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

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*Can push you wherever she wants
*Can push you wherever she wants
*Grenade hitbox makes no sense
*Grenade hitbox makes no sense
*<span style="color:#FFD700;">j.M</span>
*{{TvC-Colors|yellow|j.M}}
*Full screen overhead and low
*Full screen overhead and low
*Full screen unblockable
*Full screen unblockable
*best AA super in the game
*best AA super in the game
*All kinds of space control
*All kinds of space control
*<span style="color:#90EE90;">Command Grab</span>
*{{TvC-Colors|green|Command Grab}}
*Good pick against giants
*Good pick against giants
|cons=
|cons=
*Not too many "Get off me" moves
*Not too many "Get off me" moves
*Has corner combos but that's about it
*Has corner combos but that's about it
*If unblockable super is used incorrectly half her tools gets locked away unless you want to just waste the meter.
*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.
*Non-gun normals are awkward.
*Everything on the ground is beyond unsafe
*Everything on the ground is beyond unsafe
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|-
|-
|[[File:Saki 5A.webm|thumb|<span style="color:#87CEEB;">'''5A'''</span>]] || 7 || 3 || - || - || - || Low || Reluctant member of the standing low club, hitbox is deceptive but it's still not all that hot
|[[File:Saki 5A.webm|thumb|{{TvC-Colors|blue|5A}}]]  
|| 7  
|| 3  
|| -  
|| -  
|| -  
|| Low  
|| Reluctant member of the standing low club, hitbox is deceptive but it's still not all that hot
|-
|-
| [[File:Saki 2A.webm|thumb|<span style="color:#87CEEB;">'''2A''' </span>]]|| 5 || 3 || - || - || - || Low || Fast low jab, respectable
|[[File:Saki 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]  
|| 5  
|| 3  
|| -  
|| -  
|| -  
|| Low  
|| Fast low jab, respectable
|-
|-
|[[File:Saki 5B.webm|thumb|<span style="color:#FFD700;">'''5B'''</span>]] || 11 || - || - || - || - || - || Standing kick, for a zoner it's okay
|[[File:Saki 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]  
|| 11  
|| -  
|| -  
|| -  
|| -  
|| -  
|| Standing kick, for a zoner it's okay
|-
|-
|[[File:Saki 2B.webm|thumb|<span style="color:#FFD700;">'''2B'''</span>]] || 7 || - || - || - || - || Low || Surprisingly fast for a medium low, decent range
|[[File:Saki 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]]  
|| 7  
|| -  
|| -  
|| -  
|| -  
|| Low  
|| Surprisingly fast for a medium low, decent range
|-
|-
| [[File:Saki 5C.webm|thumb|<span style="color:#FF6347;">'''5C'''</span>]] || 18 || - || - || - || - || Hard Knockdown || Full screen bullet, hits mid, leads to hard knockdown.
|[[File:Saki 5C.webm|thumb|{{TvC-Colors|red|5C}}]]  
|| 18  
|| -  
|| -  
|| -  
|| -  
|| Hard Knockdown  
|| Full screen bullet, hits mid, leads to hard knockdown
|-
|-
|[[File:Saki 2C.webm|thumb|<span style="color:#FF6347;">'''2C'''</span>]] || 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
|[[File:Saki 2C.webm|thumb|{{TvC-Colors|red|2C}}]]  
|| 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
|-
|-
|[[File:Saki 3C.webm|thumb|<span style="color:#FF6347;">'''3C'''</span>]] || 12 || - || - || - || - || Launcher || Decent Launcher, not much to say on this one.
|[[File:Saki 3C.webm|thumb|{{TvC-Colors|red|3C}}]]  
|| 12  
|| -  
|| -  
|| -  
|| -  
|| Launcher  
|| Decent launcher, not much to say on this one
|-
|-
| [[File:Saki 6C.webm|thumb|<span style="color:#FF6347;">'''6C'''</span>]] || 25 || - || - || - || - || Stagger/f6-12 Invincibility|| Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or <span style="color:#90EE90;">'''Headbutt'''</span>.
|[[File:Saki 6C.webm|thumb|{{TvC-Colors|red|6C}}]]  
|| 25  
|| -  
|| -  
|| -  
|| -  
|| Stagger/f6-12 Invincibility  
|| Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or {{TvC-Colors|green|Headbutt}}
|-
|-
| [[File:Saki jA.webm|thumb|<span style="color:#87CEEB;">'''j.A'''</span>]] || 5 || - || - || - || - || Overhead || Jumps up and sticks her fist out, it's fast enough for air to air but that's it
|[[File:Saki jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]  
|| 5  
|| -  
|| -  
|| -  
|| -  
|| Overhead  
|| Jumps up and sticks her fist out, it's fast enough for air to air but that's it
|-
|-
| [[File:Saki jB.webm|thumb|<span style="color:#FFD700;">'''j.B'''</span>]] || 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. <span style="color:#FFD700;">'''j.M -> Grenade --> j.M'''</span> 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
|[[File:Saki jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]  
|| 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. {{TvC-Colors|yellow|j.M}} -> {{TvC-Colors|green|Grenade}} -> {{TvC-Colors|yellow|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
|-
|-
| [[File:Saki jC.webm|thumb|<span style="color:#FF6347;">'''j.C'''</span>]] || 16 || - || - || - || - || Overhead<br>(Ground) Stagger <br>(air) Soft knockdown|| 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
|[[File:Saki jC.webm|thumb|{{TvC-Colors|red|j.C}}]]  
|-
|| 16  
 
|| -  
 
|| -  
|| -  
|| -  
|| Overhead<br>(Ground) Stagger <br>(air) Soft knockdown  
|| 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
|}
|}


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|-
|-
| <span style="color:#90EE90;">'''Var Starter'''</span> || 9 || 7 || - || - || - || - || <span style="color:#FFD700;">j.B</span> animation
|{{TvC-Colors|green|Var Starter}}
|| 9  
|| 7  
|| -
|| -  
|| -  
|| -  
|| {{TvC-Colors|yellow|j.B}} animation
|-
|-
|{{TvC-Colors|green|Crossover Counter}}
|| 26
|| -
|| -
|| -
|| 2160
|| -
|| {{TvC-Colors|red|3C}} animation
|-
|-
| <span style="color:#90EE90;">'''Crossover Counter'''</span> || 26 || - || - || - || 2160|| - || <span style="color:#FF6347;">3C</span> animation
|{{TvC-Colors|white|Throw}}
|| 1
|| -  
|| -  
|| -  
|| 5200
|| -  
|-
|-
|{{TvC-Colors|white|Back Throw}}
|| 1
|| -
|| -
|| -
|| 5200
|| -
|-
|-
| <span style="color:#FFFFFF;">'''Throw'''</span> || 1 || - || - || - || 5200|| - ||  
|{{TvC-Colors|white|Air Throw}}
|-
|| 1  
|-
|| -  
| <span style="color:#FFFFFF;">'''Back Throw'''</span> || 1 || - || - || - || 5200|| - ||
|| -  
|-
|| -  
|-
|| 6000  
| <span style="color:#FFFFFF;">'''Air Throw'''</span>  || 1 || - || - || - || 6000|| - ||
|| -  
|-
|-
| <span style="color:#FFFFFF;">'''Air Back Throw'''</span>  || 1 || - || - || - || 6000|| - ||
|-
|-
|{{TvC-Colors|white|Air Back Throw}}
|| 1
|| -
|| -
|| -
|| 6000
|| -
|}


|}
===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
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|-
|-
| [[File:Saki Positron Cannon.webm|thumb|<span style="color:#90EE90;">'''Experimental Positron Cannon'''</span> <br> 41236X]] || 12/16/22 || - || - || - || - || - || Saki shoots out 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)
|[[File:Saki Positron Cannon.webm|thumb|{{TvC-Colors|green|Experimental Positron Cannon}} <br> 41236X]]  
|| 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)
|-
|-
 
|[[File:Saki Headbutt.webm|thumb|{{TvC-Colors|green|Headbutt}} <br> 63214X]]
|| 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 {{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'''''
|-
|-
| [[File:Saki Headbutt.webm|thumb|<span style="color:#90EE90;">'''Headbutt'''</span> <br> 63214X]]|| 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 <span style="color:#FF6347;">'''6C'''</span> for any reason. It's an amazing tick grab, 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> '''''Useable on Giants'''''
|[[File:Saki Grenade Ground.webm|thumb|{{TvC-Colors|green|Hand Grenade}} <br> 421X]]  
|-
<br>[[File:Saki grenade air.webm|thumb|{{TvC-Colors|green|j.421X}}]]  
|-
|| 15  
| [[File:Saki Grenade Ground.webm|thumb|<span style="color:#90EE90;">'''Hand Grenade'''</span> <br> 421X ]] <br>[[File:Saki grenade air.webm|thumb|<span style="color:#90EE90;">j.421X</span>]]|| 15 || - || - || - || - || Projectile || Saki tosses out a grenade and stops all momentum of the opponent. <br>
|| -  
<span style="color:#87CEEB;">*A tosses close</span> <br>
|| -  
<span style="color:#FFD700;">*B tosses far</span> <br>
|| -  
<span style="color:#FF6347;">*C tosses anti air</span> <br> '''''Useable in air'''''
|| -  
|-
|| Projectile  
|-
|| 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'''''
| [[File:Saki Ammo Load.webm|thumb|<span style="color:#90EE90;">'''Special Ammo'''</span> <br> 22X]] <br>[[File:Saki Ammo Load A.webm|thumb|<span style="color:#87CEEB;">22A->C</span>]] <br>[[File:Saki Ammo Load B.webm|thumb|<span style="color:#FFD700;">22B->C</span>]]<br>[[File:Saki ammo load C.webm|thumb|<span style="color:#FF6347;">22C -> C</span>]] || 22 || - || - || - || - || None/None/Overhead (standing) or Low (crouching)  || Has Saki not sounded insane already? Let's up that, she can change the properties of her <span style="color:#FF6347;">C</span> bullet by loading special Ammo.<br>
<span style="color:#87CEEB;">*A Bullet</span> loads the Buckshot, this is her least favorite ammo. It kind of works in close range but not really worth it *does most damage*<br>
<span style="color:#FFD700;">*B Bullet</span> loads a plasma ball. This ball hits five times and can absorb projectiles. It can protect saki in mid range<br>
<span style="color:#FF6347;">*C Bullet</span> loads the Rifle ammo, which is a normal <span style="color:#FF6347;">'''5C'''</span> bullet EXCEPT, now it hits overhead. It also launches the opponent to super jump height AND it's a hard knockdown enabling her relaunches. (╯°□°)╯︵ ┻━┻ <br>
**Also fun to note that in all of these bullets the opponent cannot tell at any moment what Saki has loaded
|-
|-
|[[File:Saki Ammo Load.webm|thumb|{{TvC-Colors|green|Special Ammo}} <br> 22X]]
<br>[[File:Saki Ammo Load A.webm|thumb|{{TvC-Colors|blue|22A}} -> {{TvC-Colors|red|C}}]]
<br>[[File:Saki Ammo Load B.webm|thumb|{{TvC-Colors|yellow|22B}} -> {{TvC-Colors|red|C}}]]
<br>[[File:Saki ammo load C.webm|thumb|{{TvC-Colors|red|22C}} -> {{TvC-Colors|red|C}}]]
|| 22
|| -
|| -
|| -
|| -
|| None/None/Overhead (standing) or Low (crouching)
|| 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}} loads the Rifle ammo, making her {{TvC-Colors|red|5C}} an overhead that launches opponents and causes hard knockdowns
|}
|}


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{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
|-
|[[File:Saki Positron Storm.webm|thumb|<span style="color:#90EE90;">'''Positron Storm'''</span> <br> 236XX]] || 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.
|[[File:Saki Positron Storm.webm|thumb|{{TvC-Colors|green|Positron Storm}} <br> 236XX]]  
|| 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.
|-
|-
|[[File:Saki Super Bullet load.webm|thumb|{{TvC-Colors|green|LOAD SUPER ARMOR PIERCING SHELL}} <br> 63214XX]]
<br>[[File:Saki Super Ammo Load Shot.webm|thumb|{{TvC-Colors|green|LOAD SUPER ARMOR PIERCING SHELL}} <br> 63214XX -> {{TvC-Colors|red|C}}]]
|| 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 {{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.
|-
|-
| [[File:Saki Super Bullet load.webm|thumb|<span style="color:#90EE90;">'''LOAD SUPER ARMOR PIERCING SHELL'''</span> <br> 63214XX ]]<br>[[File:Saki Super Ammo Load Shot.webm|thumb|<span style="color:#FF6347;">'''LOAD SUPER ARMOR PIERCING SHELL'''</span> <br> 63214XX -> C]]|| 1 + 0|| - || - || - || 10000|| Unblockable/Hard Knockdown || Saki lays her rifle down and loads the SUPER ARMOR PIERCING SHELL, this shell has but one purpose. After loading it, Saki has to perform another <span style="color:#FF6347;">'''5C'''</span> and it will be completely unblockable. For non-giants, this is a hard knockdown. For Giants, this is just free damage. This move will not combo on the ground or air due to slow start up; however, it is an advantageous property overall.
|[[File:Saki Worlds Greatest Attack.webm|thumb|{{TvC-Colors|green|The World's Greatest Attack}} <br> 623XX]]  
|-
|| 1+0  
|-
|| -  
| [[File:Saki Worlds Greatest Attack.webm|thumb|<span style="color:#90EE90;">'''The World's Greatest Attack'''</span> <br> 623XX]]|| 1 + 0|| - || - || - || 20930 || All Counter/Hard Knockdown || Saki stops and poses, any attack sent towards her turns into the World's Greatest Attack. Does not work against Bullets, Baroque is disabled for a few frames. This is her only real get off me move, of course highly punishable, use with caution. '''''Useable on Giants'''''
|| -  
|-
|| -  
|| 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.'''
|-
|-
|}


|}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 15:54, 11 September 2024

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

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
5 3 - - - Low Fast low jab, respectable
11 - - - - - Standing kick, for a zoner it's okay
7 - - - - Low Surprisingly fast for a medium low, decent range
18 - - - - Hard Knockdown Full screen bullet, hits mid, leads to hard knockdown
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
12 - - - - Launcher Decent launcher, not much to say on this one
25 - - - - Stagger/f6-12 Invincibility Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or Headbutt
5 - - - - Overhead Jumps up and sticks her fist out, it's fast enough for air to air but that's it
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
16 - - - - Overhead
(Ground) Stagger
(air) Soft knockdown
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 Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 9 7 - - - - j.B animation
Crossover Counter 26 - - - 2160 - 3C animation
Throw 1 - - - 5200 -
Back Throw 1 - - - 5200 -
Air Throw 1 - - - 6000 -
Air Back Throw 1 - - - 6000 -

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)
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

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



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 loads the Rifle ammo, making her 5C an overhead that launches opponents and causes hard knockdowns

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.

LOAD SUPER ARMOR PIERCING SHELL
63214XX -> C
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.
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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants