Melty Blood/Satsuki Yumiduka/PS2

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Name:   Satsuki Yumiduka (弓塚 さつき)  —  Nicknames:    Sacchin <br\><br\> Voiced by:   Omi Minami (南 央美)  —  Type:    Dead Apostle   —  Gender:   Female <br\><br\> Birthday:   Aug 15  —  Sizes:   79 / 59 / 82  —  Height:   161cm  —  Weight:   45kg <br\><br\> Eye Color:   Red  —  Hair Color:   Brown

Introduction

Satsuki was Tohno Shiki's classmate and friend until she was changed into a dead apostle and then killed by Shiki himself. Shiki still harbors some bad feelings and guilt for having to kill her, allowing her to be resurrected by the Night of Wallachia.

Satsuki is one of the few 'grapple' characters in Melty Blood. All of her Moon styles involve having ground and anti-air moves with grab properties for zoning, and combo purposes. Players that choose her will find a unique character that excels at breaking guards and mixups different from the average Melty character.

Stage: Battlefield

Battlefield.PNG

BGM: Obscure Zone

Crescent Moon

C-Satsuki's combos are capable of dealing massive damage. She may have troubles getting close to the opponent. However, once C-Satsuki successfully lands a combo, her okizeme will be a nightmare for the opponent. Compared to Full Moon, which is the other moon style that gets good okizeme consistently, Crescent is more prone to using meter, but is also more prone to have meter due to the Crescent meter and her combos that are slightly longer / damaging.

While C-Satsuki's pressure is the weakest out of the 3 moon styles (she lacks the long range 5C and safe projectile of the other 2 moonstyles), she makes up for it in utility. Of the 3 moon styles, Crescent is the most similar to her MBAC incarnation, having the ground pound series which can be used to anti air and reversal, as well as a (very slow) meterless command grab. C-Satsuki's fully charged 5C while slow is also an overhead, and has a legitimate low option performed by half charging 5C then going into 2C.

Normal Moves

5A [Mid]

Face smacks with decent range and 4 frame startup. It can be used as an anti-air but beware of anti-A armor (removed in Current Code). It is better to whiff cancel with this than 2A because 5A overall has 1 frame less than 2A. If it hits at the last active frame (max range), neutral on block. If it hits on first active frame (close range), actually -2 on block.


2A [Mid]

Same properties as 5A except for slightly less range and 1 less frame of blockstun.


5B [Mid]

Satsuki advances while swiping her hand out. Great reach, moves forward. It lost clash frames (as with many other moves in Actress Again). this is actually a good thing, since most of her normals were too slow to beat whatever the opponent cancels the clash into. 9 frame startup and 7 active frames. -1 on block if hit on the last active frame, so -7 if hit on the first frame. Most of the time, you should cancel 5B with something else anyway, though.


2B [Mid]

Punch to legs (crotch?) with 8 frame startup. Useless on its own, but has no proration, so used as combo filler sometimes.


5C [Mid]

Satsuki slams down her fists and ground pounds. Not much useful on its own, it is used in some combos, but 3C has mostly replaced its function.


5[C] [High]

This, on the other hand, has a few notable uses. It's a 32 frame overhead and gives an untechable launch upon hit, easily linking into combos. It is also used for ground bounces to continue combos.


2C [Low] (2 hits)

Long range ground pound with 5 frame (!) startup. Universal combo starter. Despite all this, it is VERY disadvantageous on block with recovery that lasts forever so make sure to cancel it with something. Thankfully, it can be both jump and 5A/2A canceled. Can be held for staggers (helps a lot in combos).


2[C] [Low] (3 hits)

Fully charged 2C. Massive damage and +3 on block. Usage similar to uncharged 2C.


3C [Low]

Sacchin's rendition of Blanka slide. This largely replaced 5C as main combo starter because it moves Satsuki forward. This should NOT be used in blockstrings, however. It is very unsafe on block and not even normal/jump cancelable, so you are forced to do either 214A (-5 frames), 236A (-4 frames, pushes you far away), or 22A (-11 frames), ugh.


3[C] [Low]

Slide that advances Sacchin almost bit less than half screen (punishes almost all backdashes). Gives an untechable launch on hit. This is actually pretty good for blockstrings. It is only -1 frame when hitting on the first frame and +frames when hit on later frames.


j.A [Mid]

Pretty good for MBAA j.A. Very fast air face smack. Gives you combo after counter hit usually, but j.B is better for netting counter hit combos and a better air-to-air. Good to use after an EX shield. You can't spam j.A like most other Melty Blood characters, since Satsuki can only do one attack in air.


j.B [High]

Air double inward hand swipe for your everyday air-to-air purposes. 7 frame startup is decent; hitbox is decent. It seems to be easier to hitconfirm off of j.B counter hits than off of j.A hits.


j.C [High]

An awesome air-to-ground downward hand swipe. It is fast at 7 frame startup and easy to combo off of air-to-ground. When this hits an opponent in air, it results in a groundslam that is ground techable, so not all that useful air-to-air. Can be charged a bit for fakeout and mixup madness.


j.[C] [High]

Satsuki's main combo filler in MBAA. When hitting the opponent in air and ground, results in an untechable ground bounce. Don't try to start a combo with this, since it wouldn't hit any sober opponents. Unlike Satsuki's other air moves, you can jump cancel this into more j.[C]. Happy dribbling.


Ground Throw

A pretty bad throw with 3 frame startup (just like all other characters). Sacchin grabs the opponent and chucks'em behind her a bit too hard for there to be any followup. The opponent can safely air tech out of this. It does have limited purpose as a tick throw (but, once again, like everyone else). Also, when you throw in a corner, you can tech punish. Nonetheless, use EX bite when you can, instead.


Air Throw

Satsuki grabs and does j.C-like hand swipe, slamming the opponent to the ground (untechable). Just like all other air throw, this is a great air-to-air with 2 frame startup. However, it has been nerfed significantly. In MBAC, this led to 4-way mixup due to the bounce at the end. Now, the opponent wakes up too quickly to allow for a real 4-way mixup.

Special Moves

"Sacchin's Arm Grasping the Endless Dream" Ground command grab series.

  • 236A Pretty quick with OK range but blockable. That one move you are not going to use. On hit, it is similar to Satsuki's normal ground throw, as in techable and no real follow-up. On block, it is not too bad, but pushes you far away, and you lose your pressure. Don't use it in blockstrings.
  • 236B Much better than 236A but bit gimmicky due to its 31 frame startup. Satsuki tosses the opponent right in front of her. It gives you untechable knockdown, so you can OTG (be quick though) and go into a combo. Throw this in blockstrings occasionally when the opponent respects them.
  • 236C EX ground grab now has a vacuum effect (as evident in the tornado around her arm), so it can grab opponents about 2 character lengths away. On hit, Satsuki ground bounces the opponent (untechable) just like 623C. So, you could end ground combos into this and go into mixup or continue the combo. However, you have better uses for your meter, and this is still pretty slow (disadvantageous on block).


"Sacchin's Arm Chasing the Unreachable Dream" Air command grab/uppercut series.

  • 623A When the opponent is on the ground, barely above ground, or too far, you get the uppercut launcher. Otherwise, you get the grab.
    • Uppercut [Mid] This can serve as a launcher but its charged version is used more for combos, because doing 623A after 2C 3C usually gives you the grab, not the launcher. 623[A] comes out a bit slower and results in a launcher usually, since the opponent fell enough to be near the ground.
    • Grab [Unblockable] This looks like normal ground throw (chucks opponent backwards), but it is not air techable. It is still ground techable though. Potential tech punish, but don't count on it.
  • 623[A] Works just like 623A in determining whether you get the grab or the launcher.
    • Uppercut [Mid] This is part of your main BnB launcher series: 2C 3C 623[A]. Not too useful on its own (small horizontal range) but essential.
    • Grab [Unblockable] Gives you an untechable knockdown that looks like 236B, but you cannot OTG afterwards, so useless for combos. You don't really get a good okizeme either.
  • 623B [Unblockable] Just a normal anti-air grab that looks just like MBAC Satsuki's 623A, with 8 startup frames and 8 active frames. The throw is just like the ground throw: air techable, but potential OTG if not teched.
  • 623[B] [Unblockable] Much like MBAC Satsuki's 623B, except 1 frame faster (14 frames startup, 2 active). OTG with 5B, 2C, and 5C and start combos with 623C. Thankfully, 5B OTG works on all characters in MBAA.
  • 623C [Unblockable] Arguably Satsuki's single best move and one of the best anti-air in the game. Satsuki vacuums in opponents in air within range to her hand and slams them down so hard that they bounce back up. The whole process is untechable. 8 frame startup, 2 frame active, 34 (?) frame recovery. Its range of usage is immense:
For combo continuing, this is not used as often as it was in MBAC due to introduction of meterless BNBs. However, 623C combos are much easier to execute, so...
As an anti-air, what makes 623C so great (other than its range) is that after connecting, it can easily lead into a full combo. Just beware of dodges or backdashes, since 623C can be punished if whiffed.


"Let's go~!" Chargeable punch series

  • 214A [Mid] Satsuki punches opponent while moving forward. You can hold this to stagger the attack, but "fully charged" version is actually just a feint (not so useful). The punch's hitbox is pretty good (can hit higher than you might think) and jump cancelable on hit, but not used outside a few combos and setups.
It is no longer jump cancellable on block, limiting its previous use in blockstrings. Still cancelable into EX punch, but no longer safe nonetheless. Shucks.
  • 214B [High] (2 hits) Slow (29 frame) overhead. On hit, you get a launch that can be followed up with 623C or airthrow. Like 236B, it can be used occasionally in blockstrings as gimmicks. It is surprisingly safe on block at -2, though.
Only the first hit is an overhead, meaning if you use this too far for some reason, this would not be an overhead. Charge this just a bit to double the damage of the overhead hit.
  • 214[B] [High] After a while (around 3 arm rotations), the punch becomes a single-hit (overhead at max range as well) unshieldable, overhead attack. This causes a wallslam on hit. If you are close to the corner, you can follow up with j.[C] dribble combos for huge damage. Also, eats away a LOT of guard meter on block. Good luck landing this in an actual match though.
  • 214C [Mid] Great reversal with 9 frame startup and invincibility. Wallslams on hit so that you can get out of pressures. It is also pretty safe (-2 frame). Combos into 2C and then into whatever in corners, but proration makes longer combos off of 214C not worth the effort.


"Sacchin Dunk Slamming Down Whatever She Grabs" Anti-air dunk series. Satsuki leaps, grabs, and smashes down the opponent.

  • 421A [Unblockable] Short leap with 9 frames startup and 8 frames active. The smash part of the dunk gives an untechable bounce just like Satsuki's MBAC air throw. This does mean that 421A can lead into 4-way mixup with superjump 29. However, due to changed air momentum physics in Actress Again, pulling a true 4-way is difficult. You can also catch jumpouts, but 421B is better at that. Unsafe on whiff.
  • 421B [Unblockable] Satsuki leaps a bit farther. Same properties as 421A except 2 more frames of startup and 4 more active frames. Thus, even better at jump out catching.
  • 421C [Unblockable] EX dunk. 8 frame startup and 12 (!) active frames. It is like 623C except Satsuki jumps. Awesome if the opponent jumps, but painful if whiffed. You can still 4-way with this, but you end up a bit closer to the opponent than with 421A/B, so adjust accordingly.
As an anti-air, this reaches higher than 623C but does not hit at some lower angles.


"Don't interrupt me...!" Satsuki pounds the ground. Hitboxes around her on both sides.

  • 22A [Mid] One fast pound. This gets more counter hits than you might think and gives a combo off of counter hit. Compared to 22B it has 1 frame faster startup and is less unsafe on block.

22B [Mid] (2 hits) Two pounds. Cancels into 22C but not useful at all. Use 22A instead.

22C [Mid] Seven pounds of fury. 10 frame startup and wallslam on hit. Along with 214C, this is Satsuki's best reversal. Compared to 214C, 22C has better hitboxes but much much worse on block. What would happen on block is that the opponent would get pushed out of range and you would be left pounding nothing. No followup outside corner.


"Sorry but just one bite!" EX Bite. Both version drain 1/4 of damage it deals in life and gives a hard knockdown.

  • 63214C [Unblockable] Very fast command throw with decent range (1.2 Satsukis away). At 3 frame startup and 0 post-flash frames, any opponent on ground and in range will be grabbed. Use EX Bite as a tick throw instead of normal ground throw, since this is infinitely better and Satsuki's not as meter-reliant as before.
  • j.63214C [Unblockable] (2 hits) Slower than ground EX Bite with 9 frame startup and 3 post-flash frames. There is no practical way to combo into this, so it is hard to hit with this during an actual fight. The recovery isn't too bad (15 frames), but don't use this too much since you will whiff and get hurt. You can OTG off of the knockdown.
Apparently, it is possible to use EX Bite after the opponent blocks j.B close to you, but this kind of chance won't come that often.


"I'm angry!" (Arc Drive) Satsuki dashes and grabs the opponent by the heart and...

  • 41236C in MAX or HEAT does nothing. 16 frame startup, 12 post-flash frames, so the opponent can easily jump away. You do have invincibility, so maybe use this to counter attacks at close range. Don't count on it though.
  • 41236C in BLOOD HEAT (23 hits, actual damage a bit over 5000) punches them a "few" times. 12 frame startup, 6 post-flash frames. This grabs opponents in air, so no jumping on reaction for the opponent. Go into blood heat if you think you can set this up, since it is hard to avoid at close range and deals massive damage.
For easy damage, combo into AAD from 214C, 623C, or 236C.


"Reality Marble - Depletion Garden" (Last Arc) (20 hits, actual damage around 6000) MASSIVE damage, circuit break, and impossible to avoid... Good luck getting EX shield while in blood heat, though. (read: impractical)

Combos and Strategies

C-Satsuki's combo goes like this: [Dribble Starter] => [Dribble] => [Dribble Ender] (if applicable: [623C Followup] => Repeat)

Satsuki's combos are mainly limited by two factors:

  • Bounce count: After 3 ground/wall bounce, the game engine does not allow you to combo any more.
  • Jump cancel count: There can be only one jump cancel in a combo.

Note that 623C bypasses the first limit by unconditionally setting bounce count to one after being used.


Get Off The Ground (GOTG)

This refers to character specific OTG strings required after 623[B] to not whiff 623C afterward. In MBAA, just doing 5B works on most characters, but on most characters you can do more than 5B for moar damage. (?: Japanese wiki claims, but I could not confirm. Execution issues? Please remove the tag if you can confirm instead.)

5B 2C(2 hits): Ciel, Kouma, Warakia, Nero, Ries, Nanaya, Aoko
5B 2C(1 hit): Roa, Shiki
5B 2B: Ries, Roa
2C: Kouma, Ciel
Walk 5C: White Len (?)
Walk 5B 5A: Akihas, Shiki, Kohaku, Arcueid
Walk 5B: Lens (?)
IMPOSSIBLE: Necos


Dribble Starters

Omit (normal move in parentheses) when too far.

2A 5B (2B/5C) 2C 3C (Your basic starter for dribble combos.)

j.C 2C 3C (Following up j.C for jump in, mix up...)

3[C] 2C 3C

623C 2C 3C (One possible follow-up to 623C. Adds one bounce.)

214C/22C 2C 3C (Corner only reversal follow-ups. Adds one bounce.)

Dribble

Warning: 623[A] to sj.[C] is apparently a 2-frame link.

623[A] sj.[C] sj.[C] land (midscreen mostly)

623[A] sj.[C] j.[C] land (corner)

623[A] sj.[C] land (Use when bounce count is already at one.)

Dribble Enders

Dash when midscreen, 5[C] 2[C] when in corner.

(Dash / 5[C] 2[C]) 2C 5C 623C (Basic link into 623C. Go into mixups or continue with the previous combo)

(Dash / 5[C] 2[C]) 2C 5C 623[B] GOTG 623C (Same purpose as above but just more damage.)

(Dash / 5[C] 2[C]) 2C 5C (623A / 421B) (Easier but still great damage. Leads to mixups or corners the opponent.)

(Dash / 5[C] 2[C]) 2C 5C 623[B] GOTG 623C 2C 5C (623A / 421B) (Just combines the above two enders.)

(Dash / 5[C] 2[C]) 2C 5C 623[B] GOTG 623C 2C 5C 214C walk 2C 5C (623A / 421B) (Highest damage ender. Note that 214C has to be done near a corner. Also, you actually walk under the opponent after 214C.)

After 421B and 623C, standard C-Satsuki mixup of doom
After 623A into a corner, tech punish if the opponent techs. If not, C-Satsuki okizeme mixup.

Other Combos

2A 5B (2B/5C) 2C 5C 623[B] GOTG 623C

Satsuki's old MBAC combo still works. After EX tornado grab, you could either go for mix-up or link into other combos.

(5D 22A / Air CH) xx 2C 3C > Dribble

After a shield or CH

Dribble Examples

623C 2C 3C 623[A] sj.[C] dash 2C 5C 421B

  • Use this when landing 623C out of corner, super jump forward for a mixup.

(2A/j.C) 5B 2C 3C 623[A] sj.[C] sdj. j.[C] dash 2C 5C (623[B] GOTG) 623C

  • Use this variation for midscreen.

(2A/j.C) 5B 2C 3C 623[A] sj.[C] j.[C] 5[C] 2[C] 2C 5C (623[B] GOTG) 623C

  • Use this variation in the corner.

5[C] 2[C] 2C 3C 623[A] sj.[C] j.[C] 5[C] 2[C] 2C (623[B] GOTG) 623C

  • Overhead combo for the corner.

xx > 2C 3C 623[A] 623C 2C 5C (623[B] GOTG) 623C

  • 200% extender.

xx > 2C 3C 623[A] 623[A]

  • Meterless ender for shorter combos.

j.C 5B (5C) 2C 3C 623[A] sj.[C] j.[C] 5[C] 2[C] (2C) 5C 623[B] GOTG 623C 2C 5C 214C walk 2C 5C (623A / 421B)

  • Big big damage combo. God tier if you can start and execute this combo all day long.


Blockstring

C-Satsuki doesn't have long~ blockstrings but still has right tools to keep them fresh.

  • If you did something unsafe, dial 214C to trade at worst.
  • 214B and 236B are very slow. Use them as surprises after you gained enough respect.
  • Abuse that awesome 63214C when you can.

Examples

5A(A) xx 63214C
5A(A) xx 2B 2C 5B 5A
5A(A) (5B) 2B 5C 214A(whiff) 63214C
5A(A) (5B) 2B 5C 214B 5A
2A 5B 5A(whiff)


Mixup

With the new found ability to actually DASH on ground, Satsuki can approach the grounded opponent in 2 ways: superjump towards or dash then forward jump.

After superjump: Jump again when right over opponent. Then, air dodge to mix up. Which side you will face depends on the air dodge timing.

Dash and forward jump: Hold forward & air backdash. See [sandoori].

Superjump "4-way": The old MBAC style mixup. A bit different because doing anything after superjump stops the momentum a bit, but still doable with air dodge and 496 (again, see the sandoori page for what this means). Which side you will face depends on your superjump timing and/or whether you walked backward a bit.

Dash and 2AAAA: Uh.... Not a mixup. However, a lot of people used to facing C-Satsuki knows that a good reversal can get them out of typical Satsuki mixups. 2A will probably prevent a reversal.

Half Moon

Unlike the other two moon styles, Hatsuki doesn't have quite as many useful special moves, and with Half Moon meter management she doesn't always have meter to do her setups. However, to counter balance that, she gains the ability to jump and normal cancel her air normals on block, giving her stronger jumpins, normal air combos, and a fuzzy guard that is quite practical and effective. As Half Moon she still has good combo options and is able to build meter quite quickly, so you can choose between saving meter for life gain, or using a meter combo to go for your standard Satsuki style mixups. Another thing that Hatsuki has over the other styles is that her normals and 6AAA series probably give her the best blockstring and rushdown game out of the three.


Normal Moves

5A[mid] Good face smacker with decent range for it's startup. Neutral on block.

6AA[mid] Second hit of 6AAA, forward momentum and -5 on block.

6AAA[mid] Third hit of 6AAA, special and super cancel only when blocked. Neutral on block with massive pushback.

2A[low] Less range than 5A, but it hits low.

5B[mid] Lots of range and forward momentum, really useful move for everything.

2B[mid] Terrible range, can still be used to fill normal chains and in-your-face blockstrings. +1 on block.

5C[mid] Great upwards poke, a bit slow on startup but has clash. Minor forward momentum.

5[C][mid] Juggles on hit, neutral on block, fast charge and more forward momentum than uncharged version.

2C[low] Really good range and fast at 5f of startup. Knocks airborne on second hit only. Should rebeat or chain this move into something else on block.

2[C][low] Really long startup, hits 3 times, has massive pushback and guard damage.

3C[low] It's basically blanka slide only cancellable. A bit slow on startup, but after the initial bit of startup it will duck high attacks. Bad on block so cancel into 22A or something else.

3[C][low] Extremely long startup, and active frames don't come out until deceptively late, making this a bad move to use in pressure, even though it's safe at -3f. Goes into big combos and has lots of range so this move is very useful for punishing.

j.A[mid] Pretty good for an MBAA j.A, face smack that hits straight out in front of her, what more do you want.

j.B[high] ~45 degree downward swipe, decent air to air at even or higher altitudes, and useful for jump ins as well.

j.C[high] Better downward hitbox than j.B, but slower. Amazing jump in move. If you hit this jumpin high enough, there's enough time to rebeat into a j.B before landing.

j.[C][high] Obviously not that great outside of combos and feigning jump ins. Half charge j.[C] is pretty useful because it lets you set up j.B rebeats without waiting for floaty air momentum for as long.

Special Moves

"Pounder Wave" Air unblockable projectile that travels really fast. It might as well be instant except for near the very end where it goes up higher. Basically resembles Terry Bogard's Power Wave.

22A Slow startup, safe on block at -2.

22B[EX Cancel] Fast startup, EX cancellable. Slightly more range than 22A. Terribly unsafe on block anywhere near the opponent at -12. However this move is extremely useful as a jump trap as you can cancel into 623C to catch them if they jump over. 22B also combos into 623C if they get hit by the 22B. Near max range 22B can also combo into 236C.

22C Fast startup, does a 22A Pounder Wave immediately followed by the 22B version. Not very useful outside of guaranteed guard break setups and is still terrible on block like 22B.


"Windup Punch"

214A[EX Cancel] Fast and really important for combos, jump cancellable on hit. Still safe on block outside of point blank at -5, but not something you want to go about getting blocked on purpose.

214B[overhead] Really terribly slow overhead, unlike the Crecent version you can't charge or cancel it, so it's even worse. Though it's safe on block, it's completely punishable if it gets shielded. However it is an overhead so using it once in a blue moon won't get you killed. For whatever reason this move is always air techable even on counterhit so you can't really get good combos off it without meter.

214C Despite looking similar to 214B, it doesn't actually hit overhead, though it is invulnerable all the way up to the active frames, so if it doesn't get you a clean hit as a reversal it will at least trade. Followup combo possible on non-trades. Also completely safe on block at -2.


"Chasing the Unreachable Dream" 623S are all ground to air throws.

623A Limited anti air ability, mostly useful because it can't be shielded. On hit Satsuki tosses the opponent way over her shoulder, and they are able to air tech just before hitting the ground, but cannot ground tech.

623B Too slow to really be usable as an anti air, however it gives hard knockdown on hit and sets up for OTG, making it very useful in combos.

623C Probably Satsuki's single best move, it has the fastest startup of 623S and the range is pretty huge. Really good anti air, goes into a full combo on hit. Ending combos with this move also sets up Satsuki's strongest mixups.


"Hand" Not really a useful series of attacks, but they do things.

236A Satsuki dashes then tries to grab the opponent with her hand, blockable. Back tosses like 623A on hit. Safe on block, not that you want to get it blocked.

236B Satsuki dashes and does a command throw, you can go into a combo via OTG just like 623B. Pretty obvious, and extremely slow.

236C 236A, only it has 623C effects on hit. Seems to have invulnerability near the start, but loses it well before active frames. Potential use in punishing projectiles.


"EX Bite"

63214C It's a command throw, about 1.2 Satsukis in range. Not invulnerable, but it's really fast. Drains the damage it deals in life, as well as giving hard knock down.


"Arc Drive"

41236C Basically a more useless version of Kohaku's arc drive. It's a fully invulnerable throw, but jumpable on reaction. You probably can't combo into it either.


Normal Throws

Ground Throw Goes both ways, air techable as well as ground techable. Not very useful outside of the corner. In the corner you can cover all ground tech options by taking about 2/3 of a step backwords then pressing 5B into combo. 5B can also beat bad airtechs, if they double jump after air teching you'll most likely want to go for a 623C. The other options are a neutral air tech to immediate landing which is completely safe, they'll be forced to block your 5B. If they choose not to tech, 5B wiffs and you have enough time to do another meaty 5B or what have you.

Air Throw Untechable knockdown, but doesn't really keep knocked down long enough to go for a meaty unless you're in the corner, or hit it somewhat near the ground. Unlike many airthrows, it actually builds meter.


Combos and Strategies

Notation

2A / 5A > the rest = 2A or 5A, then the rest.

2C(2) = 2C (2 hits).

(2A) the rest = Optional 2A, then the rest.

xx 3C > the rest = Everything that leads up to 3C, then the rest.

AT, DJ, SDJ = Air Throw, Double Jump, Super Double Jump.


Normal Chains

2A / 5A > 2B 5B 5C 2C(2) 3C

  • Skip anything but 3C depending on range, 5C 3C works from pretty far away, but 2C(2) 3C does not.

Point Blank: (2A) 2B 5B 5C 6AAA

  • Optimum damage for punishing with a ground based combo other than 3[C].

Close: (2A) 5B 5C 6AAA

Mid: (2A) 2B 5B 6AAA

Far: (2A) 5B 6AAA

j.CB 6AAA

  • For characters that 6AAA 2[C] works on.

j.CB 2A 5B 5C 2C(2)

  • For anyone.

3[C] j.[C] SDJ j.[C]

  • Good for punishing terribly unsafe stuff, or sliding under terribly obvious stuff. You have to do the first j.[C] either really early, or late on 3[C] counterhit.

Point Blank: 2AA / 2A 2B > 5B 5C 2C(2) 6A(wiff)6AA j.[C] SDJ j.[C]

  • Not easy to connect and doesn't work on everyone, goes into massive damage. Requires a certain amount of gravity to work.

Sandwich Filler

xx 3C > Ender

  • Skip to the next section!

xx 6AAA > 2[C](3) 2C(2) > Ender

  • Character specific, works on [Character List].

xx 6AAA > 2C(2) > Ender

  • For everyone else, [Character List].

Midscreen: xx j.[C] > Dash 2C(2) > Ender

Corner: xx j.[C] > 2[C](3) 2C(2) > Ender


Combo Enders

xx 2C(2) > 5C 623B 5B {2A}x0-2 2C(2) > 623A / 623C

  • 623C sets up Satsuki's corner oki.
  • 623A is a variant meterless combo ender.
  • You can also choose to end the combo at 623B. You can go for a fuzzy after with an IAD j.B or IAD j.C, but it doesn't give any interesting oki.
  • Do both 2A's when near the corner, one when a medium distance from corner, and skip them if you're well away from it to avoid rebeat penalty. If 2AA is not working on some characters in the corner, replace one or both with a 5A instead, but keep in mind that it has different pushback so your oki will be slightly different.

xx 2C(2) > 5C 623B 5B 6AA 2C(2) > 623A / 623C

  • Use this OTG combo when near the corner, but not in it, more forward momentum puts you in a better position.

xx 2C(2) 3C 214A j.BC land 623C

  • Midscreen 623C setup, does slightly more damage than 623B OTG 623C setup, and should work on all characters. As for timings, delay 3C > 214A on low gravity combos, and don't delay it on high gravity combos. j.BC timing should be really easy to figure out. You don't want to do this in the corner unless you're doing a second 623C because it doesn't give you the right spacing for a mixup.

xx 2C(2) > 3C 214A j.BC (j.66 j.A) DJ j.BC AT

  • Standard meterless combo. If you're far from corner you can't get a meaty 5B unless you skip the second j.BC.

xx 2C(2) > 3C 22b 623C

  • For when you're in the corner, and you aren't able to go for a 623B OTG setup. This will still set up your okizeme, cancel 3C early so that you halt the forward momentum, but you can delay it slightly without hurting anything. Doesn't work very well without some pushback from a full normal chain first.

xx 2C(2) > 3C 214A j.BC land 623C 2C(2) 5C 623B OTG 623C

  • Full damage 200% meter okizeme setup in the corner from a non 623B'able combo. Not worth it unless you're going for oki.

xx 2C(2) > 3C 214A j.BC land 623C 2C(2) 3C 623C

  • Combination of the last 2 combos. Only worth it for burning meter and minor extra damage, since you already get a setup off the first 623C midscreen.

Character Specific Combos

6AAA 2[C] connects on

Aoko, S.Akiha, Akiha, Tohno Shiki, Nanaya Shiki, Kouma, Miyako, Ciel, Warakia, Len, Ryougi, Wlen, Kohaku, Necos

Hard to connect on

  • You might want to consider skipping 2[C] on these characters if you're not confident.

Ries, Nero

Does not connect on

  • Skip 2[C] and go straight to 2C.

V.Akiha, Arcueid, W.Arcueid, Hisui, Mech, Sion, V.Sion, Roa


5B 5C 6AAA 2[C] connects on

Aoko, Tohno Shiki, Nanaya Shiki, Kouma, Miyako, Ciel, Warakia, Akiha, S.Akiha, Len, WLen, Koha

Hard to connect on

  • You might want to consider skipping 2[C] on these characters if you're not confident.

Ries (You can only get 2[C] 2 hits, which leads to 400 extra damage compared to 5B 5C 6AAA 2C(2)), Nero

Does not connect on

  • Skip 2[C] and go straight to 2C.

V.Akiha, Arcueid, W.Arcueid, Hisui, Mech, Sion, V.Sion, Roa, Ryougi


3[C] j[C] SDJ j.[C] 2[C](3) connects on

Akiha, S.Akiha, V.Akiha, Aoko, Arcueid, W.Arcueid, Ciel, Hisui, Kohaku, Kouma, Len, W.Len, Mech, Miyako, Necos, Nero, Ries, Roa, Satsuki, Shiki, Sion, V.Sion, Wara

Does not connect on

  • Just skip 2[C] and go for 2C instead.

Ryougi (Getting 2C to connect right can be hard too, 5[C] is probably a better option)

  • i.e. 3[C] j.[C] SDJ j.[C] 5[C] 623B 5B 2AA 2C(2) 623C (Same thing applies to 2C(2) after 623C or 236C for Ryougi)


Okizeme and Mixups

Keep in mind that Hatsuki has a slightly different air backdash than the other moon styles, which changes the effectiveness of her various mixups. Primarily, since it's a bit slower, but has an upwards hop like movement, the crossup IABD mixup is a lot easier to see, however you can also use air dodge for that mixup. In addition to this, when backdashing over people's heads, you are able to do so lower to the ground, even if they are standing.


Corner

Satsuki's primary corner 3.5-way gimmicks come from 623C when the opponent is just outside of the corner. The best setup for this is xx > 623B > OTG > 623C. You can't get that setup without 200% meter unless you confirm into a 6AAA combo or some other situational combo that can lead to 623B. Another more basic setup off a regular chain that still works is just 3C > ASAP cancel 623C. Satsuki's mixups can go several ways, but they're only a true 2 way at best, and only in the corner. Simply autopiloting them probably won't get you very far against anyone capable of reacting decently so try to get in their head with your variety of options.

Basic corner mixup: pause (based on character's standup time)...

...dash (push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...dash (don't push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...double jump instant air backdash (after crossup) j.C 5B ect
  • Can be input with either 4 [crossup] (9 / 7) 4 or [crossup] (9 / 7) 4AB, whichever you find easiest, you have to be pretty fast to actually make it look deceiving.


Midscreen

The initial setup for midscreen is a lot easier than the corner setups. So long as you end with a 623C you're good to go. Remember from before that the 3C > 214A j.BC land 623C is a really good combo extender for midscreen so that you maintain both damage and oki. If you didn't already know about it, drifting is done by holding 4 or 6 in mid air after a neutral jump or double jump.

The mixups listed below are just the generic stuff that goes as many ways as possible. You probably want to base your oki off these, but don't forget there is always all sorts of other tricks available to you like j.C wiffs or j.[C] fakeouts.


Here's the basic mixup you should be going for most the time midscreen:

623C pause (based on standup times) SJ9...

DJ8 before crossup...
Fall straight down > land 2A / 2C
Drift forward (crossup)...
Land 2A / 2C
j.44 (second crossup) j.C 5B ect
DJ8 after crossup...
Fall straight down > land 2A / 2C
Drift forward (second crossup)...
land 2A / 2C
j.44 (third crossup) j.C 5B ect


Fuzzy Setups

... DJ[9] j.C slight pause j.B land > 6AAA / 5A 5B 5C 2C 3C > ect

  • The combo. Make sure to hold 9 when double jumping so that you don't get a super double jump. Use 6AAA followup on characters you can 2[C] and a regular chain on everyone else for optimized damage. Just go for a 6AAA if you want a 623B combo in the corner.

IAD > deep j.B / j.C > fuzzy

  • A pretty practical setup, you can go for it off any knockdown, or in pressure if you are daring. Personally I find the j.B to be easier, it comes out faster so you can hit it deeper, meaning the followup j.C will have easier timing.

j.CB > fuzzy

  • On Nero, and maybe some other tall characters you can start with a j.BC if you're high enough.
  • Yes, it's really a setup, your already totally practical jumpin is probably the easiest fuzzy guard setup you'll ever see. However, there's a couple issues with it.

1) It does not work if your opponent actually gets hit by the first j.B, probably not a good setup to use against someone who doesn't have any matchup experience.

2) You rebeat twice, the damage isn't going to be quite as good as the other setup.

Blockstrings and Pressure

Hatsuki's blockstring game is pretty strong, and you can force people to block for a long time with a basic understanding of rebeat pressure and her specific moves that are good for it. Her 5C is a good move to charge up often as it charges quite quickly, 2C is also a good move to charge up due to massive blockstun, guard damage, and frame advantage; but should be done more sparingly because of the much longer startup. Generally you will be starting your blockstrings with 5B from any range other than point blank, and 2A or possibly 5A if you are in their face.

From neutral generally you want to go for a... 5B for forward momentum and decent pressure reset. 2C because it's faster and will stuff almost all pokes at a bit of a distance. 22B if you are spaced out a bit for catching jumps (buffer 623 and press C on reaction to jumps and to hit confirm). Or alternatively IAD or regular jump 9 and go for a jump attack. If you aren't pushed back too far, dash EX Bite can be a really strong tool.

The most important things to be paying attention to (other than your opponent), is whether or not you've used your 2A/5A for rebeats, so that you don't hit the wrong button, or try to rebeat when it's not possible. If you've already used both your 2A and 5A just make sure to end with 22A or something else safe.


Basic Blockstrings:

(2A) 5B 5C 2C 3C 22A

  • Resets to neutral and builds respect that you'll want when going for rebeats.

5B 5C (2C) 5A/2A(wiff) > neutral reset

  • Normally you want to rebeat after either 5C or 2C, mix it up.

xx > 6A6EE > 22A / neutral reset

  • 6A6EE is an option select that beats shield bunkering, learning the timing to stagger it as much as possible is very useful as well. The last hit of 6AAA is neutral on block but it has a lot of pushback, so you should probably cancel into 22A until you get some respect, then you can sneak in some other stuff.

stuff > 6AA > more stuff > 3C 22A

  • 6AA forward momentum is pretty useful, but the second hit is terrible on block so you should always be canceling it into something else.


Videos

Video example of 3[C] combos: http://www.youtube.com/watch?v=D-JjEkxT1vA

Video example of 2[C] extender on Warachia: http://www.youtube.com/watch?v=I0mJm79DG4g

Essential Combos Vol. 1 (Includes Situationals): http://www.youtube.com/watch?v=O9v6mE8NZP8

18 Minutes of Satsuki, Half Moon combos: http://www.youtube.com/watch?v=GHT7mmwSG3c#t=4m20s

18 Minutes of Satsuki, Mixups (Only Shows Crecent and Full, but many of them work in Half as well): http://www.youtube.com/watch?v=GHT7mmwSG3c#t=14m10s

Full Moon

Normal Moves

5A[low] Short range, does a bit more damage than 2A and has a slightly better hitbox.

2A[low] Slightly more range than 5A, doesn't hit as high.

5B[mid] Less range than the other versions of Satsuki 5B, but faster and still has the same forward momentum. It's not a buns attack, it's a full back attack (talking about the hitbox here), and as such can be used surprisingly well as anti-air. Also spaced right is plus frames, excellent in blockstrings.

2B[mid] Terrible range, can still be used to fill normal chains and in-your-face blockstrings.

5C[mid] Great upwards poke, a bit slow on startup but has clash. Minor forward momentum.

5[C][mid] Juggles on hit, +4 on block, fast charge and more forward momentum than uncharged version.

2C[low] Really good range and fast at 5f of startup. Knocks airborne on second hit only. Not something you want to leave uncanceled on block.

2[C][low] Really long startup, hits 3 times, has massive pushback and guard damage.

3C[low] It's basically blanka slide only cancellable. A bit slow on startup, but after the initial bit of startup it will duck high attacks. Bad on block so cancel into 22A, 236[A] or something else.

3[C][low] Extremely long startup, and active frames don't come out until deceptively late, making this a bad move to use in pressure, even though it's safe. Goes into big combos and has lots of range so this move is very useful for punishing. A dash cancelled into 3[C] can go halfway across the screen decently fast.

j.A[high] Pretty good for an MBAA j.A, face smack that hits straight out in front of her, what more do you want.

j.B[high] ~30 degree downward swipe, decent air to air at even or higher altitudes, and useful for jump ins as well. Can be used as an overhead off any IABD.

j.C[high] Better downward hitbox than j.B and just as fast, but has techable knockdown on any hit in the air. Amazing jump in move, but sub-ideal for air-to-air. On hits attempt to ground tech punish. On no tech go for an OTG combo. Can be used as an overhead with an IABD after j.9.

j.[C][high] Obviously not that great outside of combos and feigning jump ins. However, unlike her other aerials, Fatsuki can jump cancel it just like any other full moon character could.

Special Moves

"Pounder Wave" Air unblockable projectile that travels really fast. It might as well be instant except for near the very end where it goes up higher. Basically resembles Terry Bogard's Power Wave.

22A Slow startup, safe to neutral on block.

22B[EX Cancel] Fast startup, EX cancellable. Slightly more range than 22A. Terribly unsafe on block anywhere near the opponent. However this move is extremely useful as a jump trap as you can cancel into 623C to catch them if they jump over. 22B also combos into 623C if they get hit by the 22B.

22C Fast startup, does a 22A Pounder Wave immediately followed by the 22B version. Not very useful outside of guaranteed guard break setups and is still terrible on block like 22B.


"Windup Punch"

214A[EX Cancel] Fairly fast and a potential combo tool that Fatsuki doesn't really need to make use of. If you hold it long enough it will cancel, giving it limited use in blockstrings when faking people out.

214B[overhead] Really terribly slow overhead. Though it's safe on block, it's completely punishable if it gets shielded. However it is an overhead so using it once in a blue moon won't get you killed. For whatever reason this move is always air techable even on counterhit so you can't really get good combos off it without meter. Can be held for a pretty long time.

Fully charged, this move is unshieldable and does insane guard damage. It does about 50% guard damage to a HEALTHY guard bar (full/crescent moon), and can completely destroy damaged guard bars. 5C 3C 214[B] sets it up meaty, if you use 2C instead you'll need to delay a bit to compensate for extra knockdown time. At max charge it also does a retarded amount of damage. Do 623C right away near the corner to get a 6-8K damage combo (if you can ever hit with it, do 623C 2C 3C 623[A] j.[C] 2[C] etc, or go straight into j.[C] since it's jump cancellable). If you get a guard crush just go into an optimal damage combo instead. On block it's still safe enough to backdash, also jump cancellable when fully charged.

214C Despite looking similar to 214B, it doesn't actually hit overhead, though it is invulnerable all the way up to the active frames, so if it doesn't get you a clean hit as a reversal it will at least trade. Followup combo possible on non-trades. Also completely safe on block, though not neutral. Backdashing is usually safe after this.


"Chasing the Unreachable Dream" 623S are all ground to air throws.

623A Has a melee portion nearer to the ground and a throw portion further up. Charged melee version juggles longer and is vital in combos. Charged throw version knocks down. Uncharged throw version backtosses and knocks down, very useful for midscreen and meterless mixups.

623B Uncharged version is an air techable backtoss. Charged version is a hard knockdown that sets up for OTG, used a lot in corner combos.

623C Probably Satsuki's single best move, fast startup and the range is pretty huge. Really good anti air, goes into a full combo on hit. Ending combos with this move also sets up Satsuki's strongest mixups. This move resets the number of ground slams to 1 on hit, regardless of how many you had before it hitting. This means you can only ever do 1 j.[C] after a 623C, but you can still do it even in a combo that already had 2 j.[C]'s in it before the 623C. However, this property is not normally very useful, because in order to get another j.[C] in you have to sacrifice too many other moves in order to not over prorate.


"Hand" Fatsuki's variation on The Hand causes her to hop forward and do a melee attack, none of them are throws.

236A Short hop forward then melee grab attack, airtechable backtoss on hit. Charging it feigns the attack and just hops.

236B Much longer hop than the A version and the grab attack knocks down for OTG on hit. Still feignable.

236C Hops as far as the B version, and does the 623C throw effect on hit. Cannot be feigned, however it does go through projectiles.


"Slam Dunk" Anti air toss series.

421A Fatsuki jumps up and slam dunks the opponent, it's a throw so they can't block it. Combo's off 623[A], and sets up a strong mixup on hit if you super jump 9 towards an opponent who was tossed midscreen.

421B Same as the A version, but travels slightly further. Also making it slightly more unsafe on wiff.

421C Has a bigger hitbox so it can grab people from really far up in the air, and carries both of you a good way across the screen. Doesn't put you at perfect SJ9 spacing like the non EX versions do so you will have to use different oki setups. This move doesn't hit at the lower angles like 623C does, though it does still hit much higher, pick and choose accordingly.


"EX Bite"

63214C It's a command throw, about 1.2 Satsukis in range. Not invulnerable, but it's really fast. Drains the damage it deals in life, as well as giving hard knock down.


"Arc Drive"

41236C in MAX or Heat Basically a more useless version of Kohaku's arc drive. It's a fully invulnerable throw, but jumpable on reaction. You probably can't combo into it either.


"Another Arc Drive"

41236C in BH Infinitely better than her regular arc drive. You can combo into it, you can catch jumpers with it. Not much more needs to be said, go for a blood heat if you get a safe setup by all means. 2C 3C is a good setup.

Normal Throws

Ground Throw Goes both ways, air techable as well as ground techable. Not very useful outside of the corner, but it's still a throw.

Air Throw Untechable knockdown. Unlike many airthrows, it actually builds meter. The only time you'll really be using this is as an air-to-air, or in useless combos that Fatsuki doesn't need.


Combos and Strategies

Blockstrings

As a full moon chara, Fatsuki cannot rebeat in her blockstrings, however she has several frame advantageous normals as well as some safe specials to help her out.


Good Normals to use(without canceling): 5A, 2A, 5B (spaced), 2B, 5[C], 2[C]

  • These moves are all frame advantage on block, try to end your cancel string at one of these moves and then go into something else, maintaining your frame traps for as long as possible. 2A is faster than 5A by 1 frame, so it's good for when you are dashing in to reset a string.

5[C] is only ~6 frames longer than regular 5C but is better on block, making it a very practical and underrated blockstring tool. 2[C] has incredibly long startup, but gives similar frame advantage to 5[C] and does a lot more guard damage, making it extra useful on opponents with damaged guard meters.


Bad Normals to use(without canceling): 5B (close), 5C, 2C, 3C

  • 5B and 5C are relatively neutral, or minor disadvantage on block, but you probably want to cancel into something most the time anyways. 2C and 3C are terrible disadvantage, and should always be canceled. Normally you'll chain into 3C and then a special.


Special moves:

22A/B

22A is only -2F on point blank block, if you are significantly spaced out to the point where it actually hits later, it can be neutral or minor advantage. After a spaced 22A you can do a 22B and buffer 623 for 623C. At this distance generally a second projectile will beat pokes, and a 623C will catch jumps, so this is a good way to get respect off 22A.

That being said, the primary use of 22A is making your normally bad on block normals safe (normally 3C since you can always cancel into it).

Once your opponent starts to respect 22A your options are not very good still, normally you are pushed too far out to do much else because of Fatsuki's 5B range. For a safe option (that will probably also make people want to jump) you can 22A > 2C 3C 22A etc. If you're really feeling daring you can dash in and try to get close again (not recommended).


236[A]

At first this seems like an amazing blockstring tool since you can use it to cancel your C strength attack into a dash, however it's not quite fast enough to put you in a great position. Utterly useless off a non C strength attack, and still not fast enough to beat most 2A's off a 2C, 5C, or 3C even if you use EX Bite as a followup. If you absolutely must use this move, use it rarely to catch people off guard, or at least mix it up with 236A so that your opponent actually has some sort of real frame trap to fear.


214[A]

Actually not that bad, by the time people realize that you are feigning the 214A you can generally go for another attack already. It's obviously pretty slow so it won't work very well on someone just mashing. But still fairly useful, you can cancel moves that are further out into this and punish a wiffed poke as well. Just don't try to make this your primary blockstring tool since it's not hard to get used to.


Dashing and IADing:

This is pretty straight forward, if your opponent is respecting your blockstrings you can dash or IAD back in to extend your pressure, and go for more guard damage and frame traps.

Dashing - Satsuki's dash has a small uncancelable startup period, so you do not want to dash when already in their face like Kohaku or Sion would, generally you will want to dash at a medium or far distance. 2A is Fatsuki's fastest normal, making it really effective at a mid range. Her 5B and 2B are decently fast and have more range making them more useful for the further ranges. 5B has some forward momentum so you can do a dash and cancel it very early into 5B and still be able to connect, making it extra useful.

IADing - Use j.C, not j.B. J.C starts up just as fast as j.B. You do not have to worry about it causing techable knockdown here so there's almost no reason to use j.B in an IAD pressure reset.


Sample blockstrings: '>' denotes a non cancel, moves that can be canceled can and should be staggered anyways, but there's no reason to notate this.

(point blank) 5B 2B > 5B > 5B > 5B 2C 3C 22A 22B (buffer 623)

  • Pretty standard. 5B is an easy hit-confirm into 2C or 5C for a combo if your opponent gets caught pressing buttons.

(point blank) 5AA 2B > 5B > 5B > dash 2A 5B 2B > 5B > 5B etc

  • Dash in after an ambiguous number of 5B's.

(point blank) 2B (meaty) > 5[C] > 5B > 5B etc

  • A relatively close 5[C] also puts you at good spacing for 5B.


BnBs

Using '>' to denote link (non cancel) transitions.

Using (x/y) to denote one or the other.


5A 5B (2C/5C) 3C 623[A] > j.[C] > SDJ j.[C] > dash 2C 3C 623[A] > 623A

  • Midscreen BnB.

5A 5B (2C/5C) 3C 623[A] > j.[C] > SDJ j.[C] > dash 2C 3C 623[A] > 623[B] > OTG > 623C

  • Meter version, sets up corner oki.

5A 5B (2C/5C) 3C 623[A] > j.[C] > SDJ j.[C] > 2[C] > 5A (5B/5C) 623[B] > OTG > 623C

  • Corner BnB. sets up 623C oki. Proration is normally to high to go for a 623[A] > 623[B]. If you somehow actually don't have meter after this combo you can replace 623[B] with 623A for a basic oki setup, but it's not really worth giving that up in the corner if you have over 100% meter. Alternatively if you don't have meter you can do the full combo then go into 623B instead of 623C after the OTG to get as much damage as possible and build more meter.

5A 5B (2C/5C) 3C 623[A] > 421A

  • Sets up a midscreen only mixup, you need to have almost half a screen to work with to still be able to crossup. Not a max damage option, but the okizeme is highly worth it.

5A 5B (2C/5C) 3C 623[A] > 623A

  • Similar to the last combo, but you want to use it when your back is to the wall. 623A sets up a pretty powerful mixup if it tosses them into the corner. Though you're also sacrificing damage here, it's still worth it.

3[C] > j.[C] > SDJ j.[C] > 2[C] > 2C 3C 623[A] 623[B] > OTG > 623C

  • Corner, meter, sets up oki. Lower proration lets you go for a slightly longer combo than the forced launcher. This is a good combo to go for off guard crushes since it is easy to confirm into from anywhere in a normal string. Also a semi-max damage option. This is also the combo you want to use after a successful crossup in the corner.

3[C] > j.[C] > SDJ j.[C] > dash 2C 3C 623[A] > 623A

  • Fullscreen corner carry, then toss them out of the corner anyway for meterless mixup. Gravity is generally too low to link 623[A] into 623[B] here.

3[C] > j.[C] > SDJ j.[C] > dash (5A5B/5C) 623[B] > OTG > 623C

  • 623C setup variation on the last combo, generally you normally only go for OTG when you get a full corner carry.
  • For alternative "almost corner carry" 623C setup, do dash > 2C 3C 22B 623C. This distance probably won't come up often though.

623C anti-air > 2C 3C 623[A] > j.[C] > etc

  • 623C uses a groundslam so you can only go for one j.[C]. Use the same combo for 236C hits.

623C anti-air / Air-Counterhit > 2C 3C 623[A] > (623A/421A)

  • Straight into oki, it's legit.

Air-Counterhit > 2C 3C 623[A] > j.[C] > SDJ j.[C] > etc

  • You can get a full BnB off air counterhits, it's pretty nice. Because of Fatsuki's terrible air movement options you might often be forced to go into a 623C off air-counterhits for a real confirm.

Corner Crossup > 2C 3C 623[A] > j.[C] > SDJ j.[C] > dash > 2C 3C > 22B 623C

  • Fullscreen doubledunk combo, only works from the opposite corner because there's no OTG here for pushback. Just a variant on the midscreen combo that is distance specific.

Corner Crossup > 2C 3C 623[A] > 623C > 2C 3C 623[A] > (623A/421A)

  • Alternative meter management and oki variation on the last combo. Because of the spacing after 623C going into either oki option here will give you a proper setup. Also easy.

5[C] 623[B] > OTG 5B 623C > 2C 3C 623[A] > j.[C] > 2[C] > 5A 5B 623[B] > 5B 2C 623C

  • Need to be somewhat near corner. Does massive damage, 6808 on VSion. Use it if you ever get an obvious chance, like a guard crush or blocked EX dp. 5[C] is your fastest charged normal so it's not as bad as you may think.

OTGs

After Satsuki's OTGs you normally go for 623C to set up oki, or get a real combo off your OTG. However it should still be possible to go for a 623B most the time and 623A sometimes (on some characters), if you so please.

5B2C 623C

  • Standard, corner oki setup. Fatsuki doesn't need to add 2A's or 5A's for spacing because her 5B is different.

5B 623C

  • Yes, it still works. Midscreen oki setup, prorates less.

5A(A) 5B 2C

  • Used for when extra close to create space for 623C oki. Main use is off random hits where you are point blank, or off 2C 3C 623[A] 623[B] style enders.

Okizeme and Mixups

Corner

Satsuki's primary corner 3.5-way gimmicks come from 623C when the opponent is just outside of the corner. The best setup for this is xx > 623B > OTG > 623C. Another more basic setup off a regular chain that still works is just 3C 22B > 623C, though it's less damaging, and only really useful at specific distance from corner because of how flexible Fatsuki's OTGs are. Satsuki's mixups can go several ways, but they're only a true 2 way at best, and only in the corner. Simply autopiloting them probably won't get you very far against anyone capable of reacting decently so try to get in their head with your variety of options.

Basic corner mixup: pause (based on character's standup time)...

...dash (push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...dash (don't push into corner) jump 8
...land 2A or 2C
...air backdash j.C 5B ect
...double jump instant air backdash (after crossup) j.C 5B ect
  • Can be input with either 4 [crossup] (9 / 7) 4 or [crossup] (9 / 7) 4AB, whichever you find easiest, you have to be pretty fast to actually make it look deceiving.


236[A] hop over crossup: 623C dash...

...early 2[C] 623[B] 236[A]
...late 2[C] 623[B] 236[A]


EX Bite:

  • It's very practical to land EX Bite in the corner, so having some sort of oki is important. This is more shield safe than going for an IAD mixup.

EX Bite SJ9...

...Delayed air backdash j.C (hit) land 2C etc (high)

...Immediate air backdash j.C (wiff) land 2C etc (low)


Midscreen

For Fatsuki, midscreen 623C mixups aren't really ideal, depending on your position you should probably be going for a 623A or 421A mixup, especially since a 623C can go into either one. If for some reason you want to do midscreen 623C mixups, reference the Hatsuki section.

623A towards midscreen: Dash, neutral jump...

  • Use directional influence during the neutral jump for crossup shenanigans.
...air backdash j.C
...dj9 IABD j.C (does not crossup, delayed overhead)
...drift over (crossup) dj9 (uncrossup) air backdash j.C (crossup)
...all of the above into a wiffed j.C 2C
...whiff j.C land 5A from behind (crossup, low)
...whiff j.C land 5A from in front (uncrossup, low)


421A/B towards midscreen:

early SJ9...

...early j.C(wiff) land 5A(uncrossup, low)
...late j.C(wiff) land 5A(crossup, low)
...IABD j.C land 5A etc(crossup, high, only when thrown near the corner)
...air backdash j.C land 2C etc(uncrossup, high)

late SJ9...

...j.C land 5A etc(uncrossup, high)


623A into corner:

  • Has a lot of character specific crossups.

late SJ9...

...land 5A (crossup)
...air backdash j.C (uncrossup high)
...IABD j.C (crossup high)

early SJ9...

...land 5A (uncrossup)
...air backdash j.C (uncrossup high)

EX Bite:

  • When EX Bite doesn't toss the opponent into the corner, they can still be crossed up.

EX Bite...

...Immediate 236[B] > (5A/5B/2B/2C) (crossup)
...Delayed 236[B] > (5A/5B/2B/2C) (uncrossup)


Appendix

Crescent Moon

Motion Damage Proration Circuit
5A 250 65% +2.8%
2A 300 75% +4.0%
5B 700 100% +8.0%
2B 600 100% +7.0%
5C 1000 90% +11.0%
5[C] 1400 70% +11.0%
2C 800+600 70%..55% +7.0+8.0%
2[C] 1000+950+950 70% +8.0+8.0+8.0%
3C 1000 60% +10.0%
3[C] 1500 70% +15.0%
j.A 300 75% +3.0%
j.B 750 90% +8.0%
j.C 1000 85% +10.0%
j.[C] 1400 50% +14.0%
6E 1400 - -
j.6E 1300 - -
236A 1500 100% 0%
236B 1300 100% 0%
236C 2000 60% (scaled) -100%
623A P 1000 80% +10.0%
623A G 1500 - 0%
623[A] P 1200 75% +12.0%
623[A] G 1300 100% 0%
623B 1500 - 0%
623[B] 1300 - 0%
623C 2000 60% (scaled) -100%
214A 1000 100% +9.0%
214B 700+800 (1400+800) 70% +10.0+12.0%
214[B] 2000 (2500) 100% +20.0% (+25.0%)
214C 2400 45% -100%
421A 1000 - +10.0%
421B 1000 - +10.0%
421C 2600 - -100%
22A 1000 70% +10.0%
22B 800+1000 100% +10.0+10.0%
22C 3000 50% -100%
63214C 2500 - -100%
j.63214C 2500 50% -100%
41236C in MAX or HEAT 3300 - -
41236C in BLOOD HEAT 20600 - -
Last Arc 11700 - -


Win Quotes

Colors

Satsuki-colors.png

No. 1 Default

No. 21 Rin (Fate/Stay Night)

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