Author Topic: Saiki  (Read 43244 times)

nilcam

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Saiki
« on: December 06, 2011, 04:52:43 AM »


Notation
 ;a = Light Punch
 ;b = Light Kick
 ;c = Strong Punch
 ;d = Strong Kick

* = EX version possible

Throws
In - ;bk / ;fd + ;c / ;d

Command Normals
In air, ;fd + ;b
In air, ;bk + ;b

Special Attacks
Kiyoku no Tsuki - ;dn ;df ;fd + ;a / ;c *

Hanetsurube no Nata - ;fd ;dn ;df + ;b / ;d *
  ∟ Kazahazushi no Tsuchi - (D/EX version only) hold ;a / ;b / ;c / ;d

Hiori no Kusabi - ;dn ;db ;bk + ;b / ;d *
  ∟ Ura Shichiri - (D/EX version only) hold ;a / ;b / ;c / ;d

Shichiri Gake - ;dn ;dn + ;a / ;b / ;c / ;d * (EX Version can be done in air)

Super Specials
Washiba Otoshi - ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d

Yami Otoshi - In air,  ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d

Tokoyami no Fune - ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c

Kyoryu no Ori - Near opponent, ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk + ;a / ;c

Neomax
Kasumi - ;dn ;db ;bk ;db ;dn ;df ;fd +  ;a ;c

Saiki's wiki entry.
« Last Edit: December 06, 2011, 05:23:03 AM by nilcam »

nilcam

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Re: Saiki
« Reply #1 on: December 06, 2011, 04:52:56 AM »
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nilcam

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Re: Saiki
« Reply #2 on: December 06, 2011, 04:53:03 AM »
Reserved

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Re: Saiki
« Reply #3 on: December 23, 2011, 11:36:11 PM »
3 meter corner HD combo...

j.D, s.D, HD, s.D, qcb+D~C, dp+B, DC, qcf+C, qcb+D~D, air b+B, qcb+B, DC, qcf+C, qcb+D~D, air b+B, dp+B, DC, qcf+C, qcb+D~D, air qcf~qcf+B, DC, Neomax = 1006 dmg

2 meter corner HD combo...

j.D, s.D, HD, s.D, qcb+D~C, dp+B, DC, qcf+C, qcb+D~D, air b+B, qcb+B, DC, qcf+C, qcb+D~D, air b+B, dp+B, DC, qcf+C, qcb+D~D, air b+B, *slight delay* dp+B, DC, qcf~qcf+A, qcb+D~D, air b+B, qcf+A, qcf~qcf+B = 914 dmg

1 meter corner HD combo...

j.D, s.D, HD, s.D, qcb+D~C, dp+B, DC, qcf+C, qcb+D~D, air b+B, qcb+B, DC, qcf+C, qcb+D~D, air b+B, dp+B, DC, qcf+C, qcb+D~D, air b+B, *slight delay* dp+B, DC, qcf~qcf+A, qcf+C, qcb+D~D, air b+B, dp+D~D = 834 dmg
« Last Edit: December 24, 2011, 11:53:00 PM by t3h mAsTarOth...! »
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klyz806

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Re: Saiki
« Reply #4 on: December 26, 2011, 06:42:04 AM »
i want to use saiki as an anchor and already know his corner hd combo . but what is his mid screen HD combo ? or should i wait to activate hd for when / if i get in the corner.
if at first you dont succeed .... spend another hour in training mode.

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Re: Saiki
« Reply #5 on: December 27, 2011, 05:59:43 AM »
If you have 2/3 meters then it's worth doing mid-screen HD combos... His mid-screen HD combos can be very short but damaging... You'll Get nearly 700-800 dmg mid-screen for spending 2/3 meters...

Mid-screen 2 meter HD - (j.D, s.D) or (cr.B, cr.B, cr.B), HD, s.D, qcb+D~C, dp+B, DC, qcf+C, Neomax

Mid-screen 3 meter HD - (j.D, s.D) or (cr.B, cr.B, cr.B), HD, s.D, qcb+D~C, dp+B, DC, qcf~qcf+B, DC, Neomax
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Danke

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Re: Saiki
« Reply #6 on: December 31, 2011, 05:33:39 PM »
Whats the best way to consistently cancel dp b into qcf c without super cancelling, and vice verca?

Thanks in advance.

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Re: Saiki
« Reply #7 on: January 01, 2012, 03:08:42 AM »
Just slide it... dp+B~C... That's it...
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Saitsuofleaves

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Re: Saiki
« Reply #8 on: January 01, 2012, 03:15:51 AM »
Not even sliding, just hold C immediately after doing DP+B.  It's a pretty easy one.  Just think of it as another of Saiki's extensions.

Anyway, speaking of Saiki...

[CONSOLE] KOF XIII 'SAIKI' Combos

It makes me wonder...since the FB DM is unscaled, that it might be more optimal for HD combos then the usual deed into Neomax?
« Last Edit: January 01, 2012, 03:41:57 AM by Saitsuofleaves »
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Milln

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Re: Saiki
« Reply #9 on: January 03, 2012, 04:48:55 AM »
Didn't see this mentioned anywhere else so I thought I'd chip in:

Since backdashes put you in an airborne state, you can do command normals from them if you have air command normals.  Saiki has two and they both change his momentum. Extra fun against grapplers trying to grab you.

You can throw out another fireball during his fireball DM. They'll occupy the same space on the screen at about 2/3's the screen away.

Connecting a D version DP works off of qcf+C midscreen if you they get hit deep enough.

TK qcf qcf B or D is a lot of fun.
« Last Edit: January 04, 2012, 07:54:25 AM by Milln »
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Re: Saiki
« Reply #10 on: January 03, 2012, 11:17:46 AM »
Uhh... The super flash gives you enough time to react... It's not an instant grab super... And on block you are left wide open... Your friend probably freaked out and didn't block properly...

Found a very easy way to hit confirm into Saiki's HD combos from lows... Link cr.B, cr.B then hold down and act like you are linking a cr.C and press B+C... You then want to do qcb+D right away...
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Re: Saiki
« Reply #11 on: January 04, 2012, 07:53:25 AM »
Okay, just tested in both training mode and in a versus match.  You're right. Even though it's a very small amount of time, it is reactable. Phooey.  My friend just freaks out in situations he's not prepared for I guess!
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Re: Saiki
« Reply #12 on: January 04, 2012, 12:32:17 PM »
Figure I post this here since I just started to play Saiki anchor...

Saiki last cause this guy is scary as shit with meter... You can't zone this guy and you can't pressure him either... He has every option in the game with meter... If you try to rush him down then he'll either anti-air you with his Kick DM or EX DM you and gain 75 life back in the process... EX DM is also a pressure tool... He has a really good cross-up... He can HD bypass to Grab DM > Neomax... Last but not least, god forbid if I catch you with an HD combo and I have 2-3 meter (if it's in the corner then you are dead from full life)... Saiki is too good...
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Shinra Shiranui

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Re: Saiki
« Reply #13 on: January 04, 2012, 06:52:22 PM »
Saiki can follow up after his Neo Max in the corner with 236236 B/D if he still has meter so to speak.
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Re: Saiki
« Reply #14 on: January 04, 2012, 08:04:50 PM »
wait... WHAT? trying this out RIGHT NOW...!!!
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