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« Saki Omokane- Capcom | Main | Hyper Moves »
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.