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Melty Blood/MBAACC/Satsuki Yumizuka/Crescent Moon

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Additional Resources

C-Satsuki Match Video Database
C-Satsuki Execution Guide
Satsuki Discord

Notable Players

Name Color Region Common Venues Status Details
akahoshi (赤星)

Color

Japan A-cho Active
anpan (アンパン)

Color

Japan A-cho Active
Fang#7108

color

North America Netplay Active
misomedama (味噌目玉)

Color

Japan A-cho Inactive
moai (モアイ)

Color

Japan Play Spot BIG ONE 2nd Active
Ridory

Color

Japan Netplay Active

Overview

Strengths / Weaknesses
Strengths
  • Unreactable, looping okizeme setups
  • Great damage
  • Great ground normals
  • Solid abare
  • Diverse and powerful antiairs
  • High health
Weaknesses
  • Very committal air options
  • Struggles outside of her 2C range and against zoners

General Gameplan

C-Satsuki revolves around landing one hit and then looping your ambiguous oki. Because of her ability to steal rounds with a single hit, it's okay to play more defensively and wait for opportunity to strike.

Neutral

Satsuki is a rushdown archetype character who has strong anti-airs and threatening burst movement. She has high health and strong attacks, so it might be tempting to play a cannonball playstyle, though Satsuki does better when she carefully chooses her approaches. Wait for a good opening to take advantage of Satsuki's quick movement and strong tools to get in.

Satsuki's kit is fantastic at punishing opponents who are in the air. 623C is a very real threat when Satsuki has 100 or more meter. You can be buffering the entire 623 input and committing to the C press only on reaction, or alternatively holding 6 then doing a twitch 23C. Catching air techs is a very common place to use 623C. 5A is extremely low commitment and also extremely potent. Don't be afraid to use this move a lot. Finally, 22A is extremely vital to protecting Satsuki's head from jump ins. Like 5A, it is very low commitment, and also its input can be buffered by mashing 22222... and only pressing A when you need the hitbox to come out.

An important mechanic to Satsuki's neutral is momentum preservation. If you dash and perform a neutral jump before Satsuki stops moving, the momentum will continue into your jump and and even your double jump with no degradation whatsoever. In this state, hold [4] in the air and Satsuki will stay in place because the force from the dash and from the input will cancel out. This allows Satsuki to scout in the air, all the while blocking and also not giving up ground. Then in a split moment, the preserved momentum can be added to the high speed of a forward airdash to travel extremely far and fast across the screen. By dash neutral jumping in neutral, Satsuki can safely watch for the opponent to commit and then punish from anywhere on screen with an airdash j.C.

Sometimes neutral will be grounded for both players, forcing Satsuki to play grounded footsies. She has the tools. Dash 2C is barely within human reaction time, so try to stay in the range where it will connect. 5B is a fantastic wall on the ground. It can be buffer cancelled into 3C, 236C, or 2C(1) > 236C. 3C is also an important ground neutral move. When spaced it is safe, and on hit it converts into a full combo with 5B > 623C. The quick movement and low profile make it valuable in midrange and zoner matchups.

Pressure

C-Satsuki's goal during pressure is not to lock the opponent down. Instead, she either wants to bait punishable panic options or force one of her many strong mixups. Midscreen, her pressure is very mediocre, but in the corner she has a lot more leverage. If pressure does not pan out, don't be afraid to back off and react to their escape attempt with 623C.

Pressure Tools

  • 5A: Should be your go-to button on dash resets. Catches jumpouts which can be converted with 623C or 421A~2E, j.A(w). Slightly less range than 2A, so if you have not used either in your blockstring yet, 5A is a better rebeat button.
  • 2A: Not a low and does not catch jumpers as well as 5A, so primarily a rebeat button.
  • 5B: Advances. Stagger into and out of 5B.
  • 2B: +1 and disjoint. Do not rebeat out of 2B or your frame data will actually be worse.
  • 5C: Important for managing spacing for 214X mixups.
  • 5[C]: 5[C] is the crux of probably C-Satsuki's best pressure mixup. It is important to show your opponent you are willing to overhead them, and once you do, you can start mixing in partial charges. 5{C} > 2C is very tricky to block and if timed well is also a frametrap. Vary your timing on 5[C] to really mess with your opponent.
  • 2C: Active frame 5 and probably outspaces everything your opponent has at similar speed. Savvy opponents will wait to see you exhaust 2C before challenging your pressure, so play around that.
  • 3C: Risky to use, but has very high reward on hit. Moves Satsuki forward and can be special cancelled into your 214X series for one final mixup before ending pressure. Non-counterhit can be converted with an OTG 5B > 623C.
  • 3[C]: Extremely telegraphed move, but if it is not shielded, you will successfully have reset pressure. Condition your opponent to block after by staggering into 623[A], then mix in 236B once they start respecting.
  • 214X RPS
    • 214A: -5 on hit and block, but can be converted on counterhit. In general, try to avoid hitting with 214A
    • 214A(whiff): EX cancel into EX Bite.
    • 214[A]: Safest cancel after a blocked 3C. React to what they do and punish, or just go for a reset if they're scared.
    • 214B: Slow overhead that leads into full combo on connect. Catches jumpouts because it is air-unblockable. Safe on block, but very easy to shield.
    • 214[B]: What makes this move good is that it is unshieldable, so if they show they are willing to shield 214B, go for this and collect your massive reward.
  • 623[A]: +2 and natural frame traps out of 5A. 623[A] 2C will catch a lot of twitchy options.
  • 236B: Subtle animation and ridiculously strong starter. The range allows you to grab from outside of a lot of characters' 2A range. Don't overuse.
  • 63214C: Fast command grab with good range. Against opponents who refuse to mash, start using this special.
  • IAD j.C: Pressure reset, but risky to go for because of shield.

Example Blockstrings

5A > 623[A], 2C Catches jumpouts and puts some fear of 623[A] in your opponent. 5A > 623[A] auto frame traps.
5A > 5A > 5A > 5B > 2B > 2C Simplest stagger string. Rebeat at any point. Add or substract moves at your leisure.
5A > 5B > 2B > 5[C]/5{C} > 2C This will auto-space outside most 2A ranges.
5A 5B 5C 3C 214[A]/214B/214[B] 3C 214[A] can be converted with 5B 623C. 214B beats jumps. 214[B] beats shield.
5A 5B 2B 3[C] delay 623[A]/236B 3[C] is 100% shieldable on reaction, and you're boned if they do. However, an unshielded 3[C] means a successful reset.
2C(1) 236B Canceling 2C early can be visually disorienting and hurt their reaction speed.
j.[C] dj.7 Baits H/F shield. j.[C] is plus enough you can airdash back in and go for a high/low/grab mix.
j.C, land EX Bite
5A delay EX Bite
5B > 5A, 2C(1) > 5A, 5B > 5A, 2C(1) > 5A ... Fast and long blockstring that doesn't convert easily, but is good to steal the last pixel of health.

Okizeme

C-Satsuki's okizeme is almost certainly the most potent of any character in the game. Nearly every knockdown can become a 3-way or even 4-way mixup. With proper setups, she can also be safe from many reversals and wakeup heat. This section will discuss common oki setups. Please note that C-Satsuki gives the player a tremendous amount of flexibility to tweak and experiment with setups. This list is far from exhaustive, and attempts more to show you the major types of oki.

Each character in the game has unique wakeup speeds for different sorts of knockdowns. Most of the time, the small difference in wakeup timing is not a problem, but some characters require extra delay to meaty, while Miyako in particular's wakeup is so short some setups cannot hit meaty without extra workarounds. C-Satsuki Knockdown Durations


Mixups

Midscreen 623C 3-Way

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 623C

Very simply end a combo midscreen with 623C. Midscreen 623C will only ever give you a 3-way mixup. There are two major setups.

  • slight delay dash j.8...
    • airdash back j.C
    • superjump sandoori j.C
    • land 2C
  • sj.9~j.8 drift...
    • airdash back j.C
    • crossup or same-side land 2C based on j.8 timing.


Cornersteal 623C 4-Way

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 5C > 623[B], 5B > 2C > 623C

623C oki is even more potent near the corner where you can make it ambiguous if the opponent is fully in the corner or if there is a tiny gap. Because of the built-in ambiguity of crossup vs sameside, and the ability to hit high or low off the same jump timing, 623C corner oki is a true 4-way mixup. The idea is that you push their character on the ground a small amount that makes it unclear whether they are snug in the corner or not. If you opt for the sandoori option, consider inputting with the macro if you are not completely sure if there is a gap or not; you will just do a double jump airdash if there ends up not being a gap.

  • slight delay dash j.8...
    • airdash back j.C
    • sandoori j.C
    • crossup or same-side land 2C based on j.8 timing.


Cornersteal 623[A] 3.5-Way

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 5C > delay 5A > 623[A]

Extremely strong meterless mixup. Not a 4-way, but not so much a 3-way either--more like a 3.5-way. Whether the corner is stolen or not depends on the delay you place between 5C and 5A at the end of the combo. More delay steals the corner, less delay does not steal the corner. After 623[A], hold 9 to jump forward and do your oki.

  • j.9...
    • airdash back j.C
    • crossup or same-side land 2C based on 5C 5A delay
    • sandoori j.C (does not hit meaty)

A few notes about this setup that are good to know. This setup straight up does not work on Len or WLen. Characters with longer wakeup timings require a very small delay before holding 9. And one more thing, 623[B] has an identical animation but gives you less frames for oki. This can mess up people's timing and also gives you the perfect timing to do EX Bite when you land.


Midscreen 421A/B 4-Way

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 214A(whiff), 2C > 3C > 623[A], 421A

An extremely good setup midscreen which allows for a meterless 4-way mixup. 421A and 421B can be used nearly interchangeably. The differences between the moves are that 421A is easier to hit because it is faster, throws a shorter distance, and leaves you slightly closer after the throw. Note that sandoori may leave you slightly outside 2C(2) range. In that case, you can use 2C(1) > 236C or 5B to convert instead.

  • 421A...
    • crossup land 2C
    • airdash back j.C
    • j.B whiff sameside land 2C
    • sandoori j.C


Unblockable Setup

Example Route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[c] > 2[c], 2C > 3C > 623[A], 623C, 5E(Blood Heat), 5B/3C/214A~41236C

Satsuki's Another Arc Drive does not respect throw protection, so by making an opponent block a move with sufficient blockstun, she can cancel into an unavoidable AAD. Against players who know about this setup, you will have to play RPS, which if you win you will deal roughly 5k damage. 5B will beat low shield, 3C will beat high shield, and 214A will beat spotdodge and backdash. If you expect a reversal move, you can back off and see what they do. You have a few seconds to get the AAD off another way.


Sandoori

This video contains example footage, slow motion instruction, and ways to practice it.

Sandoori is a technique where Satsuki double jumps and immediately airdashes back, which allows a very hard to react to crossup high. Input frame perfectly, sandoori is only 2 frames slower than a regular airdash back.

The input for sandoori can be 496, 476, or 76A+B. These inputs are all based on your original facing direction. For the two manual inputs, 4 can be input before or after crossing over, but the other inputs have to be after you are already past them. 496 will give a very fast sandoori. 476 will give a slower sandoori, because of required time to go from 7 to 6. It has the perk of moving you closer to your opponent, so in some cases where 496 will overshoot, 476 will be perfect. If the manual input is challenging, then it is acceptable to use the airdash macro instead.


Anti-Heat

Satsuki of course has access to the universal heat OS. If you're tired of playing the heat versus shield casino, you can start hard baiting by hovering just outside heat range and reacting to what they do. This gives an escape opening, but will work if you sense the opponent getting antsy.

Defense

  • Blocking: Just block, sometimes trying to escape pressure right now is too risky so your best bet is just to block. You can afford to wait and be cautious because getting hit even once by a clean C-Satsuki combo can mean losing the round because of her scary oki, so just play patient and safe while on defense, and look for your opportunity to poke out. This does mean however that sometimes you have to utilize EX-guarding in order to not be guard broken.
  • 214C: Your reversal of choice, a fairly quick move that is invincible until it's first active frame which will almost always trade with the opponent normally in your favor. This move is pretty safe on block which is the main reason it is so good.
  • 22A: Low profiles a lot of moves that were not intended to be low profiled.
  • 22B: Not a real reversal, but has enough i-frames in its startup to often function as one. Against some characters' pressure, you can mash 22B to escape.
  • 22C: This is an actual reversal, however it is incredibly unsafe on block/whiff. You only want to use this when you are positive it is going to hit. This move also hits both in front and behind you.
  • 63214C: This move can be used as a reversal against opponents trying to delay meaty you on the ground to bait a reversal.
  • 2C: Go back and look at that hitbox and remember it hits on frame 5, having this option open will mess up some characters when pressuring you. Cancel the first hit into 236C to convert at farther ranges.
  • EX Shield: Since you are playing Crescent moon and have a 4-frame jab, that means that if you read an air move with EX Shield, immediately pressing 5A is a guaranteed CH, which you can follow up with a full BnB.

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.

Combo Theory

Execution

2[C], 2C

This link is important because it helps manage Satsuki's spacing in corner combos. For example, the 623[A] corner steal does not work without this link. 2[C] has three hits and 2C has two. Connecting all five hits is challenging and requires different timings on different characters. Ryougi and Riesbyfe literally cannot be hit by all three hits of 2[C] under any circumstance.

The trick to make this link easier is to do 2[C] early so that the first two hits whiff and only the third hits. Then you will have a huge window to land the 2C followup.


2C Pickup

Some characters' hurtbox shrinks vertically when they are hit in the air, and first hit of 2C does not have sweep properties. So what can often happen is that when using 2C to catch a falling opponent, the first hit of 2C will connect and shrink the opponent's hurtbox and make 2C's second hit whiff.

The remedy for this is to do 2C early and only connect the second hit.


623[A], j.[C]

2 frame link.

What you can do to significantly improve consistency is employ a technique called "plinking". Plinking takes advantage of how Melty interprets inputs to let you press the same button twice very quickly. This will make the link 3 frames instead of 2. To perform the plink, when you input j.[C], press and hold C, then 1 frame later press E. Make sure you are not holding any direction when you press E, or the plink will not work. If you get the plink, it should look like this:

Plink input.jpg


land 5[C] > 214A(whiff), 2C

Optimal sideswap method. Requires a well timed 2C press. 2C starts its charge animation after only 2 frames of being held, so make sure you press it quickly.

Some alternatives include:

  • land 5[C] > 214A(whiff), 5A > 421A
  • land 66 2C > 3C > 623[A], 421A
  • land 66 2C > 5C > 5A > 421A
  • land 66 5C > 5A > 421A


Kouma and Riesbyfe

You need to put a delay between 3C and 623[A] during your normal BnB, otherwise the 623[A] grab hitbox will connect instead of the launch hitbox.

Versus Ries specifically, if you are able to get the combo counter to 6 before inputting 623[A], then you don't have to do the delay anymore.


Corner Loops

421A

Example route: 214B, (421A~2E, j.A(whiff), land 2C > 3C > 623[A])xN

421A/B can loop in the corner for as long as you have meter and don't go over the bounce limit. Very light on meter usage.


OTG

Example route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], (2C > 5B > 5C > 623[B], 5B > 2C > 623C)xN

Good loop to use to close out the final pixel in a healthbar. Will fail to OTG if your hitcount is in the 30s. Very meter hungry.


421A + OTG

Example route: 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], (2C > 5B > 5C > 623[B], 5B > 2C > 623C, 2C > 3C > 623[A], 421A~2E, j.A(whiff))xN

Very technical loop which combines the two loops above. Optimal for stalling the opponent's MAX or playing for a timeout. With full meter, it can last for over 20 in game seconds.


22B

In certain situations, Satsuki can use her 22B in a combo and get a 5A, 2A, or 2C link off it. In general, using 22B will increase a combo's damage by roughy 1000.

Whether a button can be linked off of 22B is extremely hit-count and character specific. Here is a technical doc on 22B routing.

For practical applications, see the combo section below.


Miscellaneous

OTG Strings

Midscreen GOTG Chart.

A good rule of thumb for what OTG string to use is to use as few attacks as possible. For example, after 236B, simply 5B > 623C is the optimal OTG string.

Midscreen, when 5B > 623C stops working, you will want to switch to 5B > 5A > 623C


Air Button Cancels

Unlike a majority of characters in MBAACC, C-Satsuki cannot cancel her air buttons on hit or block into jump or other buttons. The only cancels she has access to are 2E and 63214C; neither of which are very useful.

However, j.[C] follows the same cancel rules every other in the game uses, meaning she can jump, airdash, and do an attack.


Ground Bounce/Wall Bounce Limit

Ground bounce and wall bounce are treated as the same thing, so this section will refer to them both simply as "bounces".

You are allowed 2 bounces in your combo. If you do a third, the person being comboed will enter an uncomboable state until they recover. This is a strict limitation for most characters, but Satsuki is blessed with a tool to ignore it. 623C resets the bounce limit back to 1, so she is allowed to extend her combos for very long. To see some examples of Satsuki bending the rules, refer to the Corner Loops section above this.

If you use 236C/623C when your bounce limit is still at 2, it will force you down to 1, so you must adjust your routing. 623C, 2C > 3C > 623[A], j.[C] > sdj.[C], land 2C will whiff on the second final 2C, for example.


Jump Cancel Limit

Satsuki does not have fancy tricks to play around this. Only one jump cancel is allowed per combo.


Essential Combos

Every combo has two damage values. One is the optimal damage, and the other is if you use stabalization techniques like single hit 2C/2[C] and ommitting hard buttons.

Condition Notation Damage
vs V.Sion
Notes
Normal Starter, Midscreen Ender
  • 2C > 3C > 623[A], j.8[C], delay sj.9.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
4397/4107
Meter Gained: 100.0/90.0 Meter Given (vs C-Moon): 32.2/29.2 (Video)
Use this route if 421A will not put the opponent in the corner. Otherwise use the combo below. 421A okizeme works best on midscreen knockdowns.
Normal Starter, Midscreen Ender
  • 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 214A(whiff), 2C > 3C > 623[A], 421A
3939
Meter Gained: 87.0 Meter Given (vs C-Moon): 28.3 (Video)
Sideswap BnB.
Some characters are really picky about this route. See the Combo Theory section above this for more stable alternatives.
Normal Starter, Grounded Opponent, 100% Meter, Corner Ender
  • 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > (delay 5B >) 5C > 623[B], (5A >) 5B > 2C > 623C
4809/4513
Meter Gained: 9/-13 Meter Given (vs C-Moon): 34.9/28.3 (Video)
Cornersteal setup

With this combo, the opponent will be slightly pulled out of the corner, allowing you to go for a 4-way mixup.
Ommitting the delay 5B loses very little damage and makes the combo much easier to hit consistently.

If you opt to do the option 5B, you will have to also do the optional 5A otherwise you won't cornersteal anymore.
Normal Starter, Grounded Opponent, Corner Ender
  • 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 5C > delay 5A > 623[A]
4363/4069
Meter Gained: 82.8/72.8 Meter Given (vs C-Moon): 25.9/22.9 (Video)
The delay on your final 5A will decide whether the 623[A] grab will pull out or not. Done correctly it is extremely ambiguous. See the Okizeme section for more info.

Note that 2[C] is not optional. You will never steal the corner unless you connect 2[C]. You can just connect the final hit and no others--that's fine.

Does not work against Len and WLen. Cannot meaty low Miyako after.
623C Starter, 100% Meter
  • 623C, 2C > 3C > 623[A], j.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], 421A
5477/4883


Meter Gained: 49.4/ Meter Given (vs C-Moon): -68.5/-68.8
Because 623C sets the bounce count to 1, you don't get to do two j.[C]s.

If you try to do 5[C] after landing, you will whiff on most characters, but some can be hit anyway. Obviously it will always hit in the corner.

You can get a sideswap after landing by doing a dash under into 2C.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.

General Combos

Most of these examples route into 421A to make it easier to see the difference between each combo. Satsuki has tremendous flexibility, so feel free to adjust to whatever finisher is desired.

Condition Notation Damage
vs V.Sion
Notes
5[C]
Anywhere, Overhead starter
  • 5[C] > 2[C] > 3[C], j.8[C], sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
6288/5434


Meter Gained: 115/95 Meter Given (vs C-Moon): 36.7/30.7
2[C] > 3[C] is easier to connect if you intentionally whiff the first two hits of 2[C].

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.
j.C
Anywhere, 100% Meter
  • j.C, 2B > 5B > 5C > 236C, 2C > 3C > 623[A], j.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], 421A
6850/6287*


Meter Gained: -14.6/-34.5 Meter Given (vs C-Moon): 42.3/34.8
Meter dump route for extra damage. Be careful not to input the 2B too quickly or you will suffer a rebeat penalty.

5[C] will whiff midscreen.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.

*Damage calculated on crouching opponent.
Anti-Air 5A
50 Meter
  • 5AAA > (421A~2E, j.A(whiff) land)/623C, 2C > 3C > 623[A], j.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], 421A
3836/3629
3790/3471


Meter Gained: 14.6/10.4
-42.2/48.2
Meter Given (vs C-Moon): 38.8/35.8
34.0/29.8
Use 623C midscreen and 421A near the corner. Alternatively, use 623C everywhere to keep it simple.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.
Raw Airthrow
Optimal
Meterless
  • gAT, dj.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], j.[C] > j.B, land 5AA > 623[A]
3530/3288
Meter Gained: 83.6/73.6 Meter Given (vs C-Moon): 26.1/23.1 (Video)
Much more stable the closer to the ground the grab is initiated.

Can extend by doing 623[B] instead of 623[A] at the end.

5[C] will whiff midscreen.
Raw Airthrow
  • gAT, land 2C > 3C > 623[A], j.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], 421A
3315/3154


Meter Gained: 104.0/94.0 Meter Given (vs C-Moon): 33.4/30.4
Builds a shocking amount of meter.
5[C] will whiff midscreen.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.
214B
Anywhere, 100% Meter
  • 214B, 623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land (5[C] >) 2[C], 2C > 3C > 623[A], 421A
5463/5151


Meter Gained: -20.6/-26.6 Meter Given (vs C-Moon): 41.6/37.4
623[B] does not always connect after 214B. In those cases, do 421A/B~2E, j.A(whiff) or 623C instead.
5[C] will whiff midscreen.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.
OTG Starter
Anywhere, 100% Meter
  • 3C/236B/623[B], 5B (> 2B) > 623C, 2C > 3C > 623[A], j.9[C], land 2[C], 2C > 3C > 623[A], 421A
6454/5990


Meter Gained: -35.6/-48.6 Meter Given (vs C-Moon): 37.1/30.8
2B OTG only works deep in the corner. 5B works everywhere.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.
Anti-Air Counterhit
Anywhere, 100% Meter
  • [CH in the air] -> 5B/5C > 623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land 2[C], 2C > 3C > 623[A], 421A
4767/4326*
Meter Gained: 28.8/ Meter Given (vs C-Moon): 39.1/34.0 (Video)
Extremely damaging conversion.

Use 5B instead of 5C at the beginning if they are flying far away, otherwise use 5C for more damage.
The entire beginning of this sequence is unscaled because 5B and 623[B] have 100% proration. 5C is 90% (O), so unless you originally counterhit them with something with less scaling, it won't affect anything either.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.

*Calculated on 5A starter
22C
Corner to Corner, 200% Meter
  • 22C, 66 sj.B, land 623C, 2C > 3C > 623[A], j.9[C], land 5[C] > 2[C], 2C > 5C > delay 5A > 623[A]
4791/4628
Meter Gained: -147.2/-153.2 Meter Given (vs C-Moon): 71.7/67.5 (Video)
Route that lets you convert off of a reversal 22C while you are cornered.
Side Swap
Corner, 100% Meter
  • 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > (delay 5B >) 5C > 623[B], 22C, 66 2C > 3C > 623[A], 421A
4803/4518
Meter Gained: -4.3/-22.3 Meter Given (vs C-Moon): 47.2/41.8 (Video)
Grants midscreen 421A/B oki on a cornered opponent.
Side Swap
Counterhit 2C
  • 2C(1) CH > 3[C] > (214A(whiff) > ) 2C > 3C > 623[A], j.[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
5299/4863
Meter Gained: 113.0/105 Meter Given (vs C-Moon): 36.1/33.7 (Video)
Meterless conversion off 2C that works even at max range. 3[C] needs to be input very quickly after releasing 2C.

Built in optional cross under with 214A. Completely optional--it doesn't affect damage whether you do it or not.

Set COUNTER HIT to LOW COUNTER in training mode to practice this! NORMAL gives random LOW and HIGH CH, which have different frames of hitstop.

If close to the corner, substitute the 421A ender for one of Satsuki's corner-steal enders.


22B Combos

These combos are very hard and very optional. It should be mentioned that 5A links can be plinked with 4/6[D]A~E or 4/6[D]E~A. If that notation looks confusing, it is just saying to hold D and forward or backward, then plink A into E or E into A. Mastering the plink would make the 1f links 2f and the 2f links 3f.

Condition Notation Damage
vs V.Sion
Notes
2C Starter, Meterless
  • 2C > 3C > 22B, 5A/2A > 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
1f Link.

Works on:

  • Aoko
  • Satsuki
2C Starter
  • 2C > 3C > 22B, 5A > 5B/5C > 623[B], > 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
TODO: Make sure this route is actually any good compared to spending 100 meter another way.

1f link.
Works on:

  • Everyone except cats
  • Miyako needs 2A
236C/623C Version, 100 Meter
  • [Air CH] -> 5B/5C > 623[B], 5B > 623C, 3C > 22B, (5A/2A >) 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
  • [Any 3 hits of your choice] -> 236C, 3C > 22B, (5A/2A >) 2C > 3C > 623[A], j.8[C] > delay sdj.[C], land 5[C] > 2[C], 2C > 3C > 623[A], 421A
???
Meter Gained: ??? Meter Given (vs C-Moon): ??? (Video)
Probably the most practical 22B route. Linking into 5A/2A is a 2f link, while linking into 2C instead is 1f.

22B links are extremely sensitive to gravity scaling, which goes up on every single hit (grab based moves do not count, even though they visually increase the combo counter). 3 hits before 623C/236C is the maximum number that still lets you link 2C later. You can of course do less than 3 hits, but 5A/2A > 2C only works at exactly 3 hits.

22B, 5A/2A > 2C works on:

  • Satsuki
  • Aoko
  • WLen
  • PCiel
  • Tohno

22B, 2C works on:

  • Satsuki
  • Aoko
  • WLen
  • PCiel
  • Tohno
  • Arc
  • Kohaku
  • Mech
  • Miyako (use 2A)
  • NAC
  • Neco
  • Hisui
  • Nanaya
  • Ryougi

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
MB C Satsuki 5A.png
Damage Red Damage Proration Cancel Guard
250 147 65% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 2.8% -

Very potent anti-air that also hits crouchers. On counterhit you can pickup with 2C. Non-counterhit can also convert with 421A, 623[B], or 623C.
5A extends your hurtbox before the hitbox comes out, so there are some moves and situations where 5A will lose.
You will typically prefer to use 5A in pressure and 2A to rebeat.


5B
MB C Satsuki 5B.png
Damage Red Damage Proration Cancel Guard
700 411 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 7 15 -7 8.0% -

Extremely long active frames. Moves Satsuki forward, which is very valuable in pressure. The movement forward and the disjoint can let this move act as a counterpoke in neutral.
If a 2C or 236C is buffered after the move, it can be easy to confirm off.
On a knocked down opponent, 5B can catch all tech options as well as no tech.
Also notable is that this move has 100% proration, which makes it a very damaging starter.

5C
5C
5[C]
MB C Satsuki 5C.png
MB C Satsuki 5C Charged.png
5C Damage Red Damage Proration Cancel Guard
1000 686 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 2 21 -5 11.0% -

5C on its own serves little purpose outside of comboing. In pressure, it has a significant amount of pushback, which is useful for setting up the spacing for a 214A whiff.

5[C] Damage Red Damage Proration Cancel Guard
1400 539 60% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
32 2 26 -10 11.0% Clash 12-30

Leads into a lot of damage on hit. Good to mix into your pressure once you have your opponent respecting you.
Partially charge to trick your opponent into blocking high, then cancel into 2C.

Crouching Normals

2A
MB C Satsuki 2A.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 4.0% -

Pretty unremarkable as a 2A. Hits mid.

2B
MB C Satsuki 2B.png
Damage Red Damage Proration Cancel Guard
600 352 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 10 1 7.0% -

+1 and disjoint. Fantastic pressure button and high damaging combo starter.

2C
2C
2[C]
MB C Satsuki 2C.png
2C
2C
MB C Satsuki 2C Charged.png
2[C]
2[C]
2C Damage Red Damage Proration Cancel Guard
800, 600 (1206) (804) 70% (O), 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 6 24 -15 4.0%, 5.0% (9.0%) -

Satsuki's ridiculous sweep. Active on frame 5, multihitting, low profiles, and confirmable at insane ranges with 236C.
If the C button is held for longer than 2 frames, the move will begin its charge animation and be slower to come out.
You will be using this button a lot.

2[C] Damage Red Damage Proration Cancel Guard
900*2, 950 (2057) (1250) 70% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
27 10 15 3 6.0%, 4.0%, 3.0% (13.0%) -

Nearly exclusively a combo move, despite its positive frame data. If all three hits connect it does a large amount of damage and gives a ton of meter, though the timing for 2[C] is tricky and depends on the character. It is often easier to time your 2[C] so that only the 3rd hit connects.
It is impossible under any circumstance for all three hits of this move to connect on Ryougi and Ries. Also, due to the shorter hitbox than 2C, this move may whiff on falling Kouma and Wara under some circumstances.

Aerial Normals

j.A
MB C Satsuki jA.png
Damage Red Damage Proration Cancel Guard
300 196 75% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 4 - - 3.0% -

Incredibly good hitbox for a j.A. Due to the shape of the hitbox, this move is suprisingly good at poking opponents behind Satsuki in the air and on the ground.
No reward on non-counterhit, but pay attention to their tech. You may be able to catch them after.
Not a high, but can be used when falling extremely late to beat fuzzy mashing.

j.B
MB C Satsuki jB.png
Damage Red Damage Proration Cancel Guard
750 441 90% (O) EX HA
First Active Active Recovery Frame Adv Circuit Invuln
7 5 - - 8.0% -

Don't use this move for jump-ins. This move is best suited to protecting you as you move backwards with a j7 or airdash back. On counterhit, leads to some of your most damaging routes.
Reaches slightly farther horizontally than j.A and j.C.

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 686 85% (M) EX HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 10.0% -

Very very good air button and integral to every aspect of Satsuki's gameplan. This move combined with how short her airdash is is what makes Satsuki oki so powerful.
Spikes the airborne opponents into a techable knockdown. Unlike her other two air buttons, this one can be converted off of on a non-counterhit connect by successfully trapping the ground tech with 5B. On counterhit, land and catch 5B > 623[B]/623C for a huge punish.

When you input this move, use E instead of C. j.C starts its charge animation very fast, and E cannot charge the move, so it will give you a frame perfect j.C.

j.[C] Damage Red Damage Proration Cancel Guard
1200 980 95% (M), 50% (O) N, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 - - 6.0% -

Primarily a combo move, but is not useless in pressure and neutral. j.[C] is Satsuki's only way to do normal air cancel options like jump, airdash, or press another button.
During the charge animation, Satsuki's hurtbox shrinks signifigantly.

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 686 60% (O) SP, EX L
First Active Active Recovery Frame Adv Circuit Invuln
13 12 19 -13 ~ -2 10.0% -

High risk high reward poke in neutral. Fairly safe at max range, but horribly minus close up.
3C is extremely valuable in matchups against characters with a strong midrange presence, where Satsuki traditionally struggles. The low profile makes this move good at dodging projectiles. Also, being low makes it decent at trip guarding players as they land.
On a successful hit, link into 5B > 623[C] for a full combo.

3[C] Damage Red Damage Proration Cancel Guard
1500 1176 70% (O) SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
26 8 13 -3 ~ 4 15.0% -

Similar uses to 3C in neutral, though you are more likely to get hit out of its charge than 3C. Threatens laggy options at a range none of Satsuki's other tools can.
In pressure this move will allow you to reset by cancelling into a staggered 623[A], but a good opponent will start to shield 3[C] and 623[A] on reaction.
If the move connects on the first active frame, the opponent will be launched into an untechable knockdown. Any of the later active frames, and the opponent will be able to air tech after a short time.

Universal Mechanics

Ground Throw
MB C-Satsuki Throw.png
Damage Red Damage Proration Cancel Guard
1400 588 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Satsuki launches the opponent into the air. Opponent can air tech just before touching the ground. Not a very good throw, but sometimes it's all you have.

Air Throw
Air Throw
j6/4A+D
HSatsukiairthrow.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1300
517 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 10.0% -

Satsuki punches the opponent into an untechable knockdown. One of the few airthrows that build meter.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Satsuki 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A 214A-like shield bunker.

Heat
Heat
A+B+C
MB C-Satsuki ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
21 5 25 - -100.0% (min) 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
11 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
12 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
MB C-Satsuki 236A.png
MB C-Satsuki 236B.png
MB C-Satsuki 236C.png
A Damage Red Damage Proration Cancel Guard
1500 (1453) 854 100% - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
8 2 20 -4 0.0% -

On hit, it is similar to Satsuki's normal ground throw, as in techable and no real follow-up. On block, it is not too bad, but pushes you far away, and you lose your pressure. Has a niche application off of non-EX shield when you have no meter to use 236C.

B Damage Red Damage Proration Cancel Guard
1300 (1259) 645 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
31 2 30 - 0.0% -

Absolutely one of Satsuki's strongest starters. OTG after with 5B, or 5B > 2B if near the corner. The startup is slow, but the animation is very subtle and it has incredible range. A good option to mix up with 623[A] after 3[C]. Use this move if your opponent is giving you too much respect. You can be bold and attempt a combo reset with this move too.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) 1329 60% (M) - LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
2+8 2 24 -8 -100.0% Full 1-3, High 4-11

An important tool in Satsuki's poking game, as well as an easy way to add a lot of damage to a combo. When buffered behind a neutral poke like 5B or 2C, 236C will fire off and pull the opponent from ranges you would not be able to convert from normally. 236C can also be activated raw to catch moves with laggy startup.

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 Damage Red Damage Proration Cancel Guard
1500 (1453)
1000
854
686
100%
80% (O)
-
(J)
U (Whiffs vs Ground.)
LH
First Active Active Recovery Frame Adv Circuit Invuln
8 6 23 -8 0.0%
10.0%
High 1-19

Has a grab hitbox and a strike hitbox. The grab hitbox comes out before the strike hitbox and will nearly always hit before the strike can against airborne opponents.
Not a very good anti-air and gives low reward. Satsuki throws the opponent behind her into a techable knockdown. If they tech, you can chase with dash 2C.

[A] Damage Red Damage Proration Cancel Guard
1300 (1259)
1000
645
490
100%
71% (M)
-
(J)
U (Whiffs vs Ground.)
LH
First Active Active Recovery Frame Adv Circuit Invuln
14 3 14 2 0.0%
5.0%
High 1-20

An important move in Satsuki pressure because it is her only plus-on-block special. 3[C] > delay 623[A] is an important frame trap to know. 5A > 623[A] is another a frametrap which leaves you +2. Naturally, these setups beat jump out too.
Of course this move is vital in Satsuki's combo game, both as a launcher and as a grab. Gives a good knockdown on the grab version of the move.

B Damage Red Damage Proration Cancel Guard
1500 (1453) 854 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
8 8 16 - 0.0% High 1-10

This move's only use is as a gimmicky OTG when you don't have meter for 623C. Air techable; making tech punishes extremely difficult. Can OTG if they do not air tech out.

[B] Damage Red Damage Proration Cancel Guard
1300 (1259) 645 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
14 2 22 - 0.0% High 1-15

Unbelievably essential combo move for Satsuki. The OTGable knockdown is what lets Satsuki steal the corner in her 623C finisher routes. Its application in neutral is somewhat limited by its slow startup and input requirement, but it is absolutely servicable on a read.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) 1329 60% (M) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
2+6 2 34 - -100.0% Full 1-3, High 4-9

Very little introduction necessarry. Hitting this move once might decide a whole round. Integral to her combo game because it resets the bounce count to 1.
Best used to punish predictable air movement and air techs. Does not have enough invincibility to beat deep jumpins and IADs. Get in the habit of buffering 623C constantly.

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 490 100% -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -5 9.0% -
[A] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 32 - - -

Versatile move in pressure, neutral, and combos. Can be EX cancelled, which is very useful for cancelling into EX Bite in pressure. On Counterhit, you are +7 at worst, and you can always link into 2C, but at some spacings you are able to link to 5B or 2B for huge damage. However, the move is -5 at best on block, so be very cautious about using the move is places where it could be punished.
Jump cancellable on hit but not block.

Its feint version can be used in mind games. Cancelling 3C into 214A has worse frame data than just letting 3C end on its own, but the cancel makes Satsuki slide backwards.

B (Lv 1) Damage Red Damage Proration Cancel Guard
700, 800 (1176) (625) 70% (O) - H, LH
First Active Active Recovery Frame Adv Circuit Invuln
29 5 21 -2 10.0%, 12.0% (22.0%) -

The move on its own is extremely high risk because it is very easy to shield on reaction. Despite appearances, this is a 2 hit move, so even on Counterhit, you have the exact same conversion options: namely 421A/B and 623[B]/C.
Good move to present to discourage jump outs, since it is air unblockable.
Interestingly, if you are at a very specific spacing where only the second hit of 214B connects, you are plus on block--plus on shield, too, since the second hit is a projectile.

[B] (Lv 2) Damage Red Damage Proration Cancel Guard
1400, 800 (2082) (1313) 70% (O) - H, LH
First Active Active Recovery Frame Adv Circuit Invuln
41 (min)* 5 21 -2 10.0%, 12.0% (22.0%) -

Same properties as 214B, but you beat H shield and do more damage.

[B] (Lv 3) Damage Red Damage Proration Cancel Guard
2000 1470 100% J H
First Active Active Recovery Frame Adv Circuit Invuln
53 (min)* 3 23 -8 20.0% -
[B] (Lv 4) Damage Red Damage Proration Cancel Guard
2000 1960 100% J H
First Active Active Recovery Frame Adv Circuit Invuln
67* 3 23 -8 25.0% -

Unshieldable and wallbounces. Go for this to scare opponents out of shielding 214B. This version of the move has no combo scaling, so some of your most damaging routes start off of this.

EX Damage Red Damage Proration Cancel Guard
2400 1960 45% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+7 3 27 -2 -100.0% Full 1-6

Fairly strong reversal when used correctly. Has invincibility until its first active frame, so it often will trade. On block, you are only -2, which is enough to escape most of the time. Can be converted off into a full combo if you are near the corner.

421X
MB C-Satsuki 421.png
A Damage Red Damage Proration Cancel Guard
1600 (1091) (801) 50% (O) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
7 8 38 - 16.0% -

Do not use this move as an anti-air. This move is a conversion tool and combo ender. As a combo ender midscreen, this move gives Satsuki some of her best oki. By spending 50 meter, the recovery of 421A can be cancelled into an airdodge which gives you your air options back, which lets you whiff an air button to reduce landing lag so you can extend your combo.

B Damage Red Damage Proration Cancel Guard
1600 (1091) (801) 50% (O) - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
11 12 35 - 16.0% -

Same properties as 421A, but slower startup, higher hitbox, farther throw, and leaves you slightly farther away. Opt for 421B if you catch a jumpout with 214B.

EX Damage Red Damage Proration Cancel Guard
2600 (2518) (2088) 100% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
2+6 12 37 - -100.0% Full 2, 4-7

Not an extremely important move for Satsuki. Slow startup and does very little damage after scaling. You have oki on a successful hit, but it is tricky to do correctly.
A niche application of this move is to option select between it and 623C. In a case where you are trying to chase an air tech and you don't think you'll be able to react, just input 623C, and you'll get 623C if they tech in front of you, and 421C if they tech behind you.

22X
Catsuki 22A.png
A/B
A/B
MB C-Satsuki 22C.png
EX + Last Hit
EX + Last Hit
A Damage Red Damage Proration Cancel Guard
1000 588 70% (O) EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 25 -11 10.0% High 1-7

Very important tool in Satsuki's arsenal. Provides upper body invincibility frame 1 and keeps it until the first active frame. That means this move will trade a lot of the time, but since you're grounded and they are not, you can convert. In addition, 22A will low profile a lot of grounded moves which were not intended to be low profiled, making 22A surprisingly potent to mash during blockstrings.
Your go-to special off held shield.

B Damage Red Damage Proration Cancel Guard
800, 1000 (1477) (723) 70% (O) EX* LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 2 (6) 4 28 -25, -17 10.0%*2 (20.0%) Full 1-6, High 7-8

Absolutely ridiculous special. Fully invincible startup for six frames, then two frames of upper body invincibility, then the first hitbox comes out. Beats a lot of meaty options, beats a lot of pressure sequences, beats a lot of air approaches. At most spacings, the tech after a successful hit can be easily covered with a well timed 5B which leads into your BnB.

EX Damage Red Damage Proration Cancel Guard
400*6, 600 (2698) (2166) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+8 84 22 -89 ~ -3 -100.0% Full 1-9, 36-37, 64-65

A true reversal, but unfortunately very slow and easy to play around. Satsuki punches the ground 7 times, with the last punch launching into a wallbounce into a techable knockdown.
If you do get this move to connect, you are able to convert into a full combo from anywhere on screen. At full range you have to dash superjump to get a conversion, but at closer spacings a superjump or dash on their own can be enough.

63214C
Sorry, just one bite!
63214C (Air OK)
HSatsuki63214C.png
MB C-Satsuki j.63214C.png
Ground Damage Red Damage Proration Cancel Guard
2500 1424 100% - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
3+0 1 28 - -100.0% Full 3

Command grab which heals a 1/4 of the damage dealt back to Satsuki.
Satsuki's universal grab is not very good at all, so this is the move you will want to use when playing strike throw.
Unfortunately, doesn't give very strong oki, but you at least have time for a high/low.

Air Damage Red Damage Proration Cancel Guard
2200 (2131) (459) 50% - U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
6+3 1 15 - -100.0% Full 1-10

This move has no meaningful application. It can be comboed out of, and it can grab things that normal airthrow cannot, since this is a hitbox move, and airthrow is a proximity move.

Arc Drive

Now I'm mad...!
41236C during MAX/Heat
HSatsukiAAD.png
Damage Red Damage Proration Cancel Guard
3300 2548 50% (O) - U
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
4+12 1 27 - removes all Full 1-16, High 17-19

High-risk/middling-reward. Extremely slow startup which can be jumped on reaction to the super freeze. It is possible to catch very laggy moves in oki and pressure situations, but unless extra damage will close out a round, it is not worth throwing away most of your meter when you could just 214C and keep 200 meter.

Another Arc Drive

Now I'm mad...!
41236C during Blood Heat
MB C-Satsuki AAD.png
Damage Red Damage Proration Cancel Guard
20600 (5583) (4379) 50% (O) - A
First Active Active Recovery Frame Adv Circuit Invuln
6+8 8 24 - removes all Full 1-21

Unlike your Arc Drive, your Another Arc Drive is extremely dangerous. Blockable in the air, but on the ground is an unblockable hitgrab. What makes this move insane is that it can be cancelled into after a move like 5B, 3C, or 214A, and will become unavoidable. A 623C ender gives Satsuki enough time to activate Blood Heat and meaty with a move of her choice to setup the unblockable. Also, this move can be comboed into, unlike her Arc Drive, and does a lot of damage because its first two hits are unscaled.


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) (2915~5495) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
3+25 123 27 - removes all Full

High damage, circuit break, and cannot be avoided like some other LAs.


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