Saki Mitonoya
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Saki Mitonoya is currently captain of her kendo team, and next term will be President of her school's student council. She wields Hitohira, a sword created from information and test data that the Government gathered from the sword Kamitsurugi while they had it.
Saki enters the fight seeking the current wielder of Kamitsurugi, and also to just enjoy the tournament.
Move List
Movement
66: Forward run.
44: Short Back Hop
Throws
4/6C: Saki slams the opponent into the ground in the direction specified.
Normal Moves
5A: A quick kick to the opponents shins. Can link from her 2A.
5B: A fast vertical slash downwards. Causes trip stun on counter hit. Puts 2 petals on the screen.
5C: A powerful horizontal slash. Misses crouching opponents. Launches the opponent on counter hit. Puts 2 petals on the screen.
2A: A quick attack with the hilt of her sword. Doesn't have much range but can link into itself.
2B: A low kick that reaches outward. Pretty good for poking. Can be linked into from 2A. Causes trip stun on counter hit.
2C: A quick sweep that knocks the opponent down. Can be used to set up various combos with support commands.
j.A: Saki holds her fist outwards while jumping. Decent range and it stays out for quite a while. Can stuff air attacks pretty well.
j.B: A jumping kick angled slightly downward. Great for jumping in on the opponent. This move can also cross up but the positioning is very specific if you're trying to combo afterward. Can also be used as a fuzzy guard mixup after landing a meaty j.C. If you have someone against a corner and they're holding back, if timed right, her j.B will cross them up and hit them (putting you in the corner).
j.C: A powerful upward slash in the air. Great for hitting opponents at higher elevations but not nearly as good as j.B for jump-ins. Puts 2 petals on the screen.
Command Normals
3A: An upward handstand kick. Usually misses against crouching opponents. Upper-body invincible until active frame and unblockable in the air. Launches the opponent on counter hit. Can be used as an alternative anti-air to 623B/C.
6A: Saki reaches forward and performs a downward punch. In spite of its appearance, it does not hit overhead. Comes out pretty fast and has decent range. Air unblockable. Causes trip stun on counter hit.
6B: Saki performs a blind thrust with her sword beneath her shoulder while moving forward a little. Misses crouching opponents. Puts 3 petals on the screen. Upper-body invincible. Causes trip stun on counter hit.
j.2B/j.2C: A dive kick. The button used determines the angle at which the move is performed. Great for pressuring the opponent and can be used as a crossup after a throw. Only works at the peak of a jump. Does not work while jumping backwards. Links into 2A, 2B, and 5A. Causes trip stun on counter hit.
Special Moves
623B/C: 妖星斬 - yo sei zan (Mysterious Cut Up)
- Pink Vapor Thrust. This move is essentially a DP and the C version has some pretty decent stun potential if both hits connect during a combo. The C version hits twice and the first hit is air unblockable. Puts two petals on the screen. New to version 1.02, the B version has a little more horizontal reach and lower body invincibility.
236A (usable in air): 想桜破 - so ou ha (Petal's Shockwave)
- This special turns every petal on the screen into a laser beam that travels forward and gives Saki some time to pressure them while they are being hit. In the air, it can be used to prolong the time Saki is in the air because she hops upward slightly. Saki also continues in the direction in which she was jumping. An interesting thing to note about this attack, is that the projectiles created from the petals will fly depending on where they were placed. For example, create petals on the 1P side of the screen, then jump behind the opponent. Activating the petals will cause them to fly towards Saki and vice versa.
22A/B/C: 斬空の太刀 - zanku no tachi (Flying Katana)
- Saki tosses her sword while she disappears and then reappears wherever it stops moving. The A version goes horizontally and simply acts as a teleport. The B and C versions go upward at a 45 degree angle and then she comes down with a powerful slash that bounces the opponent off the ground and puts them into juggle state. Puts 2 petals on the screen. Note: 22B will whiff certain crouchers.
214A/B/C: 清流斬撃 - seiryu zangeki (Clear Stream Slash)
- SOKO DESU! Saki performs a quick dashing horizontal slash that sends the opponent flying across the screen. The A version can combo from her 2A. All versions cause wall bounce. It is possible to combo after the C version's wall bounce if you're close enough. Be very careful about using these outside of combos because they are embarrassingly punishable on block or whiff. 214A is most punishable but least startup. 214C is least punishable with most startup. 214A will also link off most normals on counter hit. On counter hit, this move causes a more violent wall bounce which keeps the opponent airborne longer. Puts 2 petals on the screen.
5B+C: 踵落とし - kakato otoshi (Heel Drop)
- Saki performs a spinning axe kick. This move is an overhead and can hit twice. While it has noticeable startup, it can be used in conjunction with various assists for further effectiveness. Causes trip stun on counter hit. This attack can cross up over a fallen body (except for Eri's if you throw her) and you'll be on the other side. If you time it right, as they wakeup, the overhead will hit after you crossed their fallen body meaning they have to block by walking forward.
A+C: フェイズシフト - feizu shifuto (Phase Shift)
- Very slightly increases the damage of most sword attacks. Can increase three times per round. Effect lasts until end of the round.
Liberty Arts
236B+C: 濁流斬撃 - dakuryu zangeki (Muddy Stream Slash)
- This move is essentially a powered up version of her 214X specials. Comes out really fast and does a noticeable amount of damage. You can combo this from 2A or any time the opponent is in juggle state for some easy damage. This move links off almost all her normals on counter hit and is air unblockable. Puts 2 petals on the screen.
Strategy
General
Saki is a very well-rounded character. Her moveset is versatile and she has pretty good damage potential and okizeme. Saki is also very strong when pressuring the opponent as she has a lot of moves that induce trip stun on counter hit while having a pretty good zoning game with her petals.
Like Yui, approaching the opponent with Saki involves the use of 236A or Shiera/Eko assist 6D. Unlike Yui, Saki has the luxury of using her 236A in the air and since you continue in the direction of your jump trajectory, this move effectively allows you to attack while approaching your opponent at the same time.
Saki is strong air-to-air. j.A stays out for a while and it has a nice hitbox. It will usually beat out attacks that aren't already out or trade in the worst case scenario. j.B works as well and it's also a really good jump-in. You can also use dive kicks to apply pressure as it's safe on block if it doesn't hit too early. j.C isn't that great of an air attack since it has more startup than her other two air normals and it hits pretty high. It's pretty decent while jumping backwards though.
Saki is not really lacking in the anti-air department. 3A beats a lot of moves cleanly because it has upper body invincibility and it can even hit opponents that are crossing up. Be careful when using it pre-emptively because it whiffs against crouchers. 6A also works as a late anti-air and it comes out pretty fast. 623C is your typical DP and it can usually beat air attacks or trade with them at worst. It can hit opponents that are behind you in the air as well. 6A and 6B can be used to stuff attacks that normally hop over low attacks since 6A hits mid and has little startup while 6B has upper body invincibility.
When you're close to your opponent, 2A, 5B, 2B, and 6A are great footsie tools. All of these moves except for 2A cause trip stun on counter hit. 6A and 5B come out really fast and will usually tag mashers when you're spaced correctly.
Saki's midscreen okizeme usually starts off her throw. Her throw leaves the opponent right next to her allowing for some really nasty mixups that can be converted into heavy damage. With Eko after a throw, you can put out a meaty 5D and perform a dive kick. Depending on how early or late you perform the dive kick, it will cross them up or it won't. With Shiera after a throw, you can put out a 3D and cross them up with 6E overhead. If timed correctly, the 6E will actually hit them while it's crossing up. Learn to apply these options as it significantly increases your damage potential while keeping your advantage.
And probably the golden rule of playing Saki: LEARN TO HIT CONFIRM INTO SUPER! Seriously, play some Third Strike if you have to get into the habit (Saki can actually combo her super off a 2AA lol). But no joke. Saki's super comes out ridiculously fast, does pretty high damage, and it's air unblockable. As you can see from her move list, she has a lot of moves that put the opponent into trip stun or juggle state on counter hit. It is possible to link her super from all of these attacks. It is even possible to link a super off an air-to-air CH j.A! Disgusting. You can use her super to punish laggy attacks as well. If you don't have super, a simple 214A is your next best option since it gives you knockdown and petals to set up.
Matchups
Yui
Haruka
Lilith
Luna
Kurumi
Saki
Kaede
Natalia
Eri
Ayane
Combos
Without Assist
2A > 2A > 214A or 236B+C
2A > 623C
22B/C > 2A > 214A or 236B+C
22B/C > 623C
Corner: 214C > 6A > 236B+C
Corner: 214C > 5A > 214A or 623B
Corner: 214C > 2A > 5C or 2C or 214B or 623C
Eko
2A~6D > 2B > 6D hits
5C~6D > 6D hits > 214C
- if wall bounce follow with 214A or 236B+C
- tested on 1.05b
2C > 2D > 214C > 214A or 236B+C
- Delay 2D as much as possible while trying to get 214C as early as possible, you want it to cross under them for the follow ups to hit
5B+C > 6D > 2A > 2A > 214A or 236B+C
5B+C (whiff crossup on oki) > 2D > 236B+C or 623C
22B/C > 2C > 2D > 623C
22B/C > 6D > 5C > (6D hits) 214C > 214A or 236B+C
22B/C > 2D > 5C > 214C > 214A or 236B+C
6D > 2C~6D hits > 623C
- Finisher variation after 6d hits 2A > 214A/236B+C
- Tested on 1.05b
Corner: 2C or 5B+C or j.B fuzzy > 2D > 214C > 6A > 2D > 214C > 214A or 236B+C
Corner: anything > 214C > 6A+6D > j.C > 5C or 214B or 236B+C
Shiera
5B > 5D > dash 2A > 214A or 236B+C
Corner: 2A > 2B > 5D > 214C > 2A > 214A or 236B+C

