Tatsunoko vs Capcom: Ultimate All Stars/Saki Omokane: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Saki Omokane|content=
==Introduction==
She once protected the planet by letting you have her gems after dating her during a quiz, now she protects the earth for slightly more reasonable reasons
{{Content Box|content=
 
{{ProConTable
|pros=
*Controls the sky
*Extremely annoying zoning
*Can push you wherever she wants
*Grenade hitbox makes no sense
*{{TvC-Colors|yellow|j.M}}
*Full screen overhead and low
*Full screen unblockable
*Best AA super in the game
*All kinds of space control
*{{TvC-Colors|green|Command Grab}}
*Good pick against giants
|cons=
*Not too many "Get off me" moves
*Has corner combos but that's about it
*If unblockable super is used incorrectly half her tools get locked away unless you want to just waste the meter.
*Non-gun normals are awkward.
*Everything on the ground is beyond unsafe
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
*6C-Gun Swing-Saki takes her gun, swings around with it. This move will cause the enemy to stagger (while the enemy is on the ground) and will make the enemy fly across the screen (if the enemy is jumping).
==Special Moves==
*Experimental Position Cannon-41236A/B/C-Saki takes her gun, and shoots a long energy beam at her enemy. Each version does its own number of hits and damage. The A version will do 6 hits and around 3,200 Billion Damage, the B version will do 8 hits and around 4,100 Billion damage, and the C version will do 10 hits and around 4,800 Billion damage. You can ground combo into A and B version, not C.
*Headbutt-When close to the enemy, 63214A/B/C-Saki grabs her enemy and...headbutts the enemy. Anyway, all three versions do 0,800 Billion damage, and requires you to be near or next to the enemy. You can ground combo into this special move, and continue to combo after Headbutt (Headbutt causes the enemy to stagger).
*Hand Grenade-421A/B/C (this move can also be done in the air)-Saki takes a Grenade and throws it at her enemy. Each ground version has its own traveling distance (all versions do the same amount of damage, around 3,600 Billion Damage). The A version will travel about half-way across the screen (grenade is thrown in a near horizontal direction), the B version will travel almost all the way across the screen (again, the grenade is thrown in a near horizontal direction) and the C version will travel slightly less than half-way across the screen (however, the grenade is thrown in an arch direction--this would be one of your anti-air options).You can use this in a ground combo, and to play "keep away" with your enemies. The air versions of Hand Grenade also travel at its own distance (again, all versions do the same amount of damage, around 3,600 Billion Damage). The air A version travels about 1/4th across the screen (thrown in an arch direction), the air B version travels about half-way across the screen (thrown in a near horizontal direction), and the air C version travels almost all the way across the screen (again, thrown in a near horizontal direction). You can use the air Hand Grenades in an air combo, or to play "keep away" with your enemies.
*Load Special Ammo-22A/B/C, once charged, press C to use-Saki kneels down, and charges her large gun (resulting in a bright white light forming around the body of her gun). Each version has its own ammo properties. The A version shoots out small bullet pellets (number of hits and damage varies depending on where you shoot with it), B version shoots out an electric orb (does 5 hits, and around 2,250 Billion Damage-you can ground combo into B version of Load Special Ammo), and the C version shoots out a giant bullet (if the enemy is hit with this, the enemy will go into a staggering launcher effect). You can also use all of Saki's Load Special Ammo's in the air as well (all versions shoot downward at a 45 degree angle).
==Super Moves==
*Position Storm-236+Any two attack buttons-Saki takes out her helmet, kneels down (charges her weapon), and shoots out a huge electric beam (at an upward 45 degree angle). You can ground combo into this super. Use this super as an anti-air as well; it's fast enough to catch your enemy off guard.
*Load Super Armor-Piercing Shell-63214+Any two attack buttons-Saki loads her gun with a huge (and unblockable) bullet. While you cannot ground or air combo into this super, it is excellent to use for resetting your combo (especially in the air).
*The World's Greatest Attack (Level 3 Super)-623+Any two attack buttons-Saki goes into a dramatic pose, and talks a little. If the enemy hits her during her dramatic pose, Saki will go into a series of gun shootings at her enemy, ending it with a large bullet in the enemy's face. You cannot ground combo into her level 3 super.
=As An Assist=
Saki jumps out and does her Gun Swing (6C) normal move. If the enemy is hit (either in the air or on the ground), the enemy will fly across the screen.


=The Basics=


=Advanced Strategy=
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Saki 5A.webm|thumb|{{TvCInput|5A}}]]
|startup=7
|active=3
|recovery=-
|blockadv=-
|damage=-
|properties=Low
|notes=Reluctant member of the standing low club, hitbox is deceptive but it's still not all that hot
}}
 
{{TvCOverview
|move=[[File:Saki 2A.webm|thumb|{{TvCInput|2A}}]]
|startup=5
|active=3
|recovery=-
|blockadv=-
|damage=-
|properties=Low
|notes=Fast low jab, respectable
}}
 
{{TvCOverview
|move=[[File:Saki 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=11
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=-
|notes=Standing kick, for a zoner it's okay
}}
 
{{TvCOverview
|move=[[File:Saki 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=7
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Low
|notes=Surprisingly fast for a medium low, decent range
}}
 
{{TvCOverview
|move=[[File:Saki 5C.webm|thumb|{{TvCInput|5C}}]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Hard Knockdown
|notes=Full screen bullet, hits mid, leads to hard knockdown
}}
 
{{TvCOverview
|move=[[File:Saki 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Low/Hard Knockdown/OTG
|notes=Full screen low and OTG, if you got some baroque you can sneak in some good damage with this after a burst
}}
 
{{TvCOverview
|move=[[File:Saki 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=12
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Launcher
|notes=Decent launcher, not much to say on this one
}}
 
{{TvCOverview
|move=[[File:Saki 6C.webm|thumb|{{TvCInput|6C}}]]
|startup=25
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Stagger/f6-12 Invincibility
|notes=Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or {{TvC-Colors|green|Headbutt}}
}}
 
{{TvCOverview
|move=[[File:Saki jA.webm|thumb|{{TvCInput|j.A}}]]
|startup=5
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Overhead
|notes=Jumps up and sticks her fist out, it's fast enough for air to air but that's it
}}
 
{{TvCOverview
|move=[[File:Saki jB.webm|thumb|{{TvCInput|j.B}}]]
|startup=8
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Overhead
|notes=It will take every fiber of my being not to get mad at this move. Saki sticks her legs out diagonally and basically locks the opponent down as hard as possible. <br> [{{TvC-Colors|yellow|j.M}} -> {{TvC-Colors|green|Grenade}} -> {{TvC-Colors|yellow|j.M}}] <br> is EXTREMELY hard to challenge, and she can whip it out very frequently and chip away at entire life bars with no repercussions. This is your normal, USE IT
}}
 
{{TvCOverview
|move=[[File:Saki jC.webm|thumb|{{TvCInput|j.C}}]]
|startup=16
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Overhead<br>(Ground) Stagger <br>(air) Soft knockdown <br> OTG
|notes=Saki shoots her gun diagonally towards the ground. Given that it's an overhead, you can super jump and tag people blocking incorrectly. Very annoying normal
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move={{TvC-Colors|green|Var Starter}}
|startup=9
|active=7
|recovery=-
|blockadv=-
|damage=-
|properties=-
|notes=Uses {{TvC-Colors|yellow|j.B}} animation.
}}
 
{{TvCOverview
|move={{TvC-Colors|green|Crossover Counter}}
|startup=26
|active=-
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=Uses {{TvC-Colors|red|3C}} animation.
}}
 
{{TvCOverview
|move={{TvC-Colors|white|Throw}}
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move={{TvC-Colors|white|Back Throw}}
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move={{TvC-Colors|white|Air Throw}}
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move={{TvC-Colors|white|Air Back Throw}}
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Saki Positron Cannon.webm|thumb| Positron Cannon <br> {{TvCInput|41236X}}]]
|startup=12/16/22
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=-
|notes=Saki shoots out a horizontal laser from her gun. Strength determines how many hits it produces. On block, the strength determines how far back the opponent will be pushed (without pushblock).
}}
 
{{TvCOverview
|move=[[File:Saki Headbutt.webm|thumb| Headbutt <br> {{TvCInput|63214X}}]]
|startup=10
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Command Grab/Stagger
|notes=The best zoner in the game has a command grab, because...???? And it's actually GOOD, it has a WIDE range (gets even wider if you connect with {{TvC-Colors|red|6C}} for any reason). It's an amazing tick grab, and it's yet another great tool for Saki. Can follow up with basically anything. <br> Let me add this tiny little footnote to show how crazy this character is. <br> '''''Usable on Giants'''''
}}
 
{{TvCOverview
|move=[[File:Saki Grenade Ground.webm|thumb| Grenade Toss <br> {{TvCInput|421X}}]]
|startup=15
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Projectile
|notes=Saki tosses out a grenade and stops all momentum of the opponent. <br>{{TvC-Colors|blue|*A tosses close}} <br>{{TvC-Colors|yellow|*B tosses far}} <br>{{TvC-Colors|red|*C tosses anti-air}} <br> '''''Usable in air'''''
}}
 
{{TvCOverview
|move= [[File:Saki Ammo Load.webm|thumb|'''Special Ammo'''<br> {{TvCInput|22X}}]] <br>[[File:Saki Ammo Load A.webm|thumb|{{TvCInput|22A}}->{{TvCInput|C}}</span>]] <br>[[File:Saki Ammo Load B.webm|thumb|{{TvCInput|22B}}->{{TvCInput|C}}</span>]]<br>[[File:Saki ammo load C.webm|thumb|{{TvCInput|22C}} -> {{TvCInput|C}}</span>]]
|startup=22
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=None/None/Overhead (standing) or Low (crouching)
|notes=Saki can change the properties of her {{TvC-Colors|red|C}} bullet by loading special ammo. <br> * {{TvC-Colors|blue|*A Bullet}} loads the Buckshot, which works in close range. Most damaging option. <br> * {{TvC-Colors|yellow|*B Bullet}} loads a plasma ball. This hits five times and can absorb projectiles. <br> * {{TvC-Colors|red|*C Bullet}} the Rifle ammo, which is a normal 5C bullet EXCEPT, now it hits overhead. It also launches the opponent to super jump height AND it's a hard knockdown enabling her relaunches. (╯°□°)╯︵ ┻━┻
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Saki Positron Storm.webm|thumb| Positron Storm <br> {{TvCInput|236XX}}]]
|startup=1+5
|active=-
|recovery=-
|blockadv=-
|damage=12734
|properties=-
|notes=Saki sets her gun down and fires off a huge beam at a 45-degree angle. Stops any and all anti-air attempts. However, in any other context, it's hugely punishable.
}}
 
{{TvCOverview
|move=[[File:Saki Super Bullet load.webm|thumb|LOAD SUPER ARMOR PIERCING SHELL <br> {{TvCInput|63214XX}}]] <br>[[File:Saki Super Ammo Load Shot.webm|thumb| {{TvCInput|63214XX}} -> {{TvCInput|C}}]]
|startup=1+0
|active=-
|recovery=-
|blockadv=-
|damage=10000
|properties=Unblockable/Hard Knockdown
|notes=Saki lays her rifle down and loads the SUPER ARMOR PIERCING SHELL. After loading it, Saki must perform another {{TvC-Colors|red|5C}} which becomes completely unblockable. This results in a hard knockdown for non-giants and free damage against giants. The move is slow to start and won’t combo from normal hits.
}}
 
{{TvCOverview
|move=[[File:Saki Worlds Greatest Attack.webm|thumb| World's Greatest Attack <br> {{TvCInput|623XX}}]]
|startup=1+0
|active=-
|recovery=-
|blockadv=-
|damage=20930
|properties=All Counter/Hard Knockdown
|notes=Saki stops and poses; any attack towards her triggers the counter move, turning into "The World's Greatest Attack." This does not work against bullets and disables Baroque for a few frames. This is her only true "get-off-me" move, but it’s highly punishable. '''Usable on Giants.'''
}}


=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Supra
| point = Karas
| anchor = Saki
| pointportrait = TvC_Karas_Face.png
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@soup_rah Youtube]
}}
{{TvC-Players
| name = EBlueMage
| point = Zero
| anchor = Saki
| pointportrait = TvC_Zero_Face.png
| anchorportrait = TvC_Saki_Face.png
| social = [https://x.com/ebluemage X]
}}
{{TvC-Players
| name = DawaDawa
| point = Saki
| anchor = Roll
| pointportrait = TvC_Saki_Face.png
| anchorportrait = TvC_Roll_Face.png
| social = [https://www.youtube.com/channel/UCr01W0s4ZpM--Ppfjltuz8A/videos Youtube]
}}
{{TvC-Players
| name = Penguin
| point = Kaijin No Soki
| anchor = Saki
| pointportrait = TvC_Kaijin_Face.png         
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@penguin3069 Youtube]
}}
{{TvC-Players
| name = Mik/Earthbound360
| point = Megaman Volnutt
| anchor = Saki
| pointportrait = TvC_Volnutt_Face.png
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@Earthbound360 Youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 13:14, 10 January 2025

Introduction

She once protected the planet by letting you have her gems after dating her during a quiz, now she protects the earth for slightly more reasonable reasons

Strengths Weaknesses
  • Controls the sky
  • Extremely annoying zoning
  • Can push you wherever she wants
  • Grenade hitbox makes no sense
  • j.M
  • Full screen overhead and low
  • Full screen unblockable
  • Best AA super in the game
  • All kinds of space control
  • Command Grab
  • Good pick against giants
  • Not too many "Get off me" moves
  • Has corner combos but that's about it
  • If unblockable super is used incorrectly half her tools get locked away unless you want to just waste the meter.
  • Non-gun normals are awkward.
  • Everything on the ground is beyond unsafe
TVC Saki Omokane Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 3 - - - Low Reluctant member of the standing low club, hitbox is deceptive but it's still not all that hot
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 3 - - - Low Fast low jab, respectable
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - - - Standing kick, for a zoner it's okay
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - - Low Surprisingly fast for a medium low, decent range
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - - Hard Knockdown Full screen bullet, hits mid, leads to hard knockdown
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - - Low/Hard Knockdown/OTG Full screen low and OTG, if you got some baroque you can sneak in some good damage with this after a burst
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 - - - - Launcher Decent launcher, not much to say on this one
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
25 - - - - Stagger/f6-12 Invincibility Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or Headbutt
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 - - - - Overhead Jumps up and sticks her fist out, it's fast enough for air to air but that's it
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 - - - - Overhead It will take every fiber of my being not to get mad at this move. Saki sticks her legs out diagonally and basically locks the opponent down as hard as possible.
[j.M -> Grenade -> j.M]
is EXTREMELY hard to challenge, and she can whip it out very frequently and chip away at entire life bars with no repercussions. This is your normal, USE IT
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - - Overhead
(Ground) Stagger
(air) Soft knockdown
OTG
Saki shoots her gun diagonally towards the ground. Given that it's an overhead, you can super jump and tag people blocking incorrectly. Very annoying normal


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 9 7 - - - - Uses j.B animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 26 - - - 2160 - Uses 3C animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12/16/22 - - - - - Saki shoots out a horizontal laser from her gun. Strength determines how many hits it produces. On block, the strength determines how far back the opponent will be pushed (without pushblock).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - - Command Grab/Stagger The best zoner in the game has a command grab, because...???? And it's actually GOOD, it has a WIDE range (gets even wider if you connect with 6C for any reason). It's an amazing tick grab, and it's yet another great tool for Saki. Can follow up with basically anything.
Let me add this tiny little footnote to show how crazy this character is.
Usable on Giants
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 - - - - Projectile Saki tosses out a grenade and stops all momentum of the opponent.
*A tosses close
*B tosses far
*C tosses anti-air
Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes



22 - - - - None/None/Overhead (standing) or Low (crouching) Saki can change the properties of her C bullet by loading special ammo.
* *A Bullet loads the Buckshot, which works in close range. Most damaging option.
* *B Bullet loads a plasma ball. This hits five times and can absorb projectiles.
* *C Bullet the Rifle ammo, which is a normal 5C bullet EXCEPT, now it hits overhead. It also launches the opponent to super jump height AND it's a hard knockdown enabling her relaunches. (╯°□°)╯︵ ┻━┻


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+5 - - - 12734 - Saki sets her gun down and fires off a huge beam at a 45-degree angle. Stops any and all anti-air attempts. However, in any other context, it's hugely punishable.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

1+0 - - - 10000 Unblockable/Hard Knockdown Saki lays her rifle down and loads the SUPER ARMOR PIERCING SHELL. After loading it, Saki must perform another 5C which becomes completely unblockable. This results in a hard knockdown for non-giants and free damage against giants. The move is slow to start and won’t combo from normal hits.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+0 - - - 20930 All Counter/Hard Knockdown Saki stops and poses; any attack towards her triggers the counter move, turning into "The World's Greatest Attack." This does not work against bullets and disables Baroque for a few frames. This is her only true "get-off-me" move, but it’s highly punishable. Usable on Giants.


Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Supra
TvC Karas Face.png

Karas
TvC Saki Face.png

Saki
Youtube
Player Name Point Character Anchor Character Social Media
EBlueMage
TvC Zero Face.png

Zero
TvC Saki Face.png

Saki
X
Player Name Point Character Anchor Character Social Media
DawaDawa
TvC Saki Face.png

Saki
TvC Roll Face.png

Roll
Youtube
Player Name Point Character Anchor Character Social Media
Penguin
TvC Kaijin Face.png

Kaijin No Soki
TvC Saki Face.png

Saki
Youtube
Player Name Point Character Anchor Character Social Media
Mik/Earthbound360
TvC Volnutt Face.png

Megaman Volnutt
TvC Saki Face.png

Saki
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants