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Atlas Academy > Satsuki Yumizuka (Yumiduka)

The win of Sacchin.

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Choco:
A LOT OF THIS INFORMATION IS OUT OF DATE IN MY OPINION. KEEP THIS IN MIND WHILE READING THE THREAD. I'LL UPDATE IT ENTIRELY ONE OF THESE DAYS. :: 06-08-2008

Why the hell would anyone play Satsuki? I mean, come on. We all know her ground dash sucks. She can only do one attack in the air and can't double jump or airdash afterwards. She only has a moderate amount of clash frames, and the only way to win with her is to use all your meter.

She's a BEAST!

Satsuki is a lovely beast. She has her limitations, but perfecting other aspects of your game will turn her into a very powerful character. Let's start off with some beastly BNB.

{xxx} = OPTIONAL MOVE(S) IN COMBO STRING.
#x/#x = Either/Or. One or the other. 5c OR 5b. Got it?

5b 623c after the first groundslam is character specific. Doesn't work against LEN, MIYAKO or CIEL. Replace 5b with 214a for LEN, 2c (2-hit) for MIYAKO and 5c for CIEL.

Average ground string: {2a{a}} -> 2c 5b{or 5c} 623b -> groundslam -> 5b 623c -> groundbounce -> 2c 5c {OPTIONAL: 214a} j.c 4/6A+D

Circuitless-version: {2a{a}} {5b} 2c 5c/5b {214a} j.c 4/6A+D.

This is the general best all around attack string for her. All 2c attacks should hit for two hits.

Deep j.C or j.B Circuit combo: 2b5b5c 214c -> wallslam to corner -> {2c [character specific]} 5c 214a JC to airthrow.

Against a full Shiki Tohno, this does near 5000 damage if you add in a j.C starter. The 2c after wallslam does NOT work very well on some characters. For safety, I recommend using the 2c sparingly unless you know you can hit people with it. If it comes out too late, Sacchin has to recover with no whiff cancel, letting the enemy tech and punish you with meaties into full combo. Also, using 2c in this situation might knock your foe too high, not allowing an airthrow after the 5c 214a. Thus, I recommend just using 5c 214a -> JC to Airthrow.

LONG-ASS DEMORALIZING WALL COMBO w/ OTG: IAD j.C {2a}5b2c5c 623b -> groundslam -> 5b2c5c 623c -> groundbounce -> 2c5c 623b -> groundslam -> 5b2b2c5c214a -> Jumpcancel to IAD forward or back.

If you land a j.C in the corner, this will do an excellent amount of damage, last for 22 hits, kill a lot of time, and end in a 214a jumpcancel that allows you to punish any teching option with a j.C/j.B that will reset the corner combo from the absolute beginning. No tech leaves you with okizeme to work with.

Sacchin's Bouncy Fun combo: j.[C] 5[C] j.[C] -> ground dash -> 5b 623b -> 5b 623c -> groundbounce -> 2c5c 214a JC 4/6A+D

This combo never gets old. NEVER. And the first hit pretty much guarantees a 40-50% damage combo. The big trouble is getting that first hit to... hit. It can be shielded and punished very easily, so if you decide to use them, make its use very unexpected and inconspicuous.


-----------------

Air combos? Lulz. No air combos. Grab from the ground using 623a/c, (super)jump into airthrow, or j.A/j.B air counterhit.

Wakeup Defense

Satsuki doesn't really have the invulnerable wakeup attacks that characters like Sion, Nanaya, etc. have. This leaves her with two options, not including block, 2a spam and wakeup throw.

Backdash. A few frames before wakeup, queue up the first 4, and around the full wakeup frame itself press 4 again for the backdash. There's a catch here. Keep holding 4 and you'll backdash on the wakeup frame. The invincibility frames here can save you if you're in midfield, and should only be uses sparingly against people who don't mash 2a in the corner.

22b/c. Due to the early clash frames on this attack, it makes it a very decent wakeup option. Just don't use it so much that it becomes predictable. Great against jump-in wakeup options, bad against other attacks that also have early clash frames. To properly use this attack, you will need to queue it up. The best way to do this is about 12 frames before your wakeup, you queue up the 22 part. When you press b, it will have to be on the wakeup frame or a few frames after depending on your timing. To help your defense, you will need to press 4, 1, 6 or 3 (the appropriate block direction) just before doing the move so that if you screw up the frame timing of the 22b, there will be less of a change of being punched in the face. AFTER THE FIRST HIT OF 22B, YOU HAVE A FEW OPTIONS. 1) Let it complete and possible get a hit/knockdown on opponent, or get smacked in the face due to the opponent using their clash frames a little too well themselves. 2) Cancel first hit into 22c. If attacker is on the ground, this will wallslam them. Superjump and j.[C] to continue the combo. You can do another j.[C] after that, or IAD to airthrow. Corner loops will work in the corner. 3) (untested) Cancel first hit into 214c. Invincibility frames will save you and blast your opponent in the face for a wallslam which you can combo off of depending on where you are on the screen. Best if the opponent is on the ground.

Randomness

Want to punish someone who you know you can't reach for a combo? Do they whiff cancel out really far so you can't counterattack? Getting stuck on the recovery frames of a 1-hit 2c?

CANCEL IT! On a 1-hit 2c, jumpcancel into IAD and go for a j.B/j.C. Most people will be blocking low because it feels natural.

Hintalove:
Satsuki's Arc Drive is pretty beastly, if timed correctly. Off the top of my head, I'm not sure how punishable it is, seeing as she falls over at the end, but I'm thinking it's probably just a regular knockdown after the invincibilty. It's unblockable and does massive damage, even on the non-bloodheat version. It makes a pretty sweet reversal, especially if your opponent wasn't watching to see if you're in max :D

Satsuki's 214a is jump cancelable on block, so you can keep preassurig out of that at the end of of your block strings, you just don't want to use it religiously. 2c5a is pretty beastly in it self, especially followed by another one or iad jc. The core of satsuki mixup is based around her airthrow highlow games, ad getting your opponent scared enough to let you cross them up as much as you want with sj.

One last thing. There is no possible way to combo off a ch jc, because it throws them on the ground immediatly. Jb is your air to air weapon of choice because it's comboable, *and* has more priority.

ps: you should mention how to combo len, miyako, ciel, and kouma. I know that ticked me off when I played satsuki..

Magikarp9:
Some serious corrections would be required in this post actually...

OTG relaunch into grab for individual characters is actually rather...different. on each end of the scale is shiki tohno(where 2c5b5a works...) and Ren (where 214a works...)

the MASSIVE SACCHIN COMBO of doom doesn't actually start from j.[c]... that actually has a 50% prorate when starting off it.

The Ultimate SACCHIN COMBO OF DOOM is off a counterhit...j.b on a GROUNDED opponent. Chain into 5b2b 236c for a 3k combo starter with 0% prorate...

Her AA ch j.b is pretty scary too, leads to free ex grab.

and her best 100% meter combos are off 214c , not through 623c relaunch grabbing.
Hella hard though.

Choco:
More is coming! I work full time for most of the week and am usually too tired to come home and type up more stuff. Like right now. And to make things worse, I must go wash some clothes. /sigh

Sp00ky:
I don't know how Satsukis 214A works on ver.B Arcade but I do want to point out that on ver.B ps2 it's only jump cancellable on block once. After that you must score a hit of some sort or be hit to reset the jump cancel on block property. It doesnt usually effect anything but if you've ever wondered why it seems like sometimes the jump cancel just 'didn't work' this is probably your answer.

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