Breakers Revenge/Saizo/Introduction: Difference between revisions

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===Overview===
===Overview===
Saizo has the ability to switch rapidly between strong zoning and strong offense. The ability to threaten both amplify the effectiveness of each.<br>
Saizo has the ability to switch rapidly between strong zoning and strong offense. The ability to threaten both amplify the effectiveness of each.<br>
For zoning, his kunai shut down other projectiles and his bombs, though not fullscreen, recover much faster than any other projectile. Couple this with very good reach on his jumping C attacks as air to airs or his 623P swords to keep opponents out.<br>
*For zoning, his kunai shut down other projectiles and his bombs, though not fullscreen, recover much faster than any other projectile. Couple this with very good reach on his jumping C attacks as air to airs or his 623P swords to keep opponents out.<br>
For offense, his dash into jump forward C is difficult to deal with and using dashing grounded attacks he can keep a large amount of pressure, even from half screen. Due to his lack of a good overhead, going for a crossup or going back to bomb zoning are likely options.<br>
*For offense, his dash into jump forward C is difficult to deal with and using dashing grounded attacks he can keep a large amount of pressure, even from half screen. Due to his lack of a good overhead, going for a crossup or going back to bomb zoning are likely options.<br>
If you do manage to get in on him he has average defense and is very difficult to stun, making him quite durable. 214A breaker is easily hit confirmable into super and while blocking his hair super can punish a wide array of moves, making Saizo a difficult opponent to break down.<br>
If you do manage to get in on him he has average defense and is very difficult to stun, making him quite durable. 214A breaker is easily hit confirmable into super and while blocking his hair super can punish a wide array of moves, making Saizo a difficult opponent to break down.<br>



Revision as of 20:04, 7 December 2022

Introduction

Tobikageno Saizo is a ninja who seeking revenge for the slaughter of his clan.

Overview

Saizo has the ability to switch rapidly between strong zoning and strong offense. The ability to threaten both amplify the effectiveness of each.

  • For zoning, his kunai shut down other projectiles and his bombs, though not fullscreen, recover much faster than any other projectile. Couple this with very good reach on his jumping C attacks as air to airs or his 623P swords to keep opponents out.
  • For offense, his dash into jump forward C is difficult to deal with and using dashing grounded attacks he can keep a large amount of pressure, even from half screen. Due to his lack of a good overhead, going for a crossup or going back to bomb zoning are likely options.

If you do manage to get in on him he has average defense and is very difficult to stun, making him quite durable. 214A breaker is easily hit confirmable into super and while blocking his hair super can punish a wide array of moves, making Saizo a difficult opponent to break down.

Saizo
Strengths Weaknesses
  • 236A (Kunai) goes through other projectiles and has fast recovery
  • 236C (Bomb) knocks down and has the fastest projectile recovery
  • Hardest to stun
  • Fast dash that is cancellable attacks and jumps
  • Big reach on his sword attacks
  • 236236K punishes extremely well due to half screen reach and very short startup
  • B knee has great range and low pushback, allowing it to combo into itself many times
  • 214A needs to be cancelled into super to be safe, limiting his breaker game
  • Anti-airs are more situational, requiring more matchup knowledge
  • BD is his only grounded overhead, it is slow and doesn't lead to a combo