Strengths |
Weaknesses
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- ‘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.
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- 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.
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Moveset
Normal Moves
Standing Normals
5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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5
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?
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?
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?
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?
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?
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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.
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cl.5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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8
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?
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?
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?
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?
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?
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A fast headbutt. Can't really convert into anything from it. Will whiff on crouching characters.
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5MP Not an overhead Not an overhead
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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9
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?
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?
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?
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?
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?
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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.
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cl.5MP If this one doesn't whiff... If this one doesn't whiff... It's over for them. It's over for them.
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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6,21
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?
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?
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?
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?
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?
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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.
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5HP Does hit overhead Does hit overhead
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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High
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12
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?
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?
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?
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?
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?
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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.
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cl.5HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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12
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?
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?
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?
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?
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?
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Headcrush. Will combo into "Santana Special". Whiffs on crouching characters.
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5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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5
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?
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?
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?
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?
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?
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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.
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5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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6
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?
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?
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?
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?
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?
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A quick knee right to the nads. You probably were too close and wanted far LK. Can't really convert into anything.
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5MK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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7
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?
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?
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?
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?
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?
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Straight kick. Really nice poke, will combo into "Santana Special" if close enough. Despite the look will hit crouching characters.
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5HK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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17
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?
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?
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?
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?
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?
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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.
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Crouching Normals
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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5
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?
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?
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?
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?
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?
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Standard crouching jab. Has better range than 5LP.
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2MP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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7
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?
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?
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?
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?
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?
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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).
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2HP THE headbutt THE headbutt
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid/Low
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4
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?
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?
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?
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?
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?
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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.
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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12
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?
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?
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?
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?
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None
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Fast low spin kick. Has less range than 5LK but it does hit low. Can't really convert into anything.
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2MK Sol Badguy's 2D distant relative Sol Badguy's 2D distant relative
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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12
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?
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?
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?
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?
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None
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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.
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2HK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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14
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?
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?
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?
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?
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None
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Classic sweep. KDs on hit. Same animation as 2LK but in reverse and slower. Has more range than a 5MK.
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Aerial Normals
j.LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Santana extends his arm to hit below him. Stays active the entire jump.
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j.MP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Basically the same as j.LP but stronger. Stays active the entire jump.
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j.HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Splash jump. Covers nice range and does good damage, though j.HK is a bit better.
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j.LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Santana knee strikes downards. Stays active the entire jump.
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j.MK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Santana does his best impression of a shoto jMK, and it actually works somewhat like that. Can crossup if close enough.
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j.HK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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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.
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Command Normals
j.2HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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High
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?
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?
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?
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?
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?
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?
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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.
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Special Moves
Santana Special 41236 / 63214 P You'll see this one a lot You'll see this one a lot HA HA HA HA HA HA HA HA
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
|
?
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Mid
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10
|
?
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?
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?
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?
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?
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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!
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Ball roll 66K Rolling around at the speed of sound Rolling around at the speed of sound
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Damage
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Guard
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Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
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Cancel
|
?
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Low/High
|
27
|
?
|
?
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?
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?
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?
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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.
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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