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== Movelist ==
'''Notation'''
'''Notation'''
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== Introduction ==
== Introduction ==
'''Saisyu Kusanagi''' is an all-rounder character, with a similar moveset to '''Iori Yagami''' and '''EX Kyo Kusanagi'''. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals, positioning, and most importantly, reads, in order to navigate neutral and start his offence.
'''Saisyu Kusanagi''' is a high-octane rushdown character, with a similar moveset to '''Iori Yagami''' and '''EX Kyo Kusanagi'''. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals and positioning to navigate neutral and establish his absurd pressure game.
== Gameplay Overview ==
== Gameplay Overview ==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''Saisyu''' is an all-rounder character with incredibly strong rushdown, at the cost of having weaker neutral. He requires strong positioning and reads to reach his full potential.
| intro = '''Saisyu''' is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral.
| pros=
| pros=
* '''Strong Specials''': Saisyu has a plethora of specials, all with their own unique uses. This gives his kit a strong diversity, and allows him to select the right special during a given situation.
* '''Strong Specials''': Saisyu has a plethora of specials, all with their own unique uses. This gives his kit a strong diversity, and allows him to select the right special during a given situation.
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* '''Strong Mixups''': Saisyu has two grounded overheads, strong low confirms and a strong crossup, all with good reward on hit. This becomes even stronger with Advanced mode's Roll, allowing him to vortex the opponent using ambiguous crossups.
* '''Strong Mixups''': Saisyu has two grounded overheads, strong low confirms and a strong crossup, all with good reward on hit. This becomes even stronger with Advanced mode's Roll, allowing him to vortex the opponent using ambiguous crossups.
* '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
* '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
* '''Strong Abare''': Saisyu's 2A is potentially the best of its kind in the game, boasting only 2 frames of startup. This allows him to break through pressure extremely well.
| cons=
| cons=
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'''Run VS Step'''
'''Run VS Step'''
* Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily.
* Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily. Being able to use his amazing cl.C more often through running up allows Saisyu to create frametraps and score large amounts of damage if he opens the opponent up.
* His step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), which can enhance his mixup potential with Step selected. This will also enhance his neutral potential due to the increased walk speed, at the cost of losing a lot of pressure.
* His step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), which can enhance his mixup potential with Step selected. This will also enhance his neutral potential due to the increased walk speed, at the cost of losing a lot of pressure.
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Normals:
Normals:
* cl.C's activation range has been reduced, it can still be linked from a cl.A or 2A
* The activation range for cl.C has been reduced - punishing high pushback moves is now more difficult, but it can still link from 2A and cl.A when in range
* f.B now has 3 more active frames
* The active frames on f.B have increased from 3 to 6 - no change in frame advantage, can be used more consistently as a poke and meaty
* Ge-Shiki Gou Tsui (6A) how has 2 frames less startup
* The uncancelled version of 6A's startup has decreased from 19 to 17
Specials:
Specials:
* 108 Shiki Yami Barai (236P) now has 3 frames less recovery
* The recovery of 236P has been changed from 38 to 35 for the A version, and from 40 to 37 for the C version - a reduction of 3 frames
* Light 427 Shiki Kamukakari (63214B) now has 2 frames less startup, now connects from heavies and 6A
* The startup of 63214B has been changed from 19 to 17 - it can now combo from heavies and from the cancelled version of 6A
* Light 720 Shiki Homuragasane 1 (214A) now has 2 frames less startup.
* The startup of 214A has been changed from 13 to 11 - comboing into it is now more consistent
* You can now juggle from the A version of 720 Shiki Homuragasane (214A)'s second hit.
* A juggle property has been added to 214A > 214A - this allows for 1 juggle hit, letting 623C combo, and letting 2141236P combo if you use Quick MAX on 214A > 214A.
Supers:
Supers:
* 1207 Shiki Tsumugari (236236P) now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights.
* The startup of 236236P has been decreased for the A and MAX versions - it can now combo from lights and from a Quick MAX usage on 6A
* Heavy 1207 Shiki Tsumugari (236236C) is now invulnerable until after the first active frame.
* The invulnerability of 236236C now covers the first few active frames - this makes it a true reversal, but the high startup alongside being just as unsafe as 623C makes it redundant
'''98UM to 98UMFE'''
'''98UM to 98UMFE'''
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Specials:
Specials:
* Light 110 Shiki Nata Guruma (623B)'s second hit now has a larger hitbox, so it shouldn't whiff if the first connects
* The second hit of 623B now has a larger hitbox - it should now connect consistently if the first does
* The recovery for both versions of 63214K has been reduced - 23f for 63214B, 17f for 63214D
* 427 Shiki Kamukakari (63214K) now has less recovery, second hit should be easier to connect if the first connects
* The hitbox for 214A has been increased in size - it should now combo more consistently
* 720 Shiki Homuragasane 1 (214P)'s first hit now has a bigger hitbox and less recovery
* The recovery for 214A has been reduced to 25 frames - this change has almost no effect
Supers:
Supers:
* 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup
* The startup for 236236A and 236236AC has been reduced to 7 frames - easier to combo
== Normals ==
== Normals ==
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_cla
| moveId = saisyu_cla
| captions = Is this move even real?
| captions =
| description = * A plus on block normal overshadowed by its pathetic activation range and the existence of 2A, which is more plus and has much more range.
| description = * A plus on block normal overshadowed by its pathetic activation range and the existence of 2A, which has the same amount of frame advantage while having significantly better range.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_clb
| moveId = saisyu_clb
| captions = Who decided this isn't a low
| captions =
| description = * Can be used as combo filler, but is overshadowed by 2A.
| description = * Can be used as combo filler during light chains, but is overshadowed by 2A.
* Not a low, despite its appearance.
* Not a low, despite its appearance.
* Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A.
* Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A.
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_clc
| moveId = saisyu_clc
| captions = THE heavy punch
| captions = One of three normals in the game with 1f startup
| description = * One of Saisyu's best normals. Naturally hitconfirms due to the two hits and leads into all of Saisyu's best combos.
| description = * One of Saisyu's best normals. Naturally hitconfirms due to the two hits and leads into all of Saisyu's best combos.
* Not too useful in pressure scenarios, but can be cancelled into 6B for a risky attempt at getting plus frames.
* Surprisingly for a close heavy, it's pretty good for pressure, provided you chain into the 0 on block 6A or the +7 on block, but much riskier, 6B.
* Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback.
* Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback.
* Caution must be applied outside of combos, [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 as the activation range is completely and utterly horrendous.]
* Caution must be applied outside of combos, [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 as the activation range is completely and utterly horrendous.]
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fa
| moveId = saisyu_fa
| captions = For when you messed up your light confirm
| captions =
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air.
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air.
* Minus on block, which makes trying to use cl.A as a pressure tool pretty bad.
* Minus on block, which combined with cl.A's awful activation range, makes it bad for pressure.
* It's chainable into 2A, so if you accidentally press this, chain it into 2A ASAP.
| phases =
| phases =
}}
}}
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| description = * A very serviceable midrange poke.
| description = * A very serviceable midrange poke.
* Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare.
* Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare.
* Even still, it's a good check in neutral to stuff an approach.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fc
| moveId = saisyu_fc
| captions = For when the game decides cl.C isn't real
| captions =
| description = * A slow short range haymaker. It's whiff cancelable, so you can buffer a special behind it to reduce risk of you getting whiff punished.
| description = * A slow short range haymaker. It's whiff cancelable, so you can buffer a special behind it to reduce risk of you getting whiff punished.
* Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest combos at red health.
* Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest combos at red health.
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| moveId = saisyu_fd
| moveId = saisyu_fd
| description = * A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time.
| description = * A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time.
* Even when point blank, Saisyu does this exact move, with no difference in frame data, making him one of the rare characters in the game to be missing one of his close normals.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2a
| moveId = saisyu_2a
| captions = THE light punch
| captions = The best 2A in the game
| description = * Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms.
| description = * Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms.
* One of the most potent abare options in the game due to its absurdly fast startup and strong hitbox.
* Saisyu's entire gameplan should focus around staying inside this button's range.
* Chains into itself.
* At tip range (i.e. when they block cl.C > 6A), this will cleanly beat almost anything that isn't a reversal.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2b
| moveId = saisyu_2b
| captions = Not the best 2B in the game
| description = * A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low.
| description = * A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low.
* Chains into itself and 2A.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2c
| moveId = saisyu_2c
| description = * This button SUCKS at anti-airing normal jump-ins. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose.
| captions = Laughed out of the local for trying to anti-air with Saisyu 2C
* Has too much pushback on hit to be used in heavy hitconfirms.
| description = * This button SUCKS at anti-airing normal jump-ins. Like really, it sucks. You're gonna trade at best, and probably lose outright. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose.
* Has too much pushback on hit to be used in heavy hitconfirms, as 6A will whiff.
* Has a surprise use in microwalk confirms from 6A Quick MAX.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_ja
| moveId = saisyu_ja
| description = * A nice air-to-air.
| description = * A quick air-to-air attack, very strong as a rising air-to-air.
| phases =
| phases =
}}
}}
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{{FrameDataCargo-KOF98FE
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jb
| moveId = saisyu_jb
| captions = THE air normal
| captions = Slightly worse than Kyo's because thanks SNK
| description = * Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit.
| description = * Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit. All in all, a standard blowback that gives Saisyu a consistent Guard Cancel CD.
| phases =
| phases =
}}
}}
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| captions = Shingo learned this one over Kyo's j.CD for a reason
| captions = Shingo learned this one over Kyo's j.CD for a reason
| description = * One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air.
| description = * One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air.
* Saisyu's most commonly used pressure tool.
* Saisyu's most commonly used pressure tool. Easy to apply, easy to use, and hard to beat.
| phases =
| phases =
}}
}}
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* Great combo filler.
* Great combo filler.
* True blockstring from cl.C and is 0 on block in all situations.
* True blockstring from cl.C and is 0 on block in all situations.
* Surprisingly really good in pressure, as blocking it leaves you in a range where 2A will cleanly beat out anything that isn't a reversal.
| phases =
| phases =
}}
}}
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* Effective use is rather difficult, but a key part of playing Saisyu.
* Effective use is rather difficult, but a key part of playing Saisyu.
* Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish.
* Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish.
* Saisyu reels back during this move, which can let it punish stubby abare attempts.
Saisyu Kusanagi is a high-octane rushdown character, with a similar moveset to Iori Yagami and EX Kyo Kusanagi. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals and positioning to navigate neutral and establish his absurd pressure game.
Gameplay Overview
Saisyu is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral.
Pros
Cons
Strong Specials: Saisyu has a plethora of specials, all with their own unique uses. This gives his kit a strong diversity, and allows him to select the right special during a given situation.
Suffocating Pressure: Once he has gained an advantage, Saisyu makes the most of it, with various ways to score plus frames and hard knockdowns.
Strong Mixups: Saisyu has two grounded overheads, strong low confirms and a strong crossup, all with good reward on hit. This becomes even stronger with Advanced mode's Roll, allowing him to vortex the opponent using ambiguous crossups.
Explosive Damage: With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
Strong Abare: Saisyu's 2A is potentially the best of its kind in the game, boasting only 2 frames of startup. This allows him to break through pressure extremely well.
Unsafe Specials: While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them.
Stubby Buttons: Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters. Alongside this, his activation range for close normals is really, really, really, really, really bad, so you can end up getting punished majorly for the wrong normal coming out.
System Mechanics
Run VS Step
Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily. Being able to use his amazing cl.C more often through running up allows Saisyu to create frametraps and score large amounts of damage if he opens the opponent up.
His step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), which can enhance his mixup potential with Step selected. This will also enhance his neutral potential due to the increased walk speed, at the cost of losing a lot of pressure.
Roll VS Dodge
As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to its natural advantages. Also, his reversals are quite good, so they can be buffered after doing a spot dodge. His dodge attack isn't the greatest as it doesn't allow for any special combos, but it still functions well for what it does.
Roll is the more intuitive option, and Saisyu can still benefit from having it enabled. Using roll cancels can allow him to create very ambiguous left/right mixups from standing hits, and he can set an ambiguous left/right using a roll after performing a hard knockdown.
Advanced VS Extra
Extra gauge has the most benefit for Saisyu, as Quick MAX gives him access to his most damaging combo routes, especially in red health. It also gives him the opportunity to convert from his 6A overhead, greatly enhancing his mixup potential.
Advanced is still a good pick for Saisyu, as having an abundance of meter still gives him access to high damage, considering he still has the chance to convert into super from crouching lights.
Team Position
With Advanced gauge, Saisyu is best mid or anchor, as to truly shine without Quick MAX he requires a lot of meter to be able to cash out into supers and utilise MAX Mode.
In Extra gauge, Saisyu doesn't have a best team position. His hard knockdowns give him easy opportunity to charge meter, and he doesn't rely on red health for solid damage.
Changes from Previous Versions
98 to 98UM
Normals:
The activation range for cl.C has been reduced - punishing high pushback moves is now more difficult, but it can still link from 2A and cl.A when in range
The active frames on f.B have increased from 3 to 6 - no change in frame advantage, can be used more consistently as a poke and meaty
The uncancelled version of 6A's startup has decreased from 19 to 17
Specials:
The recovery of 236P has been changed from 38 to 35 for the A version, and from 40 to 37 for the C version - a reduction of 3 frames
The startup of 63214B has been changed from 19 to 17 - it can now combo from heavies and from the cancelled version of 6A
The startup of 214A has been changed from 13 to 11 - comboing into it is now more consistent
A juggle property has been added to 214A > 214A - this allows for 1 juggle hit, letting 623C combo, and letting 2141236P combo if you use Quick MAX on 214A > 214A.
Supers:
The startup of 236236P has been decreased for the A and MAX versions - it can now combo from lights and from a Quick MAX usage on 6A
The invulnerability of 236236C now covers the first few active frames - this makes it a true reversal, but the high startup alongside being just as unsafe as 623C makes it redundant
98UM to 98UMFE
Specials:
The second hit of 623B now has a larger hitbox - it should now connect consistently if the first does
The recovery for both versions of 63214K has been reduced - 23f for 63214B, 17f for 63214D
The hitbox for 214A has been increased in size - it should now combo more consistently
The recovery for 214A has been reduced to 25 frames - this change has almost no effect
Supers:
The startup for 236236A and 236236AC has been reduced to 7 frames - easier to combo
Normals
Close Standing Normals
close A
cl.A
A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
command
2
4
4
+4
+2
-
A plus on block normal overshadowed by its pathetic activation range and the existence of 2A, which has the same amount of frame advantage while having significantly better range.
close b
cl.B
B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
command
4
3
11
-2
-4
-
Can be used as combo filler during light chains, but is overshadowed by 2A.
Not a low, despite its appearance.
Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A.
close C
cl.C
C
One of three normals in the game with 1f startup
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
command
1
2 (3) 4
24
-8
-10
-
One of Saisyu's best normals. Naturally hitconfirms due to the two hits and leads into all of Saisyu's best combos.
Surprisingly for a close heavy, it's pretty good for pressure, provided you chain into the 0 on block 6A or the +7 on block, but much riskier, 6B.
Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
-
4
3
8
+1
-1
-
Poor range. Will lose out to most jump-ins when used as an anti-air.
Minus on block, which combined with cl.A's awful activation range, makes it bad for pressure.
It's chainable into 2A, so if you accidentally press this, chain it into 2A ASAP.
far B
f.B
B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
-
6
6
9
-3
-5
-
A very serviceable midrange poke.
Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare.
Even still, it's a good check in neutral to stuff an approach.
far C
f.C
C
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
special
9
4
21
-5
-7
-
A slow short range haymaker. It's whiff cancelable, so you can buffer a special behind it to reduce risk of you getting whiff punished.
Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest combos at red health.
It doesn't connect on regular crouchers or shorter, and completely whiffs on even a standing Choi, reducing his strongest combos to character-specific and/or a punish.
far D
f.D
D
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
-
7
5
21
-6
-8
-
A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time.
Even when point blank, Saisyu does this exact move, with no difference in frame data, making him one of the rare characters in the game to be missing one of his close normals.
Crouching Normals
crouch A
2A
A
The best 2A in the game
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
command
2
4
4
+4
+2
-
Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms.
One of the most potent abare options in the game due to its absurdly fast startup and strong hitbox.
Saisyu's entire gameplan should focus around staying inside this button's range.
Chains into itself.
At tip range (i.e. when they block cl.C > 6A), this will cleanly beat almost anything that isn't a reversal.
crouch B
2B
B
Not the best 2B in the game
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Low
-
2
4
5
+3
+1
-
A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low.
Chains into itself and 2A.
crouch C
2C
C
Laughed out of the local for trying to anti-air with Saisyu 2C
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
command
5
4
27
-11
-13
-
This button SUCKS at anti-airing normal jump-ins. Like really, it sucks. You're gonna trade at best, and probably lose outright. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose.
