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Saiki Wiki Building Thread

Started by desmond_kof, December 13, 2011, 10:35:22 PM

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desmond_kof

http://dreamcancel.com/wiki/index.php?title=Saiki_%28XIII%29

All questions, comments, feedback and submissions on Saiki's wiki will be posted here.

12/13/11 - So far his normals, command moves, specials and DM's have been filled out. But he needs combos and gameplay tips.


12/19/11 - Combos have been added as well as super jump setups. Gameplay overview is needed: http://dreamcancel.com/wiki/index.php?title=Saiki_(XIII)#Gameplay_Notes

Thanks!

Contributors so far:

-Saitsuofleaves
-Kirah
-Sikemopko
"Do not place so much importance on winning. The fight itself has value."

Kirah

Saiki safe jumps.

_-Midscreen -
236236B/D > wait a second > Full super jump > J1D
Works on:
o K'
o Kyo
o Benimaru
o Terry
o Andy
o Joe
o Ash
o Saiki
o Ryo
o Robert
o Elisabeth
o King
o Yuri
o Kula
o Athena
o Kensou
o Leona
o Ralf
o Kim
o Hwa
o Iori

Safe Jump OS 2 (Corner)
JD > 5C > 214D > 5[D] > Land > h8 > J1D
o Kula A/C
x Kula  EX dp
o Kyo
o Benimaru
x Benimaru EX DP
x Ash
o Terry
o Andy
o Joe
o Ryo
o Robert
o Elisabeth
o King
o K' J[1]A
o Athena
o Kensou
o Leona
o Kim
x Kim EX dp
o Hwa
o Ralf
o Iori
o Raiden

Safe Jump OS 3 (Corner)
J236236B/D > FJ > J[1]D
o Kyo
o Benimaru [SJ > J[1]A]
o Terry [SJ > J[1]D]
o Andy
o Joe
o Ash [SJ > J[1]A]
o Saiki [SJ > j[1]D]
o Ryo [SJ > J[1]D]
o Robert [SJ > J[1]A]
o Iori [SJ > J[1]A]
o Elisabeth [SJ > J[1]D]
o Kim [SJ > J[1]A]
o Hwa [SJ > J[1]A]
o King
o Yuri [SJ > J[1]A]
o K' [SJ > J[1]A]
o Kula
x Kula EX DP
o Athena
o Kensou
o Ralf [SJ > J[1]A]
o Leona [SJ > J[1]A ]
MBAA: Artifex Hyacinthinas
KOFXIII: Athena\ K' \ Leona or \Kyo

Sikemopko

Practicing my punish combos and after doing qcb+BD hold A -> qcb+D hold C -> qcfx2+B or D with your opponent about 2-3 steps away from the corner, the DM hits once and whiffs on the teleport portion of it.

Interesting to know that this DM does not have a vacuum effect so check your spacing carefully before attempting this super after a teleport into the corner
XBL Gamertag: Sike Mopko

Sikemopko

i realize i am double posting... sorry kane317 ;) anyway it has been a week or so and this is a big entry

Saiki Combos with meter gain for both players!

Notation:
cr. - crouching
cl. - Close
qcf - Quarter circle forward
qcb - Quarter circle Backwards
hcf - Half circle forward
hcb - Half circle backwards
dp - Dragon punch - forward down down-forward
HD - Hyperdirve mode activation
HDC - HD Cancel
SC - Super cancel
DC - Drive Cancel
MG - Meter gain
OPMG- opponent meter gain
ATC - Air target Chain - Jump A cancelled by Jump forward B
> - Cancelled into

Combo’s will read as such:

Combo (Screen Location) (Damage) (MG) (OPMG)

Notes
- combos that have qcb + D HOLD D, air b+B, as the first special of the combo can be replaced with qcb + D HOLD C, if you are a few steps away from the corner. Teleporting with C will carry you to the corner, once there you can continue juggling as you see fit.
- all combos that start with cr. B’s can be replaced with hop D, cl. C or ATC, cl. C.
- all of Saiki’s teleports can be DC’ed on hit and HDC’ed in HD mode.  They do not allow for follow-ups after the teleport, but if your opponent were to be hit with a hard knock down it could serve as a cool mix-up on wake up.  So far its pretty useless though.
- if you are going to be cancelling the first hit of his dp’s you should use dp + B because the first hit does more damage.  However if you want to drive cancel into his qcb + D you need to use dp + D because it does not send them as high into the air.
-all meterless combos ending in dp can be ended in dp + BD or qcfx2 + B or D for more damage, at the cost of 1 meter.
- qcfx2 + A or C scales combos pretty badly.
- Saiki’s EX special moves do not help in extending his combo when used in the middle, however they make great combo starters. Example, qcf + AC is very difficult to juggle with but when used to start a combo you can link a special move for free after it hits.  Since his ex moves do not allow for great juggle opportunities mid combo, he can not really perform combos that burn 4 or 5 meters outside of HD mode.

0 Meter Combos:

1. cr. B, cr. B, cr. B > qcb + B (Anywhere) (136) (MG 0.15) (OPMG 0.15)

2. Hop D, cl. C > qcf + A (Anywhere) (190) (MG 0.15) (OPMG 0.20)

3. cr. B, cr. B > dp + D, Hold D (Anywhere) (168) (MG 0.35) (OPMG 0.25)

4. Hop D, cl. C or D > qcb + D HOLD C > dp + B (Anywhere) (247) (MG 0.45) (OPMG 0.40)

5. ATC, cl. C > qcb + D HOLD D, air  b+B (land) dp + D HOLD D (Corner) (336) (MG 0.60) (OPMG 0.5)

0 Meter + 1 Drive

1. cr. B, cr. B, > dp + B (DC) qcf + A (Midscreen only) (172) (MG 0.35) (OPMG 0.30)

2. cr. B, cr. B > dp + B (DC) qcf + C, qcf + A, dp + D HOLD D (Corner) (318) (MG 0.60) (OPMG 0.45)

3. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcf + A, dp + D HOLD D (Corner) (457) (MG 0.90) (OPMG 0.70)

4. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (480) (MG 1.10) (OPMG 0.75)

5. cr. B, cr. B > dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (349) (MG 0.75) (OPMG 0.55)

1 Meter + 0 Drive

1. cr. B, cr. B > qcf(x2) + B or D (Anywhere) (253) (MG 0.10 - 1.0) (OPMG 0.35)

2. cr. B > hcb(x2) + A or C (Anywhere) (195) (MG 0.05 - 1.0) (OPMG 0.05) (Health Regain 50)

3. Hop D, cl. C > qcb + BD HOLD A, qcb + D HOLD C (switches sides) dp + D HOLD D (Midscreen) (392) (MG 0.55 - 1.0) (OPMG 0.55)

4. cr. B > qcf + AC, dp + D HOLD D (Anywhere) (264) (MG 0.30 -1.0) (OPMG 0.45)

5. cr. B, cr. B > qcf + AC (Anywhere) (218) (MG 0.05 - 1.0) (OPMG 0.30)

6. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (339) (MG 0.55 - 1.0) (OPMG 0.65)

7. ATC, cl. C > qcb + BD HOLD D, air b+B, qcf + A, dp + D HOLD D (Corner) (426) (MG 0.55 - 1.0) (OPMG 0.65)

8. Hop D, cl. C > qcb + D HOLD D air qcf(x2) + B or D (Corner) (375) (MG 0.30 - 1.0) (OPMG 0.45)

9. Hop D, cl. C > qcb + D HOLD C, qcf(x2) + B or D (Anywhere) (377) (MG 0.35 - 1.0) (OPMG 0.50)

1 Meter + 1 Drive

1. Hop D, cl. C > dp + B (SC) qcf(x2) + B or D (Anywhere) ( 368) (MG 0.30 - 1.0) (OPMG 0.50)

2. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcf + A, dp + D HOLD D (Corner) (470) (MG 0.90 - 1.0) (OPMG 0.85)

3. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B, qcf + C, qcf + A, qcf(x2) + B or D (Corner) (536) (MG 0.65 - 1.0) (OPMG 0.80)

4. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (558) (MG 0.80 - 1.0) (OPMG 0.90)

5. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (480) (MG 1.10 - 1.0) (OPMG 0.90)

2 Meter + 0 Drive

1. Hop D, cl. C > qcb + BD HOLD A, qcb + D HOLD C (switch sides) qcf + B or D (Midscreen) (475) (MG 0.35 - 2.0) (OPMG 0.70)

2. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (416) (MG 0.25 - 2.0) (OPMG 0.70)

3. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air qcf(x2) + B or D (Corner) (409) (MG 0.20 - 2.0) (OPMG 0.50)

4. Hop D, cl. C > qcb + BD HOLD D, air qcf(x2) + B or D (MidàCorner not full screen) (429) (MG 0.15 - 2.0) (OPMG 0.45)

5. cr. B > hcb(x2) + AC (Anywhere) (MG .05 - 2.0) (OPMG 0.05) (Health Regain 75)

2 Meter + 1 Drive

1. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B, (SC) qcf(x2) + A or C, qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (574) (MG 0.80 - 2.0) (OPMG 1.05)

2. ATC, cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) + A or C, qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (498) (MG 0.95 - 2.0) (OPMG 1.05)

3. Hop D, cl. C > qcb + D HOLD C, dp + B (SC) qcf(x2) + A or C, qcf + C, qcf + A, qcf(x2) + B or D (Midscreen à Corner) (551) (MG 0.55 - 2.0) (OPMG 0.95)

4. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (508) (MG 0.70 - 2.0) (OPMG 1.0)

3 Meter + 0 Drive

1. qcf(x2) + A or C, hcb(x2) + AC (Anywhere) (300) (MG 0.0 - 3.0) (OPMG 0.25) (Health Regain 75)

2. qcf(x2) + A or C, qcf + AC, qcf + B or D (Anywhere) (314) (MG 0.0 - 3.0) (OPMG 0.60)

3.qcf(x2) + A or C, qcb + BD HOLD D, air qcf + B or D (Anywhere) (326) (MG 0.0 - 3.0) (OPMG 0.45)

3 Meter + 1 Drive

1. cr. B cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcf + A, qcf(x2) B or D (Corner) (582) (MG 0.55 - 3.0) (OPMG 1.10)

2. ATC cl. C > qcb + BD HOLD D, air b+B, qcf + A, dp + B (DC) qcf + C, qcf + AC, qcf(x2) B or D (Corner) (605) (MG 0.45 - 3.0) (OPMG 0.95)

3. ATC, cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (669) (MG 0.80 - 3.0) (OPMG 1.4)

4.  cr. B cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air qcf(x2) B or D (Corner) (602) (MG 0.65 - 3.0) (OPMG 0.95)

HD Mode Combo’s

1. ATC, cl. C (HD) cl. C > qcb + D HOLD D, air b+B, (dp + B, HDC, qcf + C, qcf + A)x3, dp + D HOLD D (Corner) (633) (MG 0.45 - 0.0) (OPMG 1.45)

2. ATC, cl. C (HD) cl. C > (qcb + D HOLD D, air b+B, dp + B, HDC, qcf + C)x2, qcb + D HOLD D, air b+B, dp + D (HDC) qcb + D HOLD D, air qcf(x2) B or D (MAX CANCEL) qcb hcf + AC (Corner) (963) (MG 0.00 - 3.0) (OPMG 1.85)

3. Hop D, cl. C (HD) cl. C > qcb + D HOLD C, (dp + B, HDC, qcf + C, qcf + A)x3 qcf(x2) + B or D (Switch sides MAX CANCEL) qcb hcf + AC (Midscreen à Corner) (970) (MG 0.15 - 3.0) (OPMG 1.90)

4. ATC, cl. C (HD) cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (HDC) qcf + A or C, qcf + C, qcf + A, dp + B (HDC) qcf + C, qcf+ A, qcf(x2) + B or D (Switch sides MAX CANCEL) qcb hcf + AC (Corner) (1009) (MG 0.0 - 5.0) (OPMG 2.15)
XBL Gamertag: Sike Mopko

t3h mAsTarOth...!

#4
Imo I think Saiki's best hit confirm into HD is from cr.B, cr.B... Link cr.B, cr.B (do it slowly so you have the time to hit confirm) then hold down and act like you are linking (not cancelling) a cr.C and press B+C... You then want to do qcb+D right away... You can also do cr.B, cr.B, cr.B, HD, s.D... For this you have to cancel the last cr.B really fast and hit s.D right away, the timing is pretty tight...

Mid-screen HD combos -

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

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


Corner HD combos - (works from opponent's starting position)

3 meter corner HD combo...

(j.D, s.D, HD, s.D) or (cr.B, cr.B, HD, cr.C), 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) or (cr.B, cr.B, HD, cr.C), 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) or (cr.B, cr.B, HD, cr.C), 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
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

marchefelix

A bit of nitpicking for this wiki:

QuoteHiori no Kusabi = (qcb+K) - Both versions have Saiki doing a Donkey Kick (think 3S/MvC3 Ryu). B Version is much faster than D version, but D allows for a teleport afterwards.
(EX) = qcb+B+D - EX version is slightly faster than D it seems, and also causes a Wall bounce (counter-wire) along with the same teleports afterwards.

Correct me if I'm wrong, but shouldn't that say "critical wire" instead? From what I remember, a counter wire is a wall bounce that is a result from a counter hit.

Saitsuofleaves

On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

Amedø310

Added Frame Trap to Tips Section:

Frame Traps

1. st. A, cl. C

2. st. A, far C

3. st. A, cr. C

4. st. A, far D

5. st. A, cl. D

6. st. A, cr. D

7. cr. A, cl. C

8. cr. A, far. C

9. cr. A, cr. C

10. cr. A, cl. D

11. cr. A, far D

12. cr. A, cr. D

13. st. B, st. A

14. st. B, st. B

15. st. B, cl. C

16. st. B, cr. C

17. st. B, cl. D

18. cr. B, cl. C

t3h mAsTarOth...!

This piss easy HD does so much damage... If you need an easy high damage corner HD then do this...

(j.D, s.D, HD, s.D) or (cr.B, cr.B, HD, cr.C), (qcb+B, DC, qcf+C, qcf+A)x3, dp+B, DC, qcf+C, Neomax, DM... (3 bars)

(j.D, s.D, HD, s.D) or (cr.B, cr.B, HD, cr.C), (qcb+B, DC, qcf+C, qcf+A)x3, dp+B, DC, qcf+C, qcb+D~D, air DM, Neomax, DM... (4 bars)
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!