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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Profile
Saki is an exceptional student who impresses all of the adults around her. Considerably more mature than most of the other students in her grade, her time spent studying abroad in England when she was a child adds a further air of sophistication that her classmates cannot ever hope to match. Although she comes across as cold and somewhat overbearing, Saki is actually kind and more than a little shy.
Heart's best friend since childhood, she is the only person Saki feels comfortable enough with to show her true personality to. She has a strong sense of duty, and will frequently take on more responsibilities than she is able to bear. She also, until recently, had major problems socializing with others after suffering through the trauma of losing Fiona, though she has gotten much better about opening up to others.
Because of her powers, she has volunteered to help the Japanese branch of the Celestial Union to eradicate the planar rifts that occasionally appear in the country. And while she doesn't really believe the rumors that the celestial stones that emerge from the rift will grant their finders a wish, she still makes it a point to find one in the hopes of bringing back Fiona.
Overview
Rushdown character with charge moves and high damage potential. Has two overhead divekicks and a command roll that can cross-up.
Recommended Arcana
For further information go to Recommended Arcana
Normal Moves
Standing Normals
5A
5A
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
500
|
-
|
All
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
4
|
-
|
|
-1
|
-
|
-
|
- Jump-cancellable
- Whiffs on crouchers
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1100
|
L
|
Sp,J
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
8
|
-
|
|
+1
|
-
|
-
|
- Has clash frames during start-up.
- Hits low.
- Jump-cancellable.
|
|
5C
5C
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2200
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
15
|
-
|
|
-2
|
-
|
-
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- Has clash frames during start-up located around the chest.
- Superjump-cancellable
- Airborne during frames 2-13
- Can also be used to clash most projectiles. You can mash 5C/j.C to clash multiple hits.
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5E
5E
|
Normal
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
11
|
-
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|
-3
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-
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-
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- Air-unblockable.
- Cannot cancel into non-Arcana specials and supers.
- Guard-breaks if fully charged.
- Has projectile-reflection frames during start-up.
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Charged
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Damage
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Guard
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Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2900
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
34
|
-
|
|
-
|
-
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-
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Universal Guard Break property
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Crouching Normals
All crouching normals can be performed with , , or motions.
2A
2A
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
500
|
L
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
5
|
-
|
|
-1
|
-
|
-
|
|
2B
2B
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1000
|
L
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
7
|
-
|
|
-2
|
-
|
-
|
|
2C
2C
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Damage
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Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1600
|
L
|
-
|
-
|
-
|
-
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-
|
Startup
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Active
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Recovery
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Advantage
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Property
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Level
|
16
|
-
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|
-6
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-
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-
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Low Profile
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2E
2E
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Normal
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Damage
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Guard
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Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2500
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
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Advantage
|
Property
|
Level
|
14
|
-
|
|
-2
|
-
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-
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Universal Launcher
- Air-unblockable.
- Cannot cancel into non-Arcana specials and supers.
- Has projectile-reflection frames during active frames.
|
Charged
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Damage
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Guard
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Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
3200
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
28
|
-
|
|
-
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-
|
-
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Universal Guard Break on full charge
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Air Normals
All air normals can be performed with , , or motions.
j.A
j.Aj.
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Damage
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Guard
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Cancel
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Untech Time
|
Tech Proration
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P1 Proration
|
P2 Proration
|
600
|
H
|
-
|
-
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-
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-
|
-
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Startup
|
Active
|
Recovery
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Advantage
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Property
|
Level
|
6
|
6
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-
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-
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-
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Saki strikes with her knee and elbow.
"Hits on frame 6, slower than almost every other character's j.A. If you and the opponent clash in mid-air, do not mash j.A! Has 6 active frames... Useful as an air-to-air by jumping up or towards the opponent. "
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j.B
j.Bj.
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Damage
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Guard
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Cancel
|
Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1400
|
H
|
-
|
-
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-
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-
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-
|
Startup
|
Active
|
Recovery
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Advantage
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Property
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Level
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7
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12
|
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-
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-
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-
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- Can cross-up.
- Hits overhead.
- Jump-cancellable.
- Very good combo starter.
"Useful jump-in and air-to-air if the opponent is approaching from a lower angle. Useful as a cross-up jump-in, especially in the corner, although it can be difficult to combo off of it midscreen. In combos, reduces hitstun% by -6 rather than -4 like other B normals."
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j.C
j.Cj.
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
|
2200
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
8
|
10
|
|
-
|
-
|
-
|
Has clash frames during start-up. Not Jump-cancellable
|
|
j.E
j.Ej.
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Damage
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Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
12
|
13
|
|
-
|
-
|
-
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Has projectile-reflection during and after active frames.
|
|
Command Normals
6B
6B
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1300
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
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Active
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Recovery
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Advantage
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Property
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Level
|
9
|
-
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-4
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-
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-
|
|
6C
6C
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2300
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
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Advantage
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Property
|
Level
|
11
|
-
|
|
-10
|
-
|
-
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Saki’s Air Unblockable normal. Not necessarily best for straight anti airs, but useful for guard crush setups.
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j.4B
j.4B
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1000
|
H
|
J
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
7
|
5
|
|
-
|
-
|
-
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One of Saki’s nice air to air pokes, but not the only one
- Clash during active frames
- Whiffs crouching characters
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j.3C
j.3C
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1500
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
21
|
Until L
|
|
-
|
-
|
-
|
Very narrow angle Dive kick
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|
Universal Mechanics
Neutral Throw
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
300, 500, 1200
|
Throw
|
-
|
-
|
-
|
-
|
-
|
Startup
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Active
|
Recovery
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Advantage
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Property
|
Level
|
5
|
-
|
|
-
|
-
|
-
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Leaves opponent standing.
Can extend into combo with EFC or homing cancel
|
|
Lever Throw
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2500
|
Throw
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
3
|
-
|
|
-
|
-
|
-
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Throws opponent behind Saki with knockdown
|
|
Air Throw
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
500, 1500
|
Throw
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
3
|
-
|
|
-
|
-
|
-
|
|
Special Moves
Claimh Solais
|
A version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1800
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
5
|
-
|
|
-19
|
-
|
-
|
A Jumping flash kick
- Air Unblockable
- Unclashable
|
B version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
7
|
-
|
|
-23
|
-
|
-
|
A jumping flash kick.
|
C version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
800, 2200
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
9
|
-
|
|
-27
|
-
|
-
|
A jumping flash kick. Hits twice.
- Remember to homing cancel if any of these are blocked to make it safe
|
|
Brionac
|
A version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2200
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
14
|
-
|
|
+1
|
-
|
-
|
A powerful lunging kick forward. Can be used as a follow-up with [Fragarach]. A version moves the shortest length, and is slightly plus on block
|
B version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2500
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
19
|
-
|
|
+2
|
-
|
-
|
B version moves slightly farther, and is plus on block
- Has clash frames during a couple frames of startup (16-17f?)
- Neutral on hit
|
C version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
3000
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
26
|
-
|
|
-3
|
-
|
-
|
The C version goes the farthest, pushes to the wall on hit.
- Air Unblockable
- Has clash frames during start-up (14~23F)
- Unclashable
|
|
Air Brionac
|
A version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2200
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
12
|
-
|
Until L+7
|
-
|
-
|
-
|
All Air versions of Brionac have very different frame data. In general shorter startup and longer recovery.
- j.[4]6A leaves Saki at frame disadvantage on hit and on block unless you HC or EFC it
|
B version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2500
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
15
|
-
|
Until L+7
|
-
|
-
|
-
|
All Air versions of Brionac have very different frame data. In general shorter startup and longer recovery.
- Has clash frames during a couple frames of startup (12-13f?)
|
C version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
3000
|
M
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
21
|
-
|
Until L+8
|
-
|
-
|
-
|
The C version goes the farthest, pushes to the wall on hit.
- Has clash frames during start-up (13~22F)
- Unclashable
|
|
Gorm Glas
Orna
|
A version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
22
|
-
|
|
-5
|
-
|
-
|
B version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
22
|
-
|
|
-5
|
-
|
-
|
C version
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2400
|
H
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
22
|
-
|
|
-5
|
-
|
-
|
Leap forward, then attack with a falling kick. Saki will go farther depending on the button pressed. Important note is that this move must be used on the ground; otherwise, Saki will perform Gaeassail.
"Yup, an up charge. Fortunately, the game allows you to do ground normals while holding up to charge this move.
There are many ways to hide your up-charge and surprise the opponent with this overhead. For example: during 5B 5C, during [4]6B, while falling after an air combo, during neutral homing, during a high enough divekick, during an Arcana special, etc.
It is surprisingly difficult to cross-up with this move. Often when it looks like a cross-up, it is actually omni-blockable, i.e. it can be blocked both left and right. You can test your cross-up overhead setups by recording the training dummy executing a setup, then playing it back and attempting to block it yourself to see if it is indeed a cross-up. "
- On block, after you recover in the air, you will be at a -5 frame disadvantage. However, on hit or block, you can EFC this move as it hits the ground
|
|
Gaeassail
Fragarach
Luath
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
-
|
-
|
30
|
-
|
-
|
-
|
Quickly roll forward, allowing you to get around your opponent
- Throw Invuln & Upper body Invuln frames 3-20
|
|
Additional Attack
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
2000
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
-
|
-
|
|
-
|
-
|
-
|
Saki performs a move that is almost like a small version of the flashkick Claimh Solais. Punishable on block
|
|
Super Moves
Liath Fail
|
Ground
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
500*9, 3000
|
M
|
-
|
-
|
-
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-
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6
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Perform three somersault kicks. If the third kick hits, a fourth kick launches the opponent upwards.
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Untech Time
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Tech Proration
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500*6, 3500
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Perform three somersault kicks. If the third kick hits, a fourth kick slams the opponent downwards.
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Areadbhar
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700*4, 3000
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Super version of Brionac ([4]6X) attack
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700*4, 3000
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Super version of air Brionac ([4]6X) attack
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Critical Heart
Garbh Dagda+632146+AB
[2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E] You like quick time events? You like quick time events? Cause that's what you gotta do! Cause that's what you gotta do!
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Generic CH
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500*4, 2000, 3000, 500*2, 1500, 2000, 8000
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Rush forward and perform a tackle. Carefully time the inputs after the tackle to execute a combo. Alternatively you can spam the relevant buttons, so long as you mind the delay after groundbounce and the flight
2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E
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Combos
Solo Combos
https://www.youtube.com/watch?v=QhdzKPmzKGc
Air Starter Optional
- JC, 5A, 5B, 5C, 4~6+B, J623+A
- JC, 2A, 2B, 2C, 4~6+B, J623+A, (land-66) 5/N Throw*
^Knockdown version, optional Throw mix-up
- 2A, 2B, 2C, 2~8+C(2), J214+AB
- 2A, 2B, 2C, 2~8+A, 214+AB*
^A-Claimh keeps you grounded so you can use the ground version of Liath to send them in the air for a continued HC-combo
- 2A, 2B, 2C, 4~6+B, (land*) 214+AB
^Gotta be fast
- 2A, 2B, 2C, 4~6+B, J214+AB
- 5A, 5B, 5C, 4~6+B, J236+AB
- 2A, 2B, 2C, 4~6+B, 5A, 6C, JB, J4B, (djc) JA, JB, JC, J623+A
- 2A, 2B, 2C, 4~6+B, (5HC~9) JB, JC, (land) JA, JB, J4B, (djc) JA, JB, JC, J623+A
- 2A, 2B, 2C, 6~4+C, JA, J4B, (djc) JA, JB, JC, J623+B, J214+AB
- JB, (66) 2A, 6B, 2C, 6~4+C, (5HC~8) JA, JB, J4B (djc) JA, JB, JC, J623+B
- 2A, 2B, 2C, 6~4+A, 6C, (sjc) JA, JB, J4B (djc) JA, JB, JC, J623+A, J214+AB
- 2C*, 6~4+C, 6C, (sjc) JA, JB, J4B (djc) JA, JB, JC, J623+B
^Vega slide punish combo
- 6B*, 6~4+C, 6C, (sjc) JA, JB, J4B (djc) JA, JB, JC, J623+B
^11K meterless if you fish with 6B
- (IAD) JB, JC, 2A, 2B, 2C, 6~4+C, (5HC~8) JA, JB, J4B (djc) JA, JB, JE
- 5/N Throw, (6HC) 6~4+A/B, 6C, (sjc) JA, JB, J4B (djc) JA, JB, JC, J623+A
- 8~2+X, (land) 5A, 5B, 5C, 6~4+C, 2~8+B
- 2A, 2B, 2C, (6HC) 5A, 6B, 6C, JA, JB, J4B (djc) JA, JB, JC, J623+B
- 2A, 2B, 2C, (6HC) 5A, 6B, 6C, (IAD*) JB, J4B, (land) 6C, (sjc) JA, JB, J4B, (djc) JA, JB, JC, J623+A
^JB~J4B are done at the tail-end of the IAD so you can hook the 6C afterwards
- (Corner-Air to Air) JA, JB, J4B, (djc) JB, JC, JE, J4~6+B, J214+AB
- (Air to Air) JA, JB, J4B, (djc) JA, JB, JC, J623+C, J214+AB
- (Air to Air) J4~6+A/B, (5HC~9) JA, JB, J4B, (djc) JA, JB, JC, J623+C
- 6B, 6~4+C, JC*, 8~2+B, (land) 6~4+C, (5HC) JA, JB J4B, (djc) JB, J4B, JC, J623+A
^The timing here is awkward, character specific stuff if you expect to land and do 6~4+C, can just use 8~2+C to Liath if you wanna use meter here for less of a headache
- (Anti-Air) 2~8+B, (5HC~8) JA, J4B, (djc) JB, JC, J623+C
- (close) 6B, 2E, (8~5DD*) JA, J4B, (djc) JA*, JB, JC, J623+C, J214+AB
^The homing here tight so you gotta be fast if you don't wanna use meter, JA is optional but it has to be fast too
- (Anti-Air) 6C, (sjc) JA, JB, J4B, (djc) JA, JB, JC, J623+X, J214+AB
- (Anti-Air) 6C, (IAD) JC*, (land-sjc) JA, JB, J4B, (djc) JA, JB, JC, J623+X, J214+AB
^Same as the previous one, just added IAD~JC if you get the 6C on reaction
- (Corner-Anti-Air) 6C, (IAD) JE, (land) 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A/B*
^None of Saki supers connect so *insert arcana super improvisation here*
- (Air to Air) JE*, (5HC~D) JE, (land) 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A/B
^This combo works best when you're pushing them towards the corner, like 3/4 of the way there
- (Air to Air-IAD) JC, (land) JA, JE*, (5HC~D) JB, J4B, (djc) JA, JB, JC, J623+X
^Same as above, keep it towards the corner
- JB, 5A, 6B, 6~4+C, JA, JC*, 8~2+C, J214+AB*
^Do Liath before you touch the ground
- JB, 5A, 6B, 6~4+A, JB, JC, 8~2+B, (land) 5A, 6B, 6C, JB, JC, JE
- JB, 5A, 6B, 6~4+A, JB, JC, 8~2+B, (land) 5A, 6B, 6C, JA, JB, J4B, (djc) JA, JB, J214+AB
- 5A, 5B, 5C, 632146+AB, 2A~2B~5B~5C~5E~2E~5D~5B~5C~8C~2C~5E*
^Simple bnb to LVL3, not hard to pull off if you made it this far
EFc
- 2A, 2B, 2C, (EFc 66) 5A, 6B, 6C, JA, JE, J4B, (djc) JC, JB, JC, J623+A/B
- 5A, 5B, 5C, (EFC 66) 5B, 5C, 2C, 6C, JA, JB, J4B, JA, (djc) JA, JB, JC, J623+A
- 5A, 5B, 5C, (EFC 66) 3A, 3B, 6~4+C, JA, JB, J4B, (djc) JA, JB, JC, J623+A/B
- 2A, 2B, 2C, (EFc 66) 6B, 6C, (IAD) JB, J4B, (land) 6C, (sjc) JA, JB, J4B, (djc) JA, JB, JC, J623+A, J214+AB
- 6B, 2E (EFc) (5D~8) JC, JA, JB, JC, 8~2+C, JC*, (land-sj) JA, J4B, JC, JE
- 2E, (EFc) (5D~8) JC, JA, JB, JC, 8~2+C, JC*, (land-sj) JA, J4B, (djc) JB, JC, J623+A, J214+AB
^Orna recovery is a little long, you'll be active to use JC before you touch the ground
- 5/N Throw, (EFc 66) 6~4+C, JA, J4B, (djc) JA, J4B, JC, J623+A, J214+AB
- 2A, 2B, 2C, (EFc 66) 5B, 6B, 6C, (IAD) JB, J4B, (land) 6C (sjc) JA, JE, J4B, (djc) JB, JC, J623+A
- 2A, 2B, 2C, (EFc 66) 5A, 5A, JA JC, 8~2+B, 5A, 6C, JA, JB, J4B, (djc) JA, JC, J623+A
- 2A, 2B, 2C, 4~6+B, (EFc 66) 5A, 6C, JA, J4B, (djc) JB, J4B, JC, J623+A, J214+AB
- 6B, 6~4+C, 6C, (EFc-sj) JB, JC, JB (djc) JA, JB, JC, J623+A/B, J214+AB
- 6B, 6~4+C, 6C, (EFc-sj) JB, JC, JB (djc) JB, JC, JE
- 5A, 6B, 6~4+C, (EFc) JA, JB, (djc) JB, JC, 8~2+C, (land) 6~4+C, J214+AB
- 5A, 6B, 6~4+C, (EFc) JA (djc) JA, JC, 8~2+B, (land) 5A, 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A
- 5A, 6B, 6~4+C, (EFc) JA (djc) JA, JC, 8~2+B, (land) 5A, 6C, JB, JC, JB (djc) JB, JC, JE
- (Anti-Air) 2~8+A*, (EFc-sj) JA, JB, J4B, (djc) JA, JB, JC, J623+X, J214+AB
^Gotta be quick with the super jump, you can omit the first JB if you're timing is off, also you can Vega/Bison slide (2C) into the A-flashkick too, just don't do it too far
- (Anti-Air) 2~8+A*, (EFc-sj) JA, JB, (djc) JB, JC, 8~2+C, (land) 6~4+C, J214+AB
^Fancier anti-air punish combo, you can 2C into this combo as well, just make sure you use 8~2+A instead, DMG difference is 89 more points
- JB, (66) 5A, 6B, 6C, 6~4+C, (EFc) JA, JB, J4B (djc) JA, JB, JC, J623+A
- 2A, 2B, 2C, (Efc 66) 6B, 6C, JA, JB, J3C*, (small-delay) JA*, (land) 6C, 6~4+C, J214+AB
^J3C jank combo, the delay on the second JA is small, just enough so they don't recover and late enough for them to get in 6C range
- 2A, 2B, 2C, (Efc 66) 6B, 6C, JA, JB, J3C*, (small-delay) JA, (land) 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A, J214+AB
- JB, (66) 5A, 6B, 6~4+C, (EFc) JB, 8~2+B*, (land) 5A, JA, JC, 8~2+A*, (land) 5A, 6B, 6C, 6~4+A, J214+AB
^Double Orna combo, some of the Gorm hits will miss and they can recover before Liath finishes
- JC, (66) 5A, 5B, 5C, (EFc 66) 5A, 6B, 6C, 632146+AB, 2A~2B~5B~5C~5E~2E~5D~5B(2)~5C(2)~8C(2)~2C(4)~5E*
^EF version is a bit different, all the air normals have more hits so adjust your timing
Arcana Combos
Generic Arcana
Thunder
- 8~2+X, (land) 5A, 6B, 6C, 6~4+C, (land) 641236+E
- 6B, 2E, 236236+E, (5DD) JA, JB, J4B, (djc) JA, JB, JC, J623+A/B, J214+AB
- JC, (66) 2A, 2B, 2C, (EFc 66) 5A, 5A, JA JC, 8~2+B, (land) 5A, 6C, 2E, 214+BC
- 6B, 2E, (EFc mini-step*) 236+ABC, (fast 641236+E, (Broduil Hit), (66) 641236+E
^Depending on how far you step you may be able to do 2 lomlan, not 100% assured but if you do just 1 you still get 11.2K
Sin
- (Anti-Air) 6C, (MAX) 2E, (5DD) JA, JB, J4B, (djc) JA, JB, JC, J623+A, J214+AB
- 5A, 6B, 6C, 6~4+A, 6C, 623+E, (EFc-sj) JA, J4B, (djc) JA, JB, JC, J623+A, J214+AB
- JB, (66) 2A, 2B, 2C, (Efc 66) 6B, 6C, JA, JB, J3C*, JC, (land) 6C JA, JB, J4B, (djc) JA, JB, JC, J4B, J236+E*
^Not Sin exclusive, just extended the J3C combo and tacked Bol' at the end
- 5A, 6B, 6~4+C, (EFc) JA (djc) JA, JC, 8~2+B, (land) 5A, 6C, 236+ABC
Plant
- 5A, 5B, 5C, 236+E, 5B, 6B, 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A
- 236+E, 5E, 236+E, 5E, 236+E, 6B, 6C, JA, JB, JC, J214+AB
- 236+E, 6B, 6C, (EFc) JA, JB, J3C, JC, (land) 6C, JA, JB, J4B, (djc) JA, JB, JC, J623+A, J214214+E
- (Anti-Air) 6C, 623+E, 2~8+A, 632146+AB, 2A~2B~5B~5C~5E~2E~5D~5B~5C~8C~2C~5E*
^Not the most practical but 6C is air-unblockable and if you happen to be sitting on 3 bars
Wind
- 2A, 2B, 2C, 4~6+B, 5A, 6C, JB, J4B, (djc) JB, J4B, (tjc) JA, JB, JC, J623+A
- 6B, 2E (EFc) (5D~8) JC, JA, JB, JC, 8~2+C, JC, (land) JA, JB, JC, J236236+E (mash)
- 6B, 2E, 236+E, (5HC~8*) JA, JB, (djc) JA, JB, J3C, (Sicilis hit) J214+E, (5D) JA, JB, J4B, (djc) JA, JB, JC, J236236+E (mash)
^The usual wind loop combo, Saki has to get above them to use J3C so don't start the combo too low, combo ender DMG are A-Frag =11.2K, A-Frag~Liath =11.8K, JE~Areadbhar =11.4K, Falx (mash) =12K
Fire
- 5A, 6B, 6~4+C, 6C, 236+E, (5HC~8) JA, JB, J4B, (djc) JA, JB, JC, J623+A
- 6B, 2E (EFc) (5D~8) JC, JA, JB, JC, JB (djc) JB, JC, JE
Ice
- 2A, 2B, 2C, (EFc 66) 6B, 6C, JA, JB, J3C*, (small-delay) JC, (land) 5B, 5C, 236+E
- 2A, 5B, 6B, 2C, (EFc 66) 5B, 6B, 5C, 6C, JA, JB, JC, JB, (djc) JA, JB, JC, J623+A
- 6B, 6~4+C, 6C, (EFc-sj) JC, JB, JC, JB (djc) JA, JB, JC, J623+A
Sound
- 2A, 2B, 2C, (EFc) 6B, 6C, 623+E, JA, JB, JC, J623+E
- 5A, 6B, 6~4+C, (EFc) JA (djc) JA, JC, 8~2+B, (land) 5A, 6C, 623+E, (land) 641236+E
- 6B, 6~4+C, 6C, (EFc-sj) JB, JC, JB (djc) JA, JB, JC, J623+A, J641236+E*
^Damage will vary, almost got 15K this time, 14.3K is probably the average
Time
- 5A, 6B, 6~4+C, (EFc) JC, JB (djc) JA, JB, JC, 8~2+B, (land) 6~4+C, J236236+E, (land) JA, JB, J4B (djc) JA, JB, JC, J623+A
- 5A, 5B, 6C, (EFc-IAD) JB, JC, (land-66) 5A, 5B, 6C, (IAD) JB, JC, (land-66) 2A, 2B, 2C, 236236+E, (66) (MAX-install) 2E, 5A, 5B, 5C (2E release), 236+E*
^Much like Weiss, Saki also has an IAD loop too, use it to your advantage
External References/Resources
Colors
General
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Advanced
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Characters
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Arcana
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