Wonderful World/Sasari

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Sasari Haruha
ササリ・ハルハ
Age: 13
Occupation: Shrine Maiden (formerly)
Height: 147cm
Weight: 39kg
Likes: Getting absorbed in helping out other people
Dislikes: Doing laundry
Values: Pamphlets from various places
Weapon: Her Shikigami "Janet" and various sealing arts

Character Specific Data

  • Health: 620
  • Starting Guts Correction: 55%
  • Guts Correction: 60%
  • Total Effective Health: 848
  • Weight: Light
  • Shave Value: 35%
  • Combo Correction Value: 3%

Playstyle

Sasari is a zoning character with incredibly airtight lockdown techniques. With a well-placed shikigami (commonly called doll) on the field, she can get the opponent into long, airtight blockstrings, which also function as high damage combos, hitting up to 75% life for no meter. When she gets pushed back, these combos are no longer airtight, but can be used as stagger pressure. Setting up a doll is difficult, however, and getting the enemy properly placed in one is even more difficult; she also lacks strong anti-airing techniques and mixups, and is relatively fragile as far as health values go.


Strengths Weaknesses
  • Powerful zoning. Thanks to lots of projectiles and doll setups, opponents will have to navigate or work around Sasari's huge ranged toolkit, and will often get funneled directly into the path she wants them to take without too much trouble.
  • Great lockdown. With a doll out and available to do disjointed attacks on command, Sasari can deter enemies with tight blockstrings or extensive combos while keeping herself out of the line of fire.
  • Good damage. Sasari's doll moves are strong and flexible when spaced well; she can generally get conversions from a variety of positions and distances by using the right doll attack, racking up damage at ranges that still leave her safe.
  • Low mobility on the ground. Sasari is not an exceptionally mobile character, which means that if opponents get in, she has to fight to push them out instead of getting away from them.
  • Doll placements are critical to damage and pressure. Without having a doll out, Sasari's presence is generally a bit lacking, as she doesn't have much going for her in terms of mixups and her anti-air game is weak. Additionally, shifting a doll too low can cause it to disappear, and misplacing a doll can result in a move overshooting its position.
  • Fragile. Sasari's guts scaling makes her vulnerable to taking tons of damage from stray hits. Because she can't escape enemies super easily, this sets her up for getting pinned down by characters that can make their way in on her.

Movelist

Original Actions
Shikigami Set / 式神設置 5O (air OK)
Shikiki / 式斬 236+O (air OK) (costs 50% of the Skill Gauge)
Shikisen / 式旋 214+O (costs 50% of the Skill Gauge)
Relax / リラックス Recover health while crouching.
Skills
Kaenfu / 火炎符 236+P (air OK)
Hyouchuujin / 氷柱陣 214+P
Raijinhou / 雷神法 22+P / K / S / HS
Senpuujin / 旋風刃 In air, 214+K
Buyou Geki / 舞踊撃 623+S
Substitution / 身代わり 214+S
Doll-Exclusive Skills (require a doll on-screen)
Shikida / 式打 236+HS / 214+HS (air OK)
Shikibaku / 式縛 421+HS (air OK)
Shikien / 式炎 623+HS (air OK)
Shikisai / 式砕 22+HS (air OK)
Finish Skills (cost 100% of the Skill Gauge)
Saiyaku Kekkai / 災厄結界 2364+S
Shikiren / 式連 2146+HS (requires a doll on-screen)

Original Actions Overview

Sasari's normal O inputs will summon a doll in various places depending on whether you input it as 5O, 6O, or 2O; the locations it's summoned to are described more fully in the frame data below. After a doll is placed on screen, Sasari can use her HS specials to command it to do various things. 236O (both versions) and 214O will call out a doll if one is not already present, and will have it immediately attack instead of standing by for further commands.

Sasari's passive original ability, Relax, allows her to recover health while crouching.

Normal Moves & Original Actions

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A waist level hand smack, cancels into everything but 2P.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A kick to the knees that hits low. Cancels into everything but 5P/2P and 2K.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A short blue energy swipe in front of Sasari. Cancels into f.5S, 2S, 5HS, 2HS, and 6HS. Jump cancellable.

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A longer blue energy swipe in front of Sasari. Cancels into all HS moves. Jump cancellable.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari throws three cards at the enemy. Special cancellable after the cards are released, useful for zoning and combos. Also cancels into 6HS. This move is cancellable whether or not it hits.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A hand smack to the legs that hits low. Cancels into everything except for 5P.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A kick directly on the ground. Cancels into everything but 5P, 2P, and 5K.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A downwards energy swipe that hits mid. Cancels into HS moves.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari attacks with a small energy ball at the enemies legs that hits mid. This move is unique in that it has very long hitstun, enough to combo into 6HS. Cancels into 6HS and specials.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A 3 hit air orb that hits high. It can be used as a jump in but isn't overall that useful.

j.K
j.K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A kick outwards in the air. Has good horizontal range and hits high. Combo fodder and air-to air.

j.S
j.S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A large energy swipe that hits above, below, and crosses up. Very good hitbox, but is also slow.

j.HS
j.HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari throws three cards downwards at a 45 degree angle. Cancels into any special and j.S.

5O
Shikigami Set
式神設置

5O (air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
5O - Mid - - - - 1 ? ?

Summons a doll in front of Sasari at about chest level. The air version does the same.

6O - Mid - - - - 1 ? ?

Summons a doll far away from Sasari at chest level. The air version does the same.

2O - Mid - - - - 1 ? ?

Summons a doll in front of Sasari at knee height. The air version puts the doll at 2O's normal height, on the ground.

236O
Shikiki
式斬

236+O (air OK)
Costs 50% Skill Gauge to use.
Costs 50% Skill Gauge to use.
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
Ground - Mid - - - - 1 ? ?

Summons a doll that immediately does a slash attack. In the air, the doll does a downwards slash attack instead.

Air - Mid - - - - 1 ? ?

Summons a doll that immediately does a slash attack.

214O
Shikisen
式旋

214+O
Costs 50% Skill Gauge to use.
Costs 50% Skill Gauge to use.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Summons a doll that pauses for an instant, and then turns into a tornado, moving forwards. Hits many times, useful as a tool to do multiple safe mixups.


Universal Moves

6HS
Just Break
6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - - 1 ? ?

An overhead launcher, sort of like a volleyball uppercut. Can be used in combos since 2HS combos into it.

Throw
Throw
When close, 4 / 6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - - 1 ? ?

Description.

Air Throw
Air Throw
In air, 4 / 6+HS when close
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - - 1 ? ?

Description.

Skills

236P
Kaenfu
火炎符

236+P (air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
Ground - Mid - - - - 1 ? ?

Throws a fireball straight in front of her. Combos from 5HS at any range. Knocks down.

Air - Mid - - - - 1 ? ?

Throws a fireball diagonally down at a 45 degree angle. Knocks down grounded enemies.

214P
Hyouchuujin
氷柱陣

214+P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari summons an ice chunk from the ground that launches. Can be BRKed into air strings.

22P/K/S
Raijinhou
雷神法

22+P / K / S
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - Mid - - - - 1 ? ?

Sasari summons lightning on the ground. P hits right in front of her.

K - Mid - - - - 1 ? ?

K hits about a character length away.

S - Mid - - - - 1 ? ?

S hits at about 3/4ths screen distance.

j.214K
Senpuujin
旋風刃

In air, 214+K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari throws a ring of cards at a shallow angle downwards. It does one hit on the way out, and then comes back hitting multiple times and launching. Useful for making an opponent on the ground block.

623S
Buyou Geki
舞踊撃

623+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A three hit attack which moves far forwards and the third hit is low. Useful as a combo ender as it actually knocks down.

214S
Substitution
身代わり

214+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A counter move which counters air, mid, and low normals. Maybe specials/projectiles but that needs to be tested. Fairly bad recovery on whiff and obvious. Be careful with it.


Doll-Exclusive Skills

If you do not have a doll placed on screen, these moves will not work.

236/214HS
Shikida
式打

236+HS / 214+HS
(air OK)
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
236HS - Mid - - - - 1 ? ?

Moves the doll forwards, though this may change if you have switched sides since you summoned the doll or not. If you use this over and over there quickly becomes a delay before the doll will move. This move is a staple in your pressure and loops. Useable in the air. This is a useless clap if you don't have a doll out, and if the doll goes more than just a little off screen, you cannot bring it back onscreen and it is gone. Moves the doll very slightly upwards.

214HS - Mid - - - - 1 ? ?

The doll moves backward instead of forward (still side-switch dependent), and moves very slightly upwards.

421HS
Shikibaku
式縛

421+HS (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

The doll shoots a projectile straight upwards. Catches people off guard and covers a spot that Sasari cannot always cover herself. Useful. Moves the doll upwards.

623HS
Shikien
式炎

623+HS (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

The doll releases a burst of energy that has a very large hitstun like 2HS. Can be used in combos, moves the doll slightly downwards, if the doll goes too far down, it will disappear.

22HS
Shikisai
式砕

22+HS (air OK)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

The doll turns into a ball and bounces off the ground and then goes up to 5O height. Ruins low doll placement so it can be risky as it creates the need for another doll.


Finish Skills

2364S
Saiyaku Kekkai
災厄結界

2364+S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Sasari holds a ring of cards in front of her, if they hit, she does a powerful ice, wind, lightning, and fire combination attack. Can be used in combos as an easy finisher.

2146HS
Shikiren
式連

2146+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Requires a doll. Sasari makes her doll do a long autocombo, ending with the doll disappearing. The doll will do this in the direction it was facing when it was summoned, not necessarily in the direction of the enemy. Not a good use of the meter.

Gameplan & Strategy

Use your doll. Always have a low doll out for use in pressure and combos, as a high doll will whiff people in hitstun when they crouch. On knockdown, generally you want to set up a doll using 2O

Matchups

Duna: If the Duna is sitting back and spamming projectiles, your prime projectile spamming point is actually pretty much a blind spot unless she is moving backwards. j.HS xx j.236P is incredibly strong in this matchup, and if you get a doll on the ground by where Duna is turtling from, she will not be able to outzone you. Her melee is better than yours and you need to be careful about this. j.214K is incredibly strong in this matchup.

Cielo: Do not like Cielo get in on you. If you let Cielo get in you have killed yourself. You have low HP, Cielo has high HP, and Cielo does a LOT of damage on her throws. Unfortunately, she is going to be coming at you from the air and you can't do much about this. Try to stay above her, throw out well spaced j.HS and j.214K to make sure she can't jump, but chances are it is going to be difficult to keep her out. Also, her crouching hitbox is small, you need your dolls to be low if you want them to be useful.

Neva: Neva is incredibly difficult to approach. She struggles to get in on you, but she has a full screen counter that will counter your projectiles, and her anti-air is incredibly good. She can dash through projectiles and her normals eat projectiles. Her unblockable oki is unavoidable as far as I know and she outdamages you, even with doll loops. Get her in pressure, keep her blocking, build up chip damage, use your best combos, and kill her before she can steamroll you. Needs very aggressive zoning, if your offense doesn't have a doll involved, you're not trying hard enough and you're not doing the best job you can. You need that chip.

Combos

Basic Combos

Basic String: 5K c.S f.S 5HS 623S
Low damage basic bnb with knockdown. 2K 236P can be used as OTG.

Close String: 5K/c.S 2HS 6HS Aerial
If you can confirm a close 5K/cS into 2HS, this is the basic combo. Does more damage, doesn't give knockdown.

Alternate Basic String: 5/2P 5/2K 5S 5S 5HS 236P
Basic magic series cancel chain. You can go into this combo from a falling j.P or j.S if you land deep enough. However, the fireball is techable so this doesn't give you knockdown. This string is also safe on block in case you don't get the confirm, and leads to a doll or lightning based blockstring in the same manner as the combo.

50% Meter Launcher Ground String: 5K c.S f.S 5HS 623S BRK 2HS 6HS Aerial
A way to easily go into Sasari's air strings. Should confirm from basically any range, even if the first hit of 623S whiffs, this still works. 2HS comes immediately after the delay, inputting 2SP~HS isn't a bad idea.

Starter Aerial: j.KS dj.KS dj.HS dj.236P
Basic aerial. Nothing special about it. You can summon a doll on the way down.

50% Meter Aerial: j.KS dj.KS dj.236O land 2HS Finisher
Aerial for 50% meter. The dj.236O groundslams them, and 2HS is untechable. You can either knockdown from the 2HS with something like 236P or 623S, or use another 6HS in order to do another aerial, or even combo into 2364S.

Doll Loops

The basis for the doll loop is getting as many hits in between each 214/236HS as possible to make sure the doll can still move.

Corner: c.S f.S 214/236HS c.S f.S 214/236HS {f.S (5HS) 214/236HS} x N

  • The 5HS is needed when the doll is not on top of the enemy, and the 214/236 commands need to be adjusted to be aimed at the enemy, with moving the doll towards the center of the screen being preferable. It takes practice to get the feel for this.

Corner: c.S f.S 2146HS c.S f.S 236HS f.S 214HS f.S 5HS 236HS f.S 214HS f.S 5HS 236HS f.S 214HS f.S

  • This is an example of the corner loop from above.
  • At that point the combo ends, no matter what you do, even hitstun is reduced so much you cannot do a 22B afterwards. However, anything will be a stagger, so a mash or poke will get hit into another shorter loop.

Midscreen: c.S f.S 236HS {f.S 5HS 214/236HS} x N

  • This is the midscreen version. In general you need the 5HS to do this combo. However, sometimes it can be omitted. In general this combo will be ended by the user making a mistake, rather than too much pushback.

Midscreen: c.S f.S 214HS 2HS 6HS Aerial

  • This is an alternate combo that can be used in place of a doll loop midscreen that leads into an aerial.
  • This only works if the doll pulls the back to you, not away.

Videos

External Links

Colors

P Button K Button S Button HS Button
O Button SP Button Hidden


General
Changes
FAQ
HUD
Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy