downward strike. | |description= *A powerful head-smashing downward strike. | ||
* | *Restands the opponent on hit. | ||
<br> | <br> | ||
<br> | <br> | ||
Line 169: | Line 179: | ||
*A second, stronger downwards body strike. | *A second, stronger downwards body strike. | ||
<br> | |||
<br> | <br> | ||
<br> | <br> | ||
Line 186: | Line 197: | ||
*Almost there. | *Almost there. | ||
<br> | <br> | ||
<br> | <br> | ||
Line 378: | Line 388: | ||
*Sanageyama does another follow-up swing while rushing forward. | *Sanageyama does another follow-up swing while rushing forward. | ||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 225x200px | |||
|image=KLKIF Uzu 5AAA8AB.png | |||
|caption= Brave Blade: Pierce | |||
|name= 5AAA > 2/8AB | |||
|data= | |||
{{AttackData-KLKIF | |||
|damage= 160*3 | |||
|startup= | |||
|advHit= Sliding Knockdown | |||
|advBlock= N/A | |||
|attribute= N/A | |||
|description= *Only available if 5AAA > 2/8A hits. | |||
*A multi-hitting version of j.B, similar to 5AAABB, but done from the air instead. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 225x200px | |||
|image=KLKIF_Sanageyama_5AAA8AC.png | |||
|caption= Brave Blade: Lunge | |||
|name= 5AAA > 2/8AC | |||
|data= | |||
{{AttackData2-KLKIF | |||
|damage= 600 | |||
|startup= | |||
|advHit= Knockdown | |||
|attribute2= N/A | |||
|attribute= N/A | |||
|description= *Only available if 5AAA > 2/8A hits. | |||
*A near identical copy of j.C, with a few key differences. | |||
**Significantly more hitstun. | |||
**Leads into a Knockdown instead of a Sliding Knockdown. | |||
**Incapable of counter hitting. | |||
**Cannot be Air Dash canceled. | |||
}} | }} | ||
}} | }} | ||
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**Home run. | **Home run. | ||
*Can combo into 5B (Ender) afterwards. | *Can combo into 5B (Ender) or 5C (Ender) afterwards. | ||
}} | }} | ||
}} | }} | ||
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*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. | *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. | ||
* | *Guard Point on startup. | ||
}} | }} | ||
}} | }} | ||
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|attribute= +500 Damage | |attribute= +500 Damage | ||
|description= *Sanageyama leaps forward in the air and slams down on the opponent with a strike to the head. | |description= *Sanageyama leaps forward in the air and slams down on the opponent with a strike to the head. | ||
*Restands the opponent on hit. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-KLKIF | {{AttackData-KLKIF | ||
|version='''Normal''' | |version='''Normal''' | ||
|damage= | |damage= 1100, 140*0~2, 920~1260 | ||
|startup= 14 | |startup= 14 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
Line 621: | Line 631: | ||
|header=no | |header=no | ||
|version='''Valor Level 2''' | |version='''Valor Level 2''' | ||
|damage= | |damage= 1100, 30, 40*3, 50*3, 70*3, 90*3, 110*3, 130*4, 920~1300 | ||
|startup= 14 | |startup= 14 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
Line 628: | Line 638: | ||
|description= *Sanageyama swings down with a powerful strike to the head, stunning the opponent and allowing for additional strikes. | |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 | *An ATTACK prompt will appear which allows Sanageyama to perform unique strikes with A, B, and C. | ||
*Each attack represents a part of MEN DOU KOTE. | *Each attack represents a part of MEN DOU KOTE. | ||
Line 636: | Line 646: | ||
*The initial swing of the super will perform MEN. | *The initial swing of the super will perform MEN. | ||
**Performing MEN DOU KOTE in order will give you additional damage and grant the most damaging ender. | |||
*Performing MEN DOU KOTE in order will give you additional damage. | **If the order is performed incorrectly, the ender will give less damage. | ||
**Using a specific combination of sp.A A or B or C, will let Sanageyama end the super with a crumple instead of the primary ender, allowing him to combo afterwards. | |||
***Sanageyama can only combo into sp.A, sp.B, or Valor Burst from this. | |||
*At Valor Level 2, Sanageyama swings faster allowing for more reps. | *At Valor Level 2, Sanageyama swings faster allowing for more reps. | ||
**If enough reps have been done, a more damaging ender will be granted. | **If enough reps have been done, a more damaging ender will be granted. | ||
**Combination to achieve a crumple changes from sp.A A or B or C to sp.A BCABCABCC | |||
* | *Guard Point on startup. | ||
}} | }} | ||
}} | }} | ||
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|attribute= +500 Damage | |attribute= +500 Damage | ||
|description= *An additional poke to add on a little damage and keep the pressure going. | |description= *An additional poke to add on a little damage and keep the pressure going. | ||
*Wallsplats on Counter Hit. | |||
*Can cancel into 5AAA or d.C. | *Can cancel into 5AAA or d.C. | ||
<br> | <br> | ||
<br> | <br> | ||
Line 716: | Line 730: | ||
|startup= | |startup= | ||
|advHit= Sliding Knockdown | |advHit= Sliding Knockdown | ||
|advBlock= | |advBlock= Guard Crush | ||
|attribute= N/A | |attribute= N/A | ||
|description= *Only available if 5AAAAAA, 5AAA > 4/6AAA, 2/8 (Ender), 5BBB, or d.B hits. | |description= *Only available if 5AAAAAA, 5AAA > 4/6AAA, 2/8 (Ender), 5BBB, or d.B hits. | ||
Line 774: | Line 788: | ||
*Can cancel into 5AAAAA, 5B (Ender), or 5C (Ender). | *Can cancel into 5AAAAA, 5B (Ender), or 5C (Ender). | ||
**If Sanageyama hits a projectile with d.B, he can cancel into any of d.B's follow-ups. | |||
*A crucial move in Sanageyama's kit, this move lets him shut down almost all zoning in the game as any projectile hit by his sword will allow him to teleport behind the opponent and hit them, acting as a potent neutral skip. It is also used in pressure to bait people using d.BAC, also has an absurdly big disjointed hitbox and moves him very far forward. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KLKIF | {{AttackData-KLKIF | ||
|damage= | |damage= 1500 | ||
|startup= 11 | |startup= 11 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advBlock= | |advBlock= | ||
|attribute= + | |attribute= +600 Damage | ||
|description= *Sanageyama lunges with high speed and fullscreen distance. | |description= *Sanageyama lunges with high speed and fullscreen distance. | ||
*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. | ||
*If the opponent is in a Knockdown, Sliding Knockdown, Crumple, Launch, Jumping, or just in the air, the hitstun of sp.B is greatly reduced. | |||
*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. | *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. | ||
Line 842: | Line 861: | ||
|startup= 46 | |startup= 46 | ||
|advHit= Sliding Knockdown | |advHit= Sliding Knockdown | ||
|attribute2= + | |attribute2= +650 Damage | ||
|attribute= + | |attribute= +650 Damage | ||
|description= *Sanageyama strikes a pose and fires a point blank blast from his fist, pushing himself back a bit. | |description= *Sanageyama strikes a pose and fires a point blank blast from his fist, pushing himself back a bit. | ||
* | *Guard Point on startup. | ||
*Can cancel into Homing Dash on hit. | *Can cancel into Homing Dash on hit. | ||
Line 852: | Line 871: | ||
*Dash cancelable during the startup. | *Dash cancelable during the startup. | ||
* | *5C makes a decent call out/round 2 start option due to its Guard Point, vary it up with sidestep canceling to break through your opponent's defense. | ||
}} | }} | ||
}} | }} | ||
Line 897: | Line 916: | ||
|startup= 36 | |startup= 36 | ||
|advHit= Sliding Knockdown | |advHit= Sliding Knockdown | ||
|attribute2= + | |attribute2= +650 Damage | ||
|attribute= + | |attribute= +650 Damage | ||
|description= *Sanageyama twirls around before firing a point blank blast, pushing himself back a bit. | |description= *Sanageyama twirls around before firing a point blank blast, pushing himself back a bit. | ||
* | *Guard Point on startup. | ||
*Can cancel into Homing Dash on hit. | *Can cancel into Homing Dash on hit. | ||
*Dash cancelable during the startup. | *Dash cancelable during the startup. | ||
*Is ground only, cannot hit airborne opponents. | |||
*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. | *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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|startup= 42 | |startup= 42 | ||
|advHit= Sliding Knockdown | |advHit= Sliding Knockdown | ||
|attribute2= + | |attribute2= +650 Damage | ||
|attribute= + | |attribute= +650 Damage | ||
|description= *An aerial variant of 5C. | |description= *An aerial variant of 5C. | ||
* | *Guard Point on startup. | ||
*Can cancel into | *Can cancel into Chase on hit. | ||
**From said Chase, can cancel into 5AAA > 2/8AA, 5AAA > 2/8AB, or j.C. | |||
*Does increased hitstun on Counter Hit/Guard Break, allowing for possible follow-ups outside of Sanageyama's cancel options. | |||
*Air Dash cancelable during the startup. | *Air Dash cancelable during the startup. | ||
* | *Sanageyama's ol' reliable, this move is absolutely integral to his gameplan and is used for neutral, pressure, combos, you name it. j.C is often used to let Sanageyama bully his way through neutral, as he can Air Dash cancel it into itself, and with that it is also used for pressure as he can constantly vary the timings of his cancels while remaining mostly safe behind his Guard Point, which makes getting hit by it all the more scary as j.C is Sanageyama's best starter on Counter Hit, forcing most of the cast to be on the defensive when this move is in play, although your usage of this move shouldn't be too careless or predictable as it has lengthy recovery. | ||
}} | }} | ||
}} | }} | ||
Line 942: | Line 966: | ||
|data= | |data= | ||
{{AttackData2-KLKIF | {{AttackData2-KLKIF | ||
|damage= | |damage= 20, 20*37, 400~3200 | ||
|startup= | |prorate= 0 | ||
|priority= 9 | |||
|startup= 26 | |||
|advHit= Sliding Knockdown | |advHit= Sliding Knockdown | ||
|attribute2= +600 Damage | |attribute2= +600 Damage, +560 Damage | ||
|attribute= +600 Damage | |attribute= +600 Damage, +560 Damage | ||
|description=*"Oh, you're approaching me?" "I can't beat the crap out of you without getting closer." | |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 | *Sanageyama walks menacingly towards the opponent, a hitbox will surround Sanageyama upon each step. If any of these touch the opponent, Sanageyama stuns the opponent and unleashes a flurry of 1000 punches. | ||
**The hit counter going to 1000 is simply cosmetic, not an actual indicator of the amount of hits. | |||
**Mashing attack buttons and the jump button during the special grants additional damage. | |||
***Final hit damage varies from 400 to 3200 in intervals of 560. | |||
*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. | ||
Line 955: | Line 984: | ||
*Dash cancelable after the first step. | *Dash cancelable after the first step. | ||
* | *Guard Point on startup. | ||
}} | |||
}} | |||
==General Moves== | |||
{{MoveData | |||
|imageSize= 225x200px | |||
|imageSize2= 225x200px | |||
|image=KLKIF_Sanageyama_CH1.png | |||
|image2=KLKIF_Sanageyama_CH2.png | |||
|caption= Dou: Fierce Strike | |||
|caption2= Kote: Fierce Strike | |||
|name= Fierce Strike | |||
|data= | |||
{{AttackData-KLKIF | |||
|version='''Fierce Strike''' | |||
|damage= 400 | |||
|prorate= 0 | |||
|priority= | |||
|startup= | |||
|advHit= Crumple | |||
|advBlock= | |||
|attribute= N/A | |||
|description= *On Counter Hit or Guard Break, Sanageyama will load up a use of an armored follow-up if A was pressed after said normal, can hit sidesteps. | |||
**Fierce Strike will be preserved as the Close Range Attack follow-up if buttons other than A are pressed. | |||
**If done after a Guard Break, Fierce Strike will initiate after the Chase. | |||
**The only exceptions to this are 5AAA, 5AAA > 4/6A, 5AAA > 2/8A, 5[B], j.[B], enders, specials, supers, raw Homing Dash, Valor Burst, Counter Burst, and Fiber Lost Secret Arts. | |||
***Aerial Homing Dash does work however. | |||
*A use of Fierce Strike will last forever until used or deleted. | |||
**Using Fierce Strike, Getting Hit, Step Dashing, Blocking, Using any Super, Landing after Chase, Using Valor Burst, or using Fiber Lost Secret Arts will get rid of the use of Fierce Strike. | |||
* | *Guard Point on startup. | ||
* | *Resets prorate back to 1 on hit. | ||
*Can cancel into Fierce Strike (2nd), 5B, or 5C. | |||
}} | |||
{{AttackData-KLKIF | |||
|header=no | |||
|version='''Fierce Strike (2nd)''' | |||
|damage= 500 | |||
|prorate= | |||
|priority= | |||
|startup= | |||
|advHit= Knockdown | |||
|advBlock= | |||
|attribute= N/A | |||
|description= *Sanageyama continues the forced armored follow-up with an armored upward swing if A was pressed after the initial Fierce Strike, can hit sidesteps and can wallsplat. | |||
*Guard Point on startup. | |||
*Can cancel into 5AAAA, 5AAA > 4/6A, 5AAA > 2/8A, 5B, d.C, or a Step Dash. | |||
**5AAA > 2/8A gains Guard Point on startup and can now hit sidesteps if done from Fierce Strike (2nd). | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 981: | Line 1,058: | ||
*If Sanageyama blocks an attack at the right moment he will gain more SP and reduce block stun, essentially making this a mini Shingen Step. This does not work against specials/supers or break attacks. | *If Sanageyama blocks an attack at the right moment he will gain more SP and reduce block stun, essentially making this a mini Shingen Step. This does not work against specials/supers or break attacks. | ||
*Any Close Range or Long Range attack done after Just Guard can cancel into | *Any Close Range or Long Range attack done after Just Guard can cancel into Fierce Strike. | ||
}} | }} | ||
}} | }} | ||
Line 1,009: | Line 1,086: | ||
*Can cancel into 5A, 5B, or 5C. | *Can cancel into 5A, 5B, or 5C. | ||
**5A and 5B will cancel into | **5A and 5B will cancel into Fierce Strike if done from Side Shingan Step. | ||
}} | }} | ||
}} | }} | ||
Line 1,032: | Line 1,109: | ||
**Any attacks done afterwards will not be affected by scaling. | **Any attacks done afterwards will not be affected by scaling. | ||
* | *Threshold Armor on startup. | ||
*Can cancel into d.AAAA, 5AAAB, or d.C. | *Can cancel into d.AAAA, 5AAAB, or d.C. | ||
Line 1,061: | Line 1,138: | ||
**Any attacks done afterwards will not be affected by scaling. | **Any attacks done afterwards will not be affected by scaling. | ||
* | *Threshold Armor on startup. | ||
*Can cancel into d.AAAA, 5AAAB, or d.C. | *Can cancel into d.AAAA, 5AAAB, or d.C. | ||
*Non-lethal, cannot KO. | *Non-lethal, cannot KO. | ||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 225x200px | |||
|image=KLKIF_Uzu_Sidestep.png | |||
|caption= | |||
|name=Step Dash | |||
|data= | |||
{{AttackData-KLKIF | |||
|damage= N/A | |||
|prorate= N/A | |||
|priority= N/A | |||
|startup= 1 | |||
|advHit= N/A | |||
|advBlock= N/A | |||
|attribute= N/A | |||
|description= Sanageyama performs a Step Dash. | |||
*Sanageyama's Side Step Dash is significantly slower than his Front or Back Step Dash. | |||
*Sanageyama's Side Step Dash has Sidestep Invulnerability from frames 1-42. | |||
*Sanageyama's Front Step Dash can cancel into d.A, d.B, d.C, a Step Dash, or a Homing Dash. | |||
*Sanageyama's Side Step Dash can cancel into d.A, d.B, d.C, a Step Dash, or a Homing Dash. | |||
*Sanageyama's Back Step Dash can cancel into d.A, d.B, d.C, a Step Dash, or a Homing Dash. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 225x200px | |||
|image=KLKIF_Uzu_AirDash.png | |||
|caption= | |||
|name=Air Dash | |||
|data= | |||
{{AttackData-KLKIF | |||
|damage= N/A | |||
|prorate= N/A | |||
|priority= N/A | |||
|startup= 1 | |||
|advHit= N/A | |||
|advBlock= N/A | |||
|attribute= N/A | |||
|description= Sanageyama performs an Air Dash. | |||
*Sanageyama's Front Air Dash can cancel into j.A, j.B, or j.C. | |||
*Sanageyama's Side Air Dash can cancel into j.A, j.B, or j.C. | |||
*Sanageyama's Back Air Dash can cancel into j.A, j.B, or j.C. | |||
}} | }} | ||
}} | }} | ||
Line 1,176: | Line 1,299: | ||
|imageSize= 225x200px | |imageSize= 225x200px | ||
|imageSize2= 225x200px | |imageSize2= 225x200px | ||
|image=KLKIF_Uzu_IK.png | |||
|image2=KLKIF_Sanageyama_Fiber Art4.png | |||
|image= | |caption2= Shingan Issen | ||
|image2 | |||
| | |||
|name=FIBER LOST SECRET ARTS | |name=FIBER LOST SECRET ARTS | ||
|data= | |data= | ||
Line 1,228: | Line 1,347: | ||
|status = Active | |status = Active | ||
|notes = '''Plays on PS/Steam/Switch'''<br> Ignorance is bliss. <br>[https://youtu.be/0g7-WJKww8Y?t=6346 Example Play] | |notes = '''Plays on PS/Steam/Switch'''<br> Ignorance is bliss. <br>[https://youtu.be/0g7-WJKww8Y?t=6346 Example Play] | ||
}} | |||
{{PlayerListEntry | |||
|name = AthenaDiva <br>[https://twitter.com/Athena_Diva_ @Athena_Diva_] | |||
|color = 2 | |||
|region = us | |||
|regionNote = NY | |||
|status = Active | |||
|notes = '''Plays on Steam'''<br> Once again, j.C my beloved. <br>[https://youtu.be/789uMj48bZk?si=tet0p4MhfRC5ycSb&t=5721 Example Play] | |||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry |
Latest revision as of 20:45, 25 June 2024
Health | 11,000 |
Meter Multiplier | 0.5x |
Walkspeed | 13th |
Homing Dash Speed | 13th |
Homing Dash Duration | 90 |
Height | 17.00 |
Weight | 2 |
Jump Height | - |
Jump Duration | - |
Side Step Dash Invul | 1-42 |
Front Step Dash Total | - |
Side Step Dash Total | - |
Back Step Dash Total | - |
Has Forced A Ender | Yes |
Has Forced B Ender | Yes |
Has Forced C Ender | Yes |
Introduction
Uzu Sanageyama (猿投山 渦)
