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|description= SECRET: Same number of hits and damage as the HP version, but with the screen freeze and invincibility properties of the EX version. Is also a good deal safer than all other versions of the move, but it can't be cancelled into and it won't come out if you're in range for Ren or have meter for an EX Tetsu. | |description= SECRET (Super Flash): Same number of hits and damage as the HP version, but with the screen freeze and invincibility properties of the EX version. Is also a good deal safer than all other versions of the move, but it can't be cancelled into and it won't come out if you're in range for Ren or have meter for an EX Tetsu. | ||
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|description= SECRET: A lot like EX Ryou, but with the exception that it has a much higher hit count and a low damage scaling value, which leads to it dealing dino damage -- in particular the LP+HP+HK version. It's very risky to throw out, but if you can manage to get all the hits, it'll be worth the effort. | |description= SECRET (Super Flash): A lot like EX Ryou, but with the exception that it has a much higher hit count and a low damage scaling value, which leads to it dealing dino damage -- in particular the LP+HP+HK version. It's very risky to throw out, but if you can manage to get all the hits, it'll be worth the effort. | ||
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|description=Uses Saki's 6LP. Not particularly useful, thanks to its poor | |description=Uses Saki's 6LP. Not particularly useful, thanks to its poor range. | ||
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Latest revision as of 21:50, 24 March 2023
Move List
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A turning low kick. It looks like an obvious standing low, but this is still a mid strike. No links or chains but the range is silly for a 5LK. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A two hit strike combination. The range on the second hit is good, but it takes significant time starting up. Is special cancelable so you can convert off either hit. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A cancelable vertical launcher. Useful as a situational anti-air. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A special cancelable downward swipe, important for being her OTG pickup inot HP Tetsu. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | 4 | - | - | - |
A beefy sweep, great range, but holy crap is that startup fast. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 9 | - | - | - |
A big ol double handed swipe. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A roundhouse kick that covers tons of space and, most most importantly, is active for approximately 4 years. Like most attacks bound to Saki's HK button, it rules. |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A midrange elbow strike, looks like it should hit overhead but is just a mid. |
Special Moves
Guard Cancels
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Uses Saki's 6LP. Not particularly useful, thanks to its poor range. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Uses Saki's cl.HK. Not a terrible idea thanks to its high reward on hit, but Saki generally has better guard cancels to be using. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Uses Saki's LP Ren. Incredibly useful, since it's a command grab with no whiff animation. This means that you'll get an instant command grab when in range, and when guard cancelling from outside Ren's range, Saki will simply maintain her blocking animation while becoming briefly invincible. This can potentially lead to larger punishes that make up for the meter spent on the guard cancel. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Uses Saki's LP Sen. Pretty much completely outclassed by her HP guard cancel for the reasons outlined above. |
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Saki jumps into the air before throwing out a massive pillar of fire a few steps in front of her. This super can also be performed in the air, where it becomes significantly faster on startup. The pillar is air-unblockable and deals a ton of damage, so while this super isn't used as often as Mizuchi, it's still useful in certain juggle combos as well as the occasional anti-air. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A flipkick that leads into a devastating follow up hit. The final hit of this super deals fixed damage, and is the primary reason why Saki's damage is as high as it is. Only used in combos, but is incredible for that purpose. |