Satsuki Yumiduka (MBAC): Difference between revisions

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Isn't it sad, Sacchin?
Isn't it sad, Sacchin?


=Specials=
=Normal Attacks=
 
{{:Satsuki Yumiduka Data (Normals) (MBAC)}}
 
=Special Attacks=
   
   
* 236+ A/B/EX - Sacchin's Arm Grasping the Endless Dream
* 236+ A/B/EX - Sacchin's Arm Grasping the Endless Dream
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* 641236+ C - ??? (Bite move)
* 641236+ C - ??? (Bite move)


=Arc Drive=


=Arc Drive=
*41236+ C: I'm Mad!
*41236+ C: I'm Mad!


=Last Arc=
=Last Arc=
*Reality Marble: Depletion Garden
*Reality Marble: Depletion Garden


=Character Strategy and Notes=
=Character Strategy and Notes=
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[[Category:Melty Blood: Act Cadenza]]
[[Category:Melty Blood: Act Cadenza]]
[[Category:Satsuki Yumiduka]]

Revision as of 23:35, 27 March 2006

Character Bio

Isn't it sad, Sacchin?

Normal Attacks

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A 250 150 2.8% 3 65% Ground Any
2A 300 150 4% 4 75% Ground Any
j.A 500 300 3% 4 73% Any Any
5B 700 420 8% 9 100% Ground High
2B 600 360 7% 8 100% Ground Low
j.B 900 550 8% 6 100% Upper High
5C 1000 700 11% 9 90% Ground High
5[C] 1400 550 11% 34 70% Ground High
2C 800+600 550+300 7+8% 5 70%, 55% Low Low
2[C] 1000+950 650+350 8+8% 27 70% Low Low
j.C 1200 800 11% 7 85% Upper High
j.[C] 2100 1550 16% 26 50% Upper High
214D 1400 800 10% 27 100% Ground High

(raw data)

Special Attacks

  • 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: I'm Mad!

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.