He is one of the student council's Elite Four. He regulates the athletic clubs at Honnōji Academy, including the boxing and tennis clubs. As a fighter, Sanageyama specializes in swordplay, using the kendō style. He is always seen carrying a shinai - a wooden katana used for kendō practice - which he uses with great skill.
Overview
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 fairly big attacks, strong supers, and high combo potential off of counter hits. However, his gameplan is somewhat simple, so he can be somewhat predictable. Playing as Sanageyama you must learn to vary your assaults and bait 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 also cannot be zoned out effectively as his d.BC and j.C let him ignore the majority of projectiles with ease. If you can master Sanageyama's skills and moves, and efficiently read and condition 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.
Valor Level 1
- Gains the ability "Shingan Step." Allows him to dash cancel out of a successful block.
- Close Range Attack follow-up on d.AAA changes from 5AAAAAAA (Ender) to d.AAAA.
- Increased damage on d.B and gains Guard Point on startup.
- Counter hit window on d.C is removed and gains more Guard Point.
Valor Level 2
- Close Ranged Attack Special enhanced.
Notables
- Sanageyama's Just Guard and Shingan Step allows him to be the only character in the game with the ability to Parry.
- Sanageyama's wallsplats are unique as they give him negative damage scaling instead of regular damage scaling.
Close Ranged Attacks
5A
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5AAAB
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5AAA > 4/6A
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5AAA > 2/8A
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5AAA > 2/8AB
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5AAA > 2/8AC
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4/6A (Ender)
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2/8A (Ender)
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4/6A
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2/8A
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d.A
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j.A
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sp.A
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Long Ranged Attacks
5B
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5B (Ender)
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5[B]
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d.B
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j.B
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j.[B]
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sp.B
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Break Attacks
5C
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5C (Ender)
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d.C
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j.C
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sp.C
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General Moves
Fierce Strike
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Just Guard
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Side Shingan Step
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Forward Shingan Step
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Back Shingan Step
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Step Dash
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Air Dash
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Homing Dash
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Aerial Homing Dash
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Valor Burst
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Counter Burst
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FIBER LOST SECRET ARTS
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Colors
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
33phy33 @33phy33 |
United States PA |
Active | Plays on PS/Steam/Switch Ignorance is bliss. Example Play | |
AthenaDiva @Athena_Diva_ |
United States NY |
Active | Plays on Steam Once again, j.C my beloved. Example Play | |
FK_MarioJeegRobot | Peru |
Retired | Plays on PS/Switch An incredibly strong Sanageyama player only the fewest could defeat. Example Play |
External Links
- Twitter hashtag: #KLK_SGY
- Sanageyama's Meter Gain List