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

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'''Midscreen after 623C or 236C:'''
'''Midscreen after 623C or 236C:'''
:*Dash j8. This gives a 4 way. Holding 4 gets a noncrossup, holding 4 gives crossup, air backdash j.C gives noncrossup high, instant air backdash after crossing up gives crossup high.
:*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
Midscreen or corner with gap after 623[B], 236B, or 3C

Revision as of 15:32, 3 June 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

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

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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. The crossup instant air backdash that's very important to her okizeme game is done with 4956, where all the directions are given from before you cross up, but are all done after you cross up. So 4 is the direction you jumped from, 9 is up and away from the opponent, 5 is neutral, and 6 is away from the opponent.

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.

Defense

place text here*

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.

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
4 4 5 3 2.25% -

A standing low kick.

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
6 6 11 -2 ~ 3 6.3% -

Satsuki pushes forward.

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
12 5 13 0 7.2% Clash 10-16

A smash with forward momentum and a clash box on top.

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
18 5 9 4 10.8% -

Charged version launches on 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
3 4 5 3 1.8% -

Fast low 2A.

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
7 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
4 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
26 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
Damage Red Damage Proration Cancel Guard
300 202 75% (O) - HA
First Active Active Recovery Frame Adv Circuit Invuln
4 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
6 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
6 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
25 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
12 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
25 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
2 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
1 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
8 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
8 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
25 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
7 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
20 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
10 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
11 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
19 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
32 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+9 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
7 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
13 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
7 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
13 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+5 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
10 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
28 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+6 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
6 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
10 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+5 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
16 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
10 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+7 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+11 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+7 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+24 123 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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