Crowspaceboy (talk | contribs) (→2K) |
Crowspaceboy (talk | contribs) (→2K2K) |
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|description= Saturn's low kick. The first frame it hits on is actually at his knee, before his foot is extended. Fast and special/super cancelable, and a great link off of stuff like 4B. While that's mostly useful for super confirms, he can also do stuff like 2KxDrill up close. | |description= Saturn's low kick. The first frame it hits on is actually at his knee, before his foot is extended. Fast and special/super cancelable, and a great link off of stuff like 4B. While that's mostly useful for super confirms, he can also do stuff like 2KxDrill up close. | ||
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===== <span class="invisible-header">2K2K</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=2K2K | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= 10 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= -31 | |||
|Block Adv= -33 | |||
|Property=Ground | |||
|description= Saturn's low sweep off of 2K. Special/super cancelable, so while the hit/block adv looks bad, its there for a reason, especially when you consider how it mixes up with the canned overhead string. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2K6K or 2K2K6K</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=2K6K or 2K2K6K | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= X | |||
|Block Adv= -6 | |||
|Property=Ground | |||
|description= A relatively safe and sneaky overhead. Knocks down on hit. | |||
}} | }} | ||
}} | }} |
Latest revision as of 12:52, 14 May 2025
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | +7 | +7 | - | Ground | |
The incredible hit/blockstun on this move is held back by the fact it whiffs on crouchers, even big guys like Vector are able to duck this at certain ranges. Nonetheless, this is an important poke for Saturn/Prince due to its combability and range. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -21 | -21 | - | Ground | |
Pretty much only exists to either use in juggles/strings to 5AAA or to special cancel. Does not normally combo despite what the combo counter may tell you, but can frame trap with the end of the string. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | X | +0 | - | Ground | |
5AAA's on block safety justifies wailing on this string far more than 5AA's data would convince you you should. Just don't whiff it. |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | -1 | -4 | - | Ground | |
Argubly Saturn's most important grounded tool since it is safe and has a string that combos into his super. |
2AK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | +1 | -11 | - | Ground | |
Arguably Saturn's most important grounded tool and, because of Saturn's 236A+B combo, the reason Saturn is a higher tier than Prince. Few characters can punish this, and those that can have to both be ready and have labbed it. If the 2A gets stepped, the wide swinging arc of the 2AK can still hit steppers, and Saturn's forward movement tends to put him out of harm's way if someone jumps over him. |
2AKA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 12 | - | - | - | X | +5 | - | Ground | |
A very funny, gimmicky overhead with frame advantage on block. If the opponent is familiar with this slow move, it mostly just results in Saturn getting stepped or super'd on reaction, but if they've never seen it before it is a laugh-worthy way to catch them off guard. In reality, you should only ever see this if someone messed up 2AK,236A+B. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 18 | - | - | - | -1 | - | - | Ground | |
A fantastic long range mid poke that can be special cancelled. Controls the air in front Saturn reasonably well and walls opponents out, but is painfully weak to step. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
5B (Hand hit)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +2 | +2 | - | Ground | |
A fast, good range horizontal that hits crouchers when up close. (You can visually tell where that is: it's his hand that hits crouchers, not the yo-yo.) All things considered, one of the stronger 5B's in the game for the simple reason it can hit crouchers at all. The close range/hand hit version combos into 5BA but not 5BB, and vice versa for the long range/yo-yo hit version. |
5B (Yo-yo hit)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +5 | +5 | - | Ground | |
This is the long range hit of 5B that hits only with the yo-yo. It combos into 5BB and does so from quite far away thanks to its extra frame advantage. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | +2 | +1 | - | Ground | |
A great little crouching check to cover fast buttons and close range step. |
3B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | - | - | - | -5 | -7 | - | Ground | |
A premium "Dhalsim" type normal. It covers tons of horizontal space and can be special canceled, and it also does good poke damage on its own. This will force people to jump due to its absurd pushout on hit and block, which opens up 3A/PF use. Despite it being minus, the threat of Saturn's strong special moves makes striking after this easier said than done if its blocked. |
4B (First Spin)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 16 | - | - | - | +14 | +14 | - | Ground | |
The first spin of Saturn's 4B is an incredible frame trap and link combo tool, held back slightly by range/speed and an unusual step of stance-related properties. This will only hit crouchers if you are in open stance (the stance you start out in each round.) If you do this move, you switch to closed stance, and this spin will no longer hit crouchers until you switch back. It's a little annoying to keep track of, so always try to keep in mind what direction your body is facing (which is something you already have to do anyways with this character's odd step differences.) |
4B (Third Spin)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 23 | - | - | - | +21 | +21 | - | Ground | |
The third spin of Saturn's 4B is an incredible frame trap and link combo tool, held back slightly by range/speed and an unusual step of stance-related properties. This will always hit crouchers, but is considerably slower than the first spin. If you do this move, you switch to open stance. It is far easier to link off of this if you hit a crouching opponent, and it's probably the only spin that you'll be able to hit someone with when you're in closed stance. |
Kick Normals
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -5 | -5 | - | Ground | |
Saturn's low kick. The first frame it hits on is actually at his knee, before his foot is extended. Fast and special/super cancelable, and a great link off of stuff like 4B. While that's mostly useful for super confirms, he can also do stuff like 2KxDrill up close. |
2K2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -31 | -33 | - | Ground | |
Saturn's low sweep off of 2K. Special/super cancelable, so while the hit/block adv looks bad, its there for a reason, especially when you consider how it mixes up with the canned overhead string. |
2K6K or 2K2K6K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | X | -6 | - | Ground | |
A relatively safe and sneaky overhead. Knocks down on hit. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |