Introduction
Saizo is a ninja.
Moves List
Normal Moves
- Throw - F/B + HP while close
- Air throw - F/B + HP/HK close while both players are airborne
- Overhead kick - LK+HK, must be blocked high, cannot be comboed after, uncancelable
- Slide - d+LK+HK, a slide that travels far and knocks down. Must be blocked low. If it hits or is blocked early on, it can be canceled with specials but not comboed after.
Special Moves
- Knives - qcf+LP, throws two knives at once. They can cut through fireballs if they are already out on the screen. When most fireballs are starting up they will negate both knives. Incredibly fast.
- Bomb - qcf+HP, throws a bomb that knocks down. Can be comboed after with fire super, but he has better options for comboing into super. The explosion resulting from the bomb when it hits the ground can hit the opponent.
- Hair - qcb+LP/HP, Saizo uses his sharp hair to wound the opponent. Is the only super-cancellable special move in the entire game. The LP version has slight invulnerability and is Saizo's reversal. Very easy to verify this move into super. HP version knocks down but seems to lack invulnerability and it is not very good overall.
- Sword Move - DP+LP/HP, Saizo makes a huge circle with his sword that hits multiple times. No invulnerability but good anti-air if done as a prediction due to its massive range. Easy combos to super. HP version is slower to start up and moves Saizo forward slightly, but launches higher and hits 5 times instead of 4.
Super Moves
- Birdfrog - qcf, qcf+P. Saizo summons a bird and a frog that shoots a ball. The bird flies in from above him and the frog comes from behind him. Does a total of 10 hits and can be comboed into itself although its largely a waste of meter. Can be used as anti-air but is not as good as his other options.
- Fire Super - qcb, qcb+P. Saizo summons fire from the ground that hits a whole bunch. The strength of the punch determines the distance away from Saizo that the fire will appear. It combos from Sword Move and does a good chunk of damage.
- Combo Super - qcf, qcf+K. A super where Saizo juts forward and does a long combo on the opponent. It combos from hair and does decent damage. If it hits an aerial opponent they will get hit a lot but not for the full damage of the super.
The Basics
- Notable normals
- Standing B - this move hits really far away for some reason, can be comboed into itself a lot, and can be canceled into hair as a super setup. It can also go to cr.a, cr.d for a knockdown.
- Close standing C - This move hits low and combos into Sword Move. Can be safe if canceled with bomb.
- Jumping C - Massive sword attack that hits over a giant area with high priority.
- Vertical Jumping C - Massive sword attack that hits over a giant area with high priority. It goes parallel to the ground and stays out for a long time. Great zoning tool.
- Slide (Down + LK + HK). (talked about earlier)
- Crossups
- Jumping B - Stays out for an eternity, but use at the last minute to combo afterward.
- Jumping D - Great jump-in overall, but has a large amount of hitstun for easy combos.
- Meterless Combos
- cr.b x2, st.C, sword move
- cr.b x2, slide
- cr.b x2, cr.a, sweep
- st.b x2, cr.a, sweep
- Combos with meter
- cr.b/cr.a xn, lp hair, combo super
- st.b xn, lp hair, combo super
- cr.b x2, close st.C, sword move, fire super
- Anti-air sword move, flame super
- Anti-air sword move, birdfrog x3
- Anti-air lp hair, fire super