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Saki 101

Posted: December 18, 2008 12:11 pm  
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PROS:

CONS:

TIER:

SAKI SPECIFIC LINGO:

ASSIST:

NORMALS:

Throw -

f+C -

SPECIALS:

: [rdp+A/B/C]
She throws a grenade. If done in the ground A goes about half screen, B full screen and C she throws it upwards and reaches about half screen. On the air she throws them downwards somewhat the same distance as the ground button variations.

: [hcb+A/B/C]
Command grab. The grab doesn't have a lot of range but is still useful. She grabs you and headbutts you, it sets you in that "tumbling" where the next hit will juggle you so I recommend following it with a launcher. Can be combo'd from A, B attack string. Can follow into B, d/f+C, Aerial Rave. But this move really shines in the corner!

: [hcf+A/B/C]
Fires off a beam. A,B,C varies the number of hits, pretty self explanatory. Can't be done in the air which sucks.

: [dd+A/B/C]
A - A shotgun like shot, travels about half screen.
B - An electric orb that travels a bit and stays in place. Hits about 5 times (Have to confirm the number of hits)
In my opinion the best normal charge, you can combo if the opponent got hit by it.
C - Charges a big bullet, just like the regular C shot but bigger and like twice the damage.

SUPER MOVES:

: [qcf+AB]
Fires off a big beam at about 40 degrees, decent damage. Can DHC.

: [hcb+AB]
Charges her rifle's next shot into an unblockable bullet.(Tested on dummy set at All Guard) The damage is great considering is a lvl 1 super and unblockable, does about the same damage as the beam super and can be comboed the same way a regular C shot. I'd say this is her best super hands down. Can't DHC. Can set up her qcf+AB.

ULTRA SUPER MOVES:

: [dp+AB] Level 3
A counter super, and considering its a lvl 3 counter super the damage is crap, I find this move completely useless only to be used for the lulz when playing against a friend. Can't DHC if the counter is successful, don't know if you can DHC before being hit.

GENERAL COMBOS:

Condition:
Stipulation:

SAKI'S GENERAL RUNDOWN:

* GLITCH: One player needs to be Tekkaman and one player needs to be Saki. Saki Jumps tries to throw out an air C Grenade from almost a full screen away. Tekkaman Immediately does his B whip grab, it is vital for the timing to be perfect, its not very easy to reproduce. Saki basically does what Viewtiful Joe does and flies
off the screen, but seemingly much faster, and there is no way to escape. except for mega crush.
* Depending on the opponent. You'll interchange between A,B,CommandGrab or A,B,c.B,CommandGrab
* Maybe she relies on Variable Aerial Rave (tagging in or out) for best results? Should definitely learn Variable AR combos with Saki.



CORNER LOOP:
- Start by charging dd+B
- Combo into command grab
cr.A, cr.A, s.A, cr.A, B, cr.C, dd+BD, cr.C, [dd+B, cr.C] repeat x3 or more times, rdp+B xx qcf+AB

* Notes:

- You need the assist right after the setup to get that extra hit in and give Saki time to recover from the dd+B charge and fire it so it can juggle. After that, the way the shock ball juggles will give her the time she needs repeat charge shots without the assist.


- It doesn't work on Joe or Roll... They're too small to get hit by the corner command grab setup.

- Some assists allow the setup to perform much more effectively than others; Like Casshern's assist.


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