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The King of Fighters XIII/Saiki
Gameplay Overview
Gameplay Notes
Pros
- (coming soon)
Cons
- (coming soon)
Normals
Standing
s.A: 25 damage, cancel-able, hits mid. Your typical stand jab. Nothing special, half decent against hop in attempts which it will be used mainly for, but other than that, not that great. Whiffs on crouchers as well.
s.B: 30 damage, cancel-able, hits low. Not a terrible move. Decently quick, and it does hit low from a standing position which can be tricky for some to deal with especially after hop in pressure. Range is bad though. Use it every so often to keep your opponent honest while you're standing.
s.C: 70 damage, cancel-able, hits mid. For the time being, the main go to when canceling into Saiki's specials. Also a somewhat solid reactionary anti-air, made better by being Special cancel-able. However, be very wary. It can miss on some crouchers. If you're trying to confirm into something big, it might be better to go with the more reliable cl.D as it won't miss on crouchers.
s.D: 70 damage, cancel-able, hits low. A very solid move, a hard hitting move from standing that cancels into anything and hits low? Pretty damn nice. Also it does not whiff on crouchers making this a bit more reliable when going in for something big. Be warned however, it has one weakness. Where both versions of st.C are cancel-able in which you do not have to worry as much about distance as both will cancel, far.D is NOT cancel-able which means if you're off on your distance and you get far.D, you don't get anything afterwards. Be careful about that. Of course, if it's to go into HD mode, you can HD far.D as well so it doesn't matter as much.
far C: 70 damage, cancel-able, hits mid. One of Saiki's better far standing pokes. Being cancel-able makes it all the more better and it's good enough to cancel into HD mode from. It can be a slight bit slow, but it's not a terrible deal. It might miss on some crouchers as well, more testing is needed, but do be a bit cautious with the move. Also, keep noted, Saiki does move forward a bit while performing the move. Now, if he finishes it without canceling into anything, he returns to his previous position. However, if you whiff cancel it during active frames, Saiki stays forward. Not a bad way to sneak up your positioning.
far D: 80 damage, hits mid. Very good poke for Saiki. Great range, moves him forward and during active frames you can actually hop over some characters d.Bs which is very very nice indeed. Good poke to use to keep the pressure on. It's not cancel-able by anything other than HD mode though, so it's something to keep in mind, however getting that long poke into HD if you can predict your opponent's patterns can be a great tool.
Crouching
d. A: 25 damage, cancel-able, hits mid. Meh range, hits mid, doesn't combo into anything that c.B doesn't. At best it MIGHT be a frame faster starting up than c.B, but I'm not sure of that. But it honestly doesn't really do anything of note that is special. Beating hop-ins is what s.A does and does it better so...yeah...
d. B: 30 damage, cancel-able, hits low. Good range (though deceptive, it does not go as far as his foot does, but it still has good range), and cancel-able, and it hits low obviously. However...d.B only can combo into QCB+B and his DPs and QCF+AC. Still solid, but you won't be getting his best stuff off it that often outside of burning meter. However still a great poke to use.
d. C: 70 damage, cancel-able, hits mid. Nice solid move too, mostly used for anti-airs however. It's a bit slow, so it's best saved for either knowing a hop is coming, or reacting to slower jumps. Being cancel-able helps apply meaty pressure if you AA-d at the right distance. All in all, not a bad move, but maybe not the go-to one you need, but Saiki's advantage is that he has a lot of normals to do different things, and this has its own niche.
d. D: 80 damage, whiff/cancel-able, hits low. Saiki's sweep, and it's a solid enough sweep. Solid range, and you can cancel into Specials to keep safe. It also moves him forward, but unlike his far C, he maintains his forward position with or without the cancel so keep that in mind.
Jumping
j. A:
j. B:
j. C:
j. D:
Blowback Attack
CD: 75 damage, whiff/cancel-able, hits mid. Saiki's Standing Blowback. You probably won't be using this move too much outside of Guard Cancels, it's a decent move though. It's a bit telegraphed however. Best used to whiff cancel forward like far C since it goes the furthest distance of the three normals.
j. CD: 80 damage, cancel-able, hits mid. A very tricky jumping blowback. It's not unlike his standing one in terms of animation, but you're more likely to use this one raw. It has a tricky hitbox which can do some nasty crossups if the opponent isn't careful. It can seem like Saiki's already past you and won't do anything then BOOM, you just got hit by a j.CD and it has this weird vortex where the opponent goes where Saiki was arcing. So if you hit them from behind, they'll go the way you're jumping and right past you. So you can't use this to put people back in the corner if your back is to it but you can get someone coming out of it. It's also cancel-able so that helps a bit as well.
GCCD: 10 damage, hits mid.
Throws
Sha = b/f + C/D close
Command Moves
In (in air) = f+a
Hatsu (in air) = f+b
Special Attacks
Kiyoku no Tsuki = (qcf+P) -
(EX) = qcf+A+C
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- Hit Detection:
- Damage:
Hanetsurube no Nata = (dp+k) -
(EX) = dp+B+D
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- Hit Detection:
- Damage:
- Kazahazushi no Tsuchi = (hold A/B/C/D) during D version or EX
Hiori no Kusabi = (qcb+K) -
(EX) = qcb+B+D -
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- Hit Detection:
- Damage:
- Ura Shichiri = (hold A/B/C/D) during D version or EX
Shichiri Gake = (d, d + A/B/C/D) -
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Desperation Moves
Washiba Otoshi = (qcfx2+K) -
- Hit Detection:
- Damage:
Yami Otoshi = (qcfx2+K) in the air -
- Hit Detection:
- Damage:
Tokoyami no Fune = (qcfx2+P) -
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- Hit Detection:
- Damage:
Kyoryu no Ori = (hcbx2+P) close -
(EX) = hcbx2+A/C -
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- Hit Detection:
- Damage:
Neomax
Kasumi = qcb~hcfx2+A+C -
- Hit Detection:
- Damage:
Combos
UNDER CONSTRUCTION
No Stock, No Drive Gauge -
No Stock, 1+ Drive Gauge -
1 Stock, No Drive Gauge -
1 Stock, 1+ Drive Gauge -
2 Stock, No Drive Gauge -
2 Stock, 1+ Drive Gauge -
3 Stock, No Drive Gauge -
3 Stock, 1+ Drive Gauge -
4 Stock, No Drive Gauge -
5 Stock, No Drive Gauge -
Hyper Drive
(1)
(2)
(3)
(4)
(5)
Tips
Videos, Links & References
Technical Reference
http://www.youtube.com/watch?v=stY9GVyBHfI
Discussion Threads
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