Advanced V.G. 2/Satomi: Difference between revisions

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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.
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  |description= Bar none the best anti-air in the game. The hitbox on EX Kaenzan is so big that it will even catch cross-up attempts. Not only that but anyone hit by EX Kaenzan will warp in front of Satomi, which is important because she can link a second EX Kaenzan afterwards.
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=== Super Moves ===
=== Super Moves ===
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Revision as of 07:52, 17 April 2022

to win, you must punch more gooder

Introduction

Satomi is gonna swing her arms around like this, and if you get hit, it's your own fault.

Satomi is one of the strongest characters in the game thanks to her straightforward, but overwhelmingly effective gameplan. She has some of the most fearsome normals in the game that allow her to bully her opponent in neutral, both sticking hitboxes out for the opponent to run into and being able to tag them for errent pokes with her whiff punish abilities. When the opponent has had enough and finally decides to jump, Satomi can unleash EX Kaenzan, the greatest anti-air in the game for beefy damage. Not only this, but when she gets into the enemy's face she can start a simple mixup with her cr.LK and Gokuensho overhead. While not as flashy as other characters in the game, her simplicity is a benefit because she doesn't require as much meter and thusly will usually have EX Kaenzan on deck.

Pros Cons
  • TBD
  • TBD



Movelist


st.Lp.png
AVG2 Satomi stLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

st.Lk.png
AVG2 Satomi stLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

st.Hp.png
AVG2 Satomi stHP.jpg
bonk
Damage Guard Startup Active Recovery FrameAdv
- Mid 5 - - -

The button of all time.


st.Hk.png
AVG2 Satomi stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

cr.Lp.png
AVG2 Satomi crLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

cr.Lk.png
AVG2 Satomi crLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

cr.Hp.png
AVG2 Satomi crHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - - -

cr.Hk.png
AVG2 Satomi crHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

j.Lp.png
AVG2 Satomi jLP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

j.Lk.png
AVG2 Satomi jLK.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

j.Hp.png
AVG2 Satomi jHP.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

j.Hk.png
AVG2 Satomi jHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- High - - -

Command Normals

Df.png+Hp.png
AVG2 Satomi 3HP.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

Df.png+Hk.png
AVG2 Satomi 3HK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Low - - -

Target Combos
st.LP > (st.HP > st.HK)/(st.HK > st.HP)
st.LP > (cr.LP) > st.LK > (cr.LK) > (st.HP > st.HK)/(st.HK > st.HP)
st.HP > st.HK
cr.LP > cr.HP
cr.LP > (st.LP) > cr.LK > cr.HK
st.LK > cr.LK

j.LP/LK > j.HP/j.HK

Guard Cancels
LP: st.LP
LK: st.LK
HP: LK Gokuensho
HK: LP Kaenzan

LP has the best reward on hit, but LK is more reliable in more situations, and HP is a good catch-all guard cancel for knockdowns. HK has the best hitbox, but its speed as a guard cancel is strangely slow, making it somewhat unreliable.

Special Moves

Kaenzan
AVG2 Satomi Kaenzan.jpg
Rdp.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png - Mid - - -

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.

Hp.png - Mid - - -
Lp.png + Hp.png - Mid - - -

Bar none the best anti-air in the game. The hitbox on EX Kaenzan is so big that it will even catch cross-up attempts. Not only that but anyone hit by EX Kaenzan will warp in front of Satomi, which is important because she can link a second EX Kaenzan afterwards.


Gokuensho
AVG2 Satomi Gokuensho.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery FrameAdv
Lk.png - - - -
Hk.png - - - -
Lk.png + Hk.png - - - -

Shinku Karatake Wari
AVG2 Satomi Shinku Karatake Wari.jpg
Hcf.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png - - - -
Hp.png - - - -
Lp.png + Hp.png - - - -

Ouhou
AVG2 Satomi Ouhou.jpg
Qcb.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png - - - -
Hp.png - - - -
Lp.png + Hp.png - - - -

Super Moves

Hissatsu Kyokushinken
AVG2 Satomi Hissatsu Kyokushinken.jpg
F.pngHcf.png + K.png
Damage Guard Startup Active Recovery FrameAdv
- - - -

Combos

Basic Combos

Anti-Air Combos

Guard Break String

Misc. Combo

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda