Melty Blood/MBAACC/Satsuki Yumizuka/Full Moon

From Mizuumi Wiki
Jump to navigation Jump to search
Name: Satsuki Yumizuka (弓塚 さつき)
Nicknames: Sacchin

Voiced by: Omi Minami (南 央美)
Type: Dead Apostle
Gender: Female

Birthday: Aug 15
Sizes: 79 / 59 / 82
Height: 161cm
Weight: 45kg

Eye Color: Red
Hair Color: Brown

Overview

Playstyle
F-Satsuki is a technical rushdown character with a unique playstyle and strong, loopable okizeme. Considered a counter-pick character by some, but F-Satsuki is a complete character on her own.
Pros Cons
  • MBFSat236C.png
  • 236C The main draw to play F-Satsuki over C-Satsuki.
  • Unreactable Okizeme
  • Strong Abare
  • High Damage
  • High Meter Gain
  • High Health
  • MBFSat5A.png
  • Restricted Air Options
  • Slow Ground Dash Startup
  • Bad Throw


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
MBFSat5A.png
Damage Red Damage Proration Cancel Guard
300 252 75% (O)
1 Hit
-SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 3 2.25% -

A standing low kick. Cancels into itself, plus on block.

5B
MBFSat5B.png
Damage Red Damage Proration Cancel Guard
700 505 80% (O)
1 Hit
N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 6 11 -2 ~ 3 6.3% -

Satsuki pushes forward with a disjoint covering a good amount of space in front of her. Great in pressure and is a useful tool to cover both ground and IAD approaches. Combos into itself on counter hit.
623C and 236C can be buffered behind this move to help convert on non counterhit.

5C
5C
5[C]
HSatsuki5c.png
HSatsuki5Xc.png
5C Damage Red Damage Proration Cancel Guard
1000 707 90% (O)
1 Hit
N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 5 13 0 7.2% Clash 10-16

A smash with forward momentum and a clash box on top. Strong preemptive anti air. The move can be timed to clash with heat on oki.

5[C] Damage Red Damage Proration Cancel Guard
1700 1212 85% (O)
1 Hit
N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
19 5 9 4 10.8% -

Charged version that launches on hit. Gives a a good amount of frame advantage but pushes Satsuki far away on block. Combos into itself on counter hit.

Crouching Normals

2A
HSatsuki2a.png
Damage Red Damage Proration Cancel Guard
250 151 72% (O)
1 Hit
-SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 1.8% -

Fast, fairly standard 2A that hits low.

2B
MB C Satsuki 2B.png
Damage Red Damage Proration Cancel Guard
600 363 100%
1 Hit
N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 8 3 6.3% -

+3 and disjoint. Good pressure button and high damaging combo starter.

2C
MB C Satsuki 2C Vert.png
2C
2C
MB C Satsuki 2C Charged Vert.png
2[C]
2[C]
2C Damage Red Damage Proration Cancel Guard
800, 600 (1206) (828) 70% (O), 55% (O)
1 Hit, 1 Hit
N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 6 24 -15 3.6%, 4.5% (8.1%) -

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) (1289) 70% (O)
1 Hit, 1 Hit, 1 Hit
N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
27 10 15 3 5.4%, 3.6%, 2.7% (11.7%) -

Charged version is a 3-hit with advantage on block. Huge guard damage, but mostly used in 2[C] > 2C combos. 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
HSatsukija.png
Damage Red Damage Proration Cancel Guard
300 202 75% (O)
1 Hit
- HA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 - - 2.7% -

Very stubby normal considering how restrictive it is to use. Still important to have for air-to-air, though.

j.B
MB C Satsuki jB.png
Damage Red Damage Proration Cancel Guard
750 454 90% (O)
1 Hit
- HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 7.2% -

Downward arm swipe. Good angle and disjoint for air-to-air CH fishing.
Don't use this for jump-ins.

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 707 85% (M)
1 Hit
- HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 9.0% -

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 under the right circumstances by successfully trapping the ground tech with 5B or 2C. On counterhit, land and catch 5B > 623[B]/623C for a huge punish.

j.[C] Damage Red Damage Proration Cancel Guard
1300 1212 50% (O)
1 Hit
J HA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 - - 6.3% -

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, airthrow, 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 707 60% (O)
1 Hit
SP, EX L
First Active Active Recovery Frame Adv Circuit Invuln
13 12 19 -13 ~ -2 9.0% -

Satsuki slides forward. Low profiles and covers a good amount of ground. Very committal. On hit convert with 5B > 623C.
On block it should be canceled into something like 236X or 214X, as it is very unsafe otherwise.

3[C] Damage Red Damage Proration Cancel Guard
1500 1212 70% (O)
1 Hit
SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
26 8 11 -1 ~ 6 13.5% -

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 606 100%
1 Hit
- 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.

Air Throw
Air Throw
j6/4A+D
HSatsukiairthrow.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw) 533 30%
1 Hit
- U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 9.0% -

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

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MB F-Satsuki 236D.png
MB F-Satsuki j.236D.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50%
1 Hit
(SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 4.5% -

Same animation as C-moon 5C.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50%
1 Hit
- HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 4.5% Full 1-3

Same animation as j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C-Satsuki 214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 100%
1 Hit
- 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
500 202 100%
1 Hit
- 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.

Blood Heat
Blood Heat
A+B+C during MAX
MB C-Satsuki ABC.png
Damage Red Damage Proration Cancel Guard
100 0 100%
1 Hit
- U
First Active Active Recovery Frame Adv Circuit Invuln
21 5 25 - uses all 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%
1 Hit
- 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%
1 Hit
- 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
Sacchin Arm: Aerial Dash
236A/[A]/B/[B]/C
MBFSat236A.png
MBFSat236B.png
MBFSat236C.png
A Damage Red Damage Proration Cancel Guard
1500 (1453) (880) 65% (O)
0 Hits
- LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
20 2 15 -2 0.0% -
[A] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 24 - - -

Satsuki jumps forward and tries to grab the opponent. All versions are hitgrabs. Can be held for a dash-only feint version.

On hit, Satsuki will launch the opponent to the other side. Untechable knockdown.

B Damage Red Damage Proration Cancel Guard
1300 (1259) (664) 100%
0 Hits
- LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
33 2 11 4 0.0% -
[B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 33 - - -

Satsuki leaps farther forward. On hit, puts the opponent right in front of Satsuki in an OTG'able state. Very slow startup, but huge reward on hit and plus on block.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) (1369) 60% (M)
0 Hits
- LH
(Whiffs vs Air.)
First Active Active Recovery Frame Adv Circuit Invuln
3+10 2 20 -4 -100.0% Full 3-10

The reason you pick this character.
EX version is invincible during the dash portion and leads into your BnB.
Buffer the input for this move in neutral so you can punish on reaction better.

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 (Throw) Damage Red Damage Proration Cancel Guard
1500 (1453) 880 100% - U (Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
8 6 23 -8 0.0% High 1-19
[A] (Throw) Damage Red Damage Proration Cancel Guard
1300 (1259) 664 100% - U (Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
14 3 14 2 0.0% High 1-20

Satsuki's anti-air grab series.
A version works as both an anti-air grab that launches the opponent to the other side on hit, and a jump-cancelable launcher. Airborne opponents can be hit by the launcher part instead of the grab if the attack connects late enough.
Charged version is used as a launcher as it is much less likely to grab the opponent after 2C/3C. Otherwise the grab causes untechable but non OTG-able knockdown.

B Damage Red Damage Proration Cancel Guard
1500 (1453) 880 100%
0 Hits
- U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
8 8 16 - 0.0% High 1-10
[B] Damage Red Damage Proration Cancel Guard
1300 (1259) 664 100%
0 Hits
- U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
14 2 22 - 0.0% High 1-15

Grab only. Uncharged version launches to the other side and is air techable, charged version is an OTG-able untechable knockdown in front of Satsuki.

EX Damage Red Damage Proration Cancel Guard
2000 (1937) 1369 60% (M)
0 Hits
- 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.
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 505 100%
1 Hit
-EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -5 8.1% Armored 2-13
[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) (644) 70% (O)
1 Hit, 1 Hit
- H, LH
First Active Active Recovery Frame Adv Circuit Invuln
29 5 21 -2 8.0%, 10.8% (18.8%) -

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) (1354) 70% (O)
1 Hit, 1 Hit
- H, LH
First Active Active Recovery Frame Adv Circuit Invuln
41 (min)* 5 21 -2 8.0%, 10.8% (18.8%) -

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

[B] (Lv 3) Damage Red Damage Proration Cancel Guard
2000 1515 100%
1 Hit
J H
First Active Active Recovery Frame Adv Circuit Invuln
53 (min)* 3 23 -8 18.0% -
[B] (Lv 4) Damage Red Damage Proration Cancel Guard
2000 2020 100%
1 Hit
J H
First Active Active Recovery Frame Adv Circuit Invuln
67* 3 23 -8, +10 when jump cancelled 22.5% -

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 2020 45% (M)
0 Hits
- 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. Not invulnerable through full startup, but the hitbox still comes out if Satsuki is hit. On block you are only -2, which is enough to escape most of the time. Can convert into a full combo if near the corner.

421X
MB C-Satsuki 421.png
A Damage Red Damage Proration Cancel Guard
1600 (1091) (826) 50% (O)
1 Hit
- U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
7 8 38 - 14.4% -

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.

B Damage Red Damage Proration Cancel Guard
1600 (1091) (826) 50% (O)
1 Hit
- U
(Whiffs vs Ground.)
First Active Active Recovery Frame Adv Circuit Invuln
11 12 35 - 14.4% -

Same properties as 421A, but slower startup, higher hitbox, farther throw, and leaves you slightly farther away.

EX Damage Red Damage Proration Cancel Guard
2600 (2518) (2152) 100%
0 Hits
- 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
MB H-Satsuki 22A.png
A
A
MB H-Satsuki 22B.png
B
B
MB H-Satsuki 22C.png
EX (2nd Projectile)
EX (2nd Projectile)
A Damage Red Damage Proration Cancel Guard
1000 808 100%
1 Hit
- LH
First Active Active Recovery Frame Adv Circuit Invuln
17 11 9 -2 8.0% -

Low commitment check move in pressure.

B Damage Red Damage Proration Cancel Guard
1000 808 100%
1 Hit
-EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 11 19 -12 9.0% -

Fast startup, EX cancellable. Slightly more range than 22A. Terribly unsafe on block anywhere near the opponent at -12f.
Pretty low risk to space with in neutral, however, because you can cancel into 623C if you see them jump over.
Has a gimmicky application as an OTG move that does not make Satsuki move on hit, because it is a projectile and not a regular attack.

EX Damage Red Damage Proration Cancel Guard
800, 200*3, 650 (1791) (1163) 50% (O)
1 Hit, 0 Hits*3, 1 Hit
- LH
First Active Active Recovery Frame Adv Circuit Invuln
2+8 11 (5) 6 (2) 4 19 21 -100.0% -

Fast startup, does a 22A wave immediately followed by a larger version. Gives good frame advantage on block. Being too close to the opponent stuck in the corner can lead to this move being punishable on block or getting bunkered.

63214C
HSatsuki63214C.png
Damage Red Damage Proration Cancel Guard
2500 1467 100%
0 Hits
- 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.

Arc Drive

Now I'm mad...!
41236C during MAX/Heat
HSatsukiAAD.png
Damage Red Damage Proration Cancel Guard
3300 2626 50% (O)
0 Hits
- 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) (4512) 50% (O)
1 Hit
- 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) (3002~5665) 50% + 50% * remaining BH time
20 Hits
- U
First Active Active Recovery Frame Adv Circuit Invuln
3+25 123 27 - removes all Full

Circuit breaks the opponent and spawns a fullscreen hitbox active for an extremely long time, making this unescapable.

General Gameplan

F-Satsuki's gameplan revolves around scoring a hit, carrying the opponent to the corner, and starting her setplay. It is common for one opening to vortex into an entire round. She can opt for an aggressive gameplan that attempts to overwhelm the opponent to score that opening, or she can play a slower, reactive style and wait for the opponent to overextend.

Neutral

F-Satsuki has a very strong kit for controlling neutral on the ground and protecting her airspace:

  • 5B, 5C, and 5[C] move her forward and have hearty disjoints that cover both ground and IAD approach angles. A 236C or 623C can be buffered behind them depending on how you expect them to connect.
  • 623C is an infamously large anti air command grab that can be used to catch obvious air approaches and jumpout attempts.
  • 236C is invulnerable in the middle of its animation and moves Satsuki forward a considerable amount, allowing her to punish projectiles and other moves with poor recovery on reaction. Buffer the 236 input when you expect a punishable move to come out, and only press C when you visually confirm it.
  • 2C is a ludicrously fast sweep that hits on frame 5 and can be convert even at max range as 2C(1) > 236C. Defensively, the active frames can be used as a wall on the ground to stuff approaches. Offensively, dash 2C is extremely hard to react to and has very good range.
  • 3C and 3[C] are slow but can low profile many hitboxes. Unsafe on whiff and close range, but safe at max range. Convert 3C into 5B > 623C.
  • 22A and 22B occupy a decent amount of space on the ground which can stuff out grounded approaches. This is most notable with 22B as this can be EX cancelled to catch jumps with a buffered 623C
  • j.7B and rising j.A are powerful (while committal) answers to air approaches if you do not have the time for a 5[C] or 623X anti air.
  • j.C launches the opponent into a techable knockdown. If they miss the tech, you can convert with 5B > 623C. On a tech, you can attempt to chase and punish. When this move counterhits, you have time to land and catch them with 5B/5C > 623 or 2C before they land.


Pressure

F-Satsuki has many buttons that are disjointed and plus on block, allowing for lengthy pressure sequences full of frametraps. Because she lacks good overheads, meterless command grabs, and has a poor universal throw F-Satsuki banks on suffocating with range and plus frames until the opponent commits to an escape and punishes it.

Pressure Tools

  • 5A/2A: +3 Functionally identical moves. Very likely you start your pressure string with this move.
  • 5B: -2~+3 Keeps you in their face and plus. Catches jumps and converts to 623[B]/623C. Has cancels to 2B, 5C/5[C], and 2C, so has to be respected. Frame traps into itself very well too.
  • 2B: +3 Decent pressure filler and similar useage to 5B, though not as good.
  • 5C: +0 Not an extremely good move in pressure. Ends your pressure.
  • 5[C] +4 Naturally frame traps from Satsuki's other normals. Gives very high damage on CH. Because of the high pushback, pressure can become very scrambly if blocked.
  • 2C -15 Important because of its speed and range, but don't overuse, because on block you have to commit hard to continue pressure.
  • 3C -13~-2 Naturally frame traps, but otherwise forces a gamble to keep pressure going on block. Can cancel into 236[A].
  • 3[C] -1~6 On block can be canceled into 623[A] to reassert frame advantage. However, the startup is telegraphed and can be jumped or shielded. Use sparingly.
  • 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.
  • 236[A] A feint which will put you right in their face. Mashable, but if you have their respect it can be a good reset. 2A/5A and 63214C are the most common moves to use out of the hop.
  • 236B +4 Very slow, but very plus.
  • 22A -2 Sounds bad on paper, but the move can be converted on CH and you also play at the two character length spacing better than most characters, even at -2.
  • 22C +21 Only use it when you know you won't get bunkered. Decent to use to avoid entering MAX.
  • 63214C Your only good way to get players to stop blocking. Unfortunately costs 100 meter. Can be done out of 236[A].
  • IAD j.C Pressure reset, but risky to go for because of shield.

Example strings:

2A > delay 2A > delay 2A, redash 2A > ...
2A > delay 63214C
... > 5B > 2B, 5B > 2B, 5B > 2B > ...
... > 5B, 5B, 5B, 5B > ...
... > 5B/2B > 5[C] > ...
... > 236B, 5B > ...
... > 3C > 236[A], 63214C
... > 5[C] > 22A, 2C > 3C > ...
... > 3[C] > delay 623[A] > ...
... > 5C > 3C > 214A(whiff), 63214C

Okizeme

Full Moon Satsuki's gameplan revolves around okizeme. Getting one hit in can lead to the opponent eating combo after combo. F-Satsuki's 623A anti-air hitgrab leads to a very long, untechable knockdown. Remember that 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

Sandoori

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.


Mixups

Midscreen 623A 3-Way

Example Route: 2C > 3C > 623[A], j.8[C] > sdj.[C], land 66 > 2C > 3C > 623[A], 623[A]

Your best meterless mixup.

  • Dash j.8...
    • airdash back j.C
    • superjump sandoori j.C
    • land 5A/2A/2C
  • j.8 delay airdash j.C(whiff)
    • crossup or same-side 2A/5A/2C based on delay timing
  • 4~5A > small delay 236[B]
    • crossup or same-side 2A/5A/2C based on delay timing


Midscreen 623C 3-Way

Example Route: 2C > 3C > 623[A], j.9[C], land 66 > 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] > sdj.[C], land 2[C], 5B > 623[B], 5A > 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.


Midscreen 421A/B 4-Way

Example Route: 214B, 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.

  • 421A...
    • crossup land 2C
    • airdash back j.C
    • j.B whiff sameside land 2C
    • sandoori j.C
  • 236[B]236[A]
    • crossup or same-side 2A/5A/2C based on delay timing


Unblockable Setup

Example Route: 2C > 3C > 623[A], j.8[C] > sdj.[C], land 66 > 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 dodge 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.


Extensive F-Satsuki Okizeme Guide


Heat OS

Many of F-Satsuki's setups can be made heat-safe with 5AA > 5C as 5C will clash on heat, allowing you to confirm into a full combo with 3C. This is particularly strong against characters with poor defensive options. If you think there is a chance that the opponent would rather heat on wakeup than gamble on holding your oki, land and go for this string as a meaty low option.
Of course, you have access to the universal heat OS, too.

Defense

2A and 2C are generally her best abare options, notably with 2C as its speed and range are hard for many characters to contest when pressed on a gap in a blockstring. 2C(1) > 236C has more range than 2C(2).

214C is a decent reversal which loses invulnerability on the same frame as its hitbox comes out. The fact that it moves Satsuki forward may assist in escape even if the move whiffs. You can attempt to input 214C during pressure gaps, but you can't mash it because 214C 214C 214C will be interpreted as mashing 421C.

Raw 236C will catch greedy specials in pressure. Nero summons, VAki charge pillar, PCiel lightning, and much more. The 236 input can be buffered to allow you to only complete the move by pressing C when you have visually confirmed your opponent is committing.

EX Bite is not a reversal, but its fast startup and singular i-frame make it viable to challenge players that miss their meaties.

In addition, you also have your universal defensive tools. Shield can be used to punish predictable attacks. Shield counter is usually enough, but if your shield counter is being OSed, switch to 623C. Probably your most important defensive tool is EX Guard. Not only does it push your opponent out and give you an opening to jump out, it also prevents them from building meter as quickly.

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 helps Satsuki manage her spacing in corner combos where she wants a corner steal ender. 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]

1 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 2 frames instead of 1. 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


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 Riesbyfe 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.

Kouma is the only character that cannot be hit by 2[C] after j.[C]. His hurtbox is missing its head right before he lands. 2[C] actually has a slightly shorter hitbox than 2C and will whiff while 2C does not.

Corner Loop

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


Miscellaneous

OTG Strings

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 can still 22B > 623C for a while.


Air Button Cancels

Unlike a majority of characters in MBAACC, F-Satsuki cannot cancel her air buttons on hit or block into jump or other buttons. The only cancel she has access to is Instant Heat.

However, j.[C] follows the same cancel rules every other in the game uses, meaning she can jump or 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 66 > 2C will whiff on the final 2C, for example.


Jump Cancel Limit

Only one jump cancel is allowed per combo. You can Instant Heat your 623[A] to save your jump cancel, but it doesn't grant you any significant damage and it's still a 1 frame link to connect your j.[C].

Essential Combos

Condition Notation Damage
vs V.Sion
Notes
Normal Starter, Corner Ender, 100% Meter
  • (5A > 5B > 5C)/2C > 3C > 623[A], j.8[C] > sdj.[C], land 2[C], (5AA)/(5B)/(5B > 5[C] > delay) > 623[B], 5A > 5B > 2C > 623C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Choose your post 2[C] sequence based on your execution comfort level.
Normal Starter, Corner Ender
  • (5A > 5B > 5C)/2C > 3C > 623[A] , j.8[C] > sdj.[C], land 2[C], 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner combo. Sets up midscreen mixup. You can be fairly far from the corner and still have this work.
623C Starter, 100% meter
  • 623C, 2C > 3C > 623[A], j.9[C], land 66 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Choose your post 2[C] sequence based on your execution comfort level.

Combos

Condition Notation Damage
vs V.Sion
Notes
Non-2C Starter, Instant Heat
  • 5A > 5B > 5C > 22B > IH 5[C] > (delay) 623[B], 5C > 623C, 2C > 3C > 623[A], j.9.[C], land 66 > 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Big damage. Delay 623[B]. Also remember to do this with enough meter to do 623C.
j.C
Anywhere, 100% Meter
  • j.C, 5B > 2B > 5C > 236C, 2C > 3C > 623[A], j.9[C], land 66 > 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Meter dump route for extra damage.
Raw Airthrow
Corner
  • gAT, dj.[C], land 2[C], 2C > 3C > 623[A], 623A
??? ???
Raw Airthrow
Midscreen
  • gAT, land 2C > 3C > 623[A], j.9[C], land 2[C], 2C > 3C > 623[A], 623A
??? ???
214B
Anywhere, 100% Meter
  • 214B, 623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land 2[C], 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
623[B] does not always connect after 214B. In those cases, do 623C instead.
CH 5[C] Starter, 100% meter
  • 5[C](CH), 5[C] > 623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land 66 2C > 3C > 623[A], 623A
??? ???
OTG Starter
Anywhere, 100% Meter
  • 3C/236B/623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land 66 2C > 3C > 623[A], 623A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
2B OTG only works deep in the corner. 5B works everywhere.
Anti-Air Counterhit
Anywhere, 100% Meter
  • 5B/5C/5[C] > 623[B], 5B > 623C, 2C > 3C > 623[A], j.9[C], land 66 2C > 3C > 623[A], 623A
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (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% (O) proration. 5C is 90% (O) and 5[C] is 85% (O), so unless you originally counterhit them with something with less scaling, it won't affect anything either.


Additional Resources

F-Satsuki Match Video Database
Ale_Man's F-Satsuki Combo Video
Chace's F-Satsuki Blog
Satsuki Discord


Notable Players

Name Color Region Common Venues Status Details
Ale_Man

Color

South America Dream Match, Netplay Active Creator of the "F de Facha" combo video, has a good knowledge for techs with F-Sats, also has a YouTube channel with exhibitions. Subscribe to Zanzibarland
Chace<3

Color

North America Netplay Active NA F-Satsuki main and 214C > 2C enthusiast.
Active in both discords and always willing to chat about the character.
Posts FSats tech on their YouTube page and their F-Satsuki Blog
Fang

Color

North America Netplay Active Lain's Dad and active NA CSats player. Plays Full Moon as a secondary. Great resource/lab monster, maintains the C and F Satsuki wiki pages.
Ridory

Color

Japan Netplay Active C-Satsuki main who uses a secondary F-Satsuki for counterpick reasons.


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull