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

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)

Hi im new to SRK XD
I think a tutorial would be nice. I just started using saki yesterday lol

Easy Polymar UB death loop in corner:

Whatever xx 5c, 6C, 41236C, P xx UB charge once Polymar jumps in (before he hits), UB shot after Polymar xx 22C, dash 2B, 3C, jc j.A, j.B, j.B, j.C dash foward 2B, 5C, 6C + P

From here you have 2 choices. Cancel 6C to UB shot and go for another reset, or cancel 6C to 22C and launch after Polymar for whatever combo you like to do. Just 1 unblockable will do a ridiculous amount of damage, 2 will surely kill any non-giant.

I experimented with this in training mode. It works with Megaman (lenient timing), Casshern (lenient timing), Chun (strict timing) and Yatterman-2 (strict timing) as well. It may be possible with others as well (it should work with Blade and Joe the Condor for example), but I only tested the loop with the above 4.

Great find.

Yeah I found that a while ago and its good for most anti-air assists, however I didn’t think UB charge would really be fast enough since I used 22C with Y2K assist instead. Nice find.

You can also VAR or plain old air combo into this if Saki has 22C or unblockable bullet charged before hand for some massive damage.

Some random strategy notes that’ve been bothering me every time I see a Saki match vid:

  1. Fucking jump FORWARD and press C. For the love of god, I can’t tell you how many Saki player jump away or straight up before they press C. Jumping forward brings this attack to your opponent. They dash, they get hit; they jump, they get hit. If you jump back you’ll wiff more often then not, and you’re pushing yourself closer to the corner.

In summary, j(forward).C xx grenade is her main zoning tool: it moves you forward, controls the space in front of her and the grenade shields her from most aerial attacks, and you can call an assist because you’re in normal jump state, and you have access to a double jump so you can follow up or retreat or press the advantage. It’s such a simple concept that damn near nobody’s doing.

  1. Anti-air with beam super. Only player doing this is Tronzilla. DO IT. It punishes air-dashes and jumping attacks. Yes, the opponent could double jump to protect themselves, yes they could baroque their attack to protect themselves, but you need to establish that you’re not afraid to use this tool. DHC out of it to protect Saki if you have to. Once you establish that you’re not afraid to use this your opponent becomes more reserved in their aerial approaches, beefing up your other zoning tools all around.

  2. Air-throw. That’s all I have to say really.

  3. Hold on to your unblockable shot. Simply having this charged changes the pace of the match. Holding on to the shot allows you to control the pace of the match better and your opponent will forget it’s there eventually. I see too many people blowing their load too soon.

  4. Master the free unblockable on switch in. If I see another one whiff I’ll go nuts.

  5. When you super jump and do C shot xx grenade, DO NOT immediately double jump and repeat C shot xx grenade. You do this and you lose all aerial control, and your opponent gets free pressure/mix-up when you fall. If you must sj.C xx grenade, then let yourself descend some, after this you can double jump, air-dash back-or-forth, j.B, j.C, grenade, whatever. You need these options closer to the floor or the super jump you used to escape will just give your opponent back their pressure.

  6. Don’t be afraid to get offensive. Saki’s j.B crosses up well and she actually has a solid 50/50. When you’re opponent blocks a 2A they have to guess between a delayed 2A or a command throw. A properly delayed 2A catches and punishes jumps/dashes/counter-poke attempts/poor push-blocking (just watch a vid of Justin, there’s a reason he’s always delaying his A’s with Y1 or Jun or Chun) and command throw punishes blocking.

  7. Beams are good zoning tools and yeah, they beat damn near every other projectile, but they’re very risky. Choose your opportunities to use this move wisely. Also, only use A. It’s the fastest and your best option. The other two leave you like a sitting duck with only 2 options to cover your ass, Baroque or super… assists might save you as well.

  8. Don’t use 22A. 22B’s your best zoning option. 22C’s a combo option.

That’s all I got for now. I feel better, very therapeutic.

In way of match-ups for Saki, these ones seem to be the worst:

Ken: Ken’s mobility allows him to almost supersede your zoning options. Basically, you’re forced to play the match at the pace he sets. Probably 4:6

Y-1: Basically, keeping him out’s a bitch because his mobility options are less telegraphed then others and ridiculously fast. He also controls mid-range better then you and can contend your ground tools with his own zoning tools from proper ranges. On top of this he renders your anti-air beam super useless with his air super. Either 4.5:5.5 or 4:6

And that’s about it. Every other match-up seems pretty even or in her favor. I used to think Blade was an issue, but the more I play him the more I realize his awkward mobility is a real weakness in this match-up.

some one wanna put a clean saki combo??? whit clean i mean saki on his own… no help… im trying to get the longest combo whit her alone… wanna help??

lololol Zach’s post is like all common sense stuff. Wow guys, I haven’t seen many Saki matches at all but yeah. I anti air beam super a lot, that move is fast. The Sakis I’ve fought are bad with the unblock shot, yeah, often they seem to just shoot it off and hope for the best. Really, don’t even bother shooting it ever unless you have a setup prepared for it.

I think some more obvious things to add are DON’T GROUND GRENADE unless you’re AAing with C grenade and you know it’s going to hit. Otherwise, even if they block any grenade from any distance, you’re still losing the advantage. On hit, it’s okay, but a random ground grenade (groundade?) isn’t very likely to hit.

Don’t guess with level 3s, even when you’re desperate. If somebody’s being predictable and it’s a sound possibility that they’re going to do a move or you can see something coming, it could be worth it.

Ground B&Bs ending in beam super are ??? to me. Why would you do that? 15k or something when you could have done blah blah > command grab > air combo for about as much?

Zach, what about Doronjo?

I actually play a Doronjo quite frequently, and they go pretty even. There are really 3 things to watch out for in this match: her ass (j.C) - it outprioritizes all your jumping attacks except a spaced j.C/grenade or airthrow - basically, if she’s near you in the sky, block or air throw. Air-rocks, because they can catch your aerial tools, and they angle better then your aerial tools; when she uses her rocks just block/airblock and catch her as she’s falling (remember to look out for assist calls and j.Cs as she descends). Lastly, tricky use of Tonzura grabs or trees, because they’ll throw you off guard every now and again.

The thing with Dorojo is that her tools arc and work in such a way that they can frustrate Saki’s tools well. Try to stay within mid-range or above her, because your tools beat hers from these ranges. You outdamage her from a distance (in general, her bnbs are better then Saki’s, but Saki’s ranged damage is better). Try to bait j.Cs and Rocks as well, because you can punish these with your beam super.

In short: don’t get hit, block/bait her rocks, pay attention, be patient, and punish hard.