Breakers Revenge/Saizo

From SuperCombo Wiki

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. LP version can be good anti-air.
  • 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

Be careful to link all hits as tightly as possible or your combo will be easily breakered.

Advanced Strategy

Match-ups

Vs. Alsion 3:

If Alsion does his teleport move you can hair it, sword move it, or jump up and smack him. If he shoots a poison cloud you can throw a knife at it. All you have to do in this matchup is throw knives and bombs.

Vs. Condor:

Be careful comboing Condor because he can breaker you with a 360 or 720 if you are too slow on your links. He can slide under your knives but not under your bomb. Vertical jump C can be beaten by Condor's st.D. Jumping back with j.C is good but mainly throwing bombs is key to winning this. Overall this matchup is very favorable to Saizo, but if you get cornered or caught in the air the match can quickly turn.

Vs. Dao-Long:

If he ends a combo with A+C or a fireball, you can breaker it with combo super and hit him. Be careful against his jump ins because your anti-air options are not good. Crossups can lose badly to his upkicks, so be careful. Throw knives at his fireballs. His air moves can go toe-to-toe with you.

Vs. Mahrel:

Don't get hit by genie super and you'll win.

Vs. Pielle:

Be careful on crossups and jump ins because thunder riser will suck you in and do damage to you. Be careful following him if he jumps back, because he can do his air ABC and smack you.

Vs. Rila:

Rila can hop over your fireballs and combo you into super. Be careful on when you throw fireballs. Her st.C will beat your crossups and her upkicks can screw your meaties up. Only jump backwards if Rila doesn't have a charge because she can follow you with her dash move that will do a ton of damage.

Vs. Saizo (self):

Rush him down.

Vs. Sho:

If he throws a fireball, knife it. Don't jump in too much because of flamekicks. Be careful on meaties because of flamekicks. Don't get hit and you'll be fine!

Vs. Tia:

Knife her fireball, be good at blocking. If you are not good at blocking then you will lose a lot. You can sometimes anti-air her with hair and if she's far away you can sword move her. She can uppercut super through your knives. Be careful on jumping in because of her DP. If she throws a fireball from close you can breaker and do combo super. Template:Breakers