Vanguard Princess/Saki Mitonoya
Profile
Saki Mitonoya is currently captain of her kendo team, and next term will be President of her school's student council. She wields Hitohira, a sword created from information and test data that the Government gathered from the sword Kamitsurugi while they had it.
Saki enters the fight seeking the current wielder of Kamitsurugi, and also to just enjoy the tournament.
Base Health: 900
Guts Threshold: 40%
Guts Factor: 25%
Total Effective Health: 990
Move List
Note: Saki is in Phase 1 (P1) at the start of every round.
Movement
66: Forward run.
44: Short Back Hop. Is fully invincible for 17F, works as a reversal.
Throws
6C/4C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Throw | - | No | |
Damage | Hit / Counter Hit | Counter Scale | |
100 or 120 | Knockdown | 0% | |
Saki slams the opponent into the ground in the direction specified. |
Normal Moves
5A | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
20 | - / Increased Hitstun | +20% | |
A quick kick to the opponents shins. Can link from her 2A. |
5B | |||
---|---|---|---|
Guard | Air Guard | Support | |
Mid | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
P1: 79 - P2: 81 - P3: 84 | - / Butt Plant | +20% | |
A fast vertical slash downwards. Puts 2 petals on screen. |
2B | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
43 | - / Butt Plant | +20% | |
A low kick that reaches outward. Pretty good for poking. Can be linked into from 2A. |
Command Normals
Special Moves
22+A: Flying Katana | |||
---|---|---|---|
Guard | Air Guard | Support | |
- | - | - | |
Damage | Hit / Counter Hit | Counter Scale | |
- | - / - | 0% | |
This version goes horizontally and simply acts as a teleport. Puts 3 petals on the screen. |
Liberty Arts
Strategy
General
Saki is a very well-rounded character. Her moveset is versatile and she has pretty good damage potential and okizeme. Saki is also very strong when pressuring the opponent as she has a lot of moves that induce trip stun on counter hit while having a pretty good zoning game with her petals.
Like Yui, approaching the opponent with Saki involves the use of 236A or Sierra/Eko assist 6D. Unlike Yui, Saki has the luxury of using her 236A in the air and since you continue in the direction of your jump trajectory, this move effectively allows you to attack while approaching your opponent at the same time.
Saki is strong air-to-air. j.A stays out for a while and it has a nice hitbox. It will usually beat out attacks that aren't already out or trade in the worst case scenario. j.B works as well and it's also a really good jump-in. You can also use dive kicks to apply pressure as it's safe on block if it doesn't hit too early. j.C isn't that great of an air attack since it has more startup than her other two air normals and it hits pretty high. It's pretty decent while jumping backwards though.
Saki is not really lacking in the anti-air department. 3A beats a lot of moves cleanly because it has upper body invincibility and it can even hit opponents that are crossing up. Be careful when using it pre-emptively because it whiffs against crouchers. 6A also works as a late anti-air and it comes out pretty fast. 623C is your typical DP and it can usually beat air attacks or trade with them at worst. It can hit opponents that are behind you in the air as well. 6A and 6B can be used to stuff attacks that normally hop over low attacks since 6A hits mid and has little startup while 6B has upper body invincibility.
When you're close to your opponent, 2A, 5B, 2B, and 6A are great footsie tools. All of these moves except for 2A cause trip stun on counter hit. 6A and 5B come out really fast and will usually tag mashers when you're spaced correctly.
Saki's midscreen okizeme usually starts off her throw. Her throw leaves the opponent right next to her allowing for some really nasty mixups that can be converted into heavy damage. With Eko after a throw, you can put out a meaty 5D and perform a dive kick. Depending on how early or late you perform the dive kick, it will cross them up or it won't. With Sierra after a throw, you can put out a 3D and cross them up with 6E overhead. If timed correctly, the 6E will actually hit them while it's crossing up. Learn to apply these options as it significantly increases your damage potential while keeping your advantage.
And probably the golden rule of playing Saki: LEARN TO HIT CONFIRM INTO SUPER! Seriously, play some Third Strike if you have to get into the habit (Saki can actually combo her super off a 2AA lol). But no joke. Saki's super comes out ridiculously fast, does pretty high damage, and it's air unblockable. As you can see from her move list, she has a lot of moves that put the opponent into trip stun or juggle state on counter hit. It is possible to link her super from all of these attacks. It is even possible to link a super off an air-to-air CH j.A! Disgusting. You can use her super to punish laggy attacks as well. If you don't have super, a simple 214A is your next best option since it gives you knockdown and petals to set up.
Matchups
Yui
Haruka
Lilith
Luna
Kurumi
Saki
Kaede
Natalia
Eri
Ayane
Combos
Without Assist
2A, 2B (50)
2A, 2A 214A or 236B+C (88/330)
2A, 2A 623B (122)
2A 623C (135)
6A, 623B or 236B+C (158/378)
j.2B/C, 2A 214A (107)
j.2B/C, 2A 236B+C (349)
j.2B/C, 6A, 623B (173)
CH 6A/5B/2B/6B, 214A or 236B+C
CH 6A/2B/6B, 6, 6A, 236B+C
CH 5C, 214C ... (167+)
CH 3A, 214B (170)
CH 3A, 6A, 236B+C (431, Corner)
VS Ground only, special launch.
22B/C, 623C (237)
22B/C, 214C ... (207+, Near Corner)
22B/C, 236B+C (436)
... 214C, 214A (188, Near Corner)
... 214C, 2A 623C (249, Corner)
... 214C, 2A 214A (195, Corner, Far)
... 214C, 6A, 236B+C (465, Near Corner)
214C, 2A, 6A, 236B+C (452, Corner)
(2 Petals) j.236A |> 2B, 6A, 623B
Eko
6D~5C, 2A 623C (260)
5C~6D, 214C ... (243+, Close)
2C~2D, 66 623C (276)
2C~2D, 214C ... (245+, Corner)
6D~2C, 236B+C (419)
6D~2C, 623C (254)
6D~2C, 214C ... (209, Near Corner)
j.2B/C, 6D, 2A 214C ...
B+C~6D, 6A, 623B (255)
B+C~6D, 6A, 236B+C (440)
B+C~6D, 214C ... (219+, Corner)
B+C (whiff crossup on oki) 2D, 623C or 236B+C (175/383)
22B/C, 2D, 22B, (66) 623C or 236B+C (373/530)
22B/C, 2D, 22B, 214C, 236B+C (536, Near Corner)
Can work anywhere if done fast enough.
22B/C, 6D~5C, 214C ... (292+, Near Corner)
22B/C, 6D~2C, 214C ... (296+, Near Corner)
22B/C, 6D~2C, (66) 5C, 2C (376)
22B/C, 6D~2C, (66) 5C, 623C (395)
... 214C, 2A 5C+6D, 214C, 2A 623C (380)
... 214C, 2A 5C+6D, 214C, 236B+C (538)
... 214C, (2A 5C+6D, 214C)*1~4, 2A 623C (450)
... 214C, (2A 5C+6D, 214C)*2, 236B+C (550)
Sierra
5B, 5D, 214A
2B, 5D, 214A
B+C, 5D, 214C ...
22B/C, 6D, 214C, 66 623C or 236B+C (336/481, Mid)
22B/C, 6D, 214C, 22B, 623C or 236B+C (374/509, Near Corner)
22B/C, 6D, 214C, 214C, 236B+C (514, Near Corner)
22B/C+2D, 22B, 66 623C or 236B+C (359/513)
22B/C+2D, 22B, 214C ... (337+)
... 214C, 6D~2A, 214A, 66 623C or 236B+C (304/439)
Juliet
2A+2D, 2B, 214A (232)
2A+2D, 2B, 236B+C (431)
3D~2C, 66 623C (265)
3D~2C, 214C ... (218+, Corner)
3D~2C, 236B+C (428)
j.2B/C+3D, 214C ...
j.2B/C+2D, 2A, 214C ...
Must be very close to connect.
B+C~3D, 214C ... (228+)
B+C~3D, 236B+C (471)
22B/C, 2D, 623C (366)
... 214C, 2A+2D 623C (357)
... 214C, 2A+2D 236B+C (508)
... 214C, (2A 5C~3D, 214C)*1~2, 2A 623C (~434)
... 214C, (2A 5C~3D, 214C)*1~2, 236B+C (~561)
Can be somewhat unreliable due to 3D. Replace 5C with 3C to make it easier, but less damaging.
Kanae
j.2B/C+2D, 2C (DOGBITE), 22C... mid screen & near corner Slightly more damaging combos
j.2B/C+3D (FALLS), 2D, 214C (DOGBITE), 22C... mid screen Slightly less damaging combos
Still works if opponent falls into 3D after a blocked j.2B/C
...22C, 623C (35%-39%) / 236BC (50%-54%) When 22C ends near corner
...22C, 214C... (33%-36%) When 22C is not in corner
...214C, 623B/C (41%-45%) When 214C ends near corner
...214C, 236BC (55%-60%) When 214C is not near corner
22B/C, 2D, 214A/B (DOGBITE), 22C... mid screen
...22C, 623C (41%-46%) / 236BC (56%-61%) When 22C ends near corner
...22C, 214C... (40%-43%) When 22C is not in corner
...214C, 623B/C (49%-52%) When 214C ends near corner
...214C, 236BC (61%-68%) When 214C is not near corner
CH 5C, 2D, 214C (DOGBITE), 22C... mid screen
...22C, 623C (41%-45%) / 236BC (55%-60%) When 22C ends near corner
...22C, 214C... (40%-42%) When 22C is not in corner
...214C, 623B/C (48%-51%) When 214C ends near corner
...214C, 236BC (60%-68%) When 214C is not near corner
Frame Data
Move | Start-up | Duration | Recovery | Total | On Hit | On Block |
---|---|---|---|---|---|---|
44 | - | - | - | 41 | - | - |
Jump | 7 | - | 1 | - | - | - |
Reflect | 1 | 10 | 35 | 46 | - | - |
Throw | 7 | 1 | 33 | 41 | Down | - |
5A | 7 | 2 | 10 | 19 | +5 | +4 |
5B | 10 | 3 | 30 | 43 | -6 | -8 |
5C | 22 | 4 | 24 | 50 | +2 | +1 |
2A | 7 | 3 | 9 | 19 | +11 | +11 |
2B | 9 | 8 | 21 | 38 | -1 | 0 |
2C | 6 | 5 | 39 | 50 | Down | -18 |
j.A | 7 | 43 | 6 | 56 | [29] | [30] |
j.B | 6 | 12 | 38 | 56 | [36] | [34] |
j.C | 19 | 3 | 6 | - | [47] | [32] |
6A | 10 | 13 | 5 | 28 | +8 | +8 |
6B | 26 | 3 | 19 | 48 | +3 | 0 |
3A | 19 | 6 | 37 | 62 | -17 | -13 |
j.2B/C | 11 | Landing | 5 | - | +6 | -1 |
623B | 5 | 22 | 69 | 96 | Down | -60 |
623C | 10 | 25 | 77 | 112 | Down | -70 |
236A | 56 | [32] | - | 41 | [39] | [52] |
j.236A | 55 | [32] | - | 53 | [39] | [52] |
22A | 9 | 53 | 38 | 100 | - | - |
22B | 57 | 3 | 45 | 105 | Down | -3 |
22C | 62 | 3 | 42 | 107 | Down | -3 |
214A | 8 | 2 | 63 | 73 | Down | -34 |
214B | 23 | 6 | 59 | 88 | Down | -37 |
214C | 31 | 8 | 34 | 73 | Down | -10 |
BC | 31 | 9 | 20 | 60 | +1 | +1 |
AC | - | - | - | 88 | - | - |
236BC | 5 | 11 | 58 | 74 | Down | -38 |
214BC | 5 | 7 | 58 | 70 | Down | -38 |