Difference between revisions of "Sangetu"

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'''4B:''' Elbow Room. Notable vertical range. High-hit stun. 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. EX and Super 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.
'''2B:''' Low sweep, somewhat fast. EX and Super cancellable.
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'''j.6B:''' Air Dropkick. Moves him further forward. Retains ground version properties.
'''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 ==
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'''623A/B:''' Superman Throw
'''623A/B:''' Air Stamp


:* A leaping command throw that intercepts air-borne opponents.
:* A leaping command throw that intercepts air-borne opponents.
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:* Left very unsafe if whiffed.
:* Left very unsafe if whiffed.


'''623C:''' EX Superman Throw
'''623C:''' EX Air Stamp


:* Slightly faster, highest-reaching of the three.
:* Slightly faster, highest-reaching of the three.
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'''214A/B:''' Kaiser Gate Buster
'''214A/B:''' Kaiser Impact


:* Ground-based forward-moving command throw.
:* Ground-based forward-moving command throw.
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:* Can catch air-born opponents.
:* Can catch air-born opponents.


'''214C:''' EX Kaiser Gate Buster
'''214C:''' EX Kaiser Impact


:* Longest range of the three.
:* Longest range of the three.
:* Has Super Armor against both highs and lows.
:* Has Super Armor against both highs and lows.


'''j.236A/B:''' Dive Bomb
 
'''j.236A/B:''' Cross Chop


:* Sangetu spirals down onto his opponent.
:* Sangetu spirals down onto his opponent.
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:* Notable lag regardless.
:* Notable lag regardless.


 
'''j.236C:''' EX Cross Chop
'''j.236C:''' EX Dive Bomb


:* This version passes the opponent and Sangetsu reaches the ground no matter what.
:* This version passes the opponent and Sangetsu reaches the ground no matter what.
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== Super Moves ==
== Super Moves ==


'''236236A'''placeholder
'''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

Don't tech roll

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.

General Strategy[edit]

Combos[edit]

DragonBlast
General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto