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.
Character Information
Strengths
Weaknesses
Strong punishing game allows devastating combos
Good armor properties, both in air and on ground
Air Guard breaks can be cancelled multiple times to make him faster
Perfect blocking grants him tons of SP gauge
Can combat zoning with teleport attacks
Low variety of moves forcing Sanageyama to play unpredictable
Lowest meter gain in the game, making bursts always a difficult choice
Gameplay Style: Rushdown, Parrying
Ease of Use: Easy
Health: 11,000
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.
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.
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
-
-
19
-
-
+500 Damage, Knockdown
A downwards swing to the head that can anti-air.
5AA
100
-
-
-
-
-
+500 Damage, Crumple
A followup horizontal swing to the body.
5AAA
100
-
-
-
-
-
+500 Damage, Knockdown
Yet another downward swing, this time to the wrists.
5AAAA
400
-
-
-
-
-
+700 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 (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
-
-
-
-
-
+700 Damage
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 > 4/6AAC
Brave Blade: Blink Lunge
Brave Blade: Blink Lunge
Damage
Prorate
Priority
Startup
On Hit
Guard Break
Counter Hit
1300
-
-
-
Sliding Knockdown
+900 Damage, Stun
+900 Damage
Only available if 5AAA > 4/6AA or 5AAA > 4/6AAA hits/was blocked.
Sanageyama feints a 5C animation before vanishing in front of the opponent.
Afterwards he reappears behind the opponent with a blast.
A way to continue pressure as the teleport makes any immediate attack from the opponent whiff.
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
-
+700 Damage
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
-
-
-
Crumple
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.
Home run.
Can combo into 5B (Ender) afterwards.
4/6A
Men: Hop
Men: Hop
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
240
-
-
31
Knockdown
-
+800 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
-
-
41
Knockdown
-
+800 Damage, Stun
After winding up, Sanageyama slams the ground with his weapon.
Cannot cancel into anything on whiff.
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
-
-
19
Knockdown
-
+500 Damage
Sliding 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
-
-
21
-
-
+500 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
-
-
14
Knockdown
-
+1000 Damage
Valor Level 2
1920 to 3930
-
-
14
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
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
-
-
17
Knockdown
-
+500 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
-
-
-
-
-
+500 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
960 / 1200
-
-
56
Sliding Knockdown / Knockdown
Guard Crush
+660 Damage
Once charged, Sanageyama lets out a straight blast from his weapon.
Deals additional damage and can wallsplat when fully charged.
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
-
-
18
Sliding Knockdown
-
+500 Damage
Valor Level 1
700
-
-
18
Sliding Knockdown
-
+500 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
200
-
-
17
Launch
-
+500 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
1160
-
-
54
Knockdown
Guard Crush
+900 Damage
Once charged, Sanageyama lunges to the ground with a multi-hit stab.
If fully charged, Sanageyama bops the opponent with high knockback, able to wallsplat from midscreen.
sp.B
Godspeed Thrust
Godspeed Thrust
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
1400
-
-
11
Knockdown
-
+1000 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
-
-
46
Sliding Knockdown
+900 Damage
+900 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
1300
-
-
-
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
Lunge: Encircling Strike
Lunge: Encircling Strike
Damage
Prorate
Priority
Startup
On Hit
Guard Break
Counter Hit
600
-
-
36
Sliding Knockdown
+900 Damage
+900 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
600
-
-
42
Sliding Knockdown
+900 Damage
+900 Damage
An aerial variant of 5C.
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
1160 to 2280
-
-
-
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.
Dash cancelable after the first step.
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
Just Guard
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
N/A
-
-
N/A
N/A
N/A
N/A
Added in update 1.03.
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.
Alters his combo route after a successful Just Guard.
Forward Shingan Step
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
100
-
-
25
Knockdown
-
+300 Damage
Only available at Valor Level 1.
Upon forward dashing after blocking an attack, Sanageyama charges forward at the opponent.
Non-lethal, cannot KO.
Back Shingan Step
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
100
-
-
39
Knockdown
-
+300 Damage
Only available at Valor Level 1.
Upon backdashing after blocking an attack, Sanageyama dashes backwards, then lunges forward.
Guard Break/Hitstun Armor on startup.
Non-lethal, cannot KO.
Side Shingan Step
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
N/A
-
-
N/A
N/A
N/A
N/A
Only available at Valor Level 1.
Upon dashing after blocking an attack, Sanageyama disappears then reappears to the side.
Homing Dash
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
50
-
-
23
Knockdown
-
+300 Damage
Sanageyama homes in on the opponent and quickly attacks.
On hit, can perform Dash attacks afterwards.
Homing Dash can be canceled into Dash attacks after the initial startup.
Allows you to armor through low priority projectiles after the initial startup.
Dash cancelable after the initial startup.
Non-lethal, cannot KO.
Aerial Homing Dash
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
50
-
-
23
Knockdown
-
+300 Damage
Sanageyama homes in on the opponent and quickly attacks.
On hit, can perform aerials afterwards.
Allows you to armor through low priority projectiles after the initial startup.
Air dash cancelable after the initial startup.
Non-lethal, cannot KO.
Valor Burst
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
1500
-
-
15
Bloody Valor / Sliding Knockdown
Guard Crush
+300 Damage
A Burst that has been performed while your character is in a free state.
Once activated, you become invincible and release a multi-hit shockwave.
On hit, Bloody Valor will commence.
At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
Non-lethal cannot KO.
Counter Burst
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
10
-
-
15
Sliding Knockdown
-
+590 Damage
A Burst that has been performed under the effects of hitstun or blockstun.
Once activated, you become invincible and knockback the opponent.
Counter Burst can be performed in the air.
You will not be able to perform any action until you land on the ground.
Meter Cooldown for 7 seconds.
Non-lethal, cannot KO.
FIBER LOST SECRET ARTS
Shingan Issen
Shingan Issen
Damage
Prorate
Priority
Startup
On Hit
On Block
Counter Hit
SEN-I-SOSHITSU
-
-
62
SEN-I-SOSHITSU
-
SEN-I-SOSHITSU
Sanageyama teleports to the opponent's location and attacks, regardless of distance.
Shares the same animation as Forward Shingan Step.
At full meter Sanageyama can play a scary defense and wait for a whiff punish from fullscreen.
"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!