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* '''Incredible mid range:''' Even without Drill, Saturn has a powerful set of mid-range tools like 3A, 3B, 2B, 5AAA, and more. | * '''Incredible mid range:''' Even without Drill, Saturn has a powerful set of mid-range tools like 3A, 3B, 2B, 5AAA, and more. | ||
| cons= | | cons= | ||
* '''Stance-Swtching Step/4B''': Saturn has to carefully keep track of his stance positioning in order to properly due to the fact that he has two very different steps depending upon whether he steps to his back or front. Furthermore, his 4B becomes altered when he's in closed stance, hitting later versus crouchers. This level of "what foot is forward?" complexity is comfortable for virtua fighter players, perhaps, but is an important hurdle to note for the way this character functions. | |||
* '''46B:''' Like Bilstein, Saturn is cursed with a bad 46B move that occasionally comes out when you mean to do something else. Though his is a little better due to speed and cancelability, it is still unsafe | * '''46B:''' Like Bilstein, Saturn is cursed with a bad 46B move that occasionally comes out when you mean to do something else. Though his is a little better due to speed and cancelability, it is still unsafe | ||
* '''236A+B Combo Stability at Range:''' There are some ranges where 236A+B's last hit won't combo correctly, and this can potentially hurt Saturn hard if his opponent is aware. | * '''236A+B Combo Stability at Range:''' There are some ranges where 236A+B's last hit won't combo correctly, and this can potentially hurt Saturn hard if his opponent is aware. |
Revision as of 15:04, 13 May 2025
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | +7 | +7 | - | Ground | |
The incredible hit/blockstun on this move is held back by the fact it whiffs on crouchers, even big guys like Vector are able to duck this at certain ranges. Nonetheless, this is an important poke for Saturn/Prince due to its combability and range. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -21 | -21 | - | Ground | |
Pretty much only exists to either use in juggles/strings to 5AAA or to special cancel. Does not normally combo despite what the combo counter may tell you, but can frame trap with the end of the string. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | X | +0 | - | Ground | |
5AAA's on block safety justifies wailing on this string far more than 5AA's data would convince you you should. Just don't whiff it. |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | -1 | -4 | - | Ground | |
Argubly Saturn's most important grounded tool since it is safe and has a string that combos into his super. |
2AK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | +1 | -11 | - | Ground | |
Arguably Saturn's most important grounded tool and, because of Saturn's 236A+B combo, the reason Saturn is a higher tier than Prince. Few characters can punish this, and those that can have to both be ready and have labbed it. If the 2A gets stepped, the wide swinging arc of the 2AK can still hit steppers, and Saturn's forward movement tends to put him out of harm's way if someone jumps over him. |
2AKA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 12 | - | - | - | X | +5 | - | Ground | |
A very funny, gimmicky overhead with frame advantage on block. If the opponent is familiar with this slow move, it mostly just results in Saturn getting stepped or super'd on reaction, but if they've never seen it before it is a laugh-worthy way to catch them off guard. In reality, you should only ever see this if someone messed up 2AK,236A+B. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 18 | - | - | - | -1 | - | - | Ground | |
A fantastic long range mid poke that can be special cancelled. Controls the air in front Saturn reasonably well and walls opponents out, but is painfully weak to step. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | - | - | - | Ground |
4B (First Spin)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 16 | - | - | - | +14 | +14 | - | Ground | |
The first spin of Saturn's 4B is an incredible frame trap and link combo tool, held back slightly by range/speed and an unusual step of stance-related properties. This will only hit crouchers if you are in open stance (the stance you start out in each round.) If you do this move, you switch to closed stance, and this spin will no longer hit crouchers until you switch back. It's a little annoying to keep track of, so always try to keep in mind what direction your body is facing (which is something you already have to do anyways with this character's odd step differences.) |
4B (Third Spin)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 23 | - | - | - | +21 | +21 | - | Ground | |
The third spin of Saturn's 4B is an incredible frame trap and link combo tool, held back slightly by range/speed and an unusual step of stance-related properties. This will always hit crouchers, but is considerably slower than the first spin. If you do this move, you switch to open stance. It is far easier to link off of this if you hit a crouching opponent, and it's probably the only spin that you'll be able to hit someone with when you're in closed stance. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |