

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
drivecancel
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
Special Moves
- Kiyoki-no-Tsuki (
+
) - Shady projectile attack.
- Send out a mid-height fullscreen projectile. Though Saiki only has one speed for his projectile attack, it moves fast and has light enough recovery to slowly win in projectile wars or to pound a cornered opponent with projectiles from a close-mid range. This move can be incorporated into juggle combos, though the projectile wont combo directly from Light attacks.
- While a good moce for pressure and controlling space, Saiki is susceptible to many counters. Certain attacks can maneuver underneath the non-grounded dark mass, others are projectile-invulnerable or reflectors. An even simpler method the opponent will likely try is to jump over the attack, but by waiting and baiting a jump the player can anti-air the opponent with any of Saiki's fantastic anti-airs.
- Saiki doesn't have an EX projectile, so while he can win most projectile fights the opponent may be able to reverse the situation with an EX of their own.
- Places a projectile above Saiki's head for a very short time. The attack's hitbox is too high to ever hit a standing opponent, so it's main application is as a 'psychic' anti-air or as a combo tool. Saiki can't consistently score a followup by anti-airing with this move midscreen, though this changes in the corner. Since this is very risky if whiffed up close, it's not the best anti-air option.
Kiyoki-no-Tsuki (
+
+
) - An interesting EX move that sends out short horizontal cloud followed by a more vertical one, both of which stay in close proximity to Saiki before quickly fading away. This will launch an opponent on hit and combos from Light attacks, so it's an easy way to confirm into a corner combo at the cost of one bar. Midscreen followup options are scarce, though the hitbox can nullify other EX projectiles.
- Hanetsurube-no-Nata (
+
) - Forward-somersaulting kick that works as a solid anti-air and knockdown tool. The ligher kick comes out quicker and launches the opponent high on the first hit which improves its use in Drive Cancel combos. The slower heavy alternative is invulnerable on startup and can be continued into the teleport followup. The stonger version is less likely to trade if it comes out before the opponent lands, though reacting in time to land the lighter anti-air is much easier.
Hanetsurube-no-Nata (
+
+
) - Invulnerable and as fast as the weak 'flash kick'. Has a fancier followup finish, but the opponent must be close to Saiki during the first hit in order for the followup to trigger, so Washiba Otoshi (
+
) is a much better anti-air from further distances.
- Kasahazushi-no-Tsuchi (
or
Hanetsurube-no-Nata, then hold
or
) - Stylish DP followup that tacks on more damage, at the cost of changes sides with the opponent. Avoid sending the opponent away from the corner and sacrificing any spacial advantage as the damage isn't worth it. However, if the opponent is backed into the corner then the followup will keep them cornered, so go for it.
- Super-cancelable as soon as Saiki teleports up, before the final kick.
- Hiori-no-Kusabi (
+
) - The
version combos from Light attacks and pushes the opponent back halfway across the screen, though it can be Drive Canceled to start a corner combo from a light hitconfirm series. The
kick can only combo from Heavy attacks and is harder to confirm into, though Saiki can hold down a button afterward to cancel his recovery and teleport into a followup. His teleport options are identical to his Shichiri-Gake (
+
or
) move, so players can choose whichever followup leads into bigger damage from Saiki's current spacing. Both versions are negative on block, with the strong version being much more unsafe if blocked.
Hiori-no-Kusabi (
+
+
) - Causes a wallbounce on hit and can be canceled into a teleport on hit. Much like Saiki's
version of this special in terms of startup and recovery, though with more pushback on block.
- Ura Shichiri (
or
Hiori-no-Kusabi, then hold
or
) - Each button held down corresponds to each Shichiri-Gake version. Generally, either the
or
versions allow Saiki to continue with a combo midscreen, while the vertical
teleport works in the corner.
- Shichiri-Gake (
+
or
) - Saiki has four different command teleports, though the combined startup and recovery time limit the effectiveness of this special when not canceled into from Hiori-no-Kusabi kick:
Desperation Moves
- Washiba Otoshi (
+
) - A DM version of Hanetsurube-no-Nata that has a super-fast startup speed, plenty of startup invuln, and if Saiki touches the opponent he'll trigger a anime ranbu (unlike with
+
+
which often drops its followup). Impossible to safejump, though baitable with an empty hop or jump. Saiki will switch sides with the opponent on hit, so while this works as a damaging combo finisher it may toss the enemy out of the corner where Saiki is most threatening.
- Yami Otoshi (Air
+
) - The startup pops Saiki up just slightly before he comes diving straight down. This is somewhat difficult to combo into in comparison to Washiba Otoshi though it doesn't exchange sides with the opponent. While Saiki's enjoying himself by curb stomping the opponent, the HD Mode timer will freeze which makes it much easier to MAX Cancel this DM from a longer HD combo. Saiki will bounce off the opponent on block, leaving him open to punishment.
- Though unsafe, the attack's hitbox and startup invuln allow it to cleanly beat DPs and anti-air attempts.
- Tokoyami-no-Fune (
+
) -A multi-hitting projectile DM that's similar to Ash's. Saiki's fireball DM has a slow startup, but once the attack is summoned and active it quickly moves halfway across the screen before slowing down as it travels the remaining third of the screen. Hits multiple times but doesn't cause a knockdown, but rather sucks the opponent in until it dissipates. Saiki can combo into and after the attack, but the DM heavily scales a combo so it's not that amazing. This DM can be used to aim toward creating a checkmate situation with chip damage though the attack doesn't fully cross the screen and therefore the opponent can sit on the other side of the screen to avoid it.
- Projectile reflectors and deflectors can negate this attack.
- Kyoryuu-no-Ori (
+
) - A Storm Bringer-style command grab that sucks the opponent's health and returns around 5% to Saiki. The grab's reach isn't too far and so Saiki can only combo into this by quickly canceling a normal into the DM. Still, having a one-frame grab allows Saiki to punish a greater range of moves and increases his offensive mixups from an empty hop or tick throw.
- Kasumi (
+
+
) - Saiki transforms into his crimson boss form and oversaturates the screen with dark energy. This Neo Max isn't very fast, though it can function as a fullscreen punish and Saiki is fully invulnerable until he transforms back to normal. Great combo finisher, and if the opponent is hit while high in the air the player can link Washiba Otoshi afterward.
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
Find a damaging midscreen combo.