Melty Blood/MBAACC/Satsuki Yumizuka/Full Moon: Difference between revisions

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Revision as of 13:37, 16 September 2022

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Additional Resources/Players to watch/ask
  • Combos:
    • Add combo routes for non-corner screen positions and situational starters.
    • Add damage and meter gain/given values to combos.
  • Move Descriptions:
    • Expand upon to the shorter descriptions, cite their uses, add captions where helpful, etc.


Additional Resources

F-Satsuki Match Video Database
Ale_Man's F-Satsuki Combo Video
Chace's F-Satsuki Blog
Satsuki Discord


Notable Players

Name Color Region Common Venues Status Details
Ale_Man

Color

South America Dream Match, Netplay Active Creator of the "F de Facha" combo video, has a good knowledge for techs with F-Sats, also has a YouTube channel with exhibitions. Subscribe to Zanzibarland
Ridory

Color

Japan Netplay Active C-Satsuki main who uses a secondary F-Satsuki for counterpick reasons.
Chace<3

Color

North America Netplay Active NA F-Satsuki main and 214C > 2C enthusiast.
Active in both discords and always willing to chat about the character.
Posts FSats tech on their YouTube page and their F-Satsuki Blog

Overview

Strengths / Weaknesses
Strengths
  • High meterless damage off of most confirms, capable of converting any hit into her looping okizeme win condition
  • Her Okizeme game is similar to C moon but with more access to strong meterless options
  • Plus frame normals and specials allow for more frametraps and extended pressure sequences
  • Advancing normals and tools like 22X give her an additional tool for grounded neutral
  • 236C allows F-Sats to completely bypass certain projectiles in neutral, making it harder for screen control characters to run their gameplan
  • Less reliance on meter makes her AAD unblockable setplay more viable as an actual win condition
  • Gains 2A and 5A, giving F more low options than the other moons.
  • 5B
Weaknesses
  • The 623[A] > j.[c] portion of her BNB is a one frame link (2f when plinked) which gates the character behind a steep execution requirement.
  • Generally lower metered damage than C moon, even when optimized
  • Has difficulty mixing up opponents out of pressure, 5[C] no longer an overhead
  • Her 5A being a standing low makes her anti-air game considerably weaker than the other moons
  • Less meter gain than C moon and only being able to heat in MAX requires more attention to meter management compared to other moons
  • Lacks anti air tools like Crescent's j.A and Half Moon's j.[B] makes her air-to-air game a bit weaker
  • Being unable to cancel air normals other than j.C makes her air game somewhat commital

General Gameplan

Similar to C-Satsuki, F-Sats' gameplan revolves around scoring a hit, carrying the opponent to the corner, and starting her setplay. Because F-Satsuki sports high damage off of most starters and her okizeme setups are highly ambigious it is not uncommon for F-Satsuki to turn a hit into a mixup, into another mixup, into the end of a round. Because of the strength of her gameplan F-Satsuki can opt to either play aggressive and rushdown to try to score a hit out of neutral and frametraps or choose a more defensive and opportunistic playstyle to start her offense.

Neutral

F Satsuki has a very strong kit for controlling neutral on the ground an protecting her airspace:

  • Tools like 5B and 5C([C]) move her forward and have hearty disjoints that cover both ground and IAD approach angles.
  • 623C is an infamously large anti air command grab that can be used to snipe jump startups, air approaches, and TK moves.
  • 236C is invuln in the middle of its animation and moves Satsuki forward a considerable amount, allowing her to punish projectiles and other moves with poor recovery on reaction. Matchup defining move.
  • 2B is plus on block, fairly fast, and has a great disjointed hitbox, making it a good tool for stuffing out grounded approaches and resets.
  • 2C is a ludicrously fast sweep that can be used either as an abare option (committal) poke out of a dash, as a niche anti air to low profile poorly disjointed air approaches.
  • 3C and 3[C] are slow but can low profile many projectiles (and moves!), making these a decent option to get in in certain matchups. Do not overly rely on this as these moves are particularly unsafe.
  • 22A and 22B occupy a decent amount of space on the ground which can stuff out grounded approaches. This is most notable with 22B as this can be EX cancelled to catch jumps with a buffered 623C
  • j7.B and rising j.A are powerful (while committal) answers to air approaches if you do not have the time for a 5[C] or 623X anti air.


Pressure

In addition to standard Full Moon stagger pressure F-Satsuki has many buttons that are disjointed and plus on block, allowing her to layer frametraps in her blockstrings and extend pressure longer than Crescent. This puts her pressure is somewhat in the middle of the Satsuki lineup, just shy under Half due to the moon's lack of rebeats. One thing to note is that while Full Moon has longer pressure sequences these are mostly composed of mids and lows. Because of this, F-Sats offense often requires a fair level of commitment when it comes to opening up overly respectful opponents.


Full moon Satsuki can structure her pressure after 5A/2A stagger by stacking plus frames to create frametraps. Example strings include:

  • 5B > 2B > 5B
  • 5B > 5[C]
  • 2B > 2B
  • 5B > dl. 2B

Most of her buttons are plus and many move you forward so get creative with this.
Strings like X > 22A > 5B are risky but can be somewhat safe if spaced to not get hit by opponents mashing out with A normals. Do note that cancelling into moves like 2C, 2[C], 3C will effectively mark the end of your pressure sequence, making you either commit to a reset or end pressure. If your string ends in 3C consider using 3C > dl. 623[A] to make 3C +4 on block.
When you get pushed out too far to continue your offense, moves like 214[A], 22A and 236A can be used to safely end pressure


Once you have established respect from your opponent you can opt for a reset to either go for a mixup or reset pressure.


22C is a very strong option for pressure resets as it is hugely plus on block and gives you a way to trim meter if you are looking to avoid going into MAX.

However, while 22C has a strong risk/reward the cost/benefit may not be in your favor if the opponent chooses to just bunker out, paying 50 meter compared to your 100 to end pressure and return to neutral. Do note that while 22B is unsafe at most ranges, it is EX cancellable, meaning that you can use the move towards the end of a blockstring and buffer 623C to catch jumpouts. This is particularly useful in the corner but generally will mark the end of your pressure sequence.

Redash 2A is generally a decent option after using one of your more advantageous normals like 5[C]. 236B is a very strong pressure reset tool as it moves you directly next to the opponent, can be confirmed on hit into a full combo with OTG > 623C, and puts you at +4 effectively giving you a full pressure reset. Do note that at 32 frames of startup 236B is a HUGE risk as you can be mashed out of the hop and the hit portion of the grab can be shielded on reaction. This is still worth going for at least once in a match because if your opponent respects this move your pressure becomes much more substantial and the threat of guard breaking your opponent is now on the table.

For resetting out of or during a pressure sequence you can choose to go for 214B([B]) or IAD j.C after a plus frame move for an overhead option. If the opponent is successfully conditioned 214X moves having the same startup animation can create a mental mixup as 214A is a mid, 214B is an overhead, 214[B] beats shield attempts, and 214[A] does absolutely nothing. If you notice that your opponent likes to shield your 214B attempts you can use 214[B] as a (wildly unsafe and telegraphed) deterrent.

2A and 5A are good for setting up tick throw attempts. For strike/throw it is usually more beneficial for Satsuki to use Bite instead of 6/4E if you have the meter as it does more damage, has greatly increased range (about the same as 2B!) and gives a better knockdown.
You can gimmick your way into a quick Bite either mid string using redash > Bite, 236[A] > Bite, or towards the end of a string with 214A(w) > Bite.

Example 214A(w) > Bite string: 2/5AA > 5B > 2B > 5B > 5C> 3C > 214A(w) > Bite.
If you are pressed for meter and choose to use regular throw, 5B or 2C will cover neutral, forward, and backwards ground techs in the corner.

Okizeme

Just like Crescent Moon Satsuki, Full Moon Satsuki revolves around okizeme. Getting one hit in can lead to the opponent eating combo after combo. Unlike Crescent, F Moon's 623A anti-air hitgrab leads to an untechable knockdown. In addition to this this change making 623A a strong head-invuln anti air option this gives F the potential to land a stray hit in neutral, half-health the enemy, and chuck them midscreen to put them into an unfair 4 way guessing game without using any meter. Remember that each character in the game has unique wakeup speeds for different sorts of knockdowns. Most of the time, the small difference in wakeup timing is not a problem, but some characters require extra delay to meaty, while Miyako in particular's wakeup is so short some setups cannot hit meaty without extra workarounds. It's important to be familiar with some of the characters with unique wakeup timings as you will need to adapt to their wakeup speeds to land certain mixups. C-Satsuki Knockdown Durations

Primer: Sandoori

Sandoori is a technique where Satsuki double jumps and immediately airdashes back, which allows a very hard to react to crossup high. Input frame perfectly, sandoori is only 2 frames slower than a regular airdash back.

This video contains example footage, slow motion instruction, and ways to practice it!


The input for sandoori can be 496, 476, or 76A+B. These inputs are all based on your original facing direction. For the two manual inputs, 4 can be input before or after crossing over, but the other inputs have to be after you are already past them. 496 will give a very fast sandoori. 476 will give a slower sandoori, because of required time to go from 7 to 6. It has the perk of moving you closer to your opponent, so in some cases where 496 will overshoot, 476 will be perfect. If the manual input is challenging, then it is acceptable to use the airdash macro instead.


Midscreen after 623A throw, 236A, or 63214C:

  • Dash j8. This gives a 3 way mixup. Do the 8 as soon as the dash starts. After you're in the air, holding 6 gives crossup, doing nothing doesn't crossup, and holding 6 and doing an air backdash j.C gives high option without crossing up.
  • 4A236[B]. This gives ambiguous crossup. Do it early and you'll cross over. Do it late and you won't.

Midscreen after 421A/B:

  • sj9. This gives a 4 way mixup. Superjump forward will cross up or not depending on when you whiff an aerial attack. Whiff a j.B early and you won't cross up. Whiff it late and you will. Don't whiff anything for high options. Air backdash j.C for a noncrossup option and instant air backdash after you crossup for a crossup high option.
  • 236[B]236[A]. This gives ambiguous crossup. Do it early and you'll cross over. Do it late and you won't.

Midscreen after 623C or 236C:

  • Dash j8. This gives a 4 way. Holding 4 gets a noncrossup, holding 6 gives crossup, air backdash j.C gives noncrossup high, instant air backdash after crossing up gives crossup high.

Midscreen or corner with gap after 623[B], 236B, or 3C

  • 29. This gives a 2 way mixup. Air backdash j.C for noncrossup and instant air backdash after crossing up for crossup high. You can try to go for lows if you know that they'll respect it, but it's not safe and can be mashed out of.
  • 236[A]. Early to cross up, late to not cross up.

Corner with gap after 623C:

  • Dash j8. This gives a 4 way mixup. Do the 8 as soon as the dash starts for crossup and do it a bit late after you've pushed their body into the corner for noncrossup. Air backdash j.C for high and instant air backdash j.C after jumping the dash early for crossup high.

Made F-Satsuki's setups can be made heat-safe with 5AA > 5C as 5C will clash on heat, allowing you to confirm into a full combo with 3C. This is particularly strong against characters with poor defensive options. If you think there is a chance that the opponent would rather heat on wakeup than gamble on holding your Oki, land and go for this string as a meaty low option.

These are just a few common setups but F-Satsuki has a bit more mixup potential than the other moons so there are ton of possible mixups you can go for: Extensive F-Satsuki Okizeme Guide

Defense

Because of the nature of Full Moon and lack of Crescent's 22X, F-Satsuki has somewhat weaker defensive options than her sister character.
2A, and 2C are generally her best abare options, notably with 2C as its speed and range are hard for many characters to contest when pressed on a gap in a blockstring. 2C(1) on a gap can be confirmed into (3C)236C for a full combo.

214C is the closest thing to a reversal she has but is not invulnerable, can be shielded on super flash, and has a sizeable deadzone above Satsuki, which makes this a decent option to respond to non A-normal meaties or gaps in pressure but a poor choice on wakeup or when low on health.

Lack of EX Shield limits her cancel options when shielding jump ins or overheads. Usually her best options out of shield are shield counter or 623X to respond to certain jump ins. You can cancel into Bite from a clashed A normal to beat strike throw setups like F Hisui 22X but outside of this Bite is generally not the strongest defensive tool.
Generally your defense with F-Satsuki is going to be fairly fundamental, relying on mechanics like EX Guard to create openings to either mash or jump out.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

All corner combos involving 2[C], 2C can be used midscreen by using dash 2C instead. Some characters require dash 2C. 2C(2) > 3C starter works better than 5C > 3C in corners and if you're too far away.

623[A] > j[C] - The Link
Almost all of F-Satsuki's routes require you to connect 623[A] > j[C]. This is a one-frame link.
To make this more consistent, you can to use a technique called “plinking” to make the link an entire frame more lenient and double your chances of not dropping.
To plink this, jump after the 623[A]; press and hold C, then one frame later press and hold 5E (stick MUST be at 5).
It might feel strange at first, but eventually you will get extremely consistent at pressing C and E exactly one frame apart. Humans are good at this sort of thing.
Don't get too pressed about missing this link as it is very challenging to get this consistent at first. It's worth noting that if you drop this link, the opponent must also plink within the same one-frame window to air tech out.
Get used to seeing Invalid! on your combo counter.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Corner
  • 5A > 5B > 5C > 3C > 623[A] , j9.[C] > sj9.[C], land 2[C], 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo. Sets up midscreen mixup. You can be fairly far from the corner and still have this work.
Corner
  • 5A > 5B > 5C > 3C > 623[A], j9.[C] > sj9.[C], 2[C] > 5AA > 623[B]
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo. Sets up corner mixup. Leaves gap.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Corner, 100% Meter
  • 5A > 5B > 5C > 236C, 2C > 3C > 623[A] , j9.[C], land 2[C], 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo. Sets up midscreen mixup. Standard metered combo. Uses 100 meter.
Corner, 100% Meter
  • 5A > 5B > 5C > 3C > 623[A], j9.[C] > sj9.[C], 2[C] > 5B > 5[C] > (delay) 623[B], 5AA > 5B > 2C > 623C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo. Sets up corner mixup. Leaves gap. Delay 623[B] slightly. Uses 100 meter.

IH Combos

Condition Notation Damage
vs V.Sion
Notes
Max
  • 5B > 5C > 22B > IH 5[C] > (delay) 623[B], 5C > 623C, 2C > 3C > 623[A] > j9.[C], 2[C], 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Sets up midscreen mixup. Big damage. Delay 623[B]. Also remember to do this with enough meter to do 623C.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBFSat5A.png
Damage Red Damage Proration Cancel Guard
300 252 75% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 3 2.25% -

A standing low kick. Cancels into itself, plus on block.

5B
MBFSat5B.png
Damage Red Damage Proration Cancel Guard
700 505 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 6 11 -2 ~ 3 6.3% -

Satsuki pushes forward with a disjoint covering a good amount of space in front of her. Great in pressure and is a useful tool to cover both ground and IAD approaches. Combos into itself on counter hit.

5C
5C
5[C]
HSatsuki5c.png
HSatsuki5Xc.png
5C Damage Red Damage Proration Cancel Guard
1000 707 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 13 0 7.2% Clash 10-16

A smash with forward momentum and a clash box on top. Strong preemptive anti air, useful in anti-heat setups.

5[C] Damage Red Damage Proration Cancel Guard
1700 1212 85% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
19 5 9 4 10.8% -

Charged version that launches on hit. Gives a tremendous amount of frame advantage but pushes Satsuki far away on block. Combos into itself on counter hit.

Crouching Normals

2A
HSatsuki2a.png
Damage Red Damage Proration Cancel Guard
250 151 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 1.8% -

Fast, fairly standard 2A that hits low.

2B
MB C Satsuki 2B.png
Damage Red Damage Proration Cancel Guard
600 363 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 8 3 6.3% -

A crouching mid punch.

2C
2C
2[C]
MB C Satsuki 2C.png
MB C Satsuki 2C Charged.png
2C Damage Red Damage Proration Cancel Guard
800, 600 (1206) (828) 70% (O), 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 6 24 -15 3.6%, 4.5% (8.1%) -

A 2-hit sweep with fast 4f startup.

2[C] Damage Red Damage Proration Cancel Guard
900*2, 950 (2057) (1289) 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
27 10 15 3 5.4%, 3.6%, 2.7% (11.7%) -

Charged version is a 3-hit with advantage on block.

Aerial Normals

Notes:

  • All of F-Satsuki's air normals except for j.[C] can only be cancelled into Initiative Heat. j.[C] retains regular cancel properties which in F-Satsuki's case are double jump cancel, air throw or IH.
  • j.A doesn't recover in mid-air unlike with most characters.
j.A
HSatsukija.png
yes, that's where the frame data is, sacchin
yes, that's where the frame data is, sacchin
Damage Red Damage Proration Cancel Guard
300 202 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 2.7% -

Standard air jab.

j.B
MB C Satsuki jB.png
Damage Red Damage Proration Cancel Guard
750 454 90% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 7.2% -

Downward arm swipe.

j.C
j.C
j.[C]
MB C Satsuki jC.png
MB C Satsuki jC Charged.png
j.C Damage Red Damage Proration Cancel Guard
1000 707 85% (M) - HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 9.0% -

Aerial downward smash. Ground-techable knockdown on air hit.

j.[C] Damage Red Damage Proration Cancel Guard
1300 1212 50% (O) J HA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 - - 6.3% -

Charged version ground bounces on hit and has proper and can be jump/air throw cancelled.

Command Normals

3C
3C
3[C]
MB C Satsuki 3C.png
MB C Satsuki 3C Charged.png
3C Damage Red Damage Proration Cancel Guard
1000 707 60% (O) SP, EX L
First Active Active Recovery Frame Adv Circuit Invuln
13 12 19 -13 ~ -2 9.0% -

Satsuki slides forward.

3[C] Damage Red Damage Proration Cancel Guard
1500 1212 70% (O) SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
26 8 11 -1 ~ 6 13.5% -

Satsuki slides further forward than 3C. Launches on hit.

Universal Mechanics

Ground Throw
MB C-Satsuki Throw.png
Damage Red Damage Proration Cancel Guard
1400 606 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Satsuki launches the opponent into the air. Opponent can air tech just before touching the ground.

Air Throw
Air Throw
j.6/4A+D
HSatsukiairthrow.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1300
533 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 9.0% -

Satsuki punches the opponent into an untechable knockdown. One of the few airthrows that build meter.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MB F-Satsuki 236D.png
MB F-Satsuki j.236D.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as C-moon 5C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% Full 1-3

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Satsuki 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A 214A-like shield bunker.

Blood Heat
Blood Heat
A+B+C during MAX
MB C-Satsuki ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 5 25 - uses all Full 1-25

Wide hitbox, activation startup is on the slower side.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MB C-Satsuki CSpark.png
MB C-Satsuki CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

236X
Sacchin Arm: Aerial Dash
236A/[A]/B/[B]/C
MBFSat236A.png
MBFSat236B.png
MBFSat236C.png
A Damage Red Damage Proration Cancel Guard
1500 (1453) (880) 65% (O) - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
20 2 15 -2 0.0% -
[A] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24 - - -
  • Satsuki jumps forward and tries to grab the opponent. All versions are hitgrabs. Can be held for a dash-only feint version.

On hit, Satsuki will launch the opponent to the other side. Untechable knockdown.

B Damage Red Damage Proration Cancel Guard
1300 (1259) (664) 100% - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
33 2 11 4 0.0% -
[B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 33 - - -

Satsuki leaps farther forward. Knocks the opponent down right in front of Satsuki on hit. Very slow startup, actually + on block.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) (1369) 60% (M) - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
3+10 2 20 -4 -100.0% Full 3-10

EX version is invincible during the dash portion and ground bounces on hit.

623X
MB C-Satsuki 623A.png
A
A
MB C-Satsuki 623A BE.png
[A]
[A]
MB C-Satsuki 623B.png
B
B
MB C-Satsuki 623B BE.png
[B]
[B]
HSatsuki623C.png
EX
EX
A (Throw)
(Strike)
Damage Red Damage Proration Cancel Guard
1500 (1453)
1000
880
707
100%
80% (O)
-
(J)
U (Whiffs vs Ground.)
LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 23 -8 0.0%
9.0%
High 1-19
[A] (Throw)
(Strike)
Damage Red Damage Proration Cancel Guard
1300 (1259)
1200
664
1010
100%
75% (M)
-
(J)
U (Whiffs vs Ground.)
LH
First Active Active Recovery Frame Adv Circuit Invuln
14 3 14 2 0.0%
10.8%
High 1-20
  • Satsuki's anti-air grab series.

A version works as both an anti-air grab that launches the opponent to the other side on hit, and a jump-cancelable launcher. Airborne opponents can be hit by the launcher part instead of the grab if the attack connects late enough.
Charged version is used as a launcher as it is much less likely to grab the opponent after 2C/3C. Otherwise the grab causes untechable but non OTG-able knockdown.

B Damage Red Damage Proration Cancel Guard
1500 (1453) 880 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
8 8 16 - 0.0% High 1-10
[B] Damage Red Damage Proration Cancel Guard
1300 (1259) 664 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
14 2 22 - 0.0% High 1-15

Grab only. Uncharged version launches to the other side and is air techable, charged version is an OTG-able untechable knockdown in front of Satsuki.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) 1369 60% (M) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
2+6 2 34 - -100.0% Full 1-3, High 4-9

Infamously long-ranged anti-air grab. Ground bounces on hit.

214X
Here I go~!
214A/[A]/B/[B]/C
Catsuki 214A.png
A
A
MB C-Satsuki 214B.png
B
B
MB C-Satsuki 214B BE.png
[B]
[B]
MB C-Satsuki 214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 505 100% -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -5 8.1% -
[A] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -
  • Satsuki warms up and performs a rushing push.

A version is EX cancellable even on whiff, and jump-cancellable on hit. Can be held for a feint.

B (Lv 1) Damage Red Damage Proration Cancel Guard
700, 800 (1176) (644) 70% (O) - H, LH
First Active Active Recovery Frame Adv Circuit Invuln
29 5 21 -2 8.0%, 10.8% (18.8%) -
[B] (Lv 2) Damage Red Damage Proration Cancel Guard
1400, 800 (2082) (1354) 70% (O) - H, LH
First Active Active Recovery Frame Adv Circuit Invuln
41 (min)* 5 21 -2 8.0%, 10.8% (18.8%) -
[B] (Lv 3) Damage Red Damage Proration Cancel Guard
2000 1515 100% J H
First Active Active Recovery Frame Adv Circuit Invuln
53 (min)* 3 23 -8 18.0% -
[B] (Lv 4) Damage Red Damage Proration Cancel Guard
2000 2020 100% J H
First Active Active Recovery Frame Adv Circuit Invuln
67* 3 23 -8 22.5% -

Slow overhead, can be charged for different levels of damage. Level 1-2 charge is initially a 2-hit with only the first being an overhead.

Level 3-4 charge is a single-hit which deals a lot of guard damage and is jump cancellable if you manage to land it.

EX Damage Red Damage Proration Cancel Guard
2400 2020 45% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+7 3 27 -2 -100.0% Full 1-6

Has a few invulnerable frames on startup and is actually pretty safe on block. Wallslams on hit.

421X
MB C-Satsuki 421.png
A Damage Red Damage Proration Cancel Guard
1600 (1091) (826) 50% (O) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
7 8 38 - 14.4% -
  • Satsuki jumps into the air to grab the opponent. All versions cause untechable but non OTG-able ground bounce on hit.

Smashes the opponent like in airthrow if this connects.

B Damage Red Damage Proration Cancel Guard
1600 (1091) (826) 50% (O) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
11 12 35 - 14.4% -

Varation of 421A which makes Satsuki jump farther.

EX Damage Red Damage Proration Cancel Guard
2600 (2518) (2152) 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
2+6 12 37 - -100.0% Full 2, 4-7

Satsuki dunks the opponent on hit. This is less likely to leave Satsuki far away from the opponent than the unmetered version.

22X
MB H-Satsuki 22A.png
A
A
MB H-Satsuki 22B.png
B
B
MB H-Satsuki 22C.png
EX (2nd Projectile)
EX (2nd Projectile)
A Damage Red Damage Proration Cancel Guard
1000 808 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
17 11 9 -2 8.0% -
  • Satsuki punches the ground, spawning a fast ground shockwave projectile which travels a set distance.

Slow startup, safe on block at -2f.

B Damage Red Damage Proration Cancel Guard
1000 808 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 11 19 -12 9.0% -

Fast startup, EX cancellable. Slightly more range than 22A. Terribly unsafe on block anywhere near the opponent at -12f.

EX Damage Red Damage Proration Cancel Guard
800, 200*3, 650 (1791) (1163) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+8 11 (5) 6 (2) 4 19 21 -100.0% -

Fast startup, does a 22A wave immediately followed by a larger version. Gives good frame advantage on block. Being too close to the opponent stuck in the corner can lead to this move being punishable on block.

63214C
HSatsuki63214C.png
Damage Red Damage Proration Cancel Guard
2500 1467 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
3+0 1 28 - -100.0% Full 3

EX Bite. A command grab that is fast and unescapable once superflash starts. Untechable knockdown on hit.

Arc Drive

Now I'm mad...!
41236C during MAX/Heat
HSatsukiAAD.png
Damage Red Damage Proration Cancel Guard
3300 2626 50% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4+12 1 27 - removes all Full 1-16, High 17-19

Satsuki rushes forward to try grabbing the opponent. 11f post-flash startup makes this easy to be jumped away.

Another Arc Drive

Now I'm mad...!
41236C during Blood Heat
MB C-Satsuki AAD.png
Damage Red Damage Proration Cancel Guard
20600 (5583) (4512) 50% (O) - A
First Active Active Recovery Frame Adv Circuit Invuln
6+8 8 24 - removes all Full 1-21

Usable in combos, but shieldable and air blockable.


Last Arc

Reality Marble - Depletion Garden
Grounded EX Shield during Blood Heat
MB C-Satsuki LA.png
Damage Red Damage Proration Cancel Guard
11700 (3599~6821) (3002~5665) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
3+25 123 27 - removes all Full

Circuit breaks the opponent and spawns a fullscreen hitbox active for an extremely long time, making this unescapable.


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