No edit summary |
(Added hidden color to color gallery, adjusted width of gallery columns to fit all in one row) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 7: | Line 7: | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = [[File:avg2 saki mini.png|20px]] '''Saki''' is an explosive midrange footsies character who can easily convert her strong pokes into enormous damage if she has the meter available. | ||
| pros = | | pros = | ||
* '''Not Overly Complicated:''' Saki isn't a particularly demanding character to pick up. Once you learn how to reliably super cancel {{Tooltip|text=Tetsu|hovertext=214P}} into Mizuchi, piloting the character becomes fairly straightforward, making her quite stable overall. | * '''Not Overly Complicated:''' Saki isn't a particularly demanding character to pick up. Once you learn how to reliably super cancel {{Tooltip|text=Tetsu|hovertext=214P}} into Mizuchi, piloting the character becomes fairly straightforward, making her quite stable overall. | ||
Line 18: | Line 18: | ||
}} | }} | ||
== Stats == | |||
{{AVG2 Character Data | {{AVG2 Character Data | ||
| atk=B | | atk=B | ||
Line 25: | Line 26: | ||
| bd=47F (None) | | bd=47F (None) | ||
| wkup=16F | | wkup=16F | ||
}} | |||
== Color Options == | |||
{{ColorGallery | filePrefix=AVG2_Saki_Color_| imageWidths=187| colors= | |||
{{ColorGallery/Color|Circle| text=Circle (Default) }} | |||
{{ColorGallery/Color|Triangle| text=Triangle }} | |||
{{ColorGallery/Color|Square| text=Square }} | |||
{{ColorGallery/Color|R1| text=R1 }} | |||
{{ColorGallery/Color|R2| text=R2 }} | |||
{{ColorGallery/Color|Start| text=Start (Hidden) }} | |||
}} | }} | ||
Latest revision as of 14:50, 8 May 2023
Introduction
Saki will cut you.
Saki is a simple character with a simple gameplan: make you explode. Sporting solid aerial normals and a HK button that almost plays footsies for you, Saki is able to turn a good number of errant pokes she'll land during neutral into incredible damage with her Mizuchi super, leading to combos that often deal upwards of 50% damage in one shot. This simplicity is both a blessing and a curse, however -- her lack of solid pokes not attached to the HK button leaves her ground game feeling fairly linear, and her reliance on two-bar combo conversions for her damage makes resource management a very important question for her.
Stats
Attack | Defense | Dash Jump | Dash Brake | Backdash | Wakeup Speed |
---|---|---|---|---|---|
B | A | Yes | Yes | 47F (None) | 16F |
Color Options