Difference between revisions of "KILL la KILL IF/Sanageyama"

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(Close Ranged Attacks)
(Colors)
 
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|'''Alternate'''
 
|'''Alternate'''
 
|'''ARC Collab (Johnny Sfondi)'''
 
|'''ARC Collab (Johnny Sfondi)'''
|'''DLC (Junketsu)'''
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|'''DLC (Special)'''
 
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|[[Image:KLKIF_Sanageyama_Color1.png|250px]]
 
|[[Image:KLKIF_Sanageyama_Color1.png|250px]]

Latest revision as of 21:56, 14 August 2019

KLKIF Sanageyama.png

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: 9th

Front Step Dash: ??? Frames
Back Step Dash: ??? Frames
Side Step Dash: ??? Frames

Close Ranged Attacks

5A
KLKIF Sanageyama 5A.png
Men
KLKIF Sanageyama 5AA.png
Dou: Frenzy
KLKIF Sanageyama 5AAA.png
Kote: Frenzy
KLKIF Sanageyama 5AAAA.png
Men: Brave Blade
KLKIF Sanageyama 5AAAAA.png
Dou: Brave Blade
KLKIF Sanageyama 5AAAAAA.png
Kote: Brave Blade
KLKIF Sanageyama 5AAAAAAA.png
Men: Goku Blade
Version Damage 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
KLKIF Sanageyama 5AAA4A.png
Dou: Flash
KLKIF Sanageyama 5AAA4AA.png
Brave Blade: Pummel
KLKIF Sanageyama 5AAA4AAA.png
Brave Blade: Pummel
Version Damage 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
KLKIF Sanageyama 5AAA46AAC1.png
KLKIF Sanageyama 5AAA46AAC2.png
Brave Blade: Blink Lunge
Damage 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
KLKIF Sanageyama 5AAA2A.png
Brave Blade: Blade Uppercut
KLKIF Sanageyama 5AAA2AA.png
Men: Fierce Rising
Version Damage 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)
KLKIF Sanageyama 5AAAAAA4A.png
Dou: Goku Flash
Damage 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)
KLKIF Sanageyama 5AAAAAA2A.png
Brave Blade: Goku Blade Uppercut
Damage 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
KLKIF Sanageyama 4A.png
Men: Hop
Damage 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
KLKIF Sanageyama 2A.png
KLKIF Sanageyama 2A 2.png
Men: Torrent
Damage 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
KLKIF Sanageyama 5A.png
Thrust: Full Body
Damage 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
KLKIF Sanageyama jA.png
Men: Rising Strike
Damage 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
KLKIF sA Sanageyama.png
KLKIF sA enhanced Sanageyama.png
Hasso Ranbu
Version Damage 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
KLKIF Sanageyama 5B.png
Brave Blade: Thrust
KLKIF Sanageyama 5BB.png
Brave Blade: Multi-Thrust
KLKIF Sanageyama 5BB.png
Brave Blade: Multi-Thrust
Version Damage 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)
KLKIF Sanageyama 5BBB.png
Thrust: Full Body
Damage 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]
KLKIF Sanageyama 5(B).png
Thrust: Gallop
Damage 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
KLKIF Sanageyama dA.png
Thrust: Full Body
Version Damage 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
KLKIF Sanageyama j(B).png
Brave Blade: Thrust
Damage Startup On Hit On Block Counter Hit
200 17 Launch - +500 Damage
  • Sanageyama dives to the ground and lands with a thrust.


j.[B]
KLKIF Sanageyama j(B).png
Thrust: Multi-Hit
Damage 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
KLKIF sB Sanageyama.png
Godspeed Thrust
Damage 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
KLKIF Sanageyama 5C.png
Brave Blade: Lunge
Damage 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)
KLKIF Sanageyama 5AAAAAA5C.png
KLKIF Sanageyama 5AAAAAA5B2.png
Brave Blade: Blink Lunge
Damage 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
KLKIF Sanageyama dC.png
KLKIF Sanageyama dC2.png
Lunge: Encircling Strike
Damage 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
KLKIF Sanageyama jC.png
Brave Blade: Lunge
Damage 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
KLKIF sC Sanageyama.png
Shingan Thousand Strikes
Damage 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

Forward Shingan Step
KLKIF Sanageyama Shingan Step1.png
KLKIF Sanageyama Shingan Step2.png
Damage Startup On Hit On Block Counter Hit
100 - Knockdown - +300 Damage
  • Only available at Valor Level 1.
  • Upon dashing after blocking an attack, Sanageyama charges forward at the opponent.
  • Non-lethal, cannot KO.


Back Shingan Step
KLKIF Sanageyama Shingan Step3.png
KLKIF Sanageyama Shingan Step4.png
KLKIF Sanageyama Shingan Step5.png
Damage Startup On Hit On Block Counter Hit
100 - Knockdown - +300 Damage
  • Only available at Valor Level 1.
  • Upon dashing after blocking an attack, Sanageyama dashes backwards, then lunges forward.
  • Guard Break/Hitstun Armor on startup.
  • Non-lethal, cannot KO.


Side Shingan Step
KLKIF Sanageyama Shingan Step6.png
KLKIF Sanageyama Shingan Step7.png
Damage 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
KLKIF Sanageyama Homing Dash.png
Damage Startup On Hit On Block Counter Hit
50 - - - -


Aerial Homing Dash
KLKIF Sanageyama Air Homing Dash.png
Damage Startup On Hit On Block Counter Hit
50 - - - -


Valor Burst
KLKIF Sanageyama Valor Burst.png
Damage Startup On Hit On Block Counter Hit
1500 - - - -


Counter Burst
KLKIF Sanageyama Valor Burst.png
Damage Startup On Hit On Block Counter Hit
10 - - - -


FIBER LOST SECRET ARTS
KLKIF Sanageyama Fiber Art.png
KLKIF Sanageyama Fiber Art2.png
KLKIF Sanageyama Fiber Art3.png
KLKIF Sanageyama Fiber Art4.png
Shingan Issen
Damage 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 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!
  • MENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTEMENDOUKOTE!
  • MEN!!!


Combos

Resources

#KLK_SGY
Sanageyama's Meter Gain List

Colors

Default Alternate ARC Collab (Johnny Sfondi) DLC (Special)
KLKIF Sanageyama Color1.png KLKIF Sanageyama Color2.png KLKIF Sanageyama Color3.png KLKIF Sanageyama Color4.png
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