Line 307: | Line 307: | ||
|version={{Icon-Capcom|LK}} | |version={{Icon-Capcom|LK}} | ||
|damage=- | |damage=- | ||
|guard= | |guard= High | ||
|startup= | |startup= | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= A mad quick overhead, it does cause a knockdown so she cannot use it as a combo starter but mixing it with crLK is a legitimate mixup when pressuring the opponent. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 346: | Line 346: | ||
|version={{Icon-Capcom|LP}} | |version={{Icon-Capcom|LP}} | ||
|damage=- | |damage=- | ||
|guard= | |guard= High | ||
|startup= | |startup= | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Satomi leaps high, like REAL high in the air and comes down with a flaming chop. Practically useless because the start-up is monumental. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 357: | Line 357: | ||
|version={{Icon-Capcom|HP}} | |version={{Icon-Capcom|HP}} | ||
|damage=- | |damage=- | ||
|guard= | |guard= High | ||
|startup= | |startup= | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Seriously, Satomi jumps off the screen in this version. It takes forever. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 | ||
Line 390: | Line 390: | ||
|recovery=- | |recovery=- | ||
|frameAdv=- | |frameAdv=- | ||
|description= | |description= Projectile reflector. A big help against the more zoning-heavy characters as Satomi doesn't really have any other tools to help against zoning. | ||
}} | }} | ||
{{AttackData-AVG2 | {{AttackData-AVG2 |
Revision as of 08:43, 17 April 2022
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 |
|
|
Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 5 | - | - | - |
The button of all time. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
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
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | - | - | - |
Combos
Basic Combos
Anti-Air Combos
Guard Break String
Misc. Combo