Melty Blood/MBAACC/Satsuki Yumizuka/Crescent Moon: Difference between revisions
(→Move Descriptions: Stats for Nerds) |
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== Move Descriptions == | == Move Descriptions == | ||
{{AttackData/Infobox}} | {{AttackData-MB/Infobox}} | ||
=== Normal Moves === | === Normal Moves === | ||
==== Standing Normals ==== | ==== Standing Normals ==== | ||
Line 55: | Line 55: | ||
|damage=250 | |damage=250 | ||
|reddamage=147 | |reddamage=147 | ||
|proration=65% (O) | |proration=65% (O) | ||
|circuit=2.8% | |circuit=2.8% | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=LH | ||
|startup=4 | |startup=4 | ||
|active=3 | |active=3 | ||
Line 76: | Line 76: | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv=0 | |hitadv=0 | ||
|shieldadv=- | |shieldadv=-16 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 98: | Line 98: | ||
|damage=700 | |damage=700 | ||
|reddamage=411 | |reddamage=411 | ||
|proration=100% | |proration=100% | ||
|circuit=8.0% | |circuit=8.0% | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=H | ||
|startup=9 | |startup=9 | ||
|active=7 | |active=7 | ||
Line 116: | Line 116: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=8 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv=-7 | ||
|shieldadv=- | |shieldadv=-26 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 125: | Line 125: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=2 | ||
}} | }} | ||
Line 148: | Line 148: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=H | ||
|startup=9 | |startup=9 | ||
|active=2 | |active=2 | ||
Line 159: | Line 159: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv=-5 | ||
|shieldadv=- | |shieldadv=-27 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 168: | Line 168: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=3 | ||
}} | }} | ||
Line 181: | Line 181: | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=H | |guard=H | ||
|shield= | |shield=H | ||
|startup=32 | |startup=32 | ||
|active=2 | |active=2 | ||
Line 193: | Line 193: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv=-15 | |shieldadv=-15 | ||
|multishield= | |multishield=-32 | ||
|autosc=Yes | |autosc=Yes | ||
|otg=No | |otg=No | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=3 | ||
}} | }} | ||
Line 219: | Line 219: | ||
|damage=300 | |damage=300 | ||
|reddamage=147 | |reddamage=147 | ||
|proration=75% (O) | |proration=75% (O) | ||
|circuit=4.0% | |circuit=4.0% | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
Line 236: | Line 236: | ||
|hitstopstrength=6 | |hitstopstrength=6 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv=-1 | ||
|shieldadv=- | |shieldadv=-17 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 243: | Line 243: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=4 | ||
}} | }} | ||
Line 259: | Line 259: | ||
|damage=600 | |damage=600 | ||
|reddamage=352 | |reddamage=352 | ||
|proration=100% | |proration=100% | ||
|circuit=7.0% | |circuit=7.0% | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=L | ||
|startup=8 | |startup=8 | ||
|active=4 | |active=4 | ||
Line 274: | Line 274: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=8 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv=1 | ||
|shieldadv=- | |shieldadv=-18 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 283: | Line 283: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=5 | ||
}} | }} | ||
Line 303: | Line 303: | ||
|damage=800, 600 (1206) | |damage=800, 600 (1206) | ||
|reddamage=(804) | |reddamage=(804) | ||
|proration=70% (O), 55% (O) | |proration=70% (O), 55% (O) | ||
|circuit=4.0%, 5.0% (9.0%) | |circuit=4.0%, 5.0% (9.0%) | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|shield= | |shield=L | ||
|startup=5 | |startup=5 | ||
|active={{Tooltip | text=6| hovertext=3, 3}} | |active={{Tooltip | text=6| hovertext=3, 3}} | ||
Line 318: | Line 318: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6, 10 | ||
|selfhitstop= | |selfhitstop=Y, Y | ||
|hitadv= | |hitadv=-12, - | ||
|shieldadv=- | |shieldadv=-34, -31 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y, Y | ||
|otg=No | |otg=No | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=6 | ||
}} | }} | ||
Line 338: | Line 338: | ||
|damage=900*2, 950 (2057) | |damage=900*2, 950 (2057) | ||
|reddamage=(1250) | |reddamage=(1250) | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=6.0%, 4.0%, 3.0% (13.0%) | |circuit=6.0%, 4.0%, 3.0% (13.0%) | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|shield= | |shield=L | ||
|startup=27 | |startup=27 | ||
|active={{Tooltip | text=10| hovertext=3, 3, 4}} | |active={{Tooltip | text=10| hovertext=3, 3, 4}} | ||
Line 352: | Line 352: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1, 1, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6, 6, 10 | ||
|selfhitstop= | |selfhitstop=Y, Y, N | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-29, -26, -6 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg=No | |otg=No | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=6 | ||
}} | }} | ||
Line 381: | Line 381: | ||
|damage=300 | |damage=300 | ||
|reddamage=196 | |reddamage=196 | ||
|proration=75% (O) | |proration=75% (O) | ||
|circuit=3.0% | |circuit=3.0% | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=LH | ||
|startup=4 | |startup=4 | ||
|active=4 | |active=4 | ||
Line 400: | Line 400: | ||
|hitstopstrength=6 | |hitstopstrength=6 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 407: | Line 407: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=7 | ||
}} | }} | ||
Line 423: | Line 423: | ||
|damage=750 | |damage=750 | ||
|reddamage=441 | |reddamage=441 | ||
|proration=90% (O) | |proration=90% (O) | ||
|circuit=8.0% | |circuit=8.0% | ||
|cancel=EX | |cancel=EX | ||
|guard=HA | |guard=HA | ||
|shield= | |shield=H | ||
|startup=7 | |startup=7 | ||
|active=5 | |active=5 | ||
Line 433: | Line 433: | ||
|frameAdv=- | |frameAdv=- | ||
|invuln= | |invuln= | ||
|description= | |description=Valuable for its longer active frames than j.C and more horizontal reach. On counterhit, leads to some of your most damaging routes. | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=8 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
|otg=No | |otg=No | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=8 | ||
}} | }} | ||
Line 471: | Line 470: | ||
|cancel=EX | |cancel=EX | ||
|guard=HA | |guard=HA | ||
|shield= | |shield=H | ||
|startup=7 | |startup=7 | ||
|active=4 | |active=4 | ||
Line 485: | Line 484: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 494: | Line 493: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=9 | ||
}} | }} | ||
Line 507: | Line 506: | ||
|cancel=N, EX, J | |cancel=N, EX, J | ||
|guard=HA | |guard=HA | ||
|shield= | |shield=H | ||
|startup=25 | |startup=25 | ||
|active=4 | |active=4 | ||
Line 519: | Line 518: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 528: | Line 527: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=9 | ||
}} | }} | ||
Line 548: | Line 547: | ||
|damage=1000 | |damage=1000 | ||
|reddamage=686 | |reddamage=686 | ||
|proration=60% (O) | |proration=60% (O) | ||
|circuit=10.0% | |circuit=10.0% | ||
|cancel=SP, EX | |cancel=SP, EX | ||
|guard=L | |guard=L | ||
|shield= | |shield=L | ||
|startup=13 | |startup=13 | ||
|active=12 | |active=12 | ||
Line 565: | Line 564: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-35 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 574: | Line 573: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=490 | ||
}} | }} | ||
Line 583: | Line 582: | ||
|damage=1500 | |damage=1500 | ||
|reddamage=1176 | |reddamage=1176 | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=15.0% | |circuit=15.0% | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=L | |guard=L | ||
|shield= | |shield=L | ||
|startup=26 | |startup=26 | ||
|active=8 | |active=8 | ||
Line 600: | Line 599: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-25 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
Line 609: | Line 608: | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=490 | ||
}} | }} | ||
Line 627: | Line 626: | ||
|damage=1400 | |damage=1400 | ||
|reddamage=588 | |reddamage=588 | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
Line 640: | Line 639: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop=N | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg= | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=85 | ||
}} | }} | ||
Line 668: | Line 667: | ||
|damage=1600 (1408, Raw)<br>1300 | |damage=1600 (1408, Raw)<br>1300 | ||
|reddamage=517 | |reddamage=517 | ||
|proration=30% | |proration=30% | ||
|circuit=10.0% | |circuit=10.0% | ||
|cancel= | |cancel= | ||
Line 683: | Line 682: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg= | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=271 (grab), 272 (AT), 274 (gAT) | ||
}} | }} | ||
Line 710: | Line 709: | ||
|damage=500 | |damage=500 | ||
|reddamage=196 | |reddamage=196 | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% (-50.0% in blockstun) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=H | ||
|startup=26 | |startup=26 | ||
|active=4 | |active=4 | ||
Line 725: | Line 724: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-27 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=175 | ||
}} | }} | ||
Line 747: | Line 746: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=H | ||
|startup=8 | |startup=8 | ||
|active=4 | |active=4 | ||
Line 758: | Line 757: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv=0 | |hitadv=0 | ||
|shieldadv=- | |shieldadv=-27 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=175 | ||
}} | }} | ||
Line 784: | Line 783: | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% (min) | |circuit=-100.0% (min) | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|shield= | |shield=H | ||
|startup=21 | |startup=21 | ||
|active=5 | |active=5 | ||
Line 800: | Line 799: | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=-15 | |shieldadv=-15 | ||
|multishield= | |multishield=-34 | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=260 | ||
}} | }} | ||
Line 827: | Line 826: | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|shield= | |shield=H | ||
|startup=11 | |startup=11 | ||
|active=10 | |active=10 | ||
Line 842: | Line 841: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-17 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=262 | ||
}} | }} | ||
Line 864: | Line 863: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|shield= | |shield=H | ||
|startup=12 | |startup=12 | ||
|active=10 | |active=10 | ||
Line 875: | Line 874: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=263 | ||
}} | }} | ||
Line 906: | Line 905: | ||
|damage=1500 (1453) | |damage=1500 (1453) | ||
|reddamage=854 | |reddamage=854 | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH (Whiffs vs Air.) | ||
|shield= | |shield=H | ||
|startup=8 | |startup=8 | ||
|active=2 | |active=2 | ||
Line 919: | Line 918: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-16 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=136 | ||
}} | }} | ||
Line 942: | Line 941: | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Air.) | ||
|shield= | |shield=U | ||
|startup=31 | |startup=31 | ||
|active=2 | |active=2 | ||
Line 952: | Line 951: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=137 | ||
}} | }} | ||
Line 972: | Line 971: | ||
|damage=2000 (1937) | |damage=2000 (1937) | ||
|reddamage=1329 | |reddamage=1329 | ||
|proration=60% (M) | |proration=60% (M) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH (Whiffs vs Air.) | ||
|shield= | |shield=H | ||
|startup=2+8 | |startup=2+8 | ||
|active=2 | |active=2 | ||
Line 985: | Line 984: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-30 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=138 | ||
}} | }} | ||
Line 1,020: | Line 1,019: | ||
{{AttackData2-MB | {{AttackData2-MB | ||
|version=A | |version=A | ||
|damage=1500 (1453) | 1000 | |damage=1500 (1453) (grab) | 1000 (hit) | ||
|reddamage=854 | 686 | |reddamage=854 | 686 | ||
|proration=100% | 80% (O) | |proration=100% | 80% (O) | ||
|circuit=0.0% | 10.0% | |circuit=0.0% | 10.0% | ||
|cancel=- | (J) | |cancel=- | (J) | ||
|guard=U (Whiffs vs Ground.) | LH | |guard=U (Whiffs vs Ground.) | LH | ||
|shield= | |shield=U (Whiffs vs Ground.) | H | ||
|startup=8 | |startup=8 | ||
|active={{Tooltip | text=6| hovertext=3 (Throw), 3 (Strike)}} | |active={{Tooltip | text=6| hovertext=3 (Throw), 3 (Strike)}} | ||
Line 1,036: | Line 1,035: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=0, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-29 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=462 | ||
}} | }} | ||
Line 1,056: | Line 1,055: | ||
|damage=1300 (1259) | 1000 | |damage=1300 (1259) | 1000 | ||
|reddamage=645 | 490 | |reddamage=645 | 490 | ||
|proration=100%| 71% (M) | |proration=100%| 71% (M) | ||
|circuit=0.0% | 5.0% | |circuit=0.0% | 5.0% | ||
|cancel=- | (J) | |cancel=- | (J) | ||
|guard=U (Whiffs vs Ground.) | LH | |guard=U (Whiffs vs Ground.) | LH | ||
|shield= | |shield=U (Whiffs vs Ground.) | H | ||
|startup=14 | |startup=14 | ||
|active={{Tooltip | text=3| hovertext=1 (Throw), 2 (Strike)}} | |active={{Tooltip | text=3| hovertext=1 (Throw), 2 (Strike)}} | ||
Line 1,070: | Line 1,069: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=0, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-20 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=462 | ||
}} | }} | ||
Line 1,090: | Line 1,089: | ||
|damage=1500 (1453) | |damage=1500 (1453) | ||
|reddamage=854 | |reddamage=854 | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Ground.) | ||
|shield= | |shield=U (Whiffs vs Ground.) | ||
|startup=8 | |startup=8 | ||
|active=8 | |active=8 | ||
Line 1,103: | Line 1,102: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg={{Tooltip | text=N | hovertext=Can grab an opponent bouncing on the ground while hit by another move.}} | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=461 | ||
}} | }} | ||
Line 1,123: | Line 1,122: | ||
|damage=1300 (1259) | |damage=1300 (1259) | ||
|reddamage=645 | |reddamage=645 | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
Line 1,136: | Line 1,135: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=461 | ||
}} | }} | ||
Line 1,156: | Line 1,155: | ||
|damage=2000 (1937) | |damage=2000 (1937) | ||
|reddamage=1329 | |reddamage=1329 | ||
|proration=60% (M) | |proration=60% (M) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Ground.) | ||
|shield= | |shield=U (Whiffs vs Ground.) | ||
|startup=2+6 | |startup=2+6 | ||
|active=2 | |active=2 | ||
Line 1,166: | Line 1,165: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-3, High 4-9 | |invuln=Full 1-3, High 4-9 | ||
|description=Very little introduction necessarry. Hitting this move once might decide a whole round. Integral to her combo game because it | |description=Very little introduction necessarry. Hitting this move once might decide a whole round. Integral to her combo game because it sets the bounce count to 1 no matter what it was before.<br> | ||
Best used to punish predictable air movement and air techs. Does not have enough invincibility to beat deep jumpins and IADs. Get in the habit of buffering 623C constantly. | Best used outside of combos to punish predictable air movement and air techs. Does not have enough invincibility to beat deep jumpins and IADs. Get in the habit of buffering 623C constantly. | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg={{Tooltip | text=N | hovertext=Can grab an opponent bouncing on the ground while hit by another move.}} | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=142 | ||
}} | }} | ||
Line 1,205: | Line 1,204: | ||
|damage=1000 | |damage=1000 | ||
|reddamage=490 | |reddamage=490 | ||
|proration=100% | |proration=100% | ||
|circuit=9.0% | |circuit=9.0% | ||
|cancel=-EX-, (J) | |cancel=-EX-, (J) | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=H | ||
|startup=11 | |startup=11 | ||
|active=4 | |active=4 | ||
Line 1,220: | Line 1,219: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop=Yes | |selfhitstop=Yes | ||
|hitadv= | |hitadv=-5 | ||
|shieldadv=- | |shieldadv=-27 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=475 | ||
}} | }} | ||
Line 1,254: | Line 1,253: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount= | ||
|bonusscaling= | |bonusscaling= | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg= | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=475 | ||
}} | }} | ||
Line 1,272: | Line 1,271: | ||
|header=no | |header=no | ||
|version=B (Lv 1) | |version=B (Lv 1) | ||
|damage=700, 800 (1176) | |damage=700 (hit), 800 (1176) (projectile) | ||
|reddamage=(625) | |reddamage=(625) | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=10.0%, 12.0% (22.0%) | |circuit=10.0%, 12.0% (22.0%) | ||
|cancel= | |cancel= | ||
|guard=H, LH | |guard=H, LH | ||
|shield= | |shield=H, LH | ||
|startup=29 | |startup=29 | ||
|active={{Tooltip | text=5| hovertext=Two 3-frame hitboxes.
1-frame overlap on the 3rd active frame.}} | |active={{Tooltip | text=5| hovertext=Two 3-frame hitboxes.
1-frame overlap on the 3rd active frame.}} | ||
Line 1,289: | Line 1,288: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6, 10 | ||
|selfhitstop= | |selfhitstop=Y, N | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-28 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart=29 | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=478 (hit), 482 (projectile) | ||
}} | }} | ||
Line 1,307: | Line 1,306: | ||
|header=no | |header=no | ||
|version=[B] (Lv 2) | |version=[B] (Lv 2) | ||
|damage=1400, 800 (2082) | |damage=1400 (hit), 800 (2082) (projectile) | ||
|reddamage=(1313) | |reddamage=(1313) | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=10.0%, 12.0% (22.0%) | |circuit=10.0%, 12.0% (22.0%) | ||
|cancel= | |cancel= | ||
|guard=H, LH | |guard=H, LH | ||
|shield= | |shield=H, LH | ||
|startup={{Tooltip | text=41 (min)*| hovertext=Hold for 29 frames minimum.}} | |startup={{Tooltip | text=41 (min)*| hovertext=Hold for 29 frames minimum.}} | ||
|active={{Tooltip | text=5| hovertext=Two 3-frame hitboxes.
1-frame overlap on the 3rd active frame.}} | |active={{Tooltip | text=5| hovertext=Two 3-frame hitboxes.
1-frame overlap on the 3rd active frame.}} | ||
Line 1,322: | Line 1,321: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6, 10 | ||
|selfhitstop= | |selfhitstop=Y, N | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-28 | ||
|multishield= | |multishield= | ||
|autosc=Yes | |autosc=Yes | ||
|otg= | |otg=N | ||
|projstart= | |projstart={{Tooltip | text=41 (min)*| hovertext=Hold for 29 frames minimum.}} | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=479 (hit), 482 (projectile) | ||
}} | }} | ||
Line 1,342: | Line 1,341: | ||
|damage=2000 | |damage=2000 | ||
|reddamage=1470 | |reddamage=1470 | ||
|proration=100% | |proration=100% | ||
|circuit=20.0% | |circuit=20.0% | ||
|cancel=J | |cancel=J | ||
Line 1,352: | Line 1,351: | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|invuln= | |invuln= | ||
|description= | |description=480 | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=8 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=480 | ||
}} | }} | ||
Line 1,391: | Line 1,390: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=481 | ||
}} | }} | ||
Line 1,409: | Line 1,408: | ||
|damage=2400 | |damage=2400 | ||
|reddamage=1960 | |reddamage=1960 | ||
|proration=45% (M) | |proration=45% (M) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|shield= | |shield=LH | ||
|startup=2+7 | |startup=2+7 | ||
|active=3 | |active=3 | ||
Line 1,422: | Line 1,421: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop=N | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=Y | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=112 (animation), 118 (projectile) | ||
}} | }} | ||
Line 1,451: | Line 1,450: | ||
|damage=1600 (1091) | |damage=1600 (1091) | ||
|reddamage=(801) | |reddamage=(801) | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=16.0% | |circuit=16.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Ground.) | ||
|shield= | |shield=U (Whiffs vs Ground.) | ||
|startup=7 | |startup=7 | ||
|active=8 | |active=8 | ||
Line 1,466: | Line 1,465: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg={{Tooltip | text=N | hovertext=Can grab an opponent bouncing on the ground while hit by another move.}} | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=450 (grab), 453 (throw) | ||
}} | }} | ||
Line 1,484: | Line 1,483: | ||
|damage=1600 (1091) | |damage=1600 (1091) | ||
|reddamage=(801) | |reddamage=(801) | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=16.0% | |circuit=16.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Ground.) | ||
|shield= | |shield=U (Whiffs vs Ground.) | ||
|startup=11 | |startup=11 | ||
|active=12 | |active=12 | ||
Line 1,499: | Line 1,498: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg={{Tooltip | text=N | hovertext=Can grab an opponent bouncing on the ground while hit by another move.}} | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=451 (grab), 454 (throw) | ||
}} | }} | ||
Line 1,533: | Line 1,532: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg={{Tooltip | text=N | hovertext=Can grab an opponent bouncing on the ground while hit by another move.}} | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=452 (grab), 455 (throw) | ||
}} | }} | ||
Line 1,562: | Line 1,561: | ||
|damage=1000 | |damage=1000 | ||
|reddamage=588 | |reddamage=588 | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=10.0% | |circuit=10.0% | ||
|cancel=EX | |cancel=EX | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=H | ||
|startup=8 | |startup=8 | ||
|active=4 | |active=4 | ||
Line 1,578: | Line 1,577: | ||
|hitcount=1 | |hitcount=1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength=10 | ||
|selfhitstop= | |selfhitstop=Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-33 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=100 | ||
}} | }} | ||
Line 1,597: | Line 1,596: | ||
|reddamage=(723) | |reddamage=(723) | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=10.0%, 10.0% | |circuit=10.0%, 10.0% | ||
|cancel={{Tooltip | text=EX*| hovertext=First hit only.}} | |cancel={{Tooltip | text=EX*| hovertext=First hit only.}} | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=H, H | ||
|startup=9 | |startup=9 | ||
|active=2 (6) 4 | |active=2 (6) 4 | ||
Line 1,609: | Line 1,608: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount=1, 1 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6, 10 | ||
|selfhitstop= | |selfhitstop=Y, Y | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-36 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=101 | ||
}} | }} | ||
Line 1,629: | Line 1,628: | ||
|damage=400*6, 600 (2698) | |damage=400*6, 600 (2698) | ||
|reddamage=(2166) | |reddamage=(2166) | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|shield= | |shield=H | ||
|startup=2+8 | |startup=2+8 | ||
|active={{Tooltip | text=84| hovertext=2 (12) 4 (10) 2 (12) 4 (10) 2 (12) 4 (8) 6}} | |active={{Tooltip | text=84| hovertext=2 (12) 4 (10) 2 (12) 4 (10) 2 (12) 4 (8) 6}} | ||
Line 1,643: | Line 1,642: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount={{Tooltip | text=1 Hit| hovertext=Last hit only.}} | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength=6 | |hitstopstrength=6*6, 10 | ||
|selfhitstop= | |selfhitstop=N | ||
|hitadv= | |hitadv= | ||
|shieldadv=-15 | |shieldadv=-15 | ||
|multishield= | |multishield={{Tooltip | text=N| hovertext=Because of a very niche quirk in the way shield is programmed,<br>this move can be fully shielded by HOLDING the shield button.}} | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=Y*6, N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=102 (first 6 hits), 107 (projectile) | ||
}} | }} | ||
Line 1,673: | Line 1,672: | ||
|damage=2500 | |damage=2500 | ||
|reddamage=1424 | |reddamage=1424 | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Air.) | ||
|shield= | |shield=U (Whiffs vs Air.) | ||
|startup=3+0 | |startup=3+0 | ||
|active={{Tooltip | text=1| hovertext=Active during superflash hitstop.}} | |active={{Tooltip | text=1| hovertext=Active during superflash hitstop.}} | ||
Line 1,688: | Line 1,687: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=180 | ||
}} | }} | ||
Line 1,708: | Line 1,707: | ||
|damage=2200 (2131) | |damage=2200 (2131) | ||
|reddamage=(459) | |reddamage=(459) | ||
|proration=50% | |proration=50% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Ground.) | ||
|shield= | |shield=U (Whiffs vs Ground.) | ||
|startup=6+3 | |startup=6+3 | ||
|active=1 | |active=1 | ||
Line 1,721: | Line 1,720: | ||
{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=420 | ||
}} | }} | ||
Line 1,749: | Line 1,748: | ||
|damage=3300 | |damage=3300 | ||
|reddamage=2548 | |reddamage=2548 | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U (Whiffs vs Air.) | ||
|shield= | |shield=U (Whiffs vs Air.) | ||
|startup=4+12 | |startup=4+12 | ||
|active=1 | |active=1 | ||
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{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount= | |hitcount=0 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=150 | ||
}} | }} | ||
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|damage=20600 (5583) | |damage=20600 (5583) | ||
|reddamage=(4379) | |reddamage=(4379) | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
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{{StatsForNerds-MB | {{StatsForNerds-MB | ||
|hitcount=1 | |hitcount={{Tooltip | text=1 Hit| hovertext=Last hit only.}} | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop= | ||
|hitadv= | |hitadv= | ||
|shieldadv=- | |shieldadv=-, -32 | ||
|multishield= | |multishield= | ||
|autosc= | |autosc=Y | ||
|otg= | |otg=N | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=151 | ||
}} | }} | ||
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|damage=11700 (3599~6821) | |damage=11700 (3599~6821) | ||
|reddamage=(2915~5495) | |reddamage=(2915~5495) | ||
|proration=50% + 50% * remaining BH time | |proration=50% + 50% * remaining BH time | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|shield= | |shield=U | ||
|startup=3+25 | |startup=3+25 | ||
|active={{Tooltip | text=123 | hovertext=20 hits.}} | |active={{Tooltip | text=123 | hovertext=20 hits.}} | ||
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|hitcount= | |hitcount=20 | ||
|bonusscaling=0 | |bonusscaling=0 | ||
|hitstopstrength= | |hitstopstrength= | ||
|selfhitstop= | |selfhitstop=N | ||
|hitadv= | |hitadv= | ||
|shieldadv= | |shieldadv= | ||
|multishield= | |multishield= | ||
|autosc= | |autosc= | ||
|otg= | |otg= | ||
|projstart= | |projstart= | ||
|projdesp= | |projdesp= | ||
|seqid= | |seqid=119 (Last Arc), 130 (Hitbox) | ||
}} | }} | ||
Revision as of 23:53, 13 May 2023
Overview
C-Satsuki is a technical rushdown character with a unique playstyle and strong, loopable okizeme. | |
Pros | Cons |
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Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
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Command Normals
3C
3C
3[C] |
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
236X
623X
Sacchin Arm: Chasing the Uncatchable Dream
623A/[A]/B/[B]/C |
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214X
Here I go~!
214A/[A]/B/[B]/C |
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421X
22X
Don't get in my way...
22A/B/C |
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63214C
Sorry, just one bite!
63214C (Air OK) |
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Arc Drive
Now I'm mad...!
41236C during MAX/Heat |
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Another Arc Drive
Now I'm mad...!
41236C during Blood Heat |
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Last Arc
Reality Marble - Depletion Garden
Grounded EX Shield during Blood Heat |
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Neutral
Satsuki is a rushdown archetype character who has strong anti-airs and threatening burst movement. She has high health and strong attacks, so it might be tempting to play a cannonball playstyle, though Satsuki does better when she carefully chooses her approaches. Wait for a good opening to take advantage of Satsuki's quick movement and strong tools to get in.
Satsuki's kit is fantastic at punishing opponents who are in the air. 623C is a very real threat when Satsuki has 100 or more meter. You can be buffering the entire 623 input and committing to the C press only on reaction, or alternatively holding 6 then doing a twitch 23C. Catching air techs is a very common place to use 623C. 5A is extremely low commitment and also extremely potent. Don't be afraid to use this move a lot. Finally, 22A is extremely vital to protecting Satsuki's head from jump ins. Like 5A, it is very low commitment, and also its input can be buffered by mashing 22222... and only pressing A when you need the hitbox to come out.
An important mechanic to Satsuki's neutral is momentum preservation. If you dash and perform a neutral jump before Satsuki stops moving, the momentum will continue into your jump and and even your double jump with no degradation whatsoever. In this state, hold [4] in the air and Satsuki will stay in place because the force from the dash and from the input will cancel out. This allows Satsuki to scout in the air, all the while blocking and also not giving up ground. Then in a split moment, the preserved momentum can be added to the high speed of a forward airdash to travel extremely far and fast across the screen. By dash neutral jumping in neutral, Satsuki can safely watch for the opponent to commit and then punish from anywhere on screen with an airdash j.C.
Sometimes neutral will be grounded for both players, forcing Satsuki to play grounded footsies. She has the tools. Dash 2C is barely within human reaction time, so try to stay in the range where it will connect. 5B is a fantastic wall on the ground. It can be buffer cancelled into 3C, 236C, or 2C(1) > 236C. 3C is also an important ground neutral move. When spaced it is safe, and on hit it converts into a full combo with 5B > 623C. The quick movement and low profile make it valuable in midrange and zoner matchups.
Pressure
C-Satsuki's goal during pressure is not to lock the opponent down. Instead, she either wants to bait punishable panic options or force one of her many strong mixups. Midscreen, her pressure is very mediocre, but in the corner she has a lot more leverage. If pressure does not pan out, don't be afraid to back off and react to their escape attempt with 623C.
Pressure Tools
- 5A: Should be your go-to button on dash resets. Catches jumpouts which can be converted with 623C or 421A~2E, j.A(w). Slightly less range than 2A, so if you have not used either in your blockstring yet, 5A is a better rebeat button.
- 2A: Not a low and does not catch jumpers as well as 5A, so primarily a rebeat button.
- 5B: Advances. Stagger into and out of 5B.
- 2B: +1 and disjoint. Do not rebeat out of 2B or your frame data will actually be worse.
- 5C: Important for managing spacing for 214X mixups.
- 5[C]: 5[C] is the crux of probably C-Satsuki's best pressure mixup. It is important to show your opponent you are willing to overhead them, and once you do, you can start mixing in partial charges. 5{C} > 2C is very tricky to block and if timed well is also a frametrap. Vary your timing on 5[C] to really mess with your opponent.
- 2C: Active frame 5 and probably outspaces everything your opponent has at similar speed. Savvy opponents will wait to see you exhaust 2C before challenging your pressure, so play around that.
- 3C: Risky to use, but has very high reward on hit. Moves Satsuki forward and can be special cancelled into your 214X series for one final mixup before ending pressure. Non-counterhit can be converted with an OTG 5B > 623C.
- 3[C]: Extremely telegraphed move, but if it is not shielded, you will successfully have reset pressure. Condition your opponent to block after by staggering into 623[A], then mix in 236B once they start respecting.
- 214X RPS
- 214A: -5 on hit and block, but can be converted on counterhit. In general, try to avoid hitting with 214A
- 214A(whiff): EX cancel into EX Bite.
- 214[A]: Safest cancel after a blocked 3C. React to what they do and punish, or just go for a reset if they're scared.
- 214B: Slow overhead that leads into full combo on connect. Catches jumpouts because it is air-unblockable. Safe on block, but very easy to shield.
- 214[B]: What makes this move good is that it is unshieldable, so if they show they are willing to shield 214B, go for this and collect your massive reward.
- 623[A]: +2 and natural frame traps out of 5A. 623[A] 2C will catch a lot of twitchy options.
- 236B: Subtle animation and ridiculously strong starter. The range allows you to grab from outside of a lot of characters' 2A range. Don't overuse.
- 63214C: Fast command grab with good range. Against opponents who refuse to mash, start using this special.
- IAD j.C: Pressure reset, but risky to go for because of shield.
Example Blockstrings
5A > 623[A], 2C
Catches jumpouts and puts some fear of 623[A] in your opponent. 5A > 623[A] auto frame traps.
5A > 5A > 5A > 5B > 2B > 2C
Simplest stagger string. Rebeat at any point. Add or substract moves at your leisure.
5A > 5B > 2B > 5[C]/5{C} > 2C
This will auto-space outside most 2A ranges.
5A > 5B > 5C > 3C > 214[A]/214B/214[B]
3C 214[A] can be converted with 5B 623C. 214B beats jumps. 214[B] beats shield.
5A > 5B > 2B > 3[C] > delay 623[A]/236B
3[C] is 100% shieldable on reaction, and you're boned if they do.
2C(1) > 236B
Canceling 2C early can be visually disorienting and hurt their reaction speed.
j.[C] > dj.7
Baits H/F shield. Relatively safe way to set up a falling mixup. If the j.[C] connects you have a long time to OTG with 5B > 623C
IAD j.C, land 5A > ...
IAD j.C, land delay EX Bite
IAD j.[C](whiff), land 2C
Hold down C so your j.C hitbox doesn't come out. Whiffing an air button reduces landing lag. j.C fakeout will discourage shielding your future IAD attempts.
IAD j.[C](whiff), land EX Bite
5A > delay EX Bite
5A to check them, then EX Bite to chomp them.
5B > 5A, 2C(1) > 5A, 5B > 5A, 2C(1) > 5A ...
Fast and long blockstring that doesn't convert easily, but is very strong when they are one hit from death. Decently safe to heat mash.
Okizeme
C-Satsuki's okizeme is almost certainly the most potent of any character in the game. Nearly every knockdown can become a 3-way or even 4-way mixup. With proper setups, she can also be safe from many reversals and wakeup heat. This section will discuss common oki setups. Please note that C-Satsuki gives the player a tremendous amount of flexibility to tweak and experiment with setups. This list is far from exhaustive, and attempts more to show you the major types of oki.
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. C-Satsuki Knockdown Durations
Mixups
Midscreen 623C 3-Way
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 623C
Very simply end a combo midscreen with 623C. Midscreen 623C will only ever give you a 3-way mixup. There are two major setups.
- slight delay dash j.8...
- airdash back j.C
- superjump sandoori j.C
- land 2C
- sj.9~j.8 drift...
- airdash back j.C
- crossup or same-side land 2C based on j.8 timing.
Cornersteal 623C 4-Way
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 5C > 623[B], 5B > 2C > 623C
623C oki is even more potent near the corner where you can make it ambiguous if the opponent is fully in the corner or if there is a tiny gap. Because of the built-in ambiguity of crossup vs sameside, and the ability to hit high or low off the same jump timing, 623C corner oki is a true 4-way mixup. The idea is that you push their character on the ground a small amount that makes it unclear whether they are snug in the corner or not. If you opt for the sandoori option, consider inputting with the macro if you are not completely sure if there is a gap or not; you will just do a double jump airdash if there ends up not being a gap.
- slight delay dash j.8...
- airdash back j.C
- sandoori j.C
- crossup or same-side land 2C based on j.8 timing.
Cornersteal 623[A] 3.5-Way
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 5C > delay 5A > 623[A]
Extremely strong meterless mixup. Not a 4-way, but not so much a 3-way either--more like a 3.5-way. Whether the corner is stolen or not depends on the delay you place between 5C and 5A at the end of the combo. More delay steals the corner, less delay does not steal the corner. After 623[A], hold 9 to jump forward and do your oki.
- j.9...
- airdash back j.C
- crossup or same-side land 2C based on 5C 5A delay
- sandoori j.C (does not hit meaty)
A few notes about this setup that are good to know. This setup straight up does not work on Len or WLen. Characters with longer wakeup timings require a very small delay before holding 9. And one more thing, 623[B] has an identical animation but gives you less frames for oki. This can mess up people's timing and also gives you the perfect timing to do EX Bite when you land.
Midscreen 421A/B 4-Way
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 214A(whiff), 2C > 3C > 623[A], 421A
An extremely good setup midscreen which allows for a meterless 4-way mixup. 421A and 421B can be used nearly interchangeably. The differences between the moves are that 421A is easier to hit because it is faster, throws a shorter distance, and leaves you slightly closer after the throw. Note that sandoori may leave you slightly outside 2C(2) range. In that case, you can use 2C(1) > 236C or 5B to convert instead.
- 421A...
- crossup land 2C
- airdash back j.C
- j.B whiff sameside land 2C
- sandoori j.C
Unblockable Setup
Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[c] > 2[c], 2C > 3C > 623[A], 623C, 5E(Blood Heat), 5B/3C/214A~41236C
Satsuki's Another Arc Drive does not respect throw protection, so by making an opponent block a move with sufficient blockstun, she can cancel into an unavoidable AAD. Against players who know about this setup, you will have to play RPS, which if you win you will deal roughly 5k damage. 5B will beat low shield, 3C will beat high shield, and 214A will beat spotdodge and backdash. If you expect a reversal move, you can back off and see what they do. You have a few seconds to get the AAD off another way.
Sandoori
This video contains example footage, slow motion instruction, and ways to practice it.
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.
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.
Anti-Heat
Shield Heat OS, Spotdodge Heat OS, or just hard bait.
Anti-Backdash
5A(whiff) > 5B > 3C, 5B > 623C
Anti-Shield Counter
Shield Counter OS. Players that gamble on shield will also lose to simply doing nothing, too.
Defense
- Blocking: They can't hit you if you're blocking.
- 214C: Your reversal of choice, a fairly quick move that is invincible until it's first active frame which will almost always trade with the opponent normally in your favor. This move is pretty safe on block which is the main reason it is so good.
- 22A: Low profiles a lot of moves that were not intended to be low profiled.
- 22B: Not a real reversal, but has enough i-frames in its startup to often function as one. Against some characters' pressure, you can mash 22B to escape.
- 22C: This is an actual reversal, however it is incredibly unsafe on block/whiff. You only want to use this when you are positive it is going to hit. This move also hits both in front and behind you.
- 63214C: This move can be used as a reversal against opponents trying to delay meaty you on the ground to bait a reversal.
- 2C: Go back and look at that hitbox and remember it hits on frame 5, having this option open will mess up some characters when pressuring you. Cancel the first hit into 236C to convert at farther ranges.
- EX Shield: Since you are playing Crescent moon and have a 4-frame jab, that means that if you read an air move with EX Shield, immediately pressing 5A is a guaranteed CH, which you can follow up with a full BnB.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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. |
Combo Theory
Execution
2[C], 2C
This link is important because it helps manage Satsuki's spacing in corner combos. For example, the 623[A] corner steal does not work without this link. 2[C] has three hits and 2C has two. Connecting all five hits is challenging and requires different timings on different characters. Ryougi and Riesbyfe literally cannot be hit by all three hits of 2[C] under any circumstance.
The trick to make this link easier is to do 2[C] early so that the first two hits whiff and only the third hits. Then you will have a huge window to land the 2C followup.
2C Pickup
Some characters' hurtbox shrinks vertically when they are hit in the air, and first hit of 2C does not have sweep properties. So what can often happen is that when using 2C to catch a falling opponent, the first hit of 2C will connect and shrink the opponent's hurtbox and make 2C's second hit whiff.
The remedy for this is to do 2C early and only connect the second hit.
623[A], j.[C]
2 frame link.
What you can do to significantly improve consistency is employ a technique called "plinking". Plinking takes advantage of how Melty interprets inputs to let you press the same button twice very quickly. This will make the link 3 frames instead of 2. To perform the plink, when you input j.[C], press and hold C, then 1 frame later press E. Make sure you are not holding any direction when you press E, or the plink will not work. If you get the plink, it should look like this:
land 5[C] > 214A(whiff), 2C
Optimal sideswap method. Requires a well timed 2C press. 2C starts its charge animation after only 2 frames of being held, so make sure you press it quickly.
Some alternatives include:
- land 5[C] > 214A(whiff), 5A > 421A
- land 66 2C > 3C > 623[A], 421A
- land 66 2C > 5C > 5A > 421A
- land 66 5C > 5A > 421A
Kouma and Riesbyfe
You need to put a delay between 3C and 623[A] during your normal BnB, otherwise the 623[A] grab hitbox will connect instead of the launch hitbox.
Versus Ries specifically, if you are able to get the combo counter to 6 before inputting 623[A], then you don't have to do the delay anymore.
Corner Loops
421A
Example route: 214B, (421A~2E, j.A(whiff), land 2C > 3C > 623[A])xN
421A/B can loop in the corner for as long as you have meter and don't go over the bounce limit. Very light on meter usage.
OTG
Example route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], (2C > 5B > 5C > 623[B], 5B > 2C > 623C)xN
Good loop to use to close out the final pixel in a healthbar. Will fail to OTG if your hitcount is in the 30s. Very meter hungry.
421A + OTG
Example route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], (2C > 5B > 5C > 623[B], 5B > 2C > 623C, 2C > 3C > 623[A], 421A~2E, j.A(whiff))xN
Very technical loop which combines the two loops above. Optimal for stalling the opponent's MAX or playing for a timeout. With full meter, it can last for over 20 in game seconds.
Mechanics
OTG Strings
A good rule of thumb for what OTG string to use is to use as few attacks as possible. For example, after 236B, simply 5B > 623C is the optimal OTG string.
Midscreen, when 5B > 623C stops working, you will want to switch to 5B > 5A > 623C
Air Button Cancels
Unlike a majority of characters in MBAACC, C-Satsuki cannot cancel her air buttons on hit or block into jump or other buttons. The only cancels she has access to are 2E and 63214C; neither of which are very useful.
However, j.[C] follows the same cancel rules every other in the game uses, meaning she can jump, airdash, and do an attack.
Ground Bounce/Wall Bounce Limit
Ground bounce and wall bounce are treated as the same thing, so this section will refer to them both simply as "bounces".
You are allowed 2 bounces in your combo. If you do a third, the person being comboed will enter an uncomboable state until they recover. This is a strict limitation for most characters, but Satsuki is blessed with a tool to ignore it. 623C resets the bounce limit back to 1, so she is allowed to extend her combos for very long. To see some examples of Satsuki bending the rules, refer to the Corner Loops section above this.
If you use 236C/623C when your bounce limit is still at 2, it will force you down to 1, so you must adjust your routing. 623C, 2C > 3C > 623[A], j.[C] > sdj.[C], land 2C
will whiff on the second final 2C, for example.
Jump Cancel Limit
Satsuki does not have fancy tricks to play around this. Only one jump cancel is allowed per combo.
Advanced Combo Theory
The topics below are very neat and do high damage, but they are also very high execution. Don't try to learn these until you have mastered Satsuki's other more practical tech.
22B
In certain situations, Satsuki can use her 22B in a combo and get a 5A, 2A, or 2C link off it. In general, using 22B will increase a combo's damage by roughly 1000. Whether a button can be linked off of 22B is extremely hit-count and character specific. Grab based moves like 236B, 623[B], 236C, and 623C do not count toward the internal hit count.
Here is a technical spreadsheet on 22B routing. In the doc you'll see '5A', '2C', '5A > 2C', and '2C; 5A > 2C'.
- 5A: You have to spend meter to followup after the 5A with 5B/5C > 623[B].
- 2C: You have the before 5A routing (2f link) or 2C (1f link). For '2C' be very careful you don't charge 2C longer than 2 frames.
- 5A > 2C: You can meterlessly extend after 22B by linking 5A (1f link) into 2C.
- 2C; 5A > 2C: You can link into 2C (1f link) or 5A to 2C (2f link). These are the most practical to go for in a real match.
623A (Hit)
Against a handful of characters, instead of using 623[A], Satsuki can use very delayed 623A. Having 80% (O) proration instead of 71% (M) will mean that routing through 623A will do more damage than 623[A].
623A and 623[A] work the same way: there is a hitbox on Satsuki's hand that will grab an airborne opponent, if that hitbox whiffs, a new hitbox comes out which will launch an opponent. 623A's grab hitbox is bigger than 623[A], which is why it is harder to make whiff.
Unfortunately 623A is always a 1f link which can vary its delay timing based on spacing and hit count. Here is a list of characters whose hurtbox is short enough to let the 623A grab hitbox potentially whiff:
- Ciel (Can't be too close or you'll grab her feet)
- Miyako
- V.Sion (Extremely picky about hitcounts)
- Sion (ditto above)
- Roa
- Mech
- Satsuki
- Ryougi
- Nero
- NAC
- Neco-Arc
- Kohaku
- Hisui
Theoretically, 623A would also work on most other characters in the game too, but it would require much harder setup. In recoil, hurtboxes gets wider through the animation, which implies it should be possible to find a precise spacing where you can do 623A and have the grab hitbox whiff, but the hit hitbox connect after their hurtbox expands.
Here are the few known setups discovered so far:
Hime:
- Corner 2A > 2B > 2C > 3C > 623A
Ciel:
- Corner (j.C/5A >) 5B > 2B > 2C > 3C > 623A
Arc:
- Corner (j.C/5A >) 5B > 2B > 2C > 3C > 623A
Ryougi:
- Corner 5C > 2C > 3C > 623A
- Midscreen (j.C/5A/2B >) 5B > 5C > 2C > 3C > 623A
Essential Combos
Every combo has two damage values. One is the optimal damage, and the other is if you use stabalization techniques like single hit 2C/2[C] and ommitting hard buttons.
General Combos
Most of these examples route into 421A to make it easier to see the difference between each combo. Satsuki has tremendous flexibility, so feel free to adjust to whatever finisher is desired.
22B Combos
These combos are very hard and very optional. It should be mentioned that 5A links can be plinked with 4/6[D]A~E or 4/6[D]E~A. If that notation looks confusing, it is just saying to hold D and forward or backward, then plink A into E or E into A. Mastering the plink would make the 1f links 2f and the 2f links 3f.
Rebeats and Gaps
5A | 2A | 214[A] | |
---|---|---|---|
5B | -1 | -2 | -18 |
2B | -1 | -2 | -18 |
5C | +2 | +1 | -15 |
2C | -4 | -5 | -21 |
3C | N/A | N/A | -15 |
3C | 214B | 236B | 623[A] | |
---|---|---|---|---|
5A | 1 | 17 | 19 | 3 |
5B | None-1 | 14 | 16 | 0 |
2B | None | 14 | 16 | 0 |
5C | None-1 | 11 | 13 | N/A |
2C | 1-5 | 17 | 19 | 3 |
3C | N/A | 11 | 13 | None |
3[C] | N/A | 11 | 13 | None |
j.C | 0 | 11 | 13 | 2 |
Additional Resources
C-Satsuki Match Video Database
C-Satsuki Execution Guide
C-Satsuki Corner Safejumps
Satsuki Discord
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
akahoshi (赤星) | Japan | A-cho | Active | ||
anpan (アンパン) | Japan | A-cho | Active | ||
Fang#7108 | North America | Netplay | Active | ||
misomedama (味噌目玉) | Japan | A-cho | Inactive | ||
moai (モアイ) | Japan | Play Spot BIG ONE 2nd | Active | ||
Ridory | Japan | Netplay | Active |