Satsuki! Discuss.
Okay, so she got nerfed. No more 100%+ damage on a single Heat circuit. No big deal, Satsuki’s still pretty good, has some nice wicked setups with her throws.
A Throw/Air Throw: Tosses them the other way. You can dash and crossunder them, she’ll be at point blank. From here you can throw, tick throw or restart a throw combo.
B Throw/Air Throw: Tosses them down, where they bounce straight up. You can dash and crossunder, she’ll be slightly away from point blank. You can beat pokes out with her A Ground Pound super cancelled into EX Air Grab for another combo setup, A Punch super cancelled into EX Punch. You can tick throw, or if they don’t block, restart a combo.
Normal Throw: Tosses them away. They can breakfall this now, but a dash will not crossunder. You can throw them again, tick throw, or go into a throw combo.
Satsuki can basically mix up all the options she has to keep the opponent on their toes until she gains enough circuit to start busting EX Throws, at which point her game gets pretty messed up.
EX Throw/Air Throw: You can’t breakfall this, so the easiest option is to keep doing them. A few ways you can land this is comboing into EX Throw on the ground then repeatedly doing EX Air Throws. You can super cancel an EX Air Throw from her A Ground Pound as well. You can land EX Air Grab after a charged j. C. You can super cancel off her A Punch… and to finish, you can do a normal Air Grab (pick A or B depending on where you are on the screen) to conserve circuit, or an EX Punch. Finishing with EX Air Grab is generally not the best idea since it burns circuit for scaled damage. If you’re spaced about halfway across the screen you can chain two EX Punches into each other based on wallslam, then reset the wallslam counter with EX Air Grab, and add more EX Punches and/or Air Grabs afterwards for upwards of 7000-8000 damage.
A Punch: This is safe if blocked IF you space it right, but it doesn’t lead to any of her wacky throw setups. Generally I use it to super cancel into EX Throw or EX Punch.
B Punch: Mostly useless. It’ll combo off a 2+C if both hits land, has a bit of super armor in the front, but lasts too long to make it useful like Miyako’s 214+B.
A Ground Pound: Good anti-air, beats out pokes, super cancel into EX Air Grab for all kinds of fun setups. B version is a bit better if they’re closer, A version obviously has less recovery.
My main problem with her is that she has no solid way of moving in. She’s got a terrible air game, and a shielding dash but I’m not sure how you initiate all her grab setups. Once I land a lucky hit then yeah, go nuts, but otherwise Satsuki just kinda flails against a blocking opponent ineffectively.
EDIT: Some other things… currently using 2+A > 2+B > 2+C (2 hits) > 5+B > A/B Air Grab as her BnB. Also been swapping out the Air Grab for her A Punch, super cancel into EX Air Grab as needed. Dropping the 5+B and replacing it for a B Punch is good for a powerful combo, and it juggles them up which means more crossunder fun. Satsuki can also crossover surprisingly well with an airdash 5+C instead of crossing under, giving her even more mixup options. Satsuki at halfway across the screen is sick shit: can buffer two EX Punches together, reset the wallslam with EX Air Grab, and EX Punch some more for huge damage.