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Saturday
Dec262009

Saki Omokane- Capcom

"No need to worry! The Earth Defense Squad is on the Job!"

TATSUNOKO VS CAPCOM BIO:

Saki appears to be an ordinary 16-year-old high school girl, but once a monster appears in her town, she undergoes an unexpected transformation. She becomes an Earth Defense Force specialist, armed with a giant rifle to aid her in defending the town against the attacker.

 

 

 

 

 

 

 

 

 

 

CHARACTER ORGIN

Saki Omokane first appeared in Quiz Nanairo Dreams - Nijiirocho no Kiseki (Quiz Seven Color Dreams - Miracle of Rainbow Color Villiage). This was a quiz game/dating sim that was first released as an arcade game followed by home versions for the Playstation and Sega Saturn. The game was only released in Japan.

 

 

 

GAMEPLAY DETAILS

Saki has a very strong ranged game. Her projectiles are fast and cover space on screen quickly. While she may seem weak at first, she is in fact one of the most powerful characters in the hands of someone who knows how to play her. Saki's primary strategy is to build meter for her unblockable ammo, which for only 1 level allows her to pull off some very mean resets. She is a little bit weaker at close range combat, but she has her tricks to get her back out of the frontlines and into her preferred range of fire.

 

CHARACTER STATS

Difficulty:

Style:

Defensive power:

Offensive power:

Approach strength:

Combo ability:

Meter Usage:

Key Techniques:

Partner Options:

Friday
Dec252009

Special Moves

 

EXPERIMENTAL POSITRON CANNON

   
 HALF CIRCLE FORWARD + ATTACK


Saki aims her gun and fires out a multi-hitting beam that travels across the screen quickly. Can only be fired on the ground and is useful for setting up some of her more damaging traps. However it's a little risky to use this on it's own, since the hitbox is thin and Saki is easily punished if the opponent jumps over it. The light version is fastest and deals the fewest hits while the mid and strong version are slower and more powerful. Does not knock down.


HAND GRENADE - IN AIR OK

   
BACK DOWN DOWN-BACK + ATTACK

The real meat and potatoes of Saki's projectile offense. Saki tosses out a small grenade which will explode on contact with the opponent or after bouncing across the ground a few times. The light version has a low arc while the mid and strong versions arc more vertically and cover more distance. This attack is fast and annoying and best of all can be used from the air to stop rushing opponents in their tracks. The mid and Light versions are excellent to stop opponents who are air dashing in and trying to attack from above. Using the grenades in the air will halt Saki's momentum, so they can be used for stalling and meter building or even to finish air combos.


LOAD SPECIAL AMMO


DOWN, DOWN + ATTACK

Saki's regular strong attack fires a small bullet that knocks the opponent down, however when Saki uses this move the properties of her standing, jumping and crouching strong attack will change for one shot, depending on what she used to reload her weapon with. Loading doesn't take long, and Saki's gun will glow brightly when she's charged. Once charged, Saki can hold onto her new ammo for as long as she wants until she's ready to fire it. Even switching out will not cause the ammo charge to disappear. The light version loads a buckshot which has a wide hitbox but a close range of fire, generally not all that useful. The Mid version loads a plasma ball which is more of a defensive attack: it fires a short distance and then hangs on the stage for a while until it hits something, making it useful both in keep away and for certain combos. The plasma ball itself is fairly large and hits multiple times to pin the opponent in place. Finally the strong version loads Saki's super bullet, which is a powered up version of her regular strong attack shot. Hitting the opponent with this thicker, fatter but slightly slower bullet will blast the opponent high into the air. Unlike the regular strong attack, it knocks down vertically which means that Saki can use it at the end of an air combo. The height and vertical knockdown allows her to reach the ground first and re-launch for some powerful combos.

 

HEADBUTT

    
HALF CIRCLE BACK + ATTACK

A command grab. Saki quickly grabs the opponent and then bumps them with her hip, causing them to stagger. Very useful as a way to interrupt the opponent at close range and break their offense, but it can also be used as is to extend her otherwise mediocre ground combos. Saki can follow up the attack with a launcher or other ground attack. All versions of the move are the same. Amusingly this also works on giant characters, allowing Saki to launch and combo them as if they were normal characters.

Thursday
Dec242009

Hyper Moves

POSITRON STORM

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Saki puts on her helmet and fires a huge electrical beam into the air at a 45 degree angle. Very fast and crosses the screen instantly, but will not hit a standing opponent unless they are at point blank range.
Generally useful in combos or to blast down characters who like to play keep away by jumping and firing projectiles. It's not too powerful but it does what it's supposed to do. Saki can combo into it fairly easily but often she has much better ways to spend her meter...

LOAD SUPER ARMOR PIERCING SHELL

    
HALF CIRCLE BACK + ANY TWO ATTACKS

...when you have this move instead. While it may not seem like much at first, This super is the true meat and cheese of Saki's arsenal with a special emphasis on the cheese. Saki loads her gun with a special kind of ammo, pauses for a brief moment and then regains complete control. Her gun will glow extra brightly showing that she is loaded with the fearsome piercing ammo. This super has exactly the same properties as Reload. She's free to hold onto the charge until she fires it with strong attack, after which an improved version of the strong charge that not only knocks down, but is also completely unblockable. this is probably one of the nastiest things that any character can do in the entire game, the peircing ammo is truly meter well spent. By itself it's a little on the slow side and can be jumped over, but the bullet crosses the stage quickly and has a large hitbox. Saki can use this super to do some very damaging resets that are completely inescapable. Comboing into a launcher air combo and then firing it as a finish will give the opponent just enough time to recover from the combo before being hit by the unblockable bullet, after which Saki can combo even further with low 5C shots or in some cases even a relaunch. This move truly shines when it's used in a Variable Hyper combo. With the right partner, Saki can pin the opponent down with a powerful beam super and then shoot them immediately with her unblockable bullet, forcing the opponent to take almost the entire super completely unscaled, with Saki being free to move and combo them afterwards.

THE WORLD'S GREATEST ATTACK

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Saki poses in a vulnerable manner. If she's attacked in any way she falls over before looking up at her opponent dramatically and attempting a heroic comeback, knocking the unsuspecting opponent into the air with her gun and then blasting them with various firearms. When Saki has 3 meter, she is in a prime position to put a lot of hurt on the opponent, but often she simply doesn't have time to get the opponent off her, or her partner is KOed. In this situation there is no reason not to attempt this super to punish an aggressive opponent who gets cocky with their offense. It deals a whopping 28,000b damage by itself, and after it hits the opponent can even be juggled further with well timed strong attacks, making it one of the most powerful supers in the game. However, if it fails it does absolutely nothing and wastes 3 meter while setting Saki up for a free combo. Use with extreme caution and only if setting up an unblockable Variable Hyper Combination is not possible.

Wednesday
Dec232009

Assists

Partner Assist

Saki uses her regular 6C fierce but with some modifications to it's properties. The hit will cause the opponent to fly far across the stage in a low arc although it doesn't knock down. Useful for some characters who have high mobility specials such as Ken.


Variable Counter

 

Variable Combination

Tuesday
Dec222009

Combos