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

those combos in particular, i couldn’t get, but i just charge the UB shot all the time after the assist hits, so i can get the assist reset after the UB shot hits in the air… .
1.5 bar is all you need to keep doing this loop till death, mega crush pending… .

this death loop is pretty beast.

The combo doesn’t have to be reset in order to regain your assist. That’s only if you used baroque. So if you do the HCF + B/C setup with baroque, you won’t be able to continue the loop with :d::d::snkc:, you’ll need meter for the UB. That will net you a reset in the air, cancel baroque, and repeat with assist. Now that baroque is gone you can continue the loop with :d::d::snkc: if you have no meter for the UB (but chances are you will). Any other setup without baroque will let you continue using assist as many times as you like. Just make sure that you delay the two air :snkb:s as long as possible if you’re doing the :d::d::snkc: variant so that there’s time for Tekkaman to recover.

Apart from the setups they have, this team is also tight because Tekkaman does so much damage by himself and builds a lot of meter without needing to use it most of the time. He also has high HP while she does not, so it helps to have a tank when one of your characters is fragile. This is why I usually put Tekkaman in the frontlines. He builds the meter and does damage, and if his life goes past the halfway point I’ll start thinking about switching. By that time there should be plenty of meter for Saki to burn, so even if she’s not successful with setting up the loop, there are still plenty of other UB setups for the opponent to worry about.

Let’s say you’re using Karas/Morrigan. You know how you could do something like: Assist, jC, 2A, 2A, 5B, 2B, 5C, Baroque, Dash, 2A, 2A, 5B, 2B (Assist comes back), 5C, Assist, Dash 2A, Blah, blah, blah. It’s the same idea, because you use your assist before the first hit connects you’re allowed to use it once more.

EDIT: By the way, if anyone’s having trouble getting Tekkaman’s assist to latch on after a 5C, then perform the inverse command (Assist, 5C; as opposed to 5C, Assist). I know that in the case of [Launch, jB, jBC(22C variant), Land, 5C, Assist] that it can be easier to perform the Assist first.

I’ve gotten the infinite to work on everybody except Roll and the Giants. With Roll, whenever I try to start the loop in the corner she always falls out of the first shock ball. I haven’t tried this against the Giants yet, but the only way I could see it working is to do Unblockable Shot, then charge 22B while Ryu’s assist is out then go for the loop. I don’t think that would work though.

And yes, I’m pretty sure there’s other ways to set it up if you experiment a bit. With Tekkaman you might even be able to do it midscreen, if you space everything properly.

You can do that with every character except Roll, but every time you shoot the ball while crouching you move back a little bit, so it isn’t actually an infinite. The reasons I showed that with Daimaoh was
a) To show how to start the combo with him without an assist, and
b) Because of his weird hitbox, doing the infinite is hard to time consistently. I still haven’t gotten the hang of it yet.

On that note - in my video, if you look closely at the last section vs. Polymar, you’ll notice I move back and forth a bit while doing the combo. When doing the infinite against heavier characters like Alex, you have to be really careful with your timing so that you don’t move too far away, because it’s hard to move back closer to him due to his faster falling.

Sorry, I didn’t really think about that, but for the amount of damage each rep does, the opponent will probably have enough meter to burst out before you can kill them, so in most cases I’d recommend ending the infinite early using the unblockable shot.

Glad you guys found it useful. Thanks for the comments.

Can you land 2 of her unblockable supers? I’ve tried this to no avail, I was wondering if anyone else has tried this?

If you mean [Charge Unblockable Super], 5C, [Charge Unblockable Super], 5C, then no, no you can’t.

You can with certain assists, however. My aforementioned loop is one way. Another that I know of, to steal a page from Buktooth’s book, is with fireball assists. For example: [Charge Unblockable Super], 5C, Fireball Assist, [Charge Unblockable Super], 5C, 5C, 2C works with Ryu and Morrigan, and maybe Ken.

Adding some info to my last post:

Turns out the infinite doesn’t built too much meter for the opponent after all. Against MegaMan, it took about 30 repetitions to give him 1 meter - enough to bring him down to about 20% health. Also, it took 46 repetitions to kill him.

Thanks, I didn’t know that. Using that, it turns out you can do the infinite off of a Super Ammo air combo in the corner. ex:
[Charge Unblockable Shot], 2a2b3c j.abb dj.b [wait] j.c, land, 22b, [Ryu Assist], 2c, [22b, j.c, land]xN, [Charge Unblockable Shot], 5c, [Ryu Assist], [Charge Unblockable Shot], 5c, 5c, 2c

The infinite is harder to time this way, but if you have the meter you can do just a couple of reps then kill the opponent with more unblockable shots (3 unblockable shots in one combo = 100% against anybody). You might be able to do the infinite against the Giants as well using something similar.

Happy to help.

I was thinking you could set up UB off of 22+B. Even though I haven’t tested it. I think that should be a decent way to land it given a chance to. She has an infi? I didn’t see that posted. Can someone post that up?

Marus posted/created it.

Saki is awesome and i love her unblockable right when characters come in after you kill one. She is one deadly girl with a gun.

Can anyone please help me with Saki’s air combo? I was watching this video [media=youtube]uojq1PMxOFo[/media] and I was wondering how that air combo went. He’s a really good Saki player, and has several videos out.

looks like

c.A > c.A > c.B > c.C (or whatever her launcher input is) > j. A > j.B > > j.B > j.B > grenade

kinda really late answer but nobody else did so

an even better example of the same combo is

[media=youtube]a3uEz-FIXb4#t=2m14s[/media]

[media=youtube]4bBbm9fi2KY[/media]
A quick vid of my Saki/Tekk combos

got the us version today, and noticed old death loop had to be changed a bit (as shown in zach’s vid), after the cmd grab, you cannot 5b,P,5c.

now have to 2b,P,5c?

the j.b’s in the air have a different timing too, now i have to get rid of my muscle memory from the import, and change my timing, lol

Yeah, I had that problem to. You get used to the changes in timing though. Oh and if you want to be fancy you can do something like: command throw, j.B, pause, j.B, (land), 5B, assist, 5C.

I’ve been playing around with Saki, when you do something like 2A 2B unblockable super 5C, can they jump out of the 5C before it hits, or would 5C always hit?

Haven’t tried that yet, but I was wondering, i know that she is keep away, and i know what she is awesome at doing so (other than antiair sometimes), but is there a certain way of thinking for the keep away, like what little mind games people use against others. I tend to lay a lot of grounded C gernades which have a large arc, but land midscreen, to keep people out. It hasnt worked too well, but with the air gernades I’ve been doing good, shooting when i see i can , or gernading at a certain time to make it hit them. Also, the UB shot… man do i love it:)

Your main zoning tools are aerial grenades and charged 22B shots, both control space exceptionally well. Ground C Grenade is a decent anti-air, but you can get fucked up if you’re over-using it and your opponent knows what’s up. Generally, be weary of her grounded zoning tools. Only use A beams (HCF+A) if your going to use beams at all, and use them sparingly. The ability to cancel out of 5C makes it a much more formidable zoning tool, so use that also, but once again, sparingly. Really, the only tools you should be abusing are grenades and 22B shots, everything else is useful, but only in moderation.

EDIT:

If you’re comboing [2A, 2B], then they can’t jump out. This is assuming that you mean: (UB shot charged), 2A, 2B, 5C.

If they’re blocking they can push-block the 2B and jump out, however.

Good vid, but being this is my first exposure to TvC can you probably explain the first combo to me at least? :sweat:

Sorry if thats noobish, but I’m quite noobish at this game too.

Also, haven’t unlocked Frank West yet but whats the potential of a Saki/Frank or Frank/Saki team? Other characters I like are Jun the Swan, Viewtiful Joe, and Ryu, have any of you figured if these are pretty compatible as well?