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

So what are you guys feeling to be rough match-ups? Personally, a mobile Ken can pose problems and Blade’s shaping up to be a bitch of a match-up too. What about you guys?

So, this takes 4 bars and does half health, and is relatively easy to do. My team is Ryu/Saki, so

Unblockable bullet super, team up with Ryu, fire, dash forward and do her beam super.

Does her unblockable shot do more damage if they’re blocking? Because doing this with the character not blocking does a good 10% less damage or so.

Does Saki/Chun have any potential? I know I really want to get some Saki going but I’m not sure on partners for her.

Yeah, team supers w/ beam supers do more damage if they block. So some players will opt to take the hit in those instances. With that team in particular you can hurt them even more for taking the hit, however, if you save your shot and time it to hit them as they fall out of Ryu’s Shinku.

Lots, actually. Chun’s a great anti-air assist and a great “get-off me” assist, two things Saki lacks. Also, she’s a great character on her own. They also have unblockable shenanigans when your within Chun’s super (236+2 attacks) range. You can also time unblockable resets by hitting 'em with Saki’s unblockable shot as they recover from Chun’s assist, or you can hit them w/ it when Chun’s assist traps them in blockstun. All in all, a good team imo.

Well after finding out that saving bars is what you are meant to do in match so you always got enough for megacrash I figured that my impractical BnB thread combos may not be quite as impractical as I thought and decided to post them here. (Well that and seeing a 4 bar combo in here aready)

Mainly for use when you absolutely have to make a character dead quick (the last one unless you want to be left with no bars to take the other out) and have them up to half a screen away from the corner or less. (Unblockable charge is counted in the bar requirement for both combos)

Saki/Morrigan 5-bars 37.967k on cornered oponent from mid screen Saki with unblockable charged on point

5C,66,3C,8,j.b,j.b,dj,j.b,j.b,BBQ,dj,j.b,236p,j.a ,j.a,j.b,421B+C

Saki/T-Blade 5-bars 39k on cornered oponent from mid screen Saki with unblockable charged on point

5C,66,3C,8,j.b,j.b,dj,j.b,j.b,BBQ,j.b,236p,j.a,23 6a,63214C+D

You can omit the baroque bit if you like and just change the j.b before it into a 236p, only knocks off 1k or so damage.

Setups for them that I’ve thought of but can’t test are.

-Lobbing a C grenade and then firing off the unblockable
-Hitting the opponent’s second character with the unblockable as they come in

Something similar should be possible with Chun too but haven’t tried it yet

edit: I have now

Saki/Chun 5-bars 38.583k on cornered oponent from mid screen Saki with unblockable charged on point

5C,66,3C,8,j.b,j.b,dj,j.b,j.b,BBQ,j.b,236p,41236B+C

edit 2: A little more damage from the Saki/Morrigan combo

Saki/Morrigan 5-bars 38.907k on cornered oponent from mid screen Saki with unblockable charged on point

5C,66,3C,8,j.b,j.b,dj,j.b,j.b,BBQ,dj,j.b,236p,j.a,j.a,j.b,j.b,63214c,421B+C

edit 3: Got a little more damage out of it

Saki/Morrigan 5-bars 41.034k on cornered oponent from mid screen Saki with unblockable charged on point

5C,66,3C,8,j.b,j.b,dj,j.b,j.b,BBQ,dj,j.b,236p,j.a,j.a,j.b,j.b,dj,j.b,j.b,236c.421B+C

Hot damn, son… that’s a tasty BBQ sammich.

More bars than a Vegas hotel!

Yeah that’s why I refrained from posting it here until hearing that people were hoarding bars for megacrash anyway.

edit: Managed to get off a 4 bar one

Saki/Morrigan, half screen or less 31.5k 4 bars

6c,63214a,2a,2b,3c,j.b,j.b,dj,j.b,236p,j.a,j.a,jb,63214c,421c+d

I’d usualy say something about adding baroque in later to get more damage but I got such a bad case of stupid hands atm my freaking tags are refusing to come out half the time, the 63214c at the end was actualy a happy accident whilst trying to pull off the 421 super, will try to add baroque tommorow if I remember.

Hopefully that’ll be a nice little present for anyone smurving at Saki, again should be adaptable for other characters with air supers.

Edit: Fixed it for another 3k damage

Saki/Morrigan, half screen or less 34.247k 4 bars

6c,63214a,2a,2b,3c,j.b,j.b,dj,j.b,j.b,BBQ,j.b,236p,j.a,j.a,jb,jb,63214c,421c+d

Edit 2: Turns out that the above combo actualy builds up one bar before the super so it should be possible to start from 3 bars or have enough left for a megacrash from 5

Edit 3:Combo can also be started off a 2b instead of 6c but then it only does 31.280k

Edit4: Got some more damage out of it

Saki/Morrigan, half screen or less 36.536k 4 bars

6c,63214a,2a,2b,3c,j.b,j.b,dj,j.b,j.b,BBQ,j.b,236p ,j.a,j.a,jb,jb,dj,j.b,j.b,236c,421c+d

So, saki’s gaming has gotten a little smaller, seeing the new thread on the wavedashing in general disscussion. I’m wondering if this will destroy Saki, or is there a way to get around it, or use it to our advantage… I know things wont pop up right now, but once any info does happen, it’d be good to know about it

Heres a link of my friend doing it… and it moves him fast…

Maybe I’m being naive, but this shouldn’t irritate Saki’s game that much. All of her ground zoning tools beat dashes anyway, and her best tools, jC and aerial grenades, already beat dashes. Her weakness has always been characters with great aerial mobility.

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.