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''Satomi is gonna swing her arms around like this, and if you get hit, it's your own fault.'' | ''Satomi is gonna swing her arms around like this, and if you get hit, it's your own fault.'' | ||
Satomi is one of the strongest characters in the game thanks to her straightforward, but overwhelmingly effective gameplan. | Satomi is one of the strongest characters in the game thanks to her straightforward, but overwhelmingly effective gameplan. Her {{hp}} button gives her some of the most fearsome normals in the game, giving her a top-class footsie game. Combined with a powerful anti-air in Kaenzan, and a simple but highly effective mixup thanks to her high-hitting Gokuenshou special, she can punish both impatience and passivity with ease. However, with her strengths concentrated in such specific areas, she can suffer from an overall linearity with her gameplan, especially when she comes up against a patient opponent who is able to limit her opportunities to score big damage. Satomi is a character who is easy to learn, but can be quite demanding at high levels of play, requiring a lot of creativity and a strong conditioning game. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = | ||
| pros = | | pros = | ||
* | * Extremely powerful normals, especially on her {{hp}} button | ||
* Kaenzan is arguably the best reversal in the game | |||
* Gokuenshou gives her an unreactable overhead | |||
| cons = | | cons = | ||
* | * Linear gameplan that requires a strong ability to condition the opponent to be effective | ||
* Patient opponents can severely limit Satomi's primary means of scoring damage | |||
}} | }} | ||
Revision as of 07:05, 21 April 2022
Introduction
Satomi is gonna swing her arms around like this, and if you get hit, it's your own fault.
Satomi is one of the strongest characters in the game thanks to her straightforward, but overwhelmingly effective gameplan. Her button gives her some of the most fearsome normals in the game, giving her a top-class footsie game. Combined with a powerful anti-air in Kaenzan, and a simple but highly effective mixup thanks to her high-hitting Gokuenshou special, she can punish both impatience and passivity with ease. However, with her strengths concentrated in such specific areas, she can suffer from an overall linearity with her gameplan, especially when she comes up against a patient opponent who is able to limit her opportunities to score big damage. Satomi is a character who is easy to learn, but can be quite demanding at high levels of play, requiring a lot of creativity and a strong conditioning game.
Pros | Cons |
|
|
Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 5 | - | - | - |
The button of all time. Satomi lets loose a killer poke with only 5f of start-up. Outside of some interactions where it can be low-profiled, this button can strike fear into the opponent with it's speed and range. Not only that, but because it's also her dashing attack she can give this bad boy crazy momentum by doing the dashing version. stHP is one of the strongest single buttons in the game and enables Satomi to out footsie most characters without breaking a sweat. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
The button of all time's little brother. While not quite as good as stHP, crHP has the advantage of not being about to be low-profiled. Because of this Satomi can switch between the two depending on her needs to bully the opponent at range. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Target Combos
st.LP > (st.HP > st.HK)/(st.HK > st.HP)
st.LP > (cr.LP) > st.LK > (cr.LK) > (st.HP > st.HK)/(st.HK > st.HP)
st.HP > st.HK
cr.LP > cr.HP
cr.LP > (st.LP) > cr.LK > cr.HK
st.LK > cr.LK
j.LP/LK > j.HP/j.HK
Guard Cancels
LP: st.LP
LK: st.LK
HP: LK Gokuensho
HK: LP Kaenzan
LP has the best reward on hit, but LK is more reliable in more situations, and HP is a good catch-all guard cancel for knockdowns. HK has the best hitbox, but its speed as a guard cancel is strangely slow, making it somewhat unreliable.
Special Moves
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | - | - | - |
Combos
Basic Combos
Anti-Air Combos
Guard Break String
Misc. Combo