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= Combos = | = Combos = | ||
'''Basic Combos'''<br> | '''Basic Combos'''<br> | ||
''Depending on the character and screen position, sometimes Tetsu will only hit once, which can make the super cancel more awkward to perform. In many cases you'll accidentally get EX Ryou instead of Mizuchi, which is still pretty decent damage.'' | |||
cr.LK > cr.HK xx HP Tetsu (xx Mizuchi)<br> | cr.LK > cr.HK xx HP Tetsu (xx Mizuchi)<br> | ||
'' | far HK, cr.HK xx HP Tetsu (xx Mizuchi)<br> | ||
cr.LP(x1~2), cr.HK xx HP Tetsu (xx Mizuchi)<br> | |||
''Yes, those are links.'' | |||
'''Anti-Air Combos'''<br> | '''Anti-Air Combos'''<br> | ||
st.HK xx HP Tetsu (xx Mizuchi) | st.HK xx HP Tetsu (xx Mizuchi)<br> | ||
j.LK > j.HK, land j.LK > j.HK, EX Ryou/xx Homura<br> | |||
j.LK > j.HK, land f+HK > cl.HK xx Homura | |||
'''Throw Combo'''<br> | '''Throw Combo'''<br> | ||
Throw > cr.HP xx HP Tetsu (xx Mizuchi)<br> | Throw > cr.HP xx HP Tetsu (xx Mizuchi)<br> | ||
= Frame Data = | = Frame Data = |
Revision as of 08:44, 23 December 2020
Introduction
Saki will cut you.
Saki is a simple character with a simple gameplan: make you explode. Sporting solid aerial normals and a HK button that almost plays footsies for you, Saki is able to turn a good number of errant pokes she'll land during neutral into incredible damage with her supers, leading to combos that often deal upwards of 50% damage in one shot. This simplicity is both a blessing and a curse, however -- her lack of solid pokes not attached to the HK button leaves her ground game feeling fairly linear, and her reliance on two-bar combo conversions for her damage makes resource management a very important question for her.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Command Moves
f+LP: A quick chop that (thankfully) doesn't hit overhead.
f+HP: A midrange elbow strike.
f+HK: A forward step kick. Very strong poke.
Target Combos
st.LP > st.LK
f+LP > st.LK > st.LP > (st.HP > st.HK) or (st.HK > st.HP)
f+HK > st.HP/st.HK
st.HK > f+HP > st.HK
cr.LP > (st.LP) > cr.LK
cr.LK > cr.HK
j.LP/LK > j.HP/HK
Guard Cancels
LP: f+A
LK: cl.HK
HP: LP Ren (hcb,f+LP)
HK: LP Sen (dp+LP)
Saki's best guard cancel is her HP guard cancel, since it's her command grab. When activated outside of grab range, Saki will simply maintain her blocking animation while becoming briefly invincible. This can lead to larger punishes that can potentially make up for the meter spent on the guard cancel.
Special Moves
Tetsu (qcb+P):
Ryou (qcb+K):
Sen (dp+P):
Shoku (dp+K):
Ren (close hcb,f+LP):
Super Moves
Homura (qcf,qcf+P):
Mizuchi (hcb,qcf+P):
Combos
Basic Combos
Depending on the character and screen position, sometimes Tetsu will only hit once, which can make the super cancel more awkward to perform. In many cases you'll accidentally get EX Ryou instead of Mizuchi, which is still pretty decent damage.
cr.LK > cr.HK xx HP Tetsu (xx Mizuchi)
far HK, cr.HK xx HP Tetsu (xx Mizuchi)
cr.LP(x1~2), cr.HK xx HP Tetsu (xx Mizuchi)
Yes, those are links.
Anti-Air Combos
st.HK xx HP Tetsu (xx Mizuchi)
j.LK > j.HK, land j.LK > j.HK, EX Ryou/xx Homura
j.LK > j.HK, land f+HK > cl.HK xx Homura
Throw Combo
Throw > cr.HP xx HP Tetsu (xx Mizuchi)
Frame Data
Soon.