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.