AzuFight: Taisen Shiyo/Sakaki

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Sakaki

Introduction

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
AFTS SakakiSprite.png 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
AFTS Sakaki5A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
4 - - - Mid - - - -
  • A low kick.
  • Stubby.
5B
5B
AFTS Sakaki5B.png
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
AFTS Sakaki5C 1.png
AFTS Sakaki5C 2.png
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
AFTS Sakaki2A.png
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
AFTS Sakaki2B.png
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
AFTS Sakaki2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Low - - - -
  • Sweep.
  • Very slow.
  • Starts juggles.

Jumping Normals

j.A
j.A
AFTS SakakijA.png
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
AFTS SakakijB.png
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
AFTS SakakijC 1.png
AFTS SakakijC 2.png
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
AFTS Sakaki6B.png
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
AFTS Sakaki2B.png
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
AFTS Sakakij2A.png
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
AFTS Sakakij2B.png
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)
AFTS SakakiThrow.png
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)
AFTS Sakakij236D.png
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)
AFTS Sakaki5C 1.png
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
AFTS Sakaki236D.png
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
AFTS Sakaki6D.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Unblockable - - - -
  • Uses 236S' animation.

Specials

Grounded Specials

Jumping Roundhouse
Jumping Roundhouse
236B
AFTS SakakijB.png
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)
AFTS Sakaki623B.png
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
AFTS Sakaki623A.png
AFTS Sakaki623A 2.png
AFTS Sakaki623A 3.png
AFTS Sakaki623A 4.png
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
AFTS Sakaki214A.png
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
AFTS Sakaki214B.png
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
AFTS Sakaki214C.png
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
AFTS SakakijB.png
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
AFTS Sakaki236236C.png
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
AFTS Sakaki214214C.png
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)
SakakiAA6BC.png
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
AFTS SakakiSprite.png 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
AFTS Sakaki5A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
4 - - - Mid - - - -
  • A low kick.
  • Stubby.
5B
5B
AFTS Sakaki5B.png
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
AFTS Sakaki5C 1.png
AFTS Sakaki5C 2.png
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
AFTS Sakaki2A.png
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
AFTS Sakaki2B.png
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
AFTS Sakaki2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Low - - - -
  • Sweep.
  • Very slow.
  • Starts juggles.

Jumping Normals

j.A
j.A
AFTS SakakijA.png
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
AFTS SakakijB.png
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
AFTS SakakijC 1.png
AFTS SakakijC 2.png
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
AFTS Sakakij2A.png
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)
AFTS SakakiThrow.png
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)
AFTS Sakakij236D.png
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)
AFTS Sakaki5C 1.png
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
AFTS Sakaki236D.png
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
AFTS Sakaki6D.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Unblockable - - - -
  • Uses 236S' animation.


Specials

Grounded Specials

Tsuremai: Byakko
Tsuremai: Byakko
236B
AFTS SakakijA.png
AFTS EXSakaki214B 2.png
AFTS EXSakaki214B 3.png
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)
AFTS Sakaki623B.png
AFTS EXSakaki623B 2.png
AFTS EXSakaki623B 3.png
AFTS EXSakaki623B 4.png
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
AFTS Sakaki421A.png
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
AFTS Sakaki2B.png
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
AFTS EXSakaki236A.png
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
AFTS EXSakaki214A.png
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
AFTS SakakijB.png
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
AFTS SakakijB.png
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
AFTS Sakaki236236C.png
"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
AFTS EXSakaki236A.png
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)
SakakiAA6BC.png
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

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