Saki Tsuzura
From Sugoi! Wikana Heart 2
Some move names and descriptions borrowed from the guardcrush wiki.
Contents |
Profile
Age: 14
Birthday: Feb. 17
From: Japan
Height: 157 cm
Weight: 45 kg
Bloodtype: A
B/W/H: 80/57/80
Statistics
- Life Modifier: 0 HP
- Guts takes effect at: 50% HP
- Guts damage reduction at 0% HP: 25%
Move List
Throws
5/2A+D: Saki hits the opponent three times. After the third hit the throw can be followed up with a combo if the last hit is canceled.
4/6A+D: Saki grabs the opponent, rolls on her, back and tosses them with her leg much like Ryu/Ken from Street Fighter.
j.A+D: She hits the opponent with a punch and then kick which bounces them into the wall which cannot be followd up because the opponent is able to tech as soon as they hit the wall.
Normal Moves
5A: Saki throws a quick jab into the air. This can be used as an anti-air technique due to it being thrown out quickly. This move can be jump canceled, however, it can be blocked in the air and it tends to miss against crouching opponents.
5B: Saki performs a spinning roundhouse. This move can be used to bait arcana burst in a normal combo if the opponent predicts that you will be doing 2A 2B 2C and is going to burst out of your 2C. By doing 2A 5B 2B 2C, this will throws off the opponent's prediction on when to burst. This move can be used for clashing with the opponent at the start of the match too. Beware of using it too often as it is easily punished when used alone.
5C: Saki hops forward while thrusting her leg out. Mid-long range - Jump cancelable - Start up clash frames. Saki's heavy kick and one of her main normals when used in her IAD combos. This move is punishable on whiff so don't use this outside of combos and block strings. It is possible to combo into her supers and Critical Heart off this attack.
5E: Saki throws her knee out using her body weight. Short-Mid range - Guard crush when fully charged - Air unblockable. Standard 5E attack, not much range and has slow start up. Punishable on whiff.
2A: A fast crouching kick with low hit stun that must be blocked low. This is a common combo and string starter for Saki.
2B: A low kick with more range and a little more startup than 2A. This move is high jump cancelable.
2C: Saki crouches and slides towards the opponent. Normally this move is forward homing canceled into her combos. Beware of the opponent baiting this move when they are blocking your pressure strings as this move can be easily punished with either an arcana burst or pushback.
2E: Saki does a spinning high kick. Short range - Guard crush when fully charged - Air unblockable. Standard 2E attack, very little horizontal range but good vertical. Punishable on whiff but good to use when putting the opponent in air block stun for the air unblockable.
j.A: Short range - Jump cancelable. Saki's air jab, fast and reliable in close quarters. Used for starting combos and beating out slower attacks.
j.B: Mid range - Jump cancelable. A jump kick angled downward. This move has good range making it a great jump-in and crossup and it's used alot in IAD combos and IAD pressure strings.
j.C: Mid range - Fast start up. Saki performs a jumping heavy kick angled upward. It is fast, has good range, and can hit most opponents at a higher elevation in the air which makes it great for aerial combat.
j.E: Saki performs a fast drop kick that slams the opponent into the wall. Can be used at the end of air combos if you're trying to create some space. It is possible to combo certain arcana supers after this attack but you must be far from opposite wall otherwise the opponent will be able to tech out.
Command Normals
6B: Saki performs a backhand punch. Short-Mid range - Jump cancelable - Start up clash frames. This move is great for anti-air purposes, start up clash frames allow you to stop IAD rushdowns and then follow up the clash with 5A for a combo.
j.4B: Looks almost identical to her 4B except performed in the air. Short-Mid range - Jump cancelable. This move has good vertical reach and can hit opponents above Saki in the air. Can be comboed into from j.B.
j.3C: Saki performs a dive kick. This move is Saki's staple move for her mix up game. Instant over head is what makes this move really good, doing an immediate jump near the opponent into j.3C is a great maneuver to catch people off guard then follow up with a combo. It will slam airborne opponents into the ground and will completely stop her jump trajectory.
Special Moves
Claimh Solais - [2]8A/B/C:
- Saki's flash kick series(looks strikingly similar to Charlie's from SFA). A/B/C versions differs from each other by its height at which Saki kicks, A version has normal elevation and almost no horizontal movement, B version is the same as A version but higher elevation and more horizontal movement, C version has the most noticable change Saki kicks twice instead of once and the second hit launches the opponent.
- A and B versions are unblockable in the air. C version is blockable in the air. This move can be cancelled into supers.
Brionac - [4]6A/B/C (also in air):
- Saki's flying kick series, Saki winds up and throws herself across screen while kicking. A/B/C versions differ by the distance the move travels, from closest to furthest and C version wall slams. One of Saki's most underused specials, not very combo friendly but good to use to close the gap between the opponent quickly with B/C versions, and it has slow start up also. There are multiple clash frames during the C version while Saki is turning around before the actual kick. This move can also be performed in the air.
Fragarach - j.623A/B/C:
- Like Saki's flash kicks but aimed down. Almost no difference between A/B/C versions except the C verion leaps further into the air to perform the kick. Causes knockdown to airborne opponents which makes it the most popular combo ender.
Orna - [8]2A/B/C:
- Saki performs a front flip then a dive kick. This move has a weird input because doing this by itself will make you jump constantly so it's better to perform this move during a combo or block string. You can start buffering this move after a 5B in a combo/blockstring and input the rest after 5C since 5C attack animation takes a while, so basically you do it like this: 5B [8] 5C [2x], you immediately input [8] during the starting frames of 5B otherwise you will jump cancel the 5B, then do 5C and at the end of the attack frame do [2x], if done right the 5C will cancel out into the Orna([8]2x). This attack bounces the opponent off the floor and hits overhead.
??? - 214A/B/C:
- Saki performs a roll. The distance distance traveled depends on the button pressed. This move can pass through opponents but it doesn't have any invincibility so it's not that great when used on its own. It's much more useful when you have a meaty arcana super stored because this gives you the opportunity to cross them up or not in order to force them to block the wrong way.
Super Moves
Liath Fail - 214A+B (ground or air):
- The super version of the flash kick, Saki does several normal flash kicks and ends with the C version flash kick that launches the opponent. One of Saki's greatest weapons, it has great offensive and defensive capabilities. Used as combo ender and out of guard cancels, GC6 into this super is great to stop pressure strings. This move is also considered an overhead if done in the air. The air version of this super slams the opponent into the ground instead of launching them. Unfortunately the range on the ground version appears to have been reduced from AHF as you need to be pretty close to your opponent in order to get all the hits to connect. In addition, ending air strings with this super may not be the best option because the last hit will not always connect if your combo had too many hits before the end. Use the air version after short air-to-air combos for some extra damage.
??? - 236A+B:
- Saki performs a powered up version of her thrust kick that can hit up to 5 times. This super is also useful after a guard cancel and it has some good clashing abilities.
Critical Heart
632146A+B > 2A 2B 5B 5C 5E 2E 5D j.B j.C j.8C j.2C j.E: Saki performs a Deadly Rave-esque super from the Fatal Fury games by attacking the opponent with a barrage of normals and flash kicks. The important thing to note is that the 5D in the command is actually a free homing cancel and you can follow up with a combo of your own if you decide. (S!AH2.6) There are longer invincibility and active frames until the initial hit. It will accept additional input as soon as the initial hit connects and will not ground the opponent on counter hit. Increased scaling on 10th hit and increased damage on 11th hit.
Strategy
Character Summary
Saki still retains her status as a beginner-friendly character. Her attacks function more or less the same as they did in AHF with some slight twists. She has gained several new moves in exchange for some of her old ones such as her new thrust kick super replacing the old rush super. She's still a pretty solid character with decent range and speed. It may take a little time to adjust to her changes, but overall, it won't take too long for AHF Saki players to feel right at home.
General Strategies
- First and foremost, stay within close proximities with the opponent and pressure them using IAD strings and frame traps.
- Use j.3C often, mix this into IAD pressure strings.
- 214A+B super is a good move. Use it on wakeup or after HC6 to fend off rushdowns depending on the situation.
- 236A+B is a good move to use after 4GC.
- [2]8B/C are great defensive tools, use them on wakeup if your opponent decides to do oki or after HC6 .
- 6B is your friend, go from defensive to offensive in a split second when used against IAD rushdowns .
Combos
Saki's combos haven't changed all that much since AHF. Her new combos are pretty much AHF-style combos with some slight changes here and there.
Note: After any 2A, it is possible to insert 5B.
Basic B&B: (1 Homing bar, 0 supers)
- 2A 2B 2C > 6D > 5A 5B 5C > IAD j.B j.C > (land) j.A j.4B > dj.B dj.C > 623X
B&B Type 2: (1 Homing bar, 0 supers)
- 2A 2B 2C > 6D > 5A 5C > IAD j.B > (land) 5B 5C > IAD j.A j.C > (land) j.A 4B > dj.B dj.C > 623X
B&B Type 3: (1 Homing bar, 0 supers)
- 2A 2B 2C > 6D > 5A 5C > IAD j.B > (land) 5B [8] 5C [2C] > IAD j.A j.C > (land) j.A 4B > dj.B dj.C > 623X

