Difference between revisions of "Sangetu"

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::*'''5AAA:''' LARIATO!!! Hard knock down, notable range. EX and Super cancellable.
::*'''5AAA:''' LARIATO!!! Hard knock down, notable range. EX and Super cancellable.


::*'''4AAA:''' Reverse throw, tosses the opponent behind him. Hard Knock Down.  
::*'''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.
'''6A:''' Mid-range poke. Quick and safe. Special and EX Cancellable.
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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. EX and Super cancellable.
'''6B:''' Big-ole Dropkick. Big horizontal range, notable recovery. Goes over lows, but is NOT an overhead. 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.


== Command Normals ==
== Special Moves ==
 
'''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:''' Superman Throw
 
:* 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.


'''3A:'''placeholder
'''623C:''' EX Superman Throw


== Special Moves ==
:* Slightly faster, highest-reaching of the three.
:* Comes with invul on strat-up.
 
'''214A/B:''' Kaiser Gate Buster
 
:* Ground-based forward-moving command throw.
:* A is faster with shorter range, B is vice-verse.
:* Can catch air-born opponents.
 
'''214C:''' EX Kaiser Gate Buster


'''236A:'''placeholder
:* Longest range of the three.
:* Has Super Armor against both highs and lows.


== Super Moves ==
== Super Moves ==

Revision as of 17:41, 11 October 2019

Don't tech roll

Background

placeholder

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

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. 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.

Special Moves

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: Superman Throw

  • 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 Superman Throw

  • Slightly faster, highest-reaching of the three.
  • Comes with invul on strat-up.

214A/B: Kaiser Gate Buster

  • Ground-based forward-moving command throw.
  • A is faster with shorter range, B is vice-verse.
  • Can catch air-born opponents.

214C: EX Kaiser Gate Buster

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

Super Moves

236236Aplaceholder

General Strategy

Combos

DragonBlast
General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto