Advanced V.G. 2/Satomi/Combos

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Combos

Satomi's combos follow one of two beats -- either slightly complex juggles after 3HP, or cancelling a low into Gokuenshou. She can get further combos after EX Gokuenshou, but this will require confirming if your opponent is standing or crouching.

Basic Combos

2LK xx 214LK

It's your bread and butter, and you will almost never screw it up. Also happens to function as an exceptionally difficult to block high-low mixup that leads back into itself.

2LP>2HP 3HP(2) 5HP>5HK (xx 421HP) xx 421PP
2LP>2HP xx 214LP(w) 3HP xx 214LP(w) sj.LK>j.HK 66HP xx 421HP xx 421421P

Basic combos from 2LP which, helpfully, also outlines how Satomi likes to combo after 3HP. The first combo deals more damage, while the second combo has better corner carry. The first combo also works fully in the corner, but midscreen you'll have to replace 5HP with 66HP, and use 33HP to get a dashing 3HP.

214LK xx 214214K xx 421421P

How to dump two bars on some serious damage for your unseeable overhead.

214KK 5LK xx 214LK
214KK 3HP(3) 66HP>5HK (xx 421HP) xx 421421P

Confirms from 214KK. First combo only works vs crouching, while the second only works vs standing. Make sure you learn to confirm appropriately.

5LP>5LK>5HK>5HP xx 641236K

Basic jab confirm into super. Really useful after low hitstun jump-ins like crossup j.LK.

Anti-Air Combos

421PP 421PP

Just in case you needed even more reward for landing the best invincible anti-air in the game, you can follow up with another one.

Situational Combos

2HK 3HP(2) 5HP>5HK xx 421HP xx 421421P 214HK
3HK (late) 2LP>2HP 5HP>5HK 421HP xx 421421P 214HK

Corner combos after sweep or a meaty 3HK. Very good damage for your more committal low option in your mixup.

66HP>5HK 5HP xx 641236K

Tight link that requires a microwalk, and an equally tight cancel into super. Niche and tough to execute, but great for those occasions where you want to make those 66HP punishes hurt.

2LK xx 214HP (5HP xx) 641236K

214HP has a ton of hitstun, which lets you easily link into super and even 5HP if you're close enough. Good alternative to the 214LK ender if you want something safer.

{66HP>5HK}xN

Works vs crouching on everyone except Kaori (and Material, but that barely counts). Not an infinite, as it will stop working once you reach the corner.

Game Navigation

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Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda