Sangetu

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Revision as of 17:14, 11 October 2019 by Jintai (talk | contribs) (→‎Normals)
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Don't tech roll

Background

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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.

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. 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.

Command Normals

3A:placeholder

Special Moves

236A:placeholder

Super Moves

236236Aplaceholder

General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto