Sakaki, full name unknown, is one of the main characters from Azumanga Daioh. Tall, soft-spoken Sakaki is uncomfortable with her height. Because she is shy, she seldom speaks, and this reticence is misinterpreted and admired as "tough", "mysterious", and "cool" — a reputation compounded by her natural athletic ability. However, her true personality is quite the opposite — while mistaken for being aloof and surly, she's actually very kind, polite, compassionate and gentle, cares a lot for her friends, and while athletically gifted, she's more the type fond of cute and girly stuff. She is the subject of Kaorin's infatuation.
Normal
EX
Overview
Playstyle
Sakaki, this version being referred to as "Maya", is an agressive puppet character that fights with Maya.
Pick if you like
Avoid if you dislike
Puppet: you control Sakaki and Maya at the same time, moving Sakaki around by dashing and Maya by walking.
Fast movement: Sakaki runs very fast, allowing her to pick up off stray hits from Maya. She also has a very solid jump arc that sends her pretty far. Maya also moves pretty quickly as well.
Strong offense: Sakaki and Maya sandwiching the opponent is a good position for her since she basically gets very long block strings with 214C and her super fast run.
Parries: while a little niche, as you can't parry lows or in mid-air, she has a parry she can use to get better advantage after an attack than blocking.
Unblockables: using 236D and 214C, Sakaki can set up true unblockable situations for a bar.
Very strange movement: Maya's the only one that has a normal walk, Sakaki can only dash.
Complex: You're trying to have Maya in the right positions for every situation, needing to constantly be managing where he is while also paying attention to where Sakaki is.
Character Traits
Unique Attributes
Sakaki herself can only dash and jump, but Maya can walk.
Sakaki can parry by pressing forward right before an attack lands on her, only guards against mids and overheads and can't be used in the air.
Outburst
She gets a defense buff every time she parries.
Move Descriptions
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A low kick.
Stubby.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Another kick to the shin.
Mostly mostly the same range as 5A, combo filler.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Mid
-
-
-
-
2 hit axe kick.
Can be linked back to lights.
Has a lot of hitstun in juggles.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
2
-
-
-
Low
-
-
-
-
A crouching kick.
Really good reach.
Probably one of her best normals.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Another crouching kick.
Generally worse than 2A in neutral or pressure since it has less range and is just slower.
Has less range than 5B.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep.
Very slow.
Starts juggles.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
Knee drop.
Decent jump-in.
Has a good amount of hitstun in juggles.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
A basic air kick.
Has more range than j.A.
Decent air-to-air.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
High
-
-
-
-
2 hit high kick.
Has a lot of hitstun, good for setting up rejumps.
Command Normals
Roundhouse
Roundhouse 6B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8 (normal)
10 (clean hit)
-
-
-
High
-
-
-
-
Shares the same start up animation as 4B.
Has a random chance to do more damage and wallbounce.
Staggers on hit.
Will always start a combo.
Low Roundhouse
Low Roundhouse 4B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Shares the same start up animation as 6B.
Gives a hard knockdown.
Can't naturally start combos.
Meteor Strike
Meteor Strike j.2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Pretty slow but incredibly rewarding on an air-to-air hit.
If this lands you can go into basically anything you want.
Aerial Drop
Aerial Drop j.2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
Helm breaker.
One of the only aerial command normals in the game that can be Tiger Kneed.
Can really only combo into j.2363214C.
Can be canceled into 214214C to continue pressure.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Throw
-
-
-
-
Sakaki shoulder checks the opponent.
Wall bounces to the wall you're facing.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
48
-
-
-
High
-
-
-
-
Sakaki does a bunch of flying kicks.
This ender wallbounces and switches sides.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
46
-
-
-
High
-
-
-
-
Ends in a groundbounce and switches sides.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
44
-
-
-
High
-
-
-
-
Launches the opponent away and keeps sides.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
42
-
-
-
Mid
-
-
-
-
Basic ground Slash Beat.
Launches the opponent up.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
47
-
-
-
Mid
-
-
-
-
Basic sky Slash Beat.
Launches the opponent into the air and can continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Guard Break
-
-
-
-
A projectile.
Allows Sakaki to threaten a guard break full screen.
Synergizes very well with 214C.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Uses 236S' animation.
Specials
Grounded Specials
Jumping Roundhouse
Jumping Roundhouse 236B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Lunging kick.
Travels very fast, could be useful to get around things like Tomo's can.
Jumping Knee
Jumping Knee 623B (Air OK)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Mid
-
-
-
-
Rising knee.
Prone to clashing.
Sakaki's most consistent meterless combo ender in the air.
Four Divine Legs
Four Divine Legs 623A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Guard Break.
-
-
-
-
Proximity Unblockable.
Causes a hard knockdown in front of Sakaki.
If the opponent jumps before the first hit lands she can convert without using meter.
Maya (A)
Maya (A) 214A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Maya charges forward.
A lot of Sakaki's neutral.
Incredible tool for combos.
Not as good in the corner because it tends to make Maya face the wrong direction.
Maya (B)
Maya (B) 214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Maya jumps into the air.
Very good anti-air.
Main combo tool in the corner.
Maya (C)
Maya (C) 214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
18
-
-
-
Mid
-
-
-
-
Maya slashes at the opponent twice.
Locks the opponent down for an incredibly long time.
Can set up into 236S as an unblockable.
Used in most of her mid-screen combos.
Supers
Level 1
Tsuremai
Tsuremai j.2363214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
72
-
-
-
High
-
-
-
-
Basic rush super.
Good ender in the air.
Target Shooting
Target Shooting 236236C
put th awpdown u noob
put th awpdown u noob
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
50
-
-
-
Mid
-
-
-
-
Sakaki shoots you with her gun.
Great horizontal distance. Hits from roughly 75% of the screen away.
Tiny vertical coverage. Easily low-profiled, even by crouching.
GREAT juggle potential. Launches on hit, opponent does not recover until about when they hit the ground.
Combos from 2C.
Maya's Wrath
Maya's Wrath 214214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
66
-
-
-
Mid
-
-
-
-
Incredible lockdown super.
If it hits it's kind of awkward to combo from because of how much hitstop happens.
Level 3
Sakaki Illusion
Sakaki Illusion AA6BC (While In Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
101
-
-
-
Mid
-
-
-
-
Raging demon if it was a projectile.
Not very useful due to how slow it is.
Strategy
Overview (EX)
Playstyle
EX Sakaki is a puppet character that fights with Kaorin.
Pick if you like
Avoid if you dislike
Puppet: You control Sakaki and Kaorin at the same time, moving Sakaki around by dashing and Kaorin by walking.
Great toolkits: From a nearly full-screen overhead flip-kick, to a counter-stance, to a phenomenal up-kicking DP that can be performed on wakeup or in the air, Sakaki herself has a wide variety of special attacks- many of which have GREAT forward movement. Her supers are equally useful ranging between a big airborne kick, an aerial rave, or shooting the enemy in their stupid face. EX Sakaki has it all.
Easy infinites: So long as you're in the corner, she gets very easy infinites off basically any clean hit.
Great metered pressure: 214214C locks the opponent down really hard, allowing Sakaki to come in and put them in a blender.
Very strange movement: Kaorin's the only one that has a normal walk, Sakaki can only dash.
Meter reliance: Unfortunately 214214C is a super, meaning you're gonna have to use a lot of it for her pressure and neutral.
Character Traits (EX)
Unique Attributes
Sakaki herself can only dash and jump, but Kaorin can walk.
Outburst
Her counter will now instantly stun the opponent if it connects.
Move Descriptions (EX)
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A low kick.
Stubby.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Another kick to the shin.
Mostly mostly the same range as 5A, combo filler.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Mid
-
-
-
-
2 hit axe kick.
Can be linked back to lights.
Has a lot of hitstun in juggles.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
2
-
-
-
Low
-
-
-
-
A crouching kick.
Really good reach.
Probably one of her best normals.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Another crouching kick.
Generally worse than 2A in neutral or pressure since it has less range and is just slower.
Has less range than 5B.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep.
Very slow.
Starts juggles.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
Knee drop.
Decent jump-in.
Has a good amount of hitstun in juggles.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
A basic air kick.
Has more range than j.A.
Decent air-to-air.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
High
-
-
-
-
2 hit high kick.
Has a lot of hitstun, good for setting up rejumps.
Command Normals
Meteor Strike
Meteor Strike j.2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Pretty slow but incredibly rewarding on an air-to-air hit.
If this lands you can go into basically anything you want.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Throw
-
-
-
-
Sakaki shoulder checks the opponent.
Wall bounces to the wall you're facing.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
48
-
-
-
-
-
-
-
-
Sakaki does a bunch of flying kicks.
This ender wallbounces and switches sides.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
46
-
-
-
-
-
-
-
-
Ends in a groundbounce and switches sides.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
44
-
-
-
-
-
-
-
-
Launches the opponent away and keeps sides.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
42
-
-
-
-
-
-
-
-
Basic ground Slash Beat.
Launches the opponent up.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
47
-
-
-
-
-
-
-
-
Basic sky Slash Beat.
Launches the opponent into the air and can continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Guard Break
-
-
-
-
A projectile.
Allows Sakaki to threaten a guard break full screen.
Synergizes very well with 214C.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Uses 236S' animation.
Specials
Grounded Specials
Tsuremai: Byakko
Tsuremai: Byakko 236B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
3 hit tatsu.
Mostly just used for Stylish Cancels.
Tsuremai: Seiryu
Tsuremai: Seiryu 623B (Air OK)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Rising kicks.
Prone to clashes.
Tends to drop on anti-air connects.
Tsuremai: Genbu
Tsuremai: Genbu 421A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
15
-
-
-
N/A
-
-
-
-
Counter.
Can be a little inconsistent if the opponent hits the counter with a jumping move.
Mawashi
Mawashi 214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
High
-
-
-
-
Overhead kick.
Safe on block.
"I'll Take A Photo"
"I'll Take A Photo" 236A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Mid
-
-
-
-
Kaorin takes a photo.
Can be used to punish moves outside of Sakaki's range.
Main combo extender, allows Sakaki to get pretty easy infinites anywhere on screen.
"What Are You Doing to Sakaki-San?!"
"What Are You Doing to Sakaki-San?!" 214A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
0
-
-
-
N/A
-
-
-
-
Kaorin blocks the way for Sakaki.
Hitting Kaorin takes priority over hitting Sakaki, allowing her to just nullify wake up options.
Supers
Level 1
Flashing Sky Leg
Flashing Sky Leg j.236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
60
-
-
-
Mid
-
-
-
-
Easy combo ender.
Does less damage than her other air super but doesn't require any extra input after it lands.
Tsuremai Suzaku
Tsuremai Suzaku j.214214CAABBCCABCCCCC
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
75
-
-
-
High
-
-
-
-
Extends combos.
Does a lot of damage.
Generally just a very good super.
Target Shooting
Target Shooting 236236C
"I won't miss."
"I won't miss."
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
50
-
-
-
Mid
-
-
-
-
Sakaki shoots you with her gun.
Great horizontal distance. Hits from roughly 75% of the screen away.
Tiny vertical coverage. Easily low-profiled, even by crouching.
GREAT juggle potential. Launches on hit, opponent does not recover until about when they hit the ground.
Combos from 2C.
"I'll Take Photos Continuously"
"I'll Take Photos Continuously" 214214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
30
-
-
-
Mid
-
-
-
-
Kaorin takes a bunch of pictures.
Very good lock down super.
Basically skips neutral if Kaorin is near the opponent and you use this super.
Level 3
Sakaki Illusion
Sakaki Illusion AA6BC (While In Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
101
-
-
-
Mid
-
-
-
-
Raging demon if it was a projectile.
Not very useful due to how slow it is.
Strategy (EX)
Combos
Normal
EX
Colors
Palette 1, used by selecting Sakaki with the light button.
Palette 2, used by selecting Sakaki with the Stylish button.