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

Yeah, that’s what I meant. I completely forgot that pushblocking is in this game, should’ve remembered that.

I’ll divide it up into parts.

2A, 2B xx HCB+A/B/C…
*the cool thing about Saki’s command throw is that you can combo into it, giving you plenty of time to mentally ready yourself for this combo

2B, Call Tekkaman, 5C, Unblockable Super…
*You have to call Tekkaman between pressing 2B and 5C, and you have to be fast about this part or else 2B to 5C won’t combo. Also, you must perform the Unblockable Super (63214+any 2 attacks) before or as Tekkaman lasso’s the opponent. Or you could just cancel out of the 5C into the Unblockable Super.

(Pause), 5B, 3C ^ (pause) sj.BB (pause slightly), jc.B(pause slightly)C
*This part is all about timing. When Tekkaman lasso’s the opponent and pulls them back towards you they could fall past you, meaning it’s a good idea to take a step or two back before performing 5B, 3C… When you pursue them after the launch you want to let Saki raise to just slightly above their height and perform sj.BB, then you want to pause again slightly and press up to jc.B, and lastly pause one more time so that the unblockable j.C will uncombo. Mastering the timing on this part takes a bit of practice, but it’s by no means difficult to execute, just a timing thing.

(Land), (Pause), Call Tekkaman, 5C, Charge 22C shot…
*This is, in my opinion, the hardest part of the combo. You just need to master timing a 5C when the opponent’s falling out of the launch, and you must perform Tekkaman’s assist right before you press 5C, so that makes the timing that much trickier. Next charge 22C shot (or an unblockable if you have the meter and want to perform the loop, the second combo).

(Pause), 5B, 3C ^ (pause) sj.BB (pause slightly), jc.BC
*This is the exact same as timing the 3rd section of this little combo tutorial, the only difference is that you do not pause the j.C (unless you opted to loop with an UB shot, instead of a 22C)

(Land)…
*At this point you have a couple options: [5C, 2C], [41236+B], or even a super.

I hope that helped.

Edit:
As for Saki/Frank… that team is hella strong. She’s also very compatible with Ryu, look up Marus or Bucktooth on youtube to see those two using Saki/Ryu. No one’s compatible with V. Joe, and Jun’s not so hot either.

i was trying to see if i could combo people while they were cornered by shooting a shock shot above them so that when u 5C them, they fly into it. It’s nor practical, but, it a nice little thing u can keep above them if u know they switch out under pressure. i believe i did the 22B, then superjumped, placed the shot a character over them, so that when they pop up, u have time to do stuff, then i shot a 5C, hit them up into the shock shot, and did the qcf super… i’m thinking u can UB shot them, but i havent had time to try yet. Oh, and wondering, is polimer or morrigan good with Saki? just wondering, thanks

Does Saki and Yatta-2 work at all?

Can somebody hook me up with Saki/anybody vids from the US/Japan, i.e. good ones? I’m sure there’s an account loaded with them somewhere.

Saki was not in the arcade version of JP TvC, so vids are scarce. Heartnana did play some saki though on the console version.

I know Marus and Buktooth have vids floating around youtube. They both use Saki/Ryu.

Buk, really? Good shit.

Thanks Keits, I didn’t know that.

So I’m wondering if tk grenade is still as good considering we can cancel 5C/j.C into it now. Also, I recall seeing something different about 6C on the spooky stream, like it was partially invul like a GG 6P or something, guess I’ll test that but anybody have some info there?

I can’t confirm the invulnerability, but I have definitely blown through shit with 6C that was straight-up nonsensical. So it either has invulnerability or a deceptively hidden hitbox at the start of the swing, like Blanka’s electricity is ST or something.

But no armor, right?

Ive gotten hit out of 6C numerous times, I don’t think it has armor… but it does have a pretty massive hitbox, making it a nice move to hit, then gernade and the photon cannon super… which is a nice staple pour moi.

i haven’t seen this posted in the saki combo thread. Saki can combo her normal 5C into 41236C. so off of an UB shot, she does 18k. It’s the same as TvC: CGoH only saki can’t cancel into her UB shot reload safely against some characters.

That’s my current team right now. I use Ai first. Saki assist hits behind her now which is pretty cool. You can do mad confusing stuff with yatter using Saki assist. In addition, Ai’s assist is good for protecting Saki if she does 5Cs and the opponent jumps and tries to combo. Ai’s assist is overall a bit weak, but it works for saki.

Also, both characters can be played well with and without meter IMO. I usually have quite a few bars for saki by the time i have to switch to her. Saki can also turtle quite well and recover Ai’s red health (since she has a weak bar, it’s pretty important to save as much as you can).

I’m feeling the chemistry, but it could also just be me using my two best characters. =P

I like saki alot, but so far i can’t determine if i Like her better keep away or rush down. Her keep away game is so strong with the correct assist and grenades. But the damage out put against higher stamina characters is pft. :sad:

Personally, I play a mixed bag. Slower characters are easier for Saki to pressure, so I like to rush them down when given the opportunity, but I generally play total keep-away from the faster ones, because Saki’s priority can’t touch theirs. Generally, higher stamina characters are the slower ones, so that approach might suit you?

Do you guys use her as a point character at the beginning of a match or as the backup. It seems to me I would want her in reserve initially then find anyway to safely tag out to start her mean set ups with the meter I’ve hopefully built up with a faster, combo-happy character.

Or do you guys say hell with that and try to build meter with Saki at point?

Also, as for options for the a player combating an unblockable setup using VHC, wouldn’t the best option be to just eat the super and force a reset or is that no good as well? Can you just fire the super ammo after the super is done and they can’t jump away?

She can be played either way, really, it all depends on what character you team her up with and what’s most comfortable for the player. Personally, I run Saki on point with my main team, Saki/Tekkaman, because I’ve played that team with her up front and in back, and she felt most natural as the point. A team like Saki/Ryu seems like either character could be played efficiently on point or in reserve; kick as much ass as possible w/ Saki and bring out a character as solid as Ryu to finish the job, or run Ryu on point and do damage and build meter, then switch in Saki to screw the opponent with unblockables and other shenanigans when the time’s right. Some teams, like say Zero/Saki, are best played in a ‘battery/user’ template, build meter with Zero, hurt 'em with Saki. It’s all really dependent on who your using and how you play.

So basically, I say to hell with it and build meter with Saki on point, but that’s only because I think that’s the best way to approach my team.

As for the ‘just eating a super’ thing, taking the damage can be a smart way to negate some damage. Only problem is that Saki can screw you over for doing that, especially near the corner. If they take the hit close enough to the corner you could just dash in and rip 'em a new one by launching them as the super finishes and resetting them in the air for even more damage had they just taken the unblockable. Midscreen she has other options as well, depending on whoever you’re performing your unblockable with. With Ryu or Frank you should be able to reset them in the fashion you mention, just hitting them as they recover from the beam, but with supers that knock down like Tekkaman’s and Megaman’s you don’t have that option.

This might already be widely known but if you use j.C at just the right height Saki immediately lands and has no recovery. It works with any of her charged shots too. It makes IAD j.C pretty useful.

Yeah. Also cool is how j.C > grenade combos air to ground and allows followups…like that > assist > launch etc. Of course, no idea why they wouldn’t be blocking.

I let her build meter. 236C gets a good chunk of it for one move.

Speaking of projectiles, I think I came up with a fairly viable team. Just wanted to see what you guys think.

Team Sushi (Saki/Roll):

Pros:

– Great zoning: Constant barrage of projectiles from 5C, 2C, 236 projectiles, B grenades, and Roll’s assist. Keeps enemy on the other side of the screen and locks down rushdown tactics. Saki’s also got a great AA super.
– Builds meter FAST: Saki’s 236 projectile gains lots of meter quickly, ensuring you’ve almost always got one bar for Saki’s AA super.
– Matches often result in you taking little to no damage.
– If they get in, Saki can knock them back quickly with a close grenade followed by 236C, or switching to shotgun ammo (2,2C) with a quick blast from 5C.

Cons:
– Matches take forever, but this could be good mind games for your opponent since they’ll get frustrated and keep making mistakes while trying to get in.
– Characters with a warp can get behind you and get a free combo.
– Not many viable Team Supers.
– T-blade nullifies a lot of projectiles with his yo-yo spear.

Anyway, this is just something I came up with on the fly. Haven’t tested it out online yet, but I’ll whip it out in casuals at a tournament next weekend and let you guys know how it goes.