Tatsunoko vs Capcom: Ultimate All Stars/Saki Omokane

From SuperCombo Wiki

Introduction

She once protected the planet by letting you have her gems after dating her during a quiz, now she protects the earth for slightly more reasonable reasons

Strengths Weaknesses
  • Controls the sky
  • Extremely annoying zoning
  • Can push you wherever she wants
  • Grenade hitbox makes no sense
  • j.M
  • Full screen overhead and low
  • Full screen unblockable
  • Best AA super in the game
  • All kinds of space control
  • Command Grab
  • Good pick against giants
  • Not too many "Get off me" moves
  • Has corner combos but that's about it
  • If unblockable super is used incorrectly half her tools get locked away unless you want to just waste the meter.
  • Non-gun normals are awkward.
  • Everything on the ground is beyond unsafe
TVC Saki Omokane Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 3 - - - Low Reluctant member of the standing low club, hitbox is deceptive but it's still not all that hot
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 3 - - - Low Fast low jab, respectable
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - - - Standing kick, for a zoner it's okay
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - - Low Surprisingly fast for a medium low, decent range
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - - Hard Knockdown Full screen bullet, hits mid, leads to hard knockdown
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - - Low/Hard Knockdown/OTG Full screen low and OTG, if you got some baroque you can sneak in some good damage with this after a burst
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 - - - - Launcher Decent launcher, not much to say on this one
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
25 - - - - Stagger/f6-12 Invincibility Saki swings her heavy gun around, on hit it causes stagger. On hit you can launch or Headbutt
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 - - - - Overhead Jumps up and sticks her fist out, it's fast enough for air to air but that's it
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 - - - - Overhead It will take every fiber of my being not to get mad at this move. Saki sticks her legs out diagonally and basically locks the opponent down as hard as possible.
[j.M -> Grenade -> j.M]
is EXTREMELY hard to challenge, and she can whip it out very frequently and chip away at entire life bars with no repercussions. This is your normal, USE IT
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - - Overhead
(Ground) Stagger
(air) Soft knockdown
OTG
Saki shoots her gun diagonally towards the ground. Given that it's an overhead, you can super jump and tag people blocking incorrectly. Very annoying normal


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 9 7 - - - - Uses j.B animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 26 - - - 2160 - Uses 3C animation.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12/16/22 - - - - - Saki shoots out a horizontal laser from her gun. Strength determines how many hits it produces. On block, the strength determines how far back the opponent will be pushed (without pushblock).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - - Command Grab/Stagger The best zoner in the game has a command grab, because...???? And it's actually GOOD, it has a WIDE range (gets even wider if you connect with 6C for any reason). It's an amazing tick grab, and it's yet another great tool for Saki. Can follow up with basically anything.
Let me add this tiny little footnote to show how crazy this character is.
Usable on Giants
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 - - - - Projectile Saki tosses out a grenade and stops all momentum of the opponent.
*A tosses close
*B tosses far
*C tosses anti-air
Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes



22 - - - - None/None/Overhead (standing) or Low (crouching) Saki can change the properties of her C bullet by loading special ammo.
* *A Bullet loads the Buckshot, which works in close range. Most damaging option.
* *B Bullet loads a plasma ball. This hits five times and can absorb projectiles.
* *C Bullet the Rifle ammo, which is a normal 5C bullet EXCEPT, now it hits overhead. It also launches the opponent to super jump height AND it's a hard knockdown enabling her relaunches. (╯°□°)╯︵ ┻━┻


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+5 - - - 12734 - Saki sets her gun down and fires off a huge beam at a 45-degree angle. Stops any and all anti-air attempts. However, in any other context, it's hugely punishable.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

1+0 - - - 10000 Unblockable/Hard Knockdown Saki lays her rifle down and loads the SUPER ARMOR PIERCING SHELL. After loading it, Saki must perform another 5C which becomes completely unblockable. This results in a hard knockdown for non-giants and free damage against giants. The move is slow to start and won’t combo from normal hits.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+0 - - - 20930 All Counter/Hard Knockdown Saki stops and poses; any attack towards her triggers the counter move, turning into "The World's Greatest Attack." This does not work against bullets and disables Baroque for a few frames. This is her only true "get-off-me" move, but it’s highly punishable. Usable on Giants.


Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Supra
TvC Karas Face.png

Karas
TvC Saki Face.png

Saki
Youtube
Player Name Point Character Anchor Character Social Media
EBlueMage
TvC Zero Face.png

Zero
TvC Saki Face.png

Saki
X
Player Name Point Character Anchor Character Social Media
DawaDawa
TvC Saki Face.png

Saki
TvC Roll Face.png

Roll
Youtube
Player Name Point Character Anchor Character Social Media
Penguin
TvC Kaijin Face.png

Kaijin No Soki
TvC Saki Face.png

Saki
Youtube
Player Name Point Character Anchor Character Social Media
Mik/Earthbound360
TvC Volnutt Face.png

Megaman Volnutt
TvC Saki Face.png

Saki
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants