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Atlas Academy > Satsuki Yumizuka (Yumiduka)

MBAA Crescent Satsuki Reference

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Ultima66:
As if Sacchin section didn't have enough threads already, here's another one. MBAA Sacchin is totally different from MBAC Sacchin so just thought people might like a reference thread for what she can do.

General-

Superjumps - This is NOT like MBAC superjump. Your momentum dies after a point, and using an attack completely kills your momentum. You can't follow up 22C with superjump j.[C] any more because of this. At distances where her old superjump would go into 4-way, you won't make it all the way now.

Dash - She has a real dash now. Fully cancellable, she no longer has to rely on only IAD j.C to get in. This gives TONS more freedom. Off a whiff cancelled 2C 5A, you can dash 2AA 5B 2C whiff and repeat, IAD j.B/C, dash 2A tick throw, dash 2C, etc. She has REAL blockstring options now, and a bit more combo possibilities because of this. Get creative.

Air Dodge - This is amazing. This replaces her need of superjump airbackdash for oki. Air dodge DOES turn you around if you air dodge and end up behind the opponent, and it WILL NOT TURN YOU AROUND UNTIL YOU COME OUT OF IT. This means it can create some really hard to see crossups where you airdodge a decent distance in front of them and come out just behind them turned around. It keeps some of your horizontal momentum and has a set vertical momentum. Remember, Half moon loses a lot of guard bar strength for using this and shield, Crescent not so much. This will barely have an effect on your guard bar strength in Crescent.

IAD - This is not going to be used as much any more. IAD j.B is still strong, as is IAD j.C, but you can mix it up with dash now. 496 of course is still good to be able to do even with air dodge, because it's a faster way to turn around in the air than airdodge. IAD is now doable with 96, from what I hear. Just keep that in mind.

Normals-

5A - Same as always. Works as antiair somewhat, MBAA Guide Book says 4f startup and neutral on block, which is always nice. Still the best attack to whiff cancel into, total frames for startup/active/recovery is 1 less than 2A. Oh, it's not really neutral on block apparently. Guidebook numbers go by advantage if the attack hits on the last active frame as a meaty. If it hits on first active frame, it's actually -2. Level 1/2/3 attacks now have 1 less frame of blockstun according to this book.

5B - Same as before, mostly. It has reach and is 700 filler damage in any combo. It doesn't clash any more, as far as I can tell, which actually usually is a good thing. Because of it moving you forward if you cancelled the clash into 5A/2A before, you might move back and they wouldn't hit, and her other attacks were usually too slow to beat whatever the opponent cancels the clash into. 9f startup, 7f active just like before. It's -1 if it hits on the last frame, meaning it's like -7 if it hits on the first frame. Not that it's normally ever left out without cancelling regardless.

5C - Again, same as before. Still useful to whiff cancel into 5A. Nothing I need to say about it that doesn't already apply to MBAC, so it's still just as mediocre and not that useful. Doesn't even have real combo uses now because 3C replaced them.

5[C] - This is actually useful now, I guess. It DOES hit as an overhead now, but if I'm reading the guidebook correctly, this actually comes out 3f slower than 214B? Althought I always thought 214B was slower than 29f in MBAC. Anyways it's a 32f overhead with an untechable launch. Whiff cancelling into 5A on block gives +1 frames, so it's at least much safer than 214B and rewards you much more. Also it's used in Sacchin's impossible BnB.

2A - Same as always. Only difference is the universal 1f less blockstun. Same startup, active, recovery. This does not hit low.

2B - Again, just as useless. 600 damage combo filler from point blank. It doesn't prorate, frames are the same.

2C - I don't know if this is different because I can't tell how the framedataviewer works with charge moves exactly, but this is 5f startup now. This is actually fast enough to beat out pretty much every other B and C move and trade with half the 5A/2As. Of course, same universal combo starter. Always cancel this into something, just like in MBAC (I don't know if anyone else didn't before, but when I was learning to not 214A after every combo I kept leaving this unwhiffed and I could get counterhit by every 2C during recovery since it's so disadvantageous on block).

2[C] - Looks like a really useful stagger now. It gives +3 frames on block apparently. There's nothing in particular that applies to this that doesn't apply to 2C besides you can stagger by holding C pretty well just like in MBAC.

3C - Don't use it in blockstrings, please. It's a tremendous combo starter that's probably much better than 5C was at the job, but it's very unsafe on block and not normal cancellable. On block you're forced to take a counterhit, do 214A (-5 frames), 236A (-4 frames and pushes them far away), or 22A (-11 frames).

3[C] - This is much better for blockstrings. It's only -1f hitting on the first frame, and gives advantage if it hits later. Launcher (not sure how low it's techable if at all, and usually hits counterhit anyways), and goes far enough that it punishes pretty much every backdash. 3C knocks them down like 2C, this actually LAUNCHES high into the air like Nanaya/Tohno 5BB. EDIT: This is completely untechable. 2C will hit after it.

j.A - Same as always. Very fast air to air, gives a combo on counterhit most of the time, extremely good after an EX shield.

j.B - Same as always again. 7f startup is okay, decent hitbox, her most useful air to air attack, just like in MBAC. Easier to get a counterhit combo off of than j.A I believe.

j.C - Best air to ground. 7f for a C move is actually good now as opposed to okay for a B move. Lots of damage and easy to combo off of air to ground. Still ground techable whether on counterhit or not from the air, and groundslams, so try not to use it air to air much. 200 less damage apparently, but that's barely significant.

j.[C] - Hey it's her most useful combo filler now. Prorates 50% and does 1400 damage (I guess this is what they changed in ver A because it probably prorated less and still did full 2100 it used to do in MBAC in vanilla MBAA, and 623[A] probably didn't prorate as much). Don't use it normally. It's a free combo but it's stupid to try to get to actually hit. You can jump cancel this on hit or block, unlike with any of her other aerials. On hit it goes into jump cancel another j.[C].

Throw - Just as bad properties if it does hit. Apparently all throws are now 3f startup, though, which makes them better. It'll do some damage and sure it's a tick throw, but it's not nearly as good as a lot of other character's throws. If you don't NEED the meter, EX Bite is always tons better.

Air Throw - Much worse than before. They don't bounce, so you don't get 4-way any more. On the other hand, yes, it's a 2f attack air to air that can't be shielded and pretty much beats everything else if you're in range, just like every air throw. If you land it, it's some damage. At least it's not techable like Wara's horrible airthrow.

Shield Bunker - Nothing to see here. Same as always, can't be Baraed, still crappy. They're generally terrible for everyone outside of Half moon, and Sacchin isn't an exception. It has uses to get out of blockstun, but it sure as hell isn't as good as Half moon Bunker or Alpha Counter or Dead Angle Attack.

Specials-

236A - Blockable ground grab. Meh, same as before, don't use it. It's not very unsafe, but has no actual blockstring uses and isn't a good punish for anything.

236B - Unblockable ground grab. Well I can't say it's useless. Same as before, 31f grab that leads into a decent combo if you have meter. Choco blockstrings, anyone?

236C - EX ground grab. It has a vacuum effect like 623C now. I haven't really seen it used at long range, but I assume the effect means the range isn't horrible now. Maybe it's a strong long ranged heat punish, but it still has the same problems with being pretty slow and disadvantageous on block.

623A - Uppercut launcher/Antiair grab. Sacchin swings her arm up in an uppercut. It's a weird move. When the opponent is low to the ground, it launches. I don't know the properties of it, but no one ever uses it for launch over 623[A]. When the opponent is high enough in the air, it grabs them, then tosses them maybe 2 body lengths away behind her. It's totally untechable on the throw, and gives you a strong okizeme. Also, unlike her old 623A, when you throw, you CANNOT OTG them.

623[A] - Similar to the above, but this time the low launcher is what you want. It leads into her BnB. If you manage to hit with this when they are high enough, it will grab them and toss them down right in front of you. As with the above, unlike her old 623B, you CANNOT OTG after this, meaning it's pretty useless for the grab except for some weaker oki.

623B - Antiair grab. This is exactly the same as MBAC Sacchin 623A, I believe. 8f startup, 8f active (Yes, same as MBAC). If it hits, she'll throw the opponent a few body lengths behind her. Airtechable, but if they don't tech you can dash up OTG them.

623[ B ] - This is the same as MBAC Sacchin 623B. Except it actually comes out 1f faster. 14f startup, 2f active (MBAC was 15f startup 2f active). If it hits, she throws them straight down in front of her. OTG 5B/2C/5C or whatever into 623B (MBAC 623A remember) or 623C just like in MBAC. 5B as far as I can tell now DOES hit on every single character while they're knocked down by this and leads into 623C. Excuse the notation, I don't want everything to become bold.

623C - EX Antiair grab. Same as MBAC. 8f startup, 2f active, 34f recovery (more? less? I don't know, 623C's frames are weird in the framedataviewer). Groundbounces, untechable, lots of damage, her biggest combo enabler, sort of. Since she actually has a meterless BnB in this game, you don't need to rely on this nearly as much. Then again, the meterless BnB is impossible, so maybe you do. It should be noted that you CANNOT dash under the opponent after doing this any more, for whatever reason. You'll push them along with you. In MBAC because her dash was stupid, this was never useful. In MBAA where this might have come in handy, it's not doable any more.

214A - Forward moving punch. High reach, jump cancellable on hit, used for some combos and setups, but it's still unsafe on block and nowhere near as useful as it was in MBAC. It is no longer jump cancellable on block, which means it's really not useful in blockstrings outside of Bite tick throws any more, and since you don't really want to use Sacchin's airthrow in this game, it's not useful for combos either. There's still always the stagger 214A and cancel into 214C on hit, but since 214A isn't jump cancellable on block, it's not safe any more. This will always move momentum away from you into the opponent's favor on block.

214[A] - Punch fakeout. She'll wind her arm like she's doing 214B for as long as you hold A, until maybe half a second where she stops (31 frames apparently). It's not really useful. People that see a 214B should just start blocking high regardless, and it's too slow to hold out all the way to really fake out a 2C or anything else effectively. It's also too slow to work as a sort of whiff cancel for anything like Nanaya 22C, so this is pretty much pointless. If only it imitated a move that didn't suck, maybe it'd have uses. Like 214A, this makes you lose momentum no matter what, which is never a good thing for Sacchin.

214B - Forward moving punch. Slow overhead. Launches into like 623C or airthrow on hit. It's not a very good overhead, same as in MBAC, but hey, Choco blockstrings. It's not that bad on block though, only -2, so it's pretty much safe, but it moves momentum away from your favor, which sucks.

214[ B ] - Not very good. Wallslams when fully charged, but it takes 68 frames to come out. Also unshieldable. If it hits, you can get a full j.[C] combo afterwards for a ton of damage.

214C - EX moving punch. Same as always, strong reversal, 9f startup but it's invincible so you don't have to worry about it not coming out. I believe that like MBAC this can trade, but you'll pretty much always do more damage, and it wallslams so it'll always get them off of you. Combo into 2C into whatever near corner, just like before. -2 on block, essentially safe, which is always nice for a reversal.

22A - Ground pound. Same properties as before. Thanks to various changes, though, this is much better than 22B now I believe. 1f faster startup, less unsafe on block, and gives a combo on counterhit, same as always (the changes that make this better are because 22B is much less useful for a reversal).

22B - Ground pound. Much worse. No/less clash I believe. Still cancels into 22C, but why would you? You can't follow 22C up with anything outside of the corner now. More unsafe than 22A, 9f startup, bleh.

22C - EX Ground pound. Her generally most useful reversal, probably. It's 10f startup and completely horrible on block (there's not even disadvantage listed in the book because it'll always push them out of range before the attack finishes and you're left pounding nothing). But the hitbox makes it a better real reversal than 214C. You can't follow this up any more on hit, though, so it's probably not nearly as good regardless.

421A - Anti air dunk. Sacchin leaps up in the air with her arm extended and grabs the opponent. If it hits, will do a dunk them into the ground, and it gives a bounce on the ground that's untechable like her old airthrow. Far enough from the corner, any of her dunks lead into her old 4-way, but that's hard to do. 9f startup isn't very good, but 8f active is. Can riskily catch jumpouts with the great range and active frames, but 421B is slightly better. It's about as unsafe as 623C for catching jumpouts, but hey, people use 623C for that anyways.

421B - Anti air dunk. Same as above exactly, with 2f more startup in exchange for 4f more active. Even better for catching jumps. Not much else to say.

421C - EX Anti air dunk. 8f startup, huge damage, 12f active, huge hitbox, it's sort of like 623C as anti air. IF they jump, it's easy to land. If they see it, you're gonna get punished. Again, can go into 4-way facing out of the corner. Punish IAD pressure with it if you want, but it's risky.

632146C - EX Bite. I think it's better in this game. Guide book says 3f startup, with 0f post-flash. That's incredibly fast. Properties should be the same, maybe 6216C still works as the command, it's a good tick throw, since her normal throw is pretty bad, and she doesn't need meter as bad in MBAA.

j.632146C - Air EX Bite. Completely worthless for anything as far as I can tell. The only time I've ever seen it hit was when I kept trying to do it against a computer and it hit once. It has 9f startup, 3 post-flash, which means it's much crappier than her airthrow and ground EX bite, without any beneficial properties I believe. It can't be comboed into either. Maybe you can use it as a joke, but this attack may as well as have not been added, because it really has no use. Apparently it's only 15f recovery, but that doesn't matter on whiff because you'll get punished regardless of it being 15 or 20 something. You can OTG afterwards but you don't get any real combo unless you have meter to OTG into 623C.

41236C (Heat or MAX) - Arc Drive. 16f startup, 12 post-flash, but invincible. Only good for going through other attacks at very close range. Same as MBAC, pretty much. Not a good move.

41236c (Blood Heat) - AAD. 12f startup, 6 post-flash. Same uses as MBAC, but I don't know if you can do the whole combo into it while in MAX by activating after a 623B sort of thing in this game. WILL grab them out of the air, and can be comboed into from 623C as always. It's a deceptively strong attack, but the problem is you actually have to be in Blood Heat to use it, which makes it an easy read. But at point blank, it's actually hard to get out of safely.

Last Arc - It does more damage. Nothing else to say.

Combos-

There's a lot of possibilities here. Essentially, anything that bounces/launches and isn't techable links into just about anything (5[C], j.[C], and 623C). 2C goes into 3C or 5C, and 3C goes into 623[A] while 5C goes into 623C. 623[A] goes into j.[C] j.[C], but it's her impossible BnB and most Japanese players can't do it consistently. End all combos with 623A if possible. Her meterless BnB is something like this:

2A 5B 5C 2C 3C 623[A] j.[C] jc. j.[C] land 66 5[C] 2[C] 2C 5C 623A
EDIT: 5[C] only works in corner and is strict. Also, the "best" groundstring is 5BC 2C 3C 623[A]. I'm seeing certain players not use 623A and just ending combos with 623C or whatever. You have options.

With meter (I believe this is right, only in corner):

2A 5B 5C 2C 3C 623[A] j.[C] jc. j.[C] land 66 5[C] 2[C] 2C 3C 623[A] 623C 2C 5C 623A

There's plenty of room for variation, you can do 623C early and get the damage from that, and still go into 2C 3C 623[A] etc. Off of 623A, you can:

-Dash forward jump. This goes into airdodge mixups, and you can hold forward and air backdash to try to land a j.C, or whatever. See Kouma Sandoori.
-Superjump. Jump again when you're over their head and then airdodge for some really obscure possible crossups.
-Dash 2AAAA. Ok, it's not a mixup, but it's pressure. If they see the 2A they're probably not going to reversal, and a reversal can beat out your other mixups. Hey, Kouma players do it a lot, and it's not actually bad, even if it's a bit dumb.
-(Walk back a few steps? Pause? Don't really know, probably character dependent) Superjump into 4-way. It's possible, there's a few more options because of air dodge, and it's pretty strong. Don't know if it's really doable in it's full MBAC form, or if it's actually hard to block with this setup, but it's definitely doable. The "strongest" option off of this is still 496, if you can do it.

You can end combos in other ways of course. Airthrow puts you in neutral. 623[ B ] gives you the same 623B oki from MBAC, same for 623C and 2C. Try whatever. Unlike in MBAC, she has no set few ways of mixups that work very seamlessly. Hell, even in MBAC on a high level people used 4-way more sparingly because it was so commonly used it became easy to deal with. Instead, now she gets tons more options.

I may add more if anything comes up. Obviously if anyone else has combos I'll put them up. I don't know if I'll do a writeup for Half/Full, but Full isn't too different and Crescent is the one I know the most about.

Abstract Nonsense:
I would plus heat you but Meltybread is being douchey.

Edit: Hooray I got it

Van_Artic:
+Heat for you, great thread :D

Abstract Nonsense:

--- Quote ---Walk back a few steps? Pause? Don't really know, probably character dependent
--- End quote ---

If it's anything like MBAC the "heavier" the character the more steps you'll need to take.

MK dagawd:
Cool info bro, I might write one up for H Satsuki sometime.

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