Advanced V.G. 2/Saki/Move List

From SuperCombo Wiki

Move List

st.Lp.png
AVG2 Saki stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A short swipe, shares a similar animation to Tetsu. As a poke it's a bit slow, but it has a quick chain into 5LK.

Chains to:
Lk.png

st.Lk.png
AVG2 Saki stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A turning low kick. It looks like an obvious standing low, but this is still a mid strike. No links or chains but the range is silly for a 5LK.


st.Hp.png
AVG2 Saki stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A two hit strike combination. The range on the second hit is good, but it takes significant time starting up. Is special cancelable so you can convert off either hit.


st.Hk.png
AVG2 Saki stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

THE Saki button. A quick crescent kick that has not only has a very good horizontal hitbox, but also covers a significant amount of vertical space. It might not be reliable for deeper jump ins, but on a more shallow aerial approach this can and will deflect the opponent. It is also special cancellable.
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Chains to:
F.pngHp.png > Hk.png
HK uses cl.HK animation

Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A cancelable vertical launcher. Useful as a situational anti-air.


cr.Lp.png
AVG2 Saki crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 8 - - -

[Obligatory dated What Are Those joke] not too fast, but links into itself and chains into 2LK or hell, it is special cancelable by itself. Lots of utility.

Chains to:
Lp.png > D.pngLk.png
5LP may be omitted

cr.Lk.png
AVG2 Saki crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low 6 - - -

Faster than 2LP, is actually a low, and most importantly chains into 2HK for a knockdown. Special cancels for a combo, as well.

Chains to:
D.pngHk.png

cr.Hp.png
AVG2 Saki crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A special cancelable downward swipe, important for being her OTG pickup inot HP Tetsu.


cr.Hk.png
AVG2 Saki crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low 4 - - -

A beefy sweep, great range, but holy crap is that startup fast.


j.Lp.png
AVG2 Saki jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A downward jab. Can hit a standing opponent while rising.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Saki jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 4 - - -

Also can hit a standing opponent while rising and has good horizontal range. When done as a neutral jump it is not active for very long, but when done as a diagonal jump it's dummy active.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Saki jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 9 - - -

A big ol double handed swipe.


j.Hk.png
AVG2 Saki jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A roundhouse kick that covers tons of space and, most most importantly, is active for approximately 4 years. Like most attacks bound to Saki's HK button, it rules.


Command Moves

F.png+Lp.png
AVG2 Saki 6LP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A quick chop that (thankfully) doesn't hit overhead. Has a good chain line but awful range.

Chains to:
Lk.png > Lp.png > Hp.png > Hk.png
HP and HK may be swapped

F.png+Hp.png
AVG2 Saki 6HP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A midrange elbow strike, looks like it should hit overhead but is just a mid.


F.png+Hk.png
AVG2 Saki 6HK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High 18 - - -

A forward step kick. A very strong poke that rounds out her powerful options off of the HK button. Slow startup but will hit from downtown, which is wild because it has incredible chain options.

Chains to:
Hp.png / Hk.png

Special Moves

Tetsu
AVG2 Saki Tetsu.jpg
Qcb.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid - - -

A dashing claw swipe attack that's mostly used in combos due to its lack of safety on block.

Hp.png Mid - - -

The preferred version of Tetsu, moves her more forward and does more damage. You will use this as OTG pickups and confirms into Mizuchi.

Lp.png + Hp.png Mid - - -

The EX version has invincibility until the first active frame, making it usable on defense.

Hcb.pngF.png + Lp.pngHp.png Mid - - -

SECRET (Super Flash): Same number of hits and damage as the HP version, but with the screen freeze and invincibility properties of the EX version. Is also a good deal safer than all other versions of the move, but it can't be cancelled into and it won't come out if you're in range for Ren or have meter for an EX Tetsu.


Ryou
AVG2 Saki Ryou.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

An advancing flip kick kind of move. Good horizontal range, and it becomes invincible to lows from frame 1. Due to all the time Saki spends airborne during this move's animation, it can be difficult to punish, but the risk/reward ratio on this move doesn't lend itself to just throwing it out in neutral.

Hk.png Mid - - -

Same amount of hits, but goes further.

Lk.png + Hk.png Mid - - -

The EX version does more damage, and is a fantastic juggle combo ender.

Hcb.pngF.png + Lp.pngLk.pngHp.png or Lp.pngHp.pngHk.png Mid - - -

SECRET (Super Flash): A lot like EX Ryou, but with the exception that it has a much higher hit count and a low damage scaling value, which leads to it dealing dino damage -- in particular the LP+HP+HK version. It's very risky to throw out, but if you can manage to get all the hits, it'll be worth the effort.


Sen
AVG2 Saki Sen.jpg
Dp.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid, High - - -

A two-hit special that looks a lot like an autocombo of st.LP into f+HP, except it knocks down. The second hit is an overhead, and it's only slightly minus on block, which makes it hard to punish outside of fast EX specials or supers. That said, it's got pretty short range, so it's hard to use in neutral.

Hp.png Mid, High - - -

The HP version hits four times compared to the LP version's two hits, so the HP version is mostly used for super cancels on the third hit


Shoku
AVG2 Saki Shoku.jpg
Dp.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid 12 - - -

Upkick special move. Has no horizontal range, slow startup, and a pretty poor hitbox in general, relegating its use mostly to situational combos. It is invincible until active, which is a long time but...too long of a time thanks to the startup.

Hk.png Mid 15 - - -

Even more startup, but hits three times.

Lk.png + Hk.png Mid - - -

The EX version is much more useful on defense and even on offense, thanks to its 0F startup after superflash. If you catch someone out of the air with this, you can link a second EX Shoku afterwards.


Ren
AVG2 Saki Ren.jpg
cl.Hcb.pngF.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png N/A 1 - - -

A command grab, something that doesn't go unappreciated. All have 1F startup with no whiff animation (though you'll often whiff Tetsu, which isn't exactly ideal), with each version dealing different amounts of damage.

Hp.png N/A 1 - - -

A little more damage, but no additional range. Seeing how the startup is the same it's best to go for this.

Lp.png + Hp.png N/A 1 - - -

Big ol damage, but still no range increase. Being able to throw someone for 25% health isnt something to sneeze at, but with how meter hungry Saki is she can find better uses for it elsewhere.


Guard Cancels

Lp.png Guard Cancel
AVG2 Saki 6LP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Saki's 6LP. Not particularly useful, thanks to its poor range.


Damage Guard Startup Active Recovery Frame Adv

Uses Saki's cl.HK. Not a terrible idea thanks to its high reward on hit, but Saki generally has better guard cancels to be using.


Hp.png Guard Cancel
AVG2 Saki Ren.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Saki's LP Ren. Incredibly useful, since it's a command grab with no whiff animation. This means that you'll get an instant command grab when in range, and when guard cancelling from outside Ren's range, Saki will simply maintain her blocking animation while becoming briefly invincible. This can potentially lead to larger punishes that make up for the meter spent on the guard cancel.


Hk.png Guard Cancel
AVG2 Saki Sen.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Saki's LP Sen. Pretty much completely outclassed by her HP guard cancel for the reasons outlined above.


Super Moves

Houmura
AVG2 Saki Homura.jpg
Qcf.pngQcf.png + P.png (Air OK)
Damage Guard Startup Active Recovery Frame Adv
Mid - - -

Saki jumps into the air before throwing out a massive pillar of fire a few steps in front of her. This super can also be performed in the air, where it becomes significantly faster on startup. The pillar is air-unblockable and deals a ton of damage, so while this super isn't used as often as Mizuchi, it's still useful in certain juggle combos as well as the occasional anti-air.


Mizuchi
AVG2 Saki Mizuchi.jpg
Hcb.pngQcf.png + K.png
Damage Guard Startup Active Recovery Frame Adv
Mid - - -

A flipkick that leads into a devastating follow up hit. The final hit of this super deals fixed damage, and is the primary reason why Saki's damage is as high as it is. Only used in combos, but is incredible for that purpose.


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda