This character's normals are the same for all weapons. Go to Satoko Houjou to see info about this character's normal attacks.
Type | Attack |
---|---|
Neutral Shot | Balls of Anger (Cost: 5 Main, 1 each) |
Charge Shot | 10 Rockets (Cost: 10 Charge, 1 each) |
Full Charge Shot | Dragon Satoko Special |
Melee | Short Range Attacks | Mid Range Attacks | Long Range Attacks |
B | B | C | X |
Satoko Fireworks, known officially as Special Fireworks Set (Tokusen Hanabi no Setto "特選花火セット") and nicknamed Fireworks Kid (Hanako "花子"), has overall low firepower. Many of her shots have a good range and are easy to hit.
Best to avoid close-range fights and keep a decent distance. Short distance (where opponent's normal won't reach easily) and mid-range are where she's best. Her firepower is low, but she's good at interrupting opponents. Work together with your ally.
Shots[]
Neutral Shot (NS)[]
Reload time: 1 second
Full reload time: 10 seconds (to reload 20 shots from 0)
Throws five tantrum balls (bombs) toward the opponent that bounce along the ground. Unexpectedly long range, because it bounces at around mid-range then bounces for a far and wide range.
One of Fireworks Kid's main tools. Use often.
Charge Shot (CS)[]
Reload time: 0.65 seconds
Full reload time: 5.3 seconds (to reload 16 shots from 0)
Throws 10 rockets 2 at a time in rapid succession toward the opponent with infinite range. Vertical range is not very good. Good strategy is to use it after avoiding the opponent's attack with a dodge from far away.
You can use it for a variety of ranges, but Satoko stands still and leaves her open for a long time, so be careful.
She can also change the trajectory of the rockets and have them fall down with parachutes by releasing the shot while backdashing. Short/mid range. A viable use is to release from atop a high terrain. Releases a huge amount of parachute bombs in Friendship mode.
Full Charge Shot (FCS)[]
Charge time: 5.5 seconds
Throws 11 stationary fireworks sprayed along the ground that take a few seconds to activate. Burns the opponent if it hits, making them have to run around for a bit. Range increases if you jump.