If someone’s abusing it, her super will come in dice. Also, her 22b shot and grenade throws will neutralize any attempts to run full screen. She has too many tools for this too affect her too much.

I’ve said this before, but Saki/Frank is an AMAZING team. Before I was saying that they looked great on paper, but after using them more I can confidently say: they are devastating.

waving dashing is a glitch now? Altho unusual method it feels wrong calling it a glitch. Wave=Vs games.

Any general idea’s on how saki should be played?

I play rather defensively using 22B shots (and other things) to make openings. I definitely love her but still looking for a partner (trying Blade ATM)

Saki is predominately a zoning/run-away character. Jumping neutral shots, air grenades and 22B shots are your bread and butter with Saki, imo. There’s still a bunch to discover with her, but assist-wise she can make good use out of damn near every one of 'em.

SakiFrank:
Frank is easily the best assist to compliment Saki’s zoning game: he makes virtually all her tools safe, and he disrupts the opponents attempts at getting in better then any other assist, making Saki’s zoning/run-away 10 times more potent. He’s also the best character to perform Saki’s unblockable team super with, because his beam is absurdly fast. Lastly, Saki actually compliments Frank, which is rare for her otherwise horrible assist. You can use her assist in the corner like an extra bat swing for extended corner juggles, and outside of the corner you can do something simple like:

2A, 5B, P, 2C xx 236C, 421+A, Dash, (cart hits), 5B, 3C ^ sj.ABB jc.BBC; for 20K

My strategy with this team is to zone/run-away with Saki, while using Frank to help keep the opponent at bay. I try to conserve meter as much as I can to either megacrash out of any combo opportunity the opponent gets, or to finish them off with the unblockable team super when their health’s down. This might be the single most annoying team to play against.

saki and any small character is mad annoying to fight.

saki/viewfuljoe/roll

Joe’s bomb assist really is annoying with saki. Its the only person i found it useful with, combined with ability to safely run away can frustrate your opponent easily.

So I came across this video in the video thread:

In the video, a few really nice damage Saki resets are shown involving 5B > Piercing Bullet. How legit is this? The Polimar air grab was pretty hype for a while, seeing all those 100% combos, but this reset is far more devastating especially if it involves DHC apparently. So if it works, Saki’s got some pretty reliable damage after all. I especially liked seeing the combos involving launch > charge > relaunch, thinking some damaging loop potential with 5C > 6C + anti-air assist.

Check the vid in the Saki/Tekkaman thread, or check a few pages back. She also has similar reset potential with Polymar, Ryu, Morrigan, Zero, and a few others.

Just going to throw something out here that I found out yesterday.

Vollnut seems to sort of jump over Saki’s 2b when it is comboed after 63214a,2a, not sure why this is, think it’s just his hit animation.

edit: Just discovered that the shell kick,super on all my Saki/Morrigan combos can be replaced with dj,j.b,j.b,236c,421b+c for a bit more damage, only updated the one off unblockable ammo so far but will do the other later.

The combo off a grab can also have a 5c added between the 2b and the 3c in the corner for a little more damage.

Also Saki’s command grab can be comboed off a close to the ground j.c (eg.IAD,j.c,63214a…)

A B charged shot will disappear when shot too close to the ground from the air.

edit: New combo

Morrigan/Saki 27,632k 2 bar Morrigan on point Saki with C shot charged.

2c,5c,8,j.a,j.a,j.b,j.b,dj,j.b,j.b,236p,j.a,j.b,j. b,j.c,xx,236b+c

I reckon I could get more out of it with a little more delay but I got stupid hands atm, will try again in an hour.

edit 2: Done it, you can get 29.757k from it if you get the delay right.

So, I play Souki/Saki right now. I might make a video to show some of my tricks and findings, but here’s one you all should know:

In the corner, A, B, 2B, 5C, pause, 3C > air combo seems to be her best damage in the corner without assist, 22C, unblock shot or meter. With an assist, however, you can do the above, except time your assist to hit after 5C. During the hitstun from this, you can load a 22C shot to continue the combo further, so it looks like:

A, B, 5C > assist/22C > launch > air combo to 22C shot > dash > launch to air combo again. I saw that Justin posted a combo with the 236 super after a 22C air combo, but I really don’t think that’s worth it at all. There’s a better, more damaging option than using that move in most situations.

Also interesting and possible is that air grenade combos off of normal air C at certain heights and distances, which can then be combo’d off of. I’ve been trying my best to find legitimate uses for 22A as well, but it seems that 22B/C are still going to be the ammunition types of choice. Shotgun on normal block does push quite far back however and at point blank, it combos into command grab. 22A shot does the most raw damage as well, but this doesn’t amount to much since it has so little potential for combos and requires certain spacing for all the hits to connect.

Well, you don’t want to spam AGs, but they are your best defense. The thing about advanced guard is that you should only do it in response to a hit, and you should only do it in response to strong hits (B’s or C’s). AGing A’s can fuck you up if you time it wrong.

As for his “bnb blockstrings to superjump”, if he’s superjumping, then that’s your opportunity to get out. You should be able to dash under or super jump or normal jump out when he superjumps. Just be patient, block lots, keep an eye out for crossups/overheads/throws, AG properly, and you’ll begin to see holes in his pressure strings.

As for grabbing out of attacks, that’s very risky, but I have had some success with it. I’d say go to practice mode, have a friend perform some pressure strings on you and just experiment with throwing until you find holes in typical blockstrings, that or simply risk it midmatch with this Zero player to see what works (this’ll lose you some matches outright, but any discoveries will better your games there after).

Edit:
Don’t forget assists either. If you have a good “get off me assist” (Chun, for example) you could try that. Don’t forget your opponent’s assist either, if they lock you down with something like Polymar, then you have to wait it out. Also, don’t forget variable counters, if you’re teamed up with a good one (Ryu, Karas, Zero, others) then that’s a good choice, even the slower one’s can throw people off.

Thanks for the reply.

Hm… well, I only do use it in response to getting hit… it’s not very hard to AG a lot of things on reaction in this game for some reason. When I say I “spam AG,” I mean that I really do AG almost everything.

I guess I wasn’t very clear. He’s not the one superjumping. I was talking about pushblocking until it creates an opening to SJ out.

So it does work? In that case, that’s something I’m gonna have to work on. Hm… I wonder if you can buffer her command grab out of blockstun… that thing has deceptively good range (considering the whiff animation), and seems to be just as fast as any other grab once the command goes through.

Ah, I always forget about variable counters… variable counters leave both partners invincible, right? And I haven’t actually decided on a partner yet. Ironically, the problem isn’t that I dislike the characters, but that I like too many of them. I’m currently leaning toward ai, though.

Well, to elaborate some more, variable counters are almost totally invincible, only problem is that some aren’t that fast, so an opponent with good reactions might punish you for doing it. The cool thing about them is that most characters can combo away about half-health or more, meaning your opponent will either let you do this, or they will crash out and screw their bar deficit.

But yeah, toy around with AG’ing and sumper jumping, look for throw or poke opportunities, and a silver-lining’s bound to show, every pressure string’s escapable - there’s no “block-lock” in TvC.

Just want to repost this, something I mentioned earlier, back in CGoH, but it still works in UAS and is still a great option for Saki/Ryu or Morrigan users.

Nice, didn’t think there was much Sakiggan stuff out there. :tup:

Will post the only practical death combo I came out with yesterday. (Checked your latest Saki/Tekkaman video again to check that it hadn’t be obsoleted by something you’ve done with Saki alone for less and it doesn’t appear to have happened)

Saki/Polimar Polimar on point Saki with unblockable shot 3 bars (including the shot) Kills Ryu

5a,5b,2b,5c,3c,j.b,j.b,dj,j.b,j.b,236p,j.a,j.a,j.b ,j.b,dj,j.b,xx,j.c,dash,3c,j.b,j.b,dj,j.b,236p,j.a ,j.b,j.b,623b,xx,632147896B+C

1 bar builds during the combo in case anyone is wondering “How come he’s listed it as 3 bars?”

Edit: Got more less stupid stuff.
[media=youtube]Eznz9hsVCho[/media] all combos are transcribed after being shown

Found another midscreen reset.

With Ryu assist (should be possible with Morrigan assist)

2A, 2B xx command throw, 2B, P, 5C xx B grendade xx charge unblockable shot, release unblockable shot at first opportunity, 5C, 2C -OR- 41236+C
if performed properly you have yourself a midscreen unblockable setup starting w/ a neutral shot that does about 60% or more.

w/ 22C
3C^ sj.AABB, jc.BC, land, p, 5C…

w/ unblockable already charged
3C^ sj.AABB, jc.B(delay)C, land, p, 5C…

w/ 22B
2A, 2B, 2C, dash, 2A, 2B xx command throw, 2B, P, 5C

I didn’t think this was posted.

saki/morrigan
corner, 1 bar, UB shot charged
blockstring->UB C, charge UB shot, call morrigan, dash 3C, 8, aabb, 8, b, c (reset), land, 3c, another air combo

I reason that 22c could be subbed for the UB shot charge if you dont have meter. I assume they are the same timing to charge, but I didn’t try it. Might have to call morrigan first since there isn’t the super flash

If anyone is willing to compile a list of combos for me ill put together a combo video. With the help of some other players i could help put together a tutorial p for Saki. These are just ideas let me know what you think

has anyone found any use for the world’s greatest attack?(saki’s LV3 Counter Super)