Sendou Blood type: Type O
Pronoun: He/Him
Race: Fish
Birthday:26, September
Background
Sendou is an athlete, environmentalist, and all around great guy. His philosophy in life is that having fun is the best way to improve at anything, and he has a lot of fun with just about everything he does. He has become a living legend in the local community for his feats of physical strength, community service, and engagement with the youth. At the recommendation of others, he’s started a low budget web video series called “The Legend of Sendou” to share his love of nature and fitness with all of Japan. His naturally enthusiastic attitude has become especially popular with children.
Likes:
- Working out
- Protecting the enviorment
- Yakisoba
- The Ocean
- Personal Improvement
Dislikes:
Win Quotes:
- "Why don't you swim with me?
- "Great! The more you dream, the farther you get!"
- "No hard feelings, rght! Lets go out for some yakisoba!"
Overview
Playstyle
Recommended Types: Stamina/SuperThe fastest character in the game. Sendou's speed makes him extremely pesky to deal with, and a recent buff to his 5B gives him nice combo potential, consistently allowing for meterless knockdowns and KOs. Aim for a "hit-and-run" style game, interrupting your opponent's game plan and being generally annoying. Damage will add up quickly with opponents that get impatient against Sendou, while the fishman's ability to move in quickly with throw prevents his opponents from turtling.
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Pros |
Cons |
- Strong Normals: 5B is a amazing button, combos off 5A or can be looped in the corner for massive damange.
- Great Movement: Moveset has a wide range of attack avenues, keeps your opponent guessing.
- Monster Damage: Can really pile on the damage off most hits comboing into U1.
- Fishman Speed: Super quick, can get in and out of range fairly easily even in Stamina type.
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- Fishman Speed: Sendou's fast speed prevents him from easily parrying some things and gives him an extra hard time against projectiles, requiring extra practice.
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Tech
Option Selects / Neutral/ETC
5B, 5A Loops: 5B, 5A can be looped for a maximum meter gain before the opponent the ground. Your main Bnb that also goes into U1. Can also be done do pressure the opponent on block.
Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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High
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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1 frame. Pretty standard 1 frame jab, but oppressive with Sendou's walk
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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3 frames. Better range than 5A, but more jointed & slower startup.
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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10
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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A jumping kick that reaches very far down. Active until ground. Hitbox/hurtbox ratio is favored for air-to-airs, liable to trade or lose against anti-airs when used as a jump-in.
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5B Lisa front kick Lisa front kick
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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A long-reaching kick that moves Sendou forward. Knocks down on hit. Combos into U1. Pretty awesome button.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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A low kick that can go over some lows. Looks like it might be a decent anti-air, is actually very bad at that purpose.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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A dropkick that moves Sendou forward. Active until ground. Carries forward momentum very well & will traverse around a full screen & a half's worth of distance on forward jump when input early into a jump. Regular properties on backwards jump.
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5X Fish Knee Fish Knee
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*2(28)
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Grab
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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A tiger knee with lower-body invulnerability. Mostly vertical, minor horizontal movement. Can cancel into U1 even though Sendou is in a air state. Punishable on block in most cases.
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2X DOSUKOI DOSUKOI
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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A tackle that propels Sendou across the screen. Can be safe if spaced properly.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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20
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OH
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N/A
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N/A
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N/A
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N/A
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N/A
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After rising slightly, Sendou returns straight down to the ground with a stomp. stops foward momentum, can be used to bait out DPs against people trying to AA your jump ins.
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5EX Fish Knee EX Fish Knee EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20*2(38)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD, KB, C
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EX version of 5X. Traditional DP, for the most part.
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2EX EX DOSUKOI EX DOSUKOI
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20*2 (38)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD
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EX version of 2X. Very invulnerable. Can be used to get past certain zoning to get in.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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40
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Overhead
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N/A
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N/A
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N/A
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N/A
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KD
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EX version of j.X. Invulnerable until active, then gains significant lower-body invulnerability akin to Robo-Azuma's 2EX.
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Ultra 1 (5Y) Fish Combination Fish Combination
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N/A
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30*3, 20*2(115)
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High
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N/A
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N/A
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N/A
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Full
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N/A
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N/A
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N/A
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Armor
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Basic multi-hitting ultra, however it has very fast startup and can combo off 5B even midscreen which makes it great for confirming into.
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Ultra 2 (Y) Dosukoi X4 Dosukoi X4
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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30*4(108)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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-N/A
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-
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4 consecutive 2Xes that juggle the opponent on each hit. Can combo after, but heavily scaled. Carries from one corner to another.
- You can control the direction Sendou moves after each tackle.
- Invincible for a very long time, until the end of the second tackle.
- If any of the four tackles connect when very close to Sendou (usually in sprite overlap situations), it may launch the opponent backwards or it may drop altogether.
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Grab (AB) Fish Suplex Fish Suplex
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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50
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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Knockdown
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N/A
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KD, KB
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Side switches and groundbounces on hit. Can be oppressive due to walkspeed like Sendou's 5A. You can combo afterwards as well. into major damge.
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Taunt (Select) Stretching the hammies Stretching the hammies
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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1 Bar
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Grants 1 EX Gauge, fairly good.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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MID
.5 Bar grab, 5Bx4, U1, 210 DMG
1 Bar 5B, 5A, KC, j.X(FB), (5B, 5A)x5, 5BxxU1 212 DMG
1 Bar 2X, 5Bx2, 5A, 5B, 5A, 5B, 5A, U1(6hit) (KC), 5Bx3 218 DMG
1 Bar 2X, KC, 5A, 5Bx3, 5A, 5Bx2, 5A, 5Bx2, U1 210 DMG
1 Bar grab KC,5B, 2B, 5B, 5A, (5B)x2, 5A, (5B)x2, U1 214 DMG
1 Bar 2EX, 5A, (5B)x2, 5A, (5B)x2, 5A, (5B)x2, U1 198 DMG
1 Bar U2, 5Bx2, 5A, (5B, 5A)x2, 5Ax2 142 DMG
1 Bar AA5Ax2, 5B, 5A, 5Bx2, 5A, 5B, 5A, 5Bx2, U1(6hit) (KC) 5Bx2 , 5Ax4 ,212 DMG
1 Bar AA 5B, 2B, KC, 2X(FB), (5B, 5A)x3, 5Bx2, U1 223 DMG
1 Bar AA 5EX, (5B, 5A)x3, 5Bx3, U1 197 DMG
1.25 Bar AA j.Xx3, (5B, 5A)x2, 5Bx2, U1(6hit) (KC) 5Bx4 230 DMG
1.5 bar 5EX, KC, 5B(FB), 5A, (5B, 5A)x2 5Bx3, U1
1.5 bar EX Type 5B, 5A, 2X, 5B, 5B, 5A, 5B, 5A, 5B, 5A, 5B, U1(6hit) (KC), 5Bx4 245 dmg
1.5 Bar EX Type AA5A, 2B, 5B, 5A 5Bx2, U1(6hit) (KC), 5Bx4, U1, 321 DMG
1.5 bar EX Type Grab 5A, j.X, 2BxxU2, U2, 5Bx3, 5Ax2 212 DMG
1.5 Bar AA j.B, 5X, 5Bx4, U1(6hit) (KC) 5Bx3 220 DMG
2 Bar Stamina type 2EX, KC , 5A, j.X, (5B,5A)x2, 5Bx2, 5A, 5B, u1 221 DMG
2 Bar j.X, (5B, 5A)x2 ,5B, U1(6hit) (KC) 5Bx5 211 DMG
AA 2.5 Bar 2X, KC, 2B(FB), KC, 2B(FB)xxU2, 5Bx2, 5Ax5
Other Resources
Guides/Showcases
Sendou CMV: Lets get Physical!
Notable Players
YFDHippo
General
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Advanced
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Characters
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