Acceleration of Suguri 2/Saki

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Credits to Nyu-13 for allowing us to transcribe their Saki guide to populate this page.



Happy go lucky first boss from Suguri. A fairly well-rounded character who mainly fights at mid-range and can spend meter for space control.


Saki is an extremely combo heavy character that generally performs best when played aggressively. Being able to deal immense amounts of damage off confirms while also having a very strong pressure game to boot.

Due to her aggressive nature Saki usually relies on being rather close to her opponent, optimally sitting at a sweet spot range to get the most out of her tambourines, both in terms of damage and pressure. She thrives off creating a lot of 50/50 situations for her opponent using bell hyper, either forcing meter out of her opponent or getting them caught up in a high damage combo.

Saki's main gimmick is that most of her attacks are rather unorthodox, making a majority of them not as straightforward to get the most out off.

Difficulty: Hard

Having a bunch of unconventional attacks such as her reliance on aggression makes Saki one of the more difficult to pull off chars. The road to becoming actually good on Saki is a long one and will require you to really learn how all of your attacks work and which confirms you can go for on top of knowing when and how to best pressure with your normal attacks and hypers. That all being said, learning Saki will heavily reward you with an insane pressure game mixed with very high damage confirms.


Farming Meter

Saki’s best options for meter-building are dippin dots (dwA) and tambourines (Tap wB). Tambourines provide a nice chunk of meter while giving none to your opponent, and while dippin dots do feed notable graze meter, they also keep the pressure up on your opponent, making them less able to threaten you.

If you’re trying to build up meter, then make minimal-to-no use of hula hoops (Tap wA) and grenades (Hold wB); using them recklessly feeds the opponent a LOT of graze meter, benefitting their offense significantly. You should only use these moves during meterbuild when their specific niches (anti-melee/ballistic blockade and delayed escape route closer, respectively) are useful to you.

Due to the good meter that tambourines and maraca swing (dSPwA) provide, Saki ultimately has the most optimal meterbuild when she is going in and pressuring her opponent; not only does landing these moves grant you notable meter advantage, but it can also encourage the opponent to goldshield out of fear of the damage they will take. An offensive Saki is the best Saki!


Aggro is the default state Saki should be playing in, and tambourines (Tap wB and SPwB) are key to playing aggressively, supported by a backbone of dippin dots (dwA). Additionally, your options expand even further once you have meter; Saki benefits greatly from offensive momentum.

Tap wB is the most frequent move you should be throwing out; it eats a significant amount of space for a long time, blocking off escape routes and potentially punishing your opponent if they are playing recklessly. Once it does hit them, they are completely open for maraca swings (dSPwA), your primary source of damage. The only real drawback they have is their mediocre startup and recovery, which can occasionally leave you vulnerable to hyper punishes.

SPwB has a startling amount of range for a melee attack, and leaves opponents open for a maraca swing much like Tap wB does. It’s a great option when you want to suddenly surprise your opponent while rushing them, and can interrupt them during their melee approaches too. Abuse the speed at which it comes out, but keep in mind that Tap wB has a larger effective range that you can play around.

Setting up dippin dots (dwA) prior to launching your assault can add a lot to your combo damage when you land hits. It also continually pressures the opponent while they are throwing out bullets, adding good chip damage and stuffing some of their opportunities to punish you.

Once you have meter, SP.Hyper and B.Hyper are added to your offensive repertoire; SP.Hyper provides a juicy source of damage to sucker punch the opponent with, while repeated Bells can dry the opponent’s meter resources and potentially leave them open for extreme damage. Do not use Bell when the opponent has equal/higher meter than you do, however; they will be able to goldshield every occasion in which a Bell hits them, thus netting you little-to-no damage.


Though Saki benefits the most from pressuring the opponent, she is perfectly capable of playing defensively when she has a HP advantage; tambourines, in particular, are a powerful blockade against offensive approaches.

Tap wB tambourines eat up a lot of space, and linger around for a long time, as mentioned before; this allows them to be a great long-term wall against melee approaches. Similarly, Tap wA essentially serves as a shield from any melee attempt that doesn’t involve a halfshield, as it will most likely interrupt the opponent before they hit you. Dippin dots (dwA) can fill the same role, but as a delayed response instead of an immediate one.

SPwB > dSPwA and SP.Hyper are devilish surprises against opponents who think they’ve found an opening; with sufficient unpredictability, you can rush in and interrupt your opponent’s offensive gameplan, further securing your HP lead.

Keep in mind that Saki’s defensive game is a lot worse against characters who can play offensively at long range, such as Kyoko, Nath and Hime; her defense is best against characters who need to go in to hit you, such as Sora and Tsih.

Normal Moves

Weapon A

Tornado Cymbal
Weapon A
Saki wa.png
Type Energy Shots
Beam Primary: 40% 36
Damage Meter Gain Grazed Meter Gain
120x 12 6x
Startup Canceled Recovery Full Recovery
15 6 16
Creates a ring of 36 shots around Saki that each do 120 damage. Your main anti-ballistic move.
Stardust Cymbal
DashWeapon A
Saki dwa.png
Type Energy Shots
Beam Primary: 40% 4
Damage Meter Gain Grazed Meter Gain
100x 3x 6x
Startup Canceled Recovery Full Recovery
11 (+204 until they do damage) 6 20
Creates four small wisp-like shots that waver while tracking Saki loosely. Saki can maintain some momentum during the startup. After 204 frames, the shots double in size and begin tracking the opponent instead. Their initial tracking movement changes based on the direction Saki is moving. You can mass a lot of these by quickly dash canceling the start-up pose and performing another, then repeating very rapidly. Alternatively, after doing the first one, you can hold down the D and press A to get more. You can do this while stationary or moving normally as long as you keep D held down.
Maracas Hammer
SubWeapon A
Saki swa.png
Type Energy Shots
Direct Primary: 0% -
Damage Meter Gain Grazed Meter Gain
250 (450 on explosion) 12 0
Startup Canceled Recovery Full Recovery
11 25 40
A wack with a Bowling pin grenade. Chance of explosion. -9 frames on hit. +0 on explosion.
Maracas Swing
DashSubWeapon A
Saki dswa.png
Type Energy Shots
Direct Primary: 0% -
Damage Meter Gain Grazed Meter Gain
100x (+250 on explosion) 24 0
Startup Canceled Recovery Full Recovery
13 28 38
Saki spins around with her bowling pin. Destroys missiles and is a surprisingly good approach against other melee, just it is very linear and you are a sitting duck afterwards. Hits up to 6 times. Last hit has a chance to explode for 250 damage. Your preferred combo ender. Also sideswitches with the opponent, which is useful for dragging opponents off walls or throwing them back into a Sunshine Bell and Tambourines. +3 frame advantage if the last swing hits. +0 on explosion.

Weapon B

(Tap) Tambourine Boomerang
Weapon B
Saki wb1.png
Type Energy Shots
Direct Sub: 40% 1
Damage Meter Gain Grazed Meter Gain
25x 24 0
Startup Canceled Recovery Full Recovery
13 13 28
A large tambourine that flies out and starts to come back after 64 frames. As of 1.1 this move will knock back opponents after the combo counter reaches 13, thus preventing her old infinite. The boomerangs still return, however the knockback sort of defeats the purpose, you have to chase them now to combo off them.
(Hold) Maracas Grenade
Weapon B
Saki wb2.png
Type Energy Shots
Ballistic Sub: 5%x 8
Damage Meter Gain Grazed Meter Gain
55x (Close) / 200x 12 12x
Startup Canceled Recovery Full Recovery
15 11 29
Eight maracas that fly up slightly in an arc before coming down. The arc can be controlled by holding up or down. Holding up results in a higher arc, holding down results in the maracas going diagonally downward immediately. A note about this move is that it will always travel one direction, that is downwards, so using these at the bottom is not a good idea. Another note is you can always throw at least one maraca, even with zero ammo left.
Tambourine Blade
SubWeapon B
Saki swb.png
Type Energy Shots
Direct Sub: 0% -
Damage Meter Gain Grazed Meter Gain
25x 0 0
Startup Canceled Recovery Full Recovery
5 (up to 15 to hit in front depending on range) 21 36
Saki spins a tambourine from below to above. Lasts for 29 frames and hits up to 11 times. Can be cancelled on hit into SA as soon as the blade lights up. One interesting thing to note is that you can dash cancel the tail end of this move as if it were a projectile. So you can do dash SB, wait, DSA and it will count as a cancel. As of 1.1 this also has knockback after the combo counter reads 13 hits to prevent her melee infinite. Up to +13 frame advantage. Can be -5 when only a single knockback hit is triggered. -9 on maracas hit. +0 on maracas explosion.


Cyclone Cymbal
Weapon AHyper
Saki wah.png
Type Energy Shots
Beam - 180
Damage Meter Gain Grazed Meter Gain
120x 0 6x
Startup Canceled Recovery Full Recovery
17 14 24
Creates a thick ring of ~180 energy shots similar to Tornado Cymbal around her.
Galaxy Bell
Saki dh.png
Type Energy Shots
Beam - 16
Damage Meter Gain Grazed Meter Gain
40x 0 6x
Startup Canceled Recovery Full Recovery
9 32 52
16 Stardust Bell shots deploy immediately. Many of the shots will quickly grow to phase two and track the opponent. Takes about 66 frames before they start growing to 208 frames for all of them to grow.
Sunshine Bell
Weapon BHyper
Saki wbh.png
Type Energy Shots
Direct (Beam while it is growing) - 1
Damage Meter Gain Grazed Meter Gain
25x 0 0
Startup Canceled Recovery Full Recovery
16 (31-81 to toss) 21-71 36-86
Creates a energy sphere above Saki's head which tracks the opponent. Can hit up to ~43 times. The longer you hold the hyper button the larger the Sunshine Bell will grow. The larger the Bell, the slower it moves. Automatically releases after it grows to maximum size, hits while growing as well, meaning you can dash under someone in hitstun from B and just grow a ball on their hurtbox. The hitbox is able to be dashed through while the Bell is growing and turns into a Direct attack the moment it is released. Absolutely amazing map control, just be careful as everyone will use whatever beam invulnerable moves they have (supers, neutral shields) to get around it. If they don't have meter it is hideously easy to trap their escape lanes with DSB. Combos forever. Getting hit after a shield break will cancel the move. +129 frame advantage when hitting the opponent while the Bell is growing.
Rolling Tambourine
Saki sh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
25x 0 0
Startup Canceled Recovery Full Recovery
11 (20 for full range) 30 50
10 Tambourines deploy in a circle and spin around Saki. Attack lasts 70 frames. Preferred sequence is DSB>SH>A>B>etc. Up to 38 hits depending on range and angle, typically ~18 hits. +56 frame advantage. Can be -6 if right on top of the opponent which will do 25 hits.
Accel Hyper: Big Bang Bell
SubWeapon BHyper
Saki swbh.png
Type Energy Shots
Direct - -
Damage Meter Gain Grazed Meter Gain
1333 0 0
Startup Canceled Recovery Full Recovery
61 26 41
Creates a huge energy ball like Sunshine Bell overhead which has a vacuum effect from the start, it then quickly explodes and inflicts damage. A waste of meter, you could have three Sunshine balls on the screen instead. -2 frame advantage.


Any mentions of Bells in both the combo and gameplay section always refer to their fully charged version.


  • Tap wB > Dash Cancel dSPwA
Tambourine throw into maraca swing. Requires good situational awareness of how long opponent will be stunned for.
  • SPwB > SPwA/ Dash Cancel dSPwA
Melee tambourine into auto-cancel maraca hammer or dash cancel maraca swing.
  • Tap wB > dwA bullets that have been set up prior
Tambourine hitstun > previously summoned dippin dots. Can allow Saki to get some small damage confirms in situations where she is zoned out of maraca swing range.


Special Hyper is the preferred hyper if you have equal meter to your opponent; if it lands, it can often sneak in some damage before the opponent reflexively goldshields. It is also a good immediate damage confirm when Saki has meter advantage.

  • SP.Hyper > Dash Cancel dSPwA
Very simple confirm from Special Hyper; still deals good damage.

B Hyper is a good option if you have meter advantage over your opponent; it is rare for an opponent to be able to avoid Bell without using meter when you play correctly, so continual use can deplete the opponent’s meter and eventually allow a hit.

  • B.Hyper (under opponent) > Dash Cancel dSPwA > wait > dSPwA opponent back into Bell > dSPwA x4
Good optimal confirm for beginners from an immediately landed Bell. The easiest way to land a Bell immediately under the opponent is to cancel midway into a dSPwA that started above the opponent, or to cancel from a tambourine landed beneath them.
  • Delayed B.Hyper hit > as many dSPwAs as you can land before the Bell leaves
Simple capitalisation from a Bell landed in neutral.

Star Breaker