The first and only Saki thread you'll ever need (Updated 1/04/09)

UB shot -> call ryu assist -> 5C -> (ryu assist hits) -> 5C -> 2C = i think around 24k damage

you can get that same combo off of a launcher: launch -> stuff -> un-comboed UB shot -> land + ryu assist -> 5C when their body is parallel to the ground -> (ryu assist hits) 5C -> 2C

41236C + ryu assist -> baroque -> UB shot seems to be inescapable

you can combo the grab off of a 2A 5B 2B chain. it looks crazy

you get a free 2C after her forward throw

i think saki has tonssss of potential in this game

Yeah, I saw this too. You should only try it after a 2B since it moves you forward. You can miss after 5B. After the grab, you can do 2B, 3C into air combo.

I think the grab is pretty abusable. If you get into the habit of cancelling 5A into grab all the time, it really messes with people’s defense. You’ll have them trying to push block you like crazy whenever you get in.

I didn’t see this mentioned, but you can follow up with a combo after hitting with jumping C (regular shot), if you hit while close to the ground, like a jump-in. The opponent goes into a stagger state and you can follow up with a combo if you dash in.

I got more to contribute; I’ll try to put stuff together.

an easier, more universal way to combo off of UB shots with ryu assist that works in pretty much every non-corner situation:

hit UB shot, hit C+P at whatever time you would regularly juggle 5C, then just mash 5C, 2C

easy

I can see duo super with Doronjo’s GIANT BALL being easy unblockables.

Ok question about her unblockable shots. Is there any way out of them when they opponent just does them on wake up? Can you tag out to escape it? Super jump away?

If not, what’s to stop people from doing a super that knocks down, DHCing into ammo load once they have like 5 meters, and then unblockabling the opponent until they die?

Assuming you can’t get out of this, you can do karas’s 236 super, and on the last hit cancel into a gun load, then shoot them as they get up and repeat till they die. Timing is hard on the karas super cancel but it’s doable.

They can roll away. It’ll kill your timing and probably get you punished. Not something worth trying.

Okay I cannot get the grenade to hit. Are you using it for help with your timing?

I like doing this broken combo with Chun Li assist in corner:
Have UB shot ready, combo into launcher, b b double jump b c, land dash foward call chun assist reload UB shot (chun’s assist hits 3 times), standing c, crouching b, launch, b b double jump b grenade.

[media=youtube]fhYfnnroGYc[/media]

Does this work OK? Obviously the combo meter gets reset twice so I dunno if fast supers like Ryu’s can punish this.

Edit: Man I really need to read before I post… this crap has already been posted.

Saki owns the giants for free using her UB shot. There’s nothing they can do to avoid taking damage every time she gets meter.

UB shot is too good. Free damage when the 2nd character comes in.

For now. I just don’t know how to get out of it, if I even can.

For now…

[media=youtube]CMx-QRagDPg&feature=related[/media]

I’m surprised nobody’s posted this here.

I love the Saki/Tekka team. One thing I haven’t seen mentioned is that you can perform a solid DHC off of Saki’s Neutral C shot with this team. It goes like this:

Hit the opponent with C, and perform Saki’s QCF Super as soon as you can, and immediately DHC that into Tekka’s DP Super. Basically, the end result is the opponent getting OTG’d by Tekka’s Super for hella damage.

Here are some DHC combos starting w/ Saki:
HCB+B, B, C, QCF+AB, Immediatly DHC into Tekka’s DP+AB

(22C Charged) Launcher, jABB, jBC, Land, C, QCF+AB, Immediatly DHC into Tekka’s DP+AB

(UB Shot Charged) Launcher, jABB, jBC(reset), Land, C, QCF+AB, Immediatly DHC into Tekka’s DP+AB

EDIT:
This DHC is also possible off of Saki’s 6C grab, as well as a Megacrash.

Also, if you’re sitting on 5 bars than you can either kill your opponent or bring them a hair away from death via the Tekka/Saki Team Super UB setup. Basically, after you break your opponent’s guard you charge 22C and hit your opponent just as Tekka’s done ravaging them with his beam. Follow that up with a standing C as their falling out of the 22C’s launch and perform Saki’s QCF Super, DHC’d into Tekka’s DP Super. Does about 38K.

Lastly, I don’t know if anyone’s made an official list of characters that Saki can perform her Team Super UB setups, but I’ve found that the most efficient are Tekkaman, Ryu, Megaman, Ken, Ippatsuman (all of which can enact the UB setups from pretty much anywhere on the screen, provided that their stuck in block stun via HCF+A/C, 22B Shots or 5B/2B), Chun and Batsu (whom are more spacially limited, but nevertheless useful). To some lesser extents, characters such as Roll, Karas, Doronjo and Morrigan could be used, but I’d say your better off saving your bar with these characters.

I’m working on a saki/chunli team and this thread has really helped! Thanks a lot.

Saki / Tekkaman, and why they just might be the best team in the game:

Before, I only had two gripes with Saki; she didn’t do much damage, and her anti-airs were “meh”. The anti-air conundrum was always one that could be alleviated with the proper assists, such as Megaman or Chun (Or even Tekkaman, for that matter), as well as a better understanding of Saki’s tools, but the damage problem didn’t seem to be as easily thwarted, unless you expended a great deal of bar via DHC’s or Team Supers, but last night, after toying around with my favorite team for a few hours, I found another reason as to why Tekkaman is arguably Saki’s best assist choice, he gives Saki something that no other assist can: shit tons of damage.

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**Combos **
(They cannot be performed in the corner, btw (ie: your opponent’s back to the corner, and you’re face to face with them), although they can be performed near the corner. All of these combos were tested on Ken the Eagle and Ryu. I imagine that they’re possible on everyone, barring, of course, the giants, but I’ll test these combos out on the rest of the cast when I’m home).
*Edit: It works on everyone, even the giants to some extent, but you need to modify the combo against them.

2A, 2B, HCB+A/B/C, 5B, Assist, 5C: 1

1: (Charge 22C) 5B, Launch, jB, jBC, Land, 5C, 2C

1: (Charge Unblockable Super) 5B, Launch, jB, jBC, Land, 5C, Assist: 2

2: (Charge 22C) 5B, Launch, jB, jBC, Land, 5C, 2C
(This variant alone builds back 1.5 bars, at the price of 1 bar, and it depletes well over 2/3 of your opponent’s health)

2: (Charge Unblockable Super) 5B, Launch, jB, jBC, Land, 5C, Assist: 2
(Loop until out of bar, or your opponent’s dead. Mind you, your opponent should be dead within the use of 2 bars, 3 bars on the likes of Alex, Souki and Tekkaman, and considering that you build so much bar doing this loop, you need not start with more than 1.5 bars to accomplish this)

Other variants:

HCF+B/C, Baroque, 5C, Assist, (Charge UB Super or 22C), 5B, Launch…

5C, Assist, (Charge 22C), 5B, Launch, jB, jBC, Land, 5C, Assist, (Charge UB Super or 22C), 5B, Launch…
(If you’re closer to your opponent then you need to perform the first two hits as: Assist, 5C; as opposed to 5C, Assist)

[UB Shot Super Charged] 5C, Assist, (Charge 22C), 5B, Launch, jB, jBC, Land, 5C, Assist, (Charge UB Super or 22C), 5B, Launch…
(This one is particularly deadly when you’ve killed off your opponent’s point character, and their assist is forced to take the guaranteed UB shot)

*Edit: Following Saki’s counter-super, you can perform: 5C, Assist (Charge UB Super or 22C), 5B Launch…

*Edit #2:
[22B Charged] 2A, 2B, HCB+A/B/C, 5B, 2C, Assist, (Charge UB Super or 22C), 5B, Launch…

[22C Charged or UB Shot Super Charged] Launcher, jABB, jBC, Land, 5C, Assist, (Charge UB Super or 22C), 5B, Launch…

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*Note: It may be possible to create an infinite utilizing this loop. This could be accomplished by finding a way to use more hits prior to the launching of your opponent (ie: 2A, 2A, 5B, Launch, as opposed to: 5B, Launch), as well as implementing more hits post-launch (ie: jBB, jB, Grenade, C as the opponent’s falling, as opposed to jB, jBC. It may even be possible to implement HCF+A/B/C as opposed to 5C, prior to your opponent being lassoed by Tekkaman’s lariat. If it’s possible to build 1 bar in between each reset, than a viable mid-screen infinite is also possible, but I couldn’t execute a variant that seemed to work consistently, though I’m convinced that one exists).

Saki is one of the characters to watch out for; her anti-airs are competent enough to enact a solid zoning game, and now, with Tekkaman as your assist, she’s easily out damaging the likes of Polymar, Ippatsuman and Daimao, from full-screen even. However, not much unlike Strider/Doom, I do believe that if you expect to compete with her, you do need the proper assists, which seem to be, at the moment at least, Tekkaman, Chun, and Megaman. (Maybe Ryu & Morrigan also.)

(Also, if anyone’s having any issues performing the aforementioned combos, feel free to ask any questions pertaining to their execution. I’ll try to explain them as specifically as I can, and to the best of my ability. Regrettably, I don’t have a means to record these combos.)

^ this is one nasty death loop

Indeed it is. I have neglected this thread big time. :lol: My apologies.

It’ll be up to date by the end of the day.

I made a combo video with some fun stuff you can do in the corner with Saki/Ryu team. Namely an infinite and some not-combos involving the shock ball.

[media=youtube]D7mn83S2K_0[/media]

Just to clarify, I did the video in 4:3, but I tested the combos and as far as I can tell they work the same in 16:9. Hope you all like it!

That shit’s hella tight. I take it the infinite’s universal then? (Except for, maybe, the Giants?) I imagine you can set that up via Morrigan, and maybe even Ken? I need to see if I can pull that shit with Tekkaman.

All in all, geat find! I was curious if Demon Hyo’s vid of that being performed (sort of) would work out as an infinite.

EDIT: This is in response to the vid posted by marus.

Great stuff, thanks for the vid.
The comment on your vid description seems real important:

*One odd quirk is that when charging the super ammo (HCB+AB) while you’re juggling the opponent with a shock ball, if you don’t time the super properly the opponent will stop being in hitstun and be able to block the ball. You need to time the super so that the flash occurs just as the opponent gets hit by the shock ball, else the opponent will block the ball and have enough time to dodge the super bullet. *

Also I noticed that against Daimaoh, you can just do it crouching, you don’t have to jump to shoot for the juggle. Is he the only character that you can do that with?

And I have to admit… the infinite doesn’t do much damage. Each repetition does less than 1000, so it’s not much. You’d probably have to do the shot like 40 times (literally) before some characters are downed.
I’ll have to work on it myself to see how much meter it builds for the opponent and Saki. I kinda wish your video showed that, but it’s alright. Thanks again. :tup:

We need more Saki!

how are you doing multiple assists in these combos? it doesn’t look like the combo is resetting anywhere