Line 19: | Line 19: | ||
=Arc Drive:= | =Arc Drive:= | ||
*41236+ C: | *41236+ C: ??? (Dashing Grab) | ||
=Last Arc:= | =Last Arc:= |
Revision as of 11:53, 24 February 2006
Character Bio
To Be added later
Specials:
- 236+ A/B/EX - Sacchin's Arm Grasping the Endless Dream
- 623+ A/B/EX - Sacchin's Arm Reaching the Untouchable Dream
- 22+ A/B/EX - Don't Stop Me!
- 214+ A/B/EX - Here I Go!
- 641236+ C - ??? (Bite move)
Arc Drive:
- 41236+ C: ??? (Dashing Grab)
Last Arc:
- Reality Marble: Depletion Garden
Character Strategy and Notes
Satsuki is the closest thing to a grappler in MBAC. She sacrifices air combo potential and has a dash rather then a run, however she features a throw heavy moveset, as well as a couple of overpowering heavy damage attacks. She is a meter dependant character -- her main BNB without meter is inferior to most of the cast.
Due to her poor dash, she actually moves about the stages quicker using her air dashes, with jumps to help adjust her positioning. Her Jump B is high priority and can set up her combos on counterhit. Her jump C beats out many ground normals as well as being used in unusual methods as an overhead (more on this below).
Satsuki's main BNB is an intermediate loop involving knocking down the opponent, and OTGing them into an EX Airgrab. Whether or not the developers intended for such a loop to work is debateable, however to Satsuki it is invaluable -- most of her damage will come from it. This puts her into some interesting or unfortunate positions against some characters who cannot be hit by her Stand B as OTG (Ciel, Ren, Satsuki, and Miyako), which forces the player to perform more difficult variations against these characters to get in her damage, or settle for her inferior non meter BNB.
Her best combo ender is 2C -> 5C -> Air throw, which actually requires you to instant air dash against most characters to land the throw, another difficult prospect that takes some practice. The reward is her unusual followup of Pause -> Superjump : [Jump C] or [air backdash C] or [whiff Air C -> Crouch C] or [whiff air C -> EX Bite]. The differences in these are subtle and yet each must be blocked or dodged a different way, making the followup rather likely to allow her to combo -> Air throw to start the deadly mixup again. Her game revolves heavily around this and her loop -- they are her biggest threats.
Satsuki is an intermediate to advanced character. She is currently considered Upper mid to mid.