Survival Arts/Santana

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Santana
Strengths Weaknesses
  • ‘Santana Special’ has great range and is one of the most damaging moves in the game.
  • Very good buttons like 5HP, 2MK, 2HP and jHK.
  • Roll can low profile, hits multiple times and can jump while doing it for mixups.
  • Slow: Santana movespeed is very low.
  • Big hurtbox: Santana is tall and prone to getting hit.
  • Somewhat predictable gameplan due to having only two specials.
  • Can't deal chip damage safely which hurts his ability to close rounds.

Moveset

Normal Moves

Standing Normals

5LP
SuAr Santana 5LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 5 ? ? ? ? ?

A standard fast jab. Can't really convert into anything from it. Neutral wise it hits very high so it might be useful as a fast AA, but you got better buttons to be pressing.

cl.5LP
SuAr Santana cl5LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 8 ? ? ? ? ?

A fast headbutt. Can't really convert into anything from it. Will whiff on crouching characters.

5MP
SuAr Santana 5MP.png
Not an overhead
Not an overhead
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 9 ? ? ? ? ?

The two handed hammer. 5MP is a decent poke, covers a nice distance and will combo into "Santana Special" (unless it's max distance). Whiffs on crouching characters.

cl.5MP
SuAr Santana cl5MP.png
If this one doesn't whiff...
If this one doesn't whiff...
SuAr Santana cl5MP2.png
It's over for them.
It's over for them.
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 6,21 ? ? ? ? ?

Two part normal. Santana will hit with one of his elbows, then the other. You can cancel out of both hits. If you manage to land both hits into "Santana Special", it'll do around 80%. Will whiff on crouching characters.

5HP
SuAr Santana 5MP.png
Does hit overhead
Does hit overhead
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? High 12 ? ? ? ? ?

Same animation as 5MP but very different properties. 5HP hits overhead, but unlike 5MP it doesn't combo into "Santana Special", so you'll bounce between the two to mix things up.

cl.5HP
SuAr Santana cl5HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 12 ? ? ? ? ?

Headcrush. Will combo into "Santana Special". Whiffs on crouching characters.

5LK
SuAr Santana 5LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 5 ? ? ? ? ?

A quick kick to the shins. Decent poke. Doesn't hit low despite the looks. Has a bit more range than 2LK. Can't really convert into anything.

5LK
SuAr Santana cl5LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 6 ? ? ? ? ?

A quick knee right to the nads. You probably were too close and wanted far LK. Can't really convert into anything.

5MK
SuAr Santana 5MK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 7 ? ? ? ? ?

Straight kick. Really nice poke, will combo into "Santana Special" if close enough. Despite the look will hit crouching characters.

5HK
SuAr Santana 5HK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 17 ? ? ? ? ?

Roundhouse. Not as slow as it looks and does decent damage, covers a slightly higher angle than 5MK, but will whiff on crouching characters. Will combo into "Santana Special" if close enough. For AA purposes stick to 2HP.

Crouching Normals

2LP
SuAr Santana 2LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 5 ? ? ? ? ?

Standard crouching jab. Has better range than 5LP.

2MP
SuAr Santana 2MP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 7 ? ? ? ? ?

The chop. Very good button since it's fast, hits low and it'll combo into "Santana Special" almost always due to it's range (unless done at max range/tip).

2HP
SuAr Santana 2HP.png
THE headbutt
THE headbutt
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid/Low 4 ? ? ? ? ?

Santana does a rising headbutt that launches them up on hit. Will hit low if done close enough. Insanely good button, fast and great damage, it's your main AA but it also has a lot of range/priority so it's great on neutral as well. Do use it a lot.

2LK
SuAr Santana 2LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 12 ? ? ? ? None

Fast low spin kick. Has less range than 5LK but it does hit low. Can't really convert into anything.

2MK
SuAr Santana 2MK.png
Sol Badguy's 2D distant relative
Sol Badguy's 2D distant relative
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 12 ? ? ? ? None

Santana does a very long range sweep. 2MK is one of the other character defining Santana's buttons. It's very low profile, it covers basically fullscreen range and will even convert into "Santana Special" if close enough. You'll be using this one a lot.

2HK
SuAr Santana 2LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low 14 ? ? ? ? None

Classic sweep. KDs on hit. Same animation as 2LK but in reverse and slower. Has more range than a 5MK.

Aerial Normals

j.LP
SuAr Santana jLP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Santana extends his arm to hit below him. Stays active the entire jump.

j.MP
SuAr Santana jLP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Basically the same as j.LP but stronger. Stays active the entire jump.

j.HP
SuAr Santana jHP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Splash jump. Covers nice range and does good damage, though j.HK is a bit better.

j.LK
SuAr Santana jLK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Santana knee strikes downards. Stays active the entire jump.

j.MK
SuAr Santana jMK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Santana does his best impression of a shoto jMK, and it actually works somewhat like that. Can crossup if close enough.

j.HK
SuAr Santana jHK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Here it is, the big air button. Santana's j.HK has insane range (almost 3/4s of the screen), stays active the entire time and does a lot of damage. Do use and abuse this button.

Command Normals

j.2HP
SuAr Santana j2HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? High ? ? ? ? ? ?

Jumping splash hitgrab. Santana j.2HP is a bit of a interesting button. On block it's as any other jumping normal, but on hit it carries the opponent with Santana until he lands (they basically attach to his stomach). It does the best damage out of his jump normals, it can crossup and has a tendency to trade in your favor.

Special Moves

Santana Special
41236 / 63214 P
SuAr Santana Special1.png
You'll see this one a lot
You'll see this one a lot
SuAr Santana Special2.png
HA HA HA HA
HA HA HA HA
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid 10 ? ? ? ? ?

Santanna Does an extremely fast Far ranged hit grab that does insane damage on hit and seems to be mostly safe on block,use it to punish whiffs Cancel into it on block Use it to grab limbs before they start up all the way,theres not much it cant do!

Ball roll
66K
SuAr Santana 66K.png
Rolling around at the speed of sound
Rolling around at the speed of sound
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low/High 27 ? ? ? ? ?

Santana curls up into a ball position and starts rolling. Slow startup, but it's one Santana's main way to approach certain MUs (ie Gunner) and closing rounds due to chip damage. Duration of the roll will depend on button strenght. You can jump at any point during this rolling. As expected, jumping rolling will hit overhead, while low rolling hits low. Rolling hits multiple times, so opponents will have to block accordingly.

Combos

BNB Combos

Weapon Combos

Strategy

General Gameplan

Santana is all about poking the opponent with his big buttons and landing 'Santana Special'. Most rounds will revolve around trying to close the gap with your opponent. Jump in with jHK or j2HP, anti air with 2HP headbutt, poke with 2MK/2MP and whiff cancel into 'SS'. Using 'SS' raw on neutral during footsies can win a lot of interactions since it has deceptive range.

Okizeme & Setups

Matchups

Viper

Gunner

Hanna

Hiryu

Tasha

Mongo

Kane

Santana

Santana Colors

LP
MP
HP
LK
MK
HK
Same color choice


General
Controls
HUD
System
FAQ
Characters
Viper
Gunner
Hanna
Hiryu
Tasha
Mongo
Kane
Santana
Dantel