Advanced V.G. 2/Saki/Strategy

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Strategy

Neutral

Saki can get a lot of mileage out of just using her buttons to control neutral. On the ground, she can use far HK, cr.HK and f+HK to control the ground, while j.LK, j.HK and (again) far HK can swat people out of the air. With meter on deck, Saki can very easily blow people up for trying to stuff her aerial approaches -- conditioning them with aerial chains from jump-ins with j.LK can lead to you baiting and punishing potential anti-air attempts with Homura. This is much the same for people who try to approach by air blocking as well, since both far HK and Homura can beat those options.

Offense

Once you've established yourself up close, you can run a pretty basic (but very scary) mixup between cr.LK > cr.HK hit confirms and your normal throw -- in either case, cashing your mixup out into HP Tetsu xx Mizuchi will deal around 50% damage to the opponent.

Defense

It's important to be mindful of your meter, since Saki's primary defensive option is EX Shoku -- useful, to be sure, owing to its 0F startup after flash, but it does mean that you'll have to frequently be making decisions about how to use your meter, so try to be judicious when the necessity arises. If you need to do something other than just block it out, try to find a space to use her HP guard cancel, since that will either interrupt most pressure strings, or allow Saki to phase through something and possibly score a punish.

Matchups

To come.

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