Difference between revisions of "Sangetu"
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== Introduction == | == Introduction == | ||
Command Rolls that move past any projectile, Command Throws that rip off 35% with traveling distance. powerful left-right mix... If you aim to stay close to your opponent after an evasive approach, Sangetu might be your choice. Being a grappler with movement options and amazing pressure, he even comes with a good set of reversals in poor situations. | |||
== Normals == | == Normals == | ||
'''5A:''' | '''5A:''' Short-range standing jab. Cancellable. Auto-chains into 5AA 5AAA/4AAA. Chains manually into 6A, 2A, 5B and 2B. | ||
:*'''5AA:''' Forward-moving knee. Cancellable. Auto-chains into 5AAA/4AAA. Chains manually into 5B and 2B. | |||
''' | ::*'''5AAA:''' LARIATO!!! Hard knock down, notable range. EX and Super cancellable. | ||
::*'''4AAA:''' Reverse throw, tosses the opponent behind him. Hard Knock Down. Can be blocked, and not be canceled by any means. | |||
'''6A:''' Mid-range poke. Quick and safe. Special and EX Cancellable. | |||
'''1A:''' Low crouching light kick. Cancellable. Auto-chains into 2A 2B. Chains manually into 6A, 5B and 2B. | |||
'''2A:''' Low medium punch. Cancellable. Auto-chains into 2B. Chains manually into 5B and 2B. | |||
'''5B:''' Chest chop. Can be ducked under. Cancellable. | |||
'''4B:''' Elbow Room. Notable vertical range. High-hit stun. Cancellable. | |||
'''6B:''' Big-ole Dropkick. Big horizontal range, notable recovery. Goes over lows, but is NOT an overhead. Blows opponent back, and can cause a wall-bounce. EX and Super cancellable. | |||
'''2B:''' Low sweep, somewhat fast. EX and Super cancellable. | |||
'''j.A:''' Jumping jab. Can hit grounded, standing opponents. Cancellable. | |||
'''j.?A:''' Jumping medium vertical chop. Cancellable. | |||
'''j.B:''' Jumping heavy horizontal chop. Abnormally high hit-stun. Cancellable. | |||
'''j.6B:''' Air Dropkick. Moves him further forward. Retains ground version properties. | |||
== Throws == | |||
'''6C:''' Sangetsu performs a Giant Swing on his opponent before sending them into a blowback state, wall-splat if in/near the corner. | |||
'''4C:''' Sangetsu throws his opponent behind him through a slamming suplex, causing a short ground bounce. | |||
'''j.6C:''' Air-Throw | |||
:* Good for catching air-born opponents. | |||
:* Also a strong reset tool. | |||
:* Throw range is around his chest/head area, so it's difficult to land near the ground. | |||
== Special Moves == | == Special Moves == | ||
'''236A:''' | '''236A:''' Command Roll A | ||
:* Sangetu rolls to approach or slide past his opponent. | |||
:* Gains invul slightly after start-up. | |||
:* Low recovery for many combo and mix-up situations. | |||
'''236B:''' Command Roll B | |||
:* Roll distance is increase. | |||
:* Invul lasts much longer. | |||
:* Generally slowing animation. | |||
'''236C:''' EX Command Roll | |||
:* Invul occurs much sooner. | |||
:* Slightly longer range than Roll B. | |||
'''623A/B:''' Air Stamp | |||
:* A leaping command throw that intercepts air-borne opponents. | |||
:* Very fast, works against airborne opponents in nearly any situation. | |||
:* Strong combo ender. | |||
:* Left very unsafe if whiffed. | |||
'''623C:''' EX Air Stamp | |||
:* Slightly faster, highest-reaching of the three. | |||
:* Comes with invul on strat-up. | |||
'''214A/B:''' Kaiser Impact | |||
:* Ground-based forward-moving command throw. | |||
:* A is faster with shorter range, B is vice-verse. | |||
:* Can catch air-born opponents. | |||
'''214C:''' EX Kaiser Impact | |||
:* Longest range of the three. | |||
:* Has Super Armor against both highs and lows. | |||
'''j.236A/B:''' Cross Chop | |||
:* Sangetu spirals down onto his opponent. | |||
:* A is vertical with faster start-up. B is horizontal with slower start-up. | |||
:* Overhead. | |||
:* Can cross up. | |||
:* Bounces off on hit or block. | |||
:* Notable lag regardless. | |||
'''j.236C:''' EX Cross Chop | |||
:* This version passes the opponent and Sangetsu reaches the ground no matter what. | |||
:* On hit, lag can be naturally canceled. | |||
:* Start-up of A, range of B. | |||
:* Overhead. | |||
:* Can cross up. | |||
== Super Moves == | == Super Moves == | ||
'''236236A''' | '''236236A''' Shin Kaiser Impact | ||
*: Final Atomic Whatever. | |||
*: Immediate invul on start-up. | |||
*: Very fast, making it a great reversal tool. | |||
*: When awakened, it gets a damage boost, along with a cinematic. | |||
'''236236B''' Moonsault Truck (UNO, DOS, TRES...) | |||
*: Sangetsu jumps onto a turnbuckle and counts to three in Spanish, and leaps down onto his opponent with a Bodyslam. | |||
*: A dangerous reversal tool and combo ender. | |||
*: Entirely Unblockable | |||
*: OTGs. | |||
*: Has some of the highest counter-hit damage in the game. | |||
== General Strategy == | == General Strategy == | ||
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{{dragonblast}} | {{dragonblast}} | ||
[[Category:Dragon Blast]] |
Latest revision as of 04:09, 6 October 2021
Background[edit]
placeholder
Introduction[edit]
Command Rolls that move past any projectile, Command Throws that rip off 35% with traveling distance. powerful left-right mix... If you aim to stay close to your opponent after an evasive approach, Sangetu might be your choice. Being a grappler with movement options and amazing pressure, he even comes with a good set of reversals in poor situations.
Normals[edit]
5A: Short-range standing jab. Cancellable. Auto-chains into 5AA 5AAA/4AAA. Chains manually into 6A, 2A, 5B and 2B.
- 5AA: Forward-moving knee. Cancellable. Auto-chains into 5AAA/4AAA. Chains manually into 5B and 2B.
- 5AAA: LARIATO!!! Hard knock down, notable range. EX and Super cancellable.
- 4AAA: Reverse throw, tosses the opponent behind him. Hard Knock Down. Can be blocked, and not be canceled by any means.
6A: Mid-range poke. Quick and safe. Special and EX Cancellable.
1A: Low crouching light kick. Cancellable. Auto-chains into 2A 2B. Chains manually into 6A, 5B and 2B.
2A: Low medium punch. Cancellable. Auto-chains into 2B. Chains manually into 5B and 2B.
5B: Chest chop. Can be ducked under. Cancellable.
4B: Elbow Room. Notable vertical range. High-hit stun. Cancellable.
6B: Big-ole Dropkick. Big horizontal range, notable recovery. Goes over lows, but is NOT an overhead. Blows opponent back, and can cause a wall-bounce. EX and Super cancellable.
2B: Low sweep, somewhat fast. EX and Super cancellable.
j.A: Jumping jab. Can hit grounded, standing opponents. Cancellable.
j.?A: Jumping medium vertical chop. Cancellable.
j.B: Jumping heavy horizontal chop. Abnormally high hit-stun. Cancellable.
j.6B: Air Dropkick. Moves him further forward. Retains ground version properties.
Throws[edit]
6C: Sangetsu performs a Giant Swing on his opponent before sending them into a blowback state, wall-splat if in/near the corner.
4C: Sangetsu throws his opponent behind him through a slamming suplex, causing a short ground bounce.
j.6C: Air-Throw
- Good for catching air-born opponents.
- Also a strong reset tool.
- Throw range is around his chest/head area, so it's difficult to land near the ground.
Special Moves[edit]
236A: Command Roll A
- Sangetu rolls to approach or slide past his opponent.
- Gains invul slightly after start-up.
- Low recovery for many combo and mix-up situations.
236B: Command Roll B
- Roll distance is increase.
- Invul lasts much longer.
- Generally slowing animation.
236C: EX Command Roll
- Invul occurs much sooner.
- Slightly longer range than Roll B.
623A/B: Air Stamp
- A leaping command throw that intercepts air-borne opponents.
- Very fast, works against airborne opponents in nearly any situation.
- Strong combo ender.
- Left very unsafe if whiffed.
623C: EX Air Stamp
- Slightly faster, highest-reaching of the three.
- Comes with invul on strat-up.
214A/B: Kaiser Impact
- Ground-based forward-moving command throw.
- A is faster with shorter range, B is vice-verse.
- Can catch air-born opponents.
214C: EX Kaiser Impact
- Longest range of the three.
- Has Super Armor against both highs and lows.
j.236A/B: Cross Chop
- Sangetu spirals down onto his opponent.
- A is vertical with faster start-up. B is horizontal with slower start-up.
- Overhead.
- Can cross up.
- Bounces off on hit or block.
- Notable lag regardless.
j.236C: EX Cross Chop
- This version passes the opponent and Sangetsu reaches the ground no matter what.
- On hit, lag can be naturally canceled.
- Start-up of A, range of B.
- Overhead.
- Can cross up.
Super Moves[edit]
236236A Shin Kaiser Impact
- Final Atomic Whatever.
- Immediate invul on start-up.
- Very fast, making it a great reversal tool.
- When awakened, it gets a damage boost, along with a cinematic.
236236B Moonsault Truck (UNO, DOS, TRES...)
- Sangetsu jumps onto a turnbuckle and counts to three in Spanish, and leaps down onto his opponent with a Bodyslam.
- A dangerous reversal tool and combo ender.
- Entirely Unblockable
- OTGs.
- Has some of the highest counter-hit damage in the game.