Saki Omokane: Tatsunoko vs. Capcom Strategy Guide and Moves
Last updated on Sept. 20, 2009
Guide by Nyoronoru
Character Overview
Saki is a keep away turtling character. Her entire job is to make sure you don't get in to combo her. She excels against the giants for this very reason. Combine her Hand Grenades, Beam Blast along with her Hyper, and it's very difficult for someone without a beam Hyper to lay on the damage.
Couple her with a good defensive partner assist, such as Chun-Li, and you've got an unapproachable character. Make sure you use her strengths to the fullest.
Special Moves
• Beam Blast •
Saki fires a beam of energy at her opponent. This travels full-screen and is very quick once it starts firing. The knockback on it is huge even if it is blocked, but a person who Advance Guards it at medium to close range can punish you. This burns right through projectiles as well.
The Light version has the fastest startup time but the least amount of firing time and damage. Hard is the opposite with the slowest startup time but the longest firing time.
(When close)
• Headbutt (Command Grab) •
This is a command grab similar to Fei Long's Tenshin from Street Fighter 4. It stuns the opponent and allows you to continue combos. The stun time is short, so be quick.
(Can also be used in the air)
• Hand Grenade •
Saki's projectile, and a very versatile one. If the grenade makes contact with the opponent it will explode instantly. Don't forget that you can use these in the air if you have to make a quick escape.
The Light version is a mid-screen ground throw. The Medium version throws one full-screen along the ground. The Hard version arcs the grenade up, and is really good at smacking people out of the air. When this move is used in the air, all grenades travel downwards at an arc.
• Special Ammo Reload •
Makes Saki pose and reload her gun with special ammo. Depending on which button you press, the ammo changes. The Light version loads buckshot. The range on this is poor and the stun isn't very good. The Medium version loads an energy sphere which is highly useful because it lands a bunch of hits and keeps the opponent still for a long time setting them up to be comboed. The Hard version loads a powerful bullet which can be used in combos. If you repeat this motion with a different button you can replace the ammo in your gun without having to fire it.
To fire this ammo, you need to use the Hard attack button as detailed in the Command Normals Bullet Blast section below.
Hyper (Super) Moves
• Hyper Blast (Level 1) •
Saki puts on her helmet and blasts a huge amount of energy at a 45 degree angle. This comes out very quickly and can be used as an emergency anti-air. The damage is pretty small for a Hyper, though. Also, the recovery time is pretty large, so don't miss.
• Super Shell (Level 1) •
Loads some super ammo into your gun. This ammo is unblockable and does a lot of damage. The aftershock also causes the opponent to go into a spiral back into the ground where they can be comboed for additional damage.
This is her best Hyper for both damage and intimidation purposes.
• Counter Strike (Level 3) •
This is a counter Hyper. If Saki is struck while posing, she'll unleash her entire arsenal of weaponry on her opponent. The damage is pretty good for a Level 3 but the risk is monstrous and the amount of levels spent doesn't quite match that risk. You're better off with your Super Shell Hyper.
Command Normals
or
(Can also be used in the air)
• Bullet Blast •
Saki fires a fast and powerful bullet. This knocks down if it lands and is a great pressure tool. If fired in the air it is aimed at a 45 degree downward direction. Bullet Blast also functions while crouching.
If used in conjunction with her Special Ammo Reload or the Super Shell, this is her firing mechanism.
• Gun Swing •
This staggers the opponent pretty well and can be Canceled into your Hand Grenade move. But it's rather slow and leaves you wide open if you miss or it's blocked, though. If you're in range to land this you should probably start a different combo instead.
As an assist, it lifts the opponent slightly off the ground.

Posted by X on September 20, 2009 at 7:37 p.m. #1
Nice, keep em comin'..
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