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. She has some of the most fearsome normals in the game that allow her to bully her opponent in neutral, both sticking hitboxes out for the opponent to run into and being able to tag them for errent pokes with her whiff punish abilities. When the opponent has had enough and finally decides to jump, Satomi can unleash EX Kaenzan, the greatest anti-air in the game for beefy damage. Not only this, but when she gets into the enemy's face she can start a simple mixup with her cr.LK and Gokuensho overhead. While not as flashy as other characters in the game, her simplicity is a benefit because she doesn't require as much meter and thusly will usually have EX Kaenzan on deck.
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
Kaenzan
+
Version
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Mid
-
-
-
Satomi hops upward, spinning her arms with accompanying flames. An incredible anti-air, not only is it useful in stopping air advances, but Satomi is considered airborne during her entire recovery. Now this does not necessarily stop her from being punished, but any opponent thinking they are going to get a grounded punish will have their combo whiff.
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Mid
-
-
-
+
-
Mid
-
-
-
Bar none the best anti-air in the game. The hitbox on EX Kaenzan is so big that it will even catch cross-up attempts. Not only that but anyone hit by EX Kaenzan will warp in front of Satomi, which is important because she can link a second EX Kaenzan afterwards.
Gokuensho
+
Version
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
High
-
-
-
A mad quick overhead, it does cause a knockdown so she cannot use it as a combo starter but mixing it with crLK is a legitimate mixup when pressuring the opponent.
-
-
-
-
+
-
-
-
-
Shinku Karatake Wari
+
Version
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
High
-
-
-
Satomi leaps high, like REAL high in the air and comes down with a flaming chop. Practically useless because the start-up is monumental.
-
High
-
-
-
Seriously, Satomi jumps off the screen in this version. It takes forever.
+
-
-
-
-
Ouhou
+
Version
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
-
-
-
Projectile reflector. A big help against the more zoning-heavy characters as Satomi doesn't really have any other tools to help against zoning.