mNo edit summary |
|||
Line 1: | Line 1: | ||
=Character Bio= | == Character Bio == | ||
Isn't it sad, Sacchin? | Isn't it sad, Sacchin? | ||
=Normal Attacks= | == Normal Attacks == | ||
{{:Satsuki Yumiduka Data (Normals) (MBAC)}} | {{:Satsuki Yumiduka Data (Normals) (MBAC)}} | ||
Line 11: | Line 11: | ||
Air throw: 1300/550 damage. Satsuki punshed her opponent in the face so hard they bounce off the ground (untechable). | Air throw: 1300/550 damage. Satsuki punshed her opponent in the face so hard they bounce off the ground (untechable). | ||
=Special Attacks= | == Special Attacks == | ||
{{:Satsuki Yumiduka Data (Specials) (MBAC)}} | {{:Satsuki Yumiduka Data (Specials) (MBAC)}} | ||
=Character Strategy and Notes= | == Character Strategy and Notes == | ||
== Combos == | === Combos === | ||
Her standard no-meter combo is 2AAC 5CB 623B, 5B 623A. This does fairly meodicre damage (~2900), especially in punishment situtations (since the 2C causes scaling to kick in very quickly). Sometimes you will be too far away from the opponent in order for 5C to hit after the 2C; in that case you need to replace it with a 5B for slightly less damage (it may just be better to always use 5B). An alternative follow-up after a 5C is to jump, dash at the opponent, and air throw them. The dash is required to get close enough to them in time to throw them. It does about 500 less damage but puts her in a much better position post-knockdown. | Her standard no-meter combo is 2AAC 5CB 623B, 5B 623A. This does fairly meodicre damage (~2900), especially in punishment situtations (since the 2C causes scaling to kick in very quickly). Sometimes you will be too far away from the opponent in order for 5C to hit after the 2C; in that case you need to replace it with a 5B for slightly less damage (it may just be better to always use 5B). An alternative follow-up after a 5C is to jump, dash at the opponent, and air throw them. The dash is required to get close enough to them in time to throw them. It does about 500 less damage but puts her in a much better position post-knockdown. | ||
Line 23: | Line 23: | ||
Satsuki's real damage (and ph34r) comes when she has a lot of magic circut to work with. She can combo into her EX grabs from nearly anything (and her EX Air Grab is extremely effective as an anti-air), and you can follow-up after the grab into a combo that loops back into the EX Air Grab. The standard sequence for this after an EX grab is to do 2C (two hits) 5C 623B, 5B (OTGs) 623C. You can do this as long as either you have meter or your opponent has life, but the scaling gets to be henious after two iterations. The damage varies wildly, but from starting from an anti-air 623C, one iteration of the loop does about 4000 damage, two iterations do ~6000, and three iterations do ~7000 (the actual damage is dependent on the exact setup used). | Satsuki's real damage (and ph34r) comes when she has a lot of magic circut to work with. She can combo into her EX grabs from nearly anything (and her EX Air Grab is extremely effective as an anti-air), and you can follow-up after the grab into a combo that loops back into the EX Air Grab. The standard sequence for this after an EX grab is to do 2C (two hits) 5C 623B, 5B (OTGs) 623C. You can do this as long as either you have meter or your opponent has life, but the scaling gets to be henious after two iterations. The damage varies wildly, but from starting from an anti-air 623C, one iteration of the loop does about 4000 damage, two iterations do ~6000, and three iterations do ~7000 (the actual damage is dependent on the exact setup used). | ||
== Unsorted == | === Unsorted === | ||
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. | 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. | ||
Revision as of 14:43, 31 May 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 |
Ground throw: 1400/600 damage. Satsuki throws her opponent to the other side, they can tech just before they hit the ground. No guaranteed followup.
Air throw: 1300/550 damage. Satsuki punshed her opponent in the face so hard they bounce off the ground (untechable).
Special Attacks
Motion | Y. Damage | R. Damage | Meter Gained | Startup | Proration | Blocked | Shielded |
Grab (Ground) (Sacchin's Arm Grasping the Endless Dream) | |||||||
236A | 1500 | 900 | 0% | 8 | 100% | Any | High |
236B | 1300 | 680 | 0% | 29 | 100% | Unblockable | Unshieldable |
236C | 2000 | 1400 | -100% | 10 | 60%r | Any | High |
Grab (Air) (Sacchin's Arm Reaching the Untouchable Dream) | |||||||
623A | 1500 | 900 | 0% | 8 | 100% | Unblockable | Unshieldable |
623B | 1300 | 680 | 0% | 15 | 100% | Unblockable | Unshieldable |
623C | 2000 | 1400 | -100% | 8 | 60%r | Unblockable | Unshieldable |
Ground Pound (Don't Stop Me!) | |||||||
22A | 1000 | 600 | 10% | 10 | 70% | Any | High |
22B | 800+1000 | 400+500 | 10+10% | 9 | 100% | Any | High |
22C | 400*6+600 | 320*6+550 | -100% | 10 | 50% | Any | High |
Punch to the Face (Here I Go!) | |||||||
214A | 1000 | 500 | 9% | 9 | 100% | Ground | High |
214B | 700+800 | 400+400 | 11+11% | 31 | 70% | High | High |
214C | 2400 | 2000 | -100% | 28 | 45% | Ground | High |
Hungry Sacchin (?) | |||||||
632146C | 2500 | 1453 | -100% | 10 | 100% | Unblockable | Unshieldable |
Sacchin Goes Insane (I'm Mad!) [Requires Heat or Max Mode] | |||||||
41236C | 3300 | 2600 | -300% | ? | 100% | Unblockable | Unshieldable |
Sacchin Goes Insane (I'm Mad!) [Requires Blood Heat Mode] | |||||||
41236C | 280*20+3800 | 220*20+2800 | -300% | ? | 100% | Unblockable | Unshieldable |
Depletion Garden (Reality Marble: Depletion Garden) [Requires Blood Heat Mode] | |||||||
D (grd.) | 300*20 | 200*20 | -300% | ? | 100% | Unblockable | Unshieldable |
Character Strategy and Notes
Combos
Her standard no-meter combo is 2AAC 5CB 623B, 5B 623A. This does fairly meodicre damage (~2900), especially in punishment situtations (since the 2C causes scaling to kick in very quickly). Sometimes you will be too far away from the opponent in order for 5C to hit after the 2C; in that case you need to replace it with a 5B for slightly less damage (it may just be better to always use 5B). An alternative follow-up after a 5C is to jump, dash at the opponent, and air throw them. The dash is required to get close enough to them in time to throw them. It does about 500 less damage but puts her in a much better position post-knockdown.
Satsuki's real damage (and ph34r) comes when she has a lot of magic circut to work with. She can combo into her EX grabs from nearly anything (and her EX Air Grab is extremely effective as an anti-air), and you can follow-up after the grab into a combo that loops back into the EX Air Grab. The standard sequence for this after an EX grab is to do 2C (two hits) 5C 623B, 5B (OTGs) 623C. You can do this as long as either you have meter or your opponent has life, but the scaling gets to be henious after two iterations. The damage varies wildly, but from starting from an anti-air 623C, one iteration of the loop does about 4000 damage, two iterations do ~6000, and three iterations do ~7000 (the actual damage is dependent on the exact setup used).
Unsorted
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.
General | Controls | Mechanics | System Arcanae | Damage Scaling | Character Defense Mods | General Strategy | |
The Characters | Akiha Tohno | Akiha Tohno (Vermillion) | Aoko Aozaki | Arcueid Brunestud | Arcueid Brunestud (Red) | Ciel | Hisui (and Kohaku) | Kohaku (and Hisui) | Kouma Kishima | Mech-Hisui | Miyako Arima | Neko-Arc | Neko-Arc Chaos | Nrvnqsr Chaos | Ren | Satsuki Yumiduka | Shiki Tohno | Shiki Nanaya | Sion Eltnam Atlasia | Sion Eltnam Atlasia (Tatari) | Warakia | White Ren |