

Saiki
In a nutshell
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
cancel
Standing Light Kick
kof.lk
30
Standing Heavy Punch
kof.sp
70
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
low cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
In
f + kof.lk
50
aironly
Hatsu
b + kof.lk
50
aironly
Throw
Sha
f or b + kof.sp or kof.sk (While Close)
100
throw softknockdown
Special Moves
Kiyoki-no-Tsuki
qcf + p
kof.lp : 60
kof.sp : 70
ex : 30×3+40×3
kof.sp : 70
ex : 30×3+40×3
ex : softknockdown
Hanetsurube-no-Nata
dp + k
kof.lk : 70
kof.sk : 50+30
ex : 90+15×3
kof.sk : 50+30
ex : 90+15×3
k : softknockdown
ex : hardknockdown
ex : hardknockdown
- Kasahazushi-no-Tsuchi
kof.sk or ex Hanetsurube-no-Nata, then hold p or k
kof.sk : 50
ex : 20×3+80
ex : 20×3+80
Hiori-no-Kusabi
qcb + k
k : 60
ex : 120
ex : 120
ex : wallbounce
- Ura Shichiri
kof.sk or ex Hiori-no-Kusabi, then hold p or k
Shichiri-Gake
d d + p or k
Desperation Moves
Washiba Otoshi
qcf qcf + k
60+20×2+50+60
hardknockdown
Yami Otoshi
qcf qcf + k
100×2
aironly hardknockdown
Tokoyami-no-Fune
qcf qcf + p
12×13
Kyoryuu-no-Ori
hcb hcb + p
p : 10×12+60
ex : 20×13+40
ex : 20×13+40
throw hardknockdown
Kasumi
qcb hcf + kof.lp + kof.sp
31×13+15×3
softknockdown
Apprentice Combos
Strategy
Move Analysis
Normal Moves
Unique Attacks
Throw
Special Moves
- Kiyoki-no-Tsuki (
+
) -
- Hanetsurube-no-Nata (
+
) -
- Hiori-no-Kusabi (
+
) -
- Shichiri-Gake (
+
or
) -
Desperation Moves
- Washiba Otoshi (
+
) -
- Yami Otoshi (Air
+
) -
- Tokoyami-no-Fune (
+
) -
- Kyoryuu-no-Ori (
+
) -
- Kasumi (
+
+
) -
Tips and Tricks
Combos
0% Drive
0 Bar
- cr.B cr.B xx dp+D - (134, 17)
- Causes a soft knockdown that leaves a mid-distance between both players. dp+D could be continued into the followup, though it's more advantageous to push the opponent toward the corner.
- cr.B cr.B xx qcb+B - (112, 10)
- Pushes the opponent out further than dp+K. Good for establishing more space to zone or work with.
- cl.C xx qcb+D > [C], dp+B - (190, 15)
- Saiki's most damaging meterless combo. Note that Saiki may appear on either side of the opponent depending on spacing; thus the player could try to go for a hit reset instead of the dp+B finisher.
- [corner] counterhit j.CD, qcf+A, dp+D [D] - (267, 28)
- Easy, consistent j.CD counterhit combo that keeps the opponent in the corner.
1 Bar
- cr.B cr.B xx qcf qcf+K - (253, 6)
- Easy hitconfirm into DM. Mostly saved for midscreen as Saiki can use meter more efficiently in the corner.
- cl.C xx qcb+D > [C], qcf qcf+K - (322, 11)
- An improved midscreen punish.
- cl.C xx qcb+BD > [B], qcb+D > [C], dp+B - (297, 15)
- Deals less damage, but corner carries. Sometimes [B] must be substituted for [A].
- [corner] cr.B cr.B qcf+AC, qcb+D [D], j.4B, dp+D [D] - (339, 30)
- Basically, always go for qcf+AC over qcf,qcf+K against a cornered opponent.
2 Bar
- cl.C xx qcb+BD > [B], qcb+D > [C], qcf qcf+K - (425, 11)
50% Drive
1 Bar
- (corner only) j.D, cl.C xx qcb+D > [D], b+B, dp+B (DC) qcf+C, qcb+D > [D], b+B, qcf+A, qcf qcf+K - (592, 42)