The King of Fighters XIII/Saiki

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Saiki

KOFXIII-Saiki Face.png

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

Name
Command
Damage
Special Properties (glossary)
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
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
In
f + kof.lk
50
aironly
Hatsu
b + kof.lk
50
aironly

Throw

Name
Command
Damage
Special Properties (glossary)
Sha
f or b + kof.sp or kof.sk (While Close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kiyoki-no-Tsuki
qcf + p
kof.lp : 60
kof.sp : 70
ex : 30×3+40×3
supercancel
ex : softknockdown
Hanetsurube-no-Nata
dp + k
kof.lk : 70 (50 at tip)
kof.sk : 50+30
ex : 90+15×3
drivecancel
k : softknockdown
ex : softknockdown
Kasahazushi-no-Tsuchi
kof.sk or ex Hanetsurube-no-Nata, then hold p or k
kof.sk : 50
ex : 20×3+80
supercancel
ex : hardknockdown
Hiori-no-Kusabi
qcb + k
k : 60
ex : 120
drivecancel
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

Name
Command
Damage
Special Properties (glossary)
Washiba Otoshi
qcf qcf + k
60+20×2+50+60
hardknockdown maxcancel
Yami Otoshi
qcf qcf + k
100×2
aironly hardknockdown maxcancel
Tokoyami-no-Fune
qcf qcf + p
12×13
Kyoryuu-no-Ori
hcb hcb + p
p : 10×12+60
ex : 20×13+40
throw hardknockdown maxcancel
Kasumi
qcb hcf + kof.lp + kof.sp
31×13+15×3
softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

Both of Saiki's command normals can only be canceled into when performing a jump or super jump, at which point his Jumping Light Punch and Jumping Blowback Attack can cancel into either move.

Both sobat kicks can be blocked crouching and Saiki must time a sobat very late in order to hit a crouching opponent, so be aware of tripguard punishes when using this move more liberally.

  • In (Air Right.gif + Snkb.gif) - Saiki's forward aerial sobat kick. This propels him forward and can be done from any jump arc at any height. Unlike Hatsu ( air Left.gif + Snkb.gif ), In causes a soft knockdown state against an aerial opponent which limits all further combo options for Saiki.
    • Despite this move being limited for aerial combos, it's the better choice for canceling into from a full jumping Light Punch. The added forward movement keeps Saiki closer in on the opponent which makes it possible to land a Close Heavy Punch upon landing.
    • Gives Saiki more aerial mobility for baiting the opponent. For instance, Saiki can hop hop backwards and jut forward with this kick which could hit a running opponent.
  • Hatsu (Air Left.gif + Snkb.gif) - The combo-friendly reverse sobat. Keeps the opponent in a juggle state which lets Saiki go wild in the corner.
    • Like the forward version, Saiki players can set up tricks with his option to alter his trajectory. Saiki could jump forward to bait a reversal or punishable anti-air and veer backward to stay outside the active range of the opponent's attack, and then punish its whiff.

Throw

  • Sha (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • Kiyoki-no-Tsuki (Qcf.gif + Punch.gif) -
    • Ex.png Kiyoki-no-Tsuki (Qcf.gif + Snka.gif + Snkc.gif) -
  • Hanetsurube-no-Nata (Dp.gif + Kick.gif) -
    • Ex.png Hanetsurube-no-Nata (Dp.gif + Snkb.gif + Snkd.gif) -
    • Kasahazushi-no-Tsuchi (Snkd.gif or Ex.png Hanetsurube-no-Nata, then hold Punch.gif or Kick.gif) -
  • Hiori-no-Kusabi (Qcb.gif + Kick.gif) -
    • Ex.png Hiori-no-Kusabi (Qcb.gif + Snkb.gif + Snkd.gif) -
    • Ura Shichiri (Snkd.gif or Ex.png Hiori-no-Kusabi, then hold Punch.gif or Kick.gif) -
  • Shichiri-Gake (Down.gifDown.gif + Punch.gif or Kick.gif) -

Desperation Moves

  • Washiba Otoshi (Qcf.gifQcf.gif + Kick.gif) -
  • Yami Otoshi (Air Qcf.gifQcf.gif + Kick.gif) -
  • Tokoyami-no-Fune (Qcf.gifQcf.gif + Punch.gif) -
  • Kyoryuu-no-Ori (Hcb.gifHcb.gif + Punch.gif) -
  • Kasumi (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -

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.

Basic Strategy

Offense

Neutral/Defense

Advanced Strategy

Frame Data