KILL la KILL IF/Sanageyama: Difference between revisions
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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. | ||
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*'''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. | *'''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 and condition his opponents to get hits in. | *'''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 | *'''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 | |tablewidth=80 | ||
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*Can cancel into 5B or d.C | *Can cancel into 5B or d.C | ||
*Can wallsplat on Counter Hit. | |||
<br> | <br> | ||
<br> | <br> | ||
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*Restands the opponent on hit. | *Restands the opponent on hit. | ||
<br> | <br> | ||
<br> | <br> | ||
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*A second, stronger downwards body strike. | *A second, stronger downwards body strike. | ||
<br> | |||
<br> | <br> | ||
<br> | <br> | ||
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*Almost there. | *Almost there. | ||
<br> | <br> | ||
<br> | <br> | ||
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*A multi-hitting version of j.B, similar to 5AAABB, but done from the air instead. | *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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|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> | ||
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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. | ||
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*Guard Point on startup. | *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. | ||
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|data= | |data= | ||
{{AttackData2-KLKIF | {{AttackData2-KLKIF | ||
|damage= 20, 20*37, 400~ | |damage= 20, 20*37, 400~3200 | ||
|prorate= 0 | |prorate= 0 | ||
|priority= 9 | |priority= 9 | ||
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*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. | *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. | **The hit counter going to 1000 is simply cosmetic, not an actual indicator of the amount of hits. | ||
**Mashing attack buttons during the special grants additional damage. | **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. | ||
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|attribute= N/A | |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. | |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 | **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 | **If done after a Guard Break, Fierce Strike will initiate after the Chase. | ||
**The only exceptions to this are j.[B], specials, supers, raw Homing Dash, Valor Burst, Counter Burst, and Fiber Lost Secret Arts. | **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. | ***Aerial Homing Dash does work however. | ||
*A use of Fierce Strike will last forever until used or deleted. | *A use of Fierce Strike will last forever until used or deleted. | ||
**Using Fierce Strike, Getting Hit, Step Dashing, Blocking, Using any Super, Using Valor Burst, or using Fiber Lost Secret Arts will get rid of the use of Fierce Strike. | **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. | *Guard Point on startup. |
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