- Not Overly Complicated: Saki isn't a particularly demanding character to pick up. Once you learn how to reliably super cancel Tetsu into Mizuchi, piloting the character becomes fairly straightforward, making her quite stable overall.
- Awesome Normals: Saki is blessed not just with an absolutely phenomenal HK button, with cl.HK, 5HK, 2HK and 6HK covering almost all of her bases in neutral, but also with a fantastic set of aerial normals, giving her lots of options to play in the air -- a skill which does not go unnoticed in a game like AVG2.
- Ridiculous Damage: Mizuchi is one of the most damaging supers in the game, and the ease with which she can fit it into her combos makes her incredibly explosive when meter is on the table.
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- One-Note Neutral: While Saki's HK button will certainly take you places, it won't take you all the way there. Her reliance on her HK normals stems not just from how strong they are, but also how underwhelming her other grounded buttons are by comparison, thanks to a mix of poor speed, range and limited chaining options, which makes her neutral overall somewhat more predictable than other characters.
- Inconsistent Defense: Though she isn't completely helpless, Saki can struggle a little bit on defense, thanks to slow abare buttons, an incredibly slow backdash and a DP that, while invincible, is incredibly slow and lacks horizontal range. This means that unless she wants to spend meter, Saki will need to try her best to block it out when she's on the back foot.
- Meter Hungry: Since most of Saki's threat comes from her two bar combo conversions, resource management becomes an exceptionally important consideration, and can often cause players to make tough decisions about spending meter on defensive options or saving it for an explosive combo.
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