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|description= Satomi hops upward, spinning her arms with accompanying flames. An incredible anti-air, not only is it useful in stopping air advances, but Satomi is considered airborne during her entire recovery. Now this does not necessarily stop her from being punished, but any opponent thinking they are going to get a grounded punish will have their combo whiff. | |description= Satomi hops upward, spinning her arms with accompanying flames. An incredible anti-air, not only is it useful in stopping air advances, but Satomi is considered airborne during her entire recovery. Now this does not necessarily stop her from being punished, but any opponent thinking they are going to get a grounded punish will have their combo whiff. Due note that this is strictly for anti-airing, this has almost no effectiveness as a reversal against grounded opponents. | ||
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|description= A triple series of flame wheel kicks that comes out fast and recovers even faster on hit. You can link out of this on | |description= A triple series of flame wheel kicks that comes out fast and recovers even faster on hit. You can link out of this as you are +6 on hit, giving you cr.LP/cr.LK/3H for standing opponents and cr.LK/Another EX Gokensho | ||
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=== Guard Cancels === | === Guard Cancels === | ||
{{MoveData | {{MoveData |
Revision as of 13:17, 15 March 2023
Move List
Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | -+1 | - | |
An inside spinning roundhouse that could have used some additional frames of animation to get that across. While it does special cancel, its range is inferior to 5HP. However once inside the oppoenent's range this becomes more useful as it is +1 on block. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
No links, no chains, but with the threat of a Gokuensho overhead it doesn't necessarily need it. Because of how fast Gokuensho is, 2LK can just pressure them to block low or if they really want to block Gokuensho, allow her to get free 2LKs in. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
The button of all time's little brother. While not quite as good as 5HP, 2HP has the advantage of not being about to be low-profiled. Because of this Satomi can switch between the two depending on her needs to bully the opponent at range. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A sweep that actually juggles, so you can score some extra damage off of it. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A fierce downward punch. Not particularly special, but good as a jump-in tool. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
You would like to believe this kick has a good hitbox, but it actually has less range than 2LK. Really a bit of a shame. |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A command launcher. It could probably do as an anti-air in a pinch, but this is Satomi we are talking about, she has much better AA options. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
Instantly gives her low-profile and has excellent range, meaning it can be a terror to deal with in neutral. |
Special Moves
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | - | - | - | ||
A dashing 2 bar ranbu super, deals awesome damage if done raw but with no fixed damage it will scale when in combos. Regardless, it is a useful way to cash out meter. |