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

From SuperCombo Wiki
No edit summary
Line 31: Line 31:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A quick backfist strike that is an awesome button. Good speed and range and it chains into all other standing normals as well as crLP.
  }}
  }}
}}
}}
Line 47: Line 47:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A low-looking shin kick, still a mid but it easily links into itself multiple times and can special cancel, meaning you can get Gokuensho as an ender.
  }}
  }}
}}
}}
Line 63: Line 63:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description= The button of all time. Satomi lets loose a killer poke with only 5f of start-up. Outside of some interactions where it can be low-profiled, this button can strike fear into the opponent with it's speed and range. Not only that, but because it's also her dashing attack she can give this bad boy crazy momentum by doing the dashing version. stHP is one of the strongest single buttons in the game and enables Satomi to out footsie most characters without breaking a sweat.
  |description= The button of all time. Satomi lets loose a killer poke with only 5f of start-up. Outside of some interactions where it can be low-profiled, this button can strike fear into the opponent with it's speed and range. Not only that, but because it's also her dashing attack she can give this bad boy crazy momentum by doing the dashing version. stHP is one of the strongest single buttons in the game and enables Satomi to out footsie most characters without breaking a sweat. This does chain into stHK, but it will never connect.
  }}
  }}
}}
}}
Line 77: Line 77:
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-+1
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= An inside spinning roundhouse that could have used some additional frames of animation to get that across. While it does special cancel, it's range is inferior to stHP. However once inside the oppoenent's range this becomes more useful as it is +1 on block.
  }}
  }}
}}
}}
Line 90: Line 90:
  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=-
  |damage=-
  |guard= Low
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A quick elbow jab, the range is stubby but it has awesome chain routes. You can chain to stLP, chain to crHP for a juggle, or chain into crLK > crHK for a knockdown.
  }}
  }}
}}
}}
Line 111: Line 111:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= No links, no chains, but with the threat of a Gokuensho overhead it doesn't necessarily need it. Because of how fast Gokuensho is, crLK can just pressure them to block low or if they really want to block Gokuensho, allow her to get free crLK's in.
  }}
  }}
}}
}}
Line 143: Line 143:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A sweep that actually juggles, so you can sore some extra damage off of it.
  }}
  }}
}}
}}
Line 159: Line 159:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A small karate chop, it's downward hitbox is actually quite good and it can cross up the opponent. Standard jHP and jHK chains
  }}
  }}
}}
}}
Line 175: Line 175:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Satomi's best ranged air normal, it's got the biggest hitbox and controls space quite nicely. Also standard jHP and jHK chains
  }}
  }}
}}
}}
Line 191: Line 191:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A fierce downward punch. Not particularly special, but good as a jump-in tool.
  }}
  }}
}}
}}
Line 207: Line 207:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= You would like to believe this kick has a good hitbox, but it actually has less range than crLK. Really a bit of a shame.
  }}
  }}
}}
}}
Line 219: Line 219:
  {{AttackData-AVG2
  {{AttackData-AVG2
  |damage=-
  |damage=-
  |guard= Low
  |guard= Mid
  |startup=  
  |startup=  
  |active=-
  |active=-
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A command launcher. It could probably do as an anti-air in a pinch, but this is Satomi we are talking about, she has much better AA options.
  }}
  }}
}}
}}
Line 240: Line 240:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Instantly gives her low-profile and has excellent range, meaning it can be a terror to deal with in neutral.
  }}
  }}
}}
}}
Line 326: Line 326:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= LK is your mixup tool, but HK is slower and more damaging which means its best for combos.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 337: Line 337:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A triple series of flame wheel kicks that comes out fast and recovers even faster on hit. You can link out of this.
  }}
  }}
}}
}}
Line 354: Line 354:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |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.
  |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. You can directionally influence Satomi's trajectory in air with either left or right and after she lands you can hit HP for a non-combo follow-up flame swipe.
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 376: Line 376:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= Satomi engulfs herself in flames on the way up, meaning she's an active hitbox before leaving the ground. This is an inherently much more useful version of Shinku Karatake  Wari, but it's true power is hitting during a juggle. If you EX Shinku Karatake Wari after a launcher like 3HP Satomi deals way more damage while in the air if her body arcs where they are. This is very tricky to time correctly, but off the right juggle you can make bank.
  }}
  }}
}}
}}
Line 393: Line 393:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |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.
  |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. There is a strike attached to it but the range and damage are absolutely pitiful.  
  }}
  }}
  {{AttackData-AVG2
  {{AttackData-AVG2
Line 404: Line 404:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= With roughly the same startup and only slightly less pitiful damage, the HP version is fundamentally the same.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=-
|guard=
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=
  }}
  }}
}}
}}
Line 433: Line 422:
  |recovery=-
  |recovery=-
  |frameAdv=-
  |frameAdv=-
  |description=  
  |description= A dashing 2 bar ranbu super, deals awesome damage if done raw but with no fixed damage it will scale when in combos. Regardless, it is a useful way to cash out meter.
  }}
  }}
}}
}}

Revision as of 09:15, 23 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. Her Hp.png button gives her some of the most fearsome normals in the game, giving her a top-class footsie game. Combined with a powerful anti-air in Kaenzan, and a simple but highly effective mixup thanks to her high-hitting Gokuenshou special, she can punish both impatience and passivity with ease. However, with her strengths concentrated in such specific areas, she can suffer from an overall linearity with her gameplan, especially when she comes up against a patient opponent who is able to limit her opportunities to score big damage. Satomi is a character who is easy to learn, but can be quite demanding at high levels of play, requiring a lot of creativity and a strong conditioning game.

Pros Cons
  • Extremely powerful normals, especially on her Hp.png button
  • Kaenzan is arguably the best reversal in the game
  • Gokuenshou gives her an unreactable overhead
  • Linear gameplan that requires a strong ability to condition the opponent to be effective
  • Patient opponents can severely limit Satomi's primary means of scoring damage



Movelist


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

A quick backfist strike that is an awesome button. Good speed and range and it chains into all other standing normals as well as crLP.


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

A low-looking shin kick, still a mid but it easily links into itself multiple times and can special cancel, meaning you can get Gokuensho as an ender.


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

The button of all time. Satomi lets loose a killer poke with only 5f of start-up. Outside of some interactions where it can be low-profiled, this button can strike fear into the opponent with it's speed and range. Not only that, but because it's also her dashing attack she can give this bad boy crazy momentum by doing the dashing version. stHP is one of the strongest single buttons in the game and enables Satomi to out footsie most characters without breaking a sweat. This does chain into stHK, but it will never connect.


st.Hk.png
AVG2 Satomi stHK.jpg
Damage Guard Startup Active Recovery FrameAdv
- Mid - -+1 -

An inside spinning roundhouse that could have used some additional frames of animation to get that across. While it does special cancel, it's range is inferior to stHP. However once inside the oppoenent's range this becomes more useful as it is +1 on block.


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

A quick elbow jab, the range is stubby but it has awesome chain routes. You can chain to stLP, chain to crHP for a juggle, or chain into crLK > crHK for a knockdown.


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

No links, no chains, but with the threat of a Gokuensho overhead it doesn't necessarily need it. Because of how fast Gokuensho is, crLK can just pressure them to block low or if they really want to block Gokuensho, allow her to get free crLK's in.


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

The button of all time's little brother. While not quite as good as stHP, crHP has the advantage of not being about to be low-profiled. Because of this Satomi can switch between the two depending on her needs to bully the opponent at range.


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

A sweep that actually juggles, so you can sore some extra damage off of it.


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

A small karate chop, it's downward hitbox is actually quite good and it can cross up the opponent. Standard jHP and jHK chains


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

Satomi's best ranged air normal, it's got the biggest hitbox and controls space quite nicely. Also standard jHP and jHK chains


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

A fierce downward punch. Not particularly special, but good as a jump-in tool.


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

You would like to believe this kick has a good hitbox, but it actually has less range than crLK. Really a bit of a shame.


Command Normals

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

A command launcher. It could probably do as an anti-air in a pinch, but this is Satomi we are talking about, she has much better AA options.


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

Instantly gives her low-profile and has excellent range, meaning it can be a terror to deal with in neutral.


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 - - -

Satomi jumps a noticeable amount higher for the HP version

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. Always keep meter on deck for this, as it shuts down any aerial option the opponent has.


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

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.

Hk.png - - - -

LK is your mixup tool, but HK is slower and more damaging which means its best for combos.

Lk.png + Hk.png - - - -

A triple series of flame wheel kicks that comes out fast and recovers even faster on hit. You can link out of this.


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

Satomi leaps high, like REAL high in the air and comes down with a flaming chop. Practically useless because the start-up is monumental. You can directionally influence Satomi's trajectory in air with either left or right and after she lands you can hit HP for a non-combo follow-up flame swipe.

Hp.png - High - - -

Seriously, Satomi jumps off the screen in this version. It takes forever.

Lp.png + Hp.png - - - -

Satomi engulfs herself in flames on the way up, meaning she's an active hitbox before leaving the ground. This is an inherently much more useful version of Shinku Karatake Wari, but it's true power is hitting during a juggle. If you EX Shinku Karatake Wari after a launcher like 3HP Satomi deals way more damage while in the air if her body arcs where they are. This is very tricky to time correctly, but off the right juggle you can make bank.


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

Projectile reflector. A big help against the more zoning-heavy characters as Satomi doesn't really have any other tools to help against zoning. There is a strike attached to it but the range and damage are absolutely pitiful.

Hp.png - - - -

With roughly the same startup and only slightly less pitiful damage, the HP version is fundamentally the same.


Super Moves

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

A dashing 2 bar ranbu super, deals awesome damage if done raw but with no fixed damage it will scale when in combos. Regardless, it is a useful way to cash out meter.


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