

Saiki
In a nutshell
Saiki, the antagonistic leader of Those from the Past, makes his debut in KOF as a playable human character. Saiki is a 'motion-special' counterpart to Ash's charged-based style. His projectile is singular but has amazing recovery and his anti-airs are very consistent for dealing with aerial opponents. He has many tools available to him to play a defensive and offensive neutral game, but with one weakness: Saiki's midscreen damage potential is low, though he makes up for it with strong corner combos and specials that greatly push the opponent back and some that switch sides with the opponent.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
kof.sp : 70
ex : 30×3+40×3
ex : softknockdown
kof.sk : 50+30
ex : 90+15×3
k : softknockdown
ex : hardknockdown
- Kasahazushi-no-Tsuchi
ex : 20×3+80
ex : 120
ex : wallbounce
- Ura Shichiri
Desperation Moves
ex : 20×13+40
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
All of Saiki's combo can be started with a an additional cr.B or with a jump-in of choice, including j.A j.6B.
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)
100% Drive
0 Bar
- (corner required) cr.B cr.B qcb+BC (HDC) qcf+C, qcf+A, [qcb+B (HDC) qcf+C, qcf+A] x3, qcb+B (HDC) qcf+C, qcb+D [D], j.4b, dp+D [D] - 615
- Easy meterless HD combo. the command qcb+BC will activate Hyper Drive Mode and trigger a qcb+B special.
1 Bar
- (corner required) cr.B cr.B qcb+BC (HDC) qcf+C, qcf+A, [qcb+B (HDC) qcf+C, qcf+A] x3, qcb+B (HDC) qcf+C, qcb+D [D], j.4b, qcf,qcf+K - 709
- This could be ended with dp+BD for 635 damage, but dp+BD keeps the opponent cornered and gives Saiki a greater frame advantage.
2 Bar
- (corner required) cr.B cr.B qcb+BC (HDC) qcf+C, qcf+A, [qcb+B (HDC) qcf+C, qcf+A] x2, qcb+B (HDC) qcf+C, qcb+B (SC) qcb,hcf+AC - 772
- Neomax finisher.