Vanguard Princess/Saki Mitonoya

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Saki-portrait.png

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
Saki throw.jpg 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
Saki 5a.jpg 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
Saki 5b.jpg 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.


5C
Saki 5c.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
P1: 103 - P2: 106 - P3: 112 - / Spin +20%
A powerful horizontal slash. Misses crouching opponents. Hitbox reaches behind Saki. Puts 2 petals on screen.


2A
Saki 2a.jpg Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
10 - / Increased Hitstun 0%
A quick attack with the hilt of her sword. Doesn't have much range but can link into itself, and cancels into specials.


2B
Saki 2b.jpg 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.


2C
Saki 2c.jpg Guard Air Guard Support
Low Yes Yes
Damage Hit / Counter Hit Counter Scale
105 Knockdown +20%
A quick sweep that knocks the opponent down. Can be used to set up various combos with support commands.


j.A
Saki ja.jpg Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
30 - / Increased Hitstun +20%
Saki holds her fist outwards while jumping. Decent range and it stays out for quite a while. Can stuff air attacks pretty well.


j.B
Saki jb.jpg Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
69 - / Increased Hitstun +20%
A jumping kick angled slightly downward. Great for jumping in on the opponent. This move can also cross up but the positioning is very specific if you're trying to combo afterward. Can also be used as a fuzzy guard mixup after landing a meaty j.C. If you have someone against a corner and they're holding back, if timed right, her j.B will cross them up and hit them (putting you in the corner).


j.C
Saki jc.jpg Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
P1: 102 - P2: 105 - P3: 119 - / Increased Hitstun +20%
A powerful upward slash in the air. Great for hitting opponents at higher elevations but not nearly as good as j.B for jump-ins. Puts 2 petals on screen, only 1 on block.


Command Normals

6A
Saki 6a.jpg Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
45 - / Butt Plant +20%
Saki reaches forward and performs a downward punch. In spite of its appearance, it does not hit overhead. Comes out pretty fast and has decent range. Gives solid frame advantage on block, and can link into Super or 623B.


6B
Saki 6b.jpg Guard Air Guard Support
High No No
Damage Hit / Counter Hit Counter Scale
P1: 83 - P2: 84 - P3: 106 - / Butt Plant +20%
Saki performs a blind thrust with her sword beneath her shoulder while moving forward a little. Misses crouching opponents. Upper-body invincible. Puts 3 petals on screen.


3A
Saki 3a.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
79 - / Launch +20%
An upward handstand kick. Usually misses against crouching opponents. Upper-body invincible until active frame. Can be used as an alternative anti-air to 623B/C


j.2+B/C
Saki dive.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
29 - / Butt Plant +20%
A dive kick. The button used determines the angle at which the move is performed. Great for pressuring the opponent and can be used as a crossup after a throw. Only works at the peak of a jump. Does not work while jumping backwards. Links into 2A, 2B, 5A, and 6A.


Special Moves

623+B/C: Mysterious Cut Up
Saki dpb1.jpgSaki dpb2.jpgSaki dpc1.jpg Guard Air Guard Support
Mid -> High No -> Yes No
Damage Hit / Counter Hit Counter Scale
B: P1: 123 > 32 - P2: 126 > 56 - P3: 176 > 56
C: P1: 94 +45 (2Hits 136) - P2: 97 +71 (2Hits 163)
C: P3: 136 +71 (2Hits 202)
Launch +30%
Pink Vapor Thrust. This move is essentially a DP and the C version has some pretty decent stun potential if both hits connect during a combo. Puts 2 petals on screen.

The C version is fully invincible until the first hit, hits twice, and the first hit is air unblockable.
The B version has a little more horizontal reach and is slightly faster, but is only lower body invincible and does less damage. B Version is air unblockable if it connects low enough to the ground.


236+A: Petal's Shockwave (usable in air)
Saki petal1.jpgSaki petal2.jpg Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
15 * n - / - 0%
This special turns every petal on the screen into a laser beam that travels forward and gives Saki some time to pressure them while they are being hit. In the air, it can be used to prolong the time Saki is in the air because she hops upward slightly. Saki also continues in the direction in which she was jumping. An interesting thing to note about this attack, is that the projectiles created from the petals will fly depending on where they were placed. For example, create petals on the 1P side of the screen, then jump behind the opponent. Activating the petals will cause them to fly towards Saki and vice versa.


22+A: Flying Katana
Saki tele0.jpgSaki tele1.jpg 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.


22+B/C: Flying Katana
Saki tele2.jpg Guard Air Guard Support
High Yes No
Yes on Hit/Block
Damage Hit / Counter Hit Counter Scale
P1: 103 - P2: 106 - P3: 116 Ground Slam +20%
Saki tosses her sword while she disappears and then reappears wherever it stops moving. These versions go upward at a 45 degree angle and then she comes down with a powerful slash that bounces the opponent off the ground and puts them into juggle state. 22B will whiff certain crouchers. Puts 2 petals on screen.


214+A/B/C: Clear Stream Slash
Saki speed.jpg Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
A: P1: 81 - P2: 83 - P3: 86
B: P1: 99 - P2: 101 - P3: 106
C: P1: 113 - P2: 115 - P3: 121
Knockdown / Spinning Wall-Bounce +50%
A version is very fast so is used for lots of short combos (mostly off 2A). B version is a little slower and not very useful at all. C version is very slow but very useful for combos, and it is significantly safer on block than the other versions. All versions have upper body invulnerability on start-up before Saki starts moving forward. Puts 2 petals on screen.


B+C / 6+E: Heel Drop
Saki heel1.jpgSaki heel2.jpgSaki heel3.jpg Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
79 + 74 > 89
(2Hits 147)
- / Butt Plant +20%
Saki performs a spinning axe kick. This move is an overhead and can hit twice. While it has noticeable startup, it can be used in conjunction with various assists for further effectiveness. This attack can cross up over a fallen body (except for Eri's if you throw her) and you'll be on the other side. If you time it right, as they wakeup, the overhead will hit after you crossed their fallen body meaning they have to block by walking forward.


A+C: Phase Shift
Saki shift.jpg Guard Air Guard Support
- - No
Damage Hit / Counter Hit Counter Scale
- - / - +20%
Very slightly increases the damage of most sword attacks. Dramatically increases the strength of her Mysterious Cut Up (almost 50% increase to 623C). Can increase twice per round, and lasts until end of the round. Cancels any of Saki's petal projectiles currently active.


Liberty Arts

236+BC: Muddy Stream Slash #1
Saki super.jpg Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
300 Knockdown 0%
This move is essentially a powered up version of her 214X specials. Comes out really fast and does a noticeable amount of damage. You can combo this from 2A or any time the opponent is in juggle state for some easy damage. This move links off almost all her normals on counter hit and is air unblockable. Puts 2 petals on the screen on whiff.


214+BC: Muddy Stream Slash #2
Saki super.jpg Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
275 Wall-Bound 0%
Very similar to 236+BC except where the opponent is knocked down. Has slightly shorter range and lower damage. Puts 2 petals on the screen on hit and whiff.


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


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