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.
Pros
Cons
TBD
TBD
Movelist
st.
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Mid
-
-
-
st.
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Mid
-
-
-
st.
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.
st.
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Mid
-
-
-
cr.
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Low
-
-
-
cr.
Damage
Guard
Startup
Active
Recovery
FrameAdv
-
Low
-
-
-
cr.
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.
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.
-
Mid
-
-
-
Satomi jumps a noticeable amount higher for the HP version
+
-
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. Always keep meter on deck for this, as it shuts down any aerial option the opponent has.
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.