

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 speed 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 : softknockdown
- Kasahazushi-no-Tsuchi
ex : 20×3+80
ex : hardknockdown
ex : 120
ex : wallbounce
- Ura Shichiri
Desperation Moves
ex : 20×13+40
Apprentice Combos
Strategy
Move Analysis
Normal Moves
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
+
) - Saiki's forward aerial sobat kick. This propels him forward and can be done from any jump arc at any height. Unlike Hatsu ( air
+
), 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
+
) - 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
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.