Has too much pushback on hit to be used in heavy hitconfirms, as 6A will whiff.
Has a surprise use in microwalk confirms from 6A Quick MAX.
crouch D
2D
D
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Low
special
10
4
23
SKD
-9
-
Very good sweep, and one of Saisyu's main neutral tools.
Despite the slow startup, it is very useful as a poke due to its whiff cancel.
Jumping Normals
jump A
j.A
A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
High
-
4
5
-
-
-
-
A quick air-to-air attack, very strong as a rising air-to-air.
jump B
j.B
B
Slightly worse than Kyo's because thanks SNK
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
High
-
4
11
-
-
-
-
The Kusanagi knee. Amazing jump-in, decent air-to-air, strong crossup.
Undoubtedly one of Saisyu's best tools overall.
jump C
j.C
C
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
High
-
7
4
-
-
-
-
A nice jump-in, overshadowed by every other option.
jump D
j.D
D
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
High
-
7
4
-
-
-
-
Fantastic air poke with great range and frame data.
Saisyu's main way of controlling the air space in neutral and on defence.
Can cross up, but not as reliably as j.B.
Blowback
Blowback
5CD
CD
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
special
14
5
27
SKD
-11
-
Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit. All in all, a standard blowback that gives Saisyu a consistent Guard Cancel CD.
jump CD
j.CD
CD
Shingo learned this one over Kyo's j.CD for a reason
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
-
12
5
-
-
-
-
One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air.
Saisyu's most commonly used pressure tool. Easy to apply, easy to use, and hard to beat.
Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
4/6C (close)
C
"Brief Shoulder Throw"
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Throw
-
-
-
-
HKD
-
-
Regular forward throw.
Hard knockdown.
Hikiri Tsuchi
Hikiri Tsuchi
4/6D (close)
D
"Signal-Fire Hammer"
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Throw
-
-
-
-
HKD
-
-
Regular back throw.
Backturned hard knockdown.
Command Moves
Ge-Shiki Gou Tsui
Ge-Shiki Gou Tsui
6A
A
"Outer Method: Booming Hammer"
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
High [Mid]
[special]
17 [14]
4
14
+2
0
-
One of the best overhead command normals in the game.
Links into various moves on Quick MAX, whether cancelled into or not.
Great combo filler.
True blockstring from cl.C and is 0 on block in all situations.
Surprisingly really good in pressure, as blocking it leaves you in a range where 2A will cleanly beat out anything that isn't a reversal.
Ge-Shiki Kubu Tsuchi
Ge-Shiki Kubu Tsuchi
6B
B
"Outer Method: Headed Mallet"
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
-
Mid
-
20
1
10
+9
+7
-
A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent.
Links into various moves on hit, but should mostly be used for pressure.
Can be interrupted easily due to its startup.
Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C
"Method 100: Darkness Sweeper"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
236A
236A
-
Mid
-
11
While on screen
35
-
-
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
236C
236C
-
Mid
-
11
While on screen
37
-
-
-
Ground traveling projectile.
Overall, it's pretty slow. However, it's also a key part of Saisyu's ground game.
Effective use is rather difficult, but a key part of playing Saisyu.
Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish.
Saisyu reels back during this move, which can let it punish stubby abare attempts.
100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C
"Method 100: Ogre Baker"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
623A
623A
-
Mid
-
3
3>11
29
SKD
-14
1-3f
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
623C
623C
-
Mid
-
3
4>12
40
SKD
-43
1-7f
A DP with very good startup at 3f, alongside strong range and active frames.
Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction.
Both versions are extremely unsafe on block, as expected.
The A version is only invulnerable to the first active frame thus trading against meaties, and the C version is invulnerable to the 4th active frame.
427 Shiki Kamukakari
427 Shiki Kamukakari
63214B/D
63214B/D
"Method 427: Divine Suspension"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
63214B
63214B
-
High
-
17
4>(1)>4
23
SKD
-9
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
63214D
63214D
-
High
-
29
3>(4)>4
17
SKD
-3
1-10f
Another standing overhead. The B version is faster by 12 frames.
The B version has the same startup as 6A, and both versions share a startup animation with his step dash.
The B version is unsafe at -9 on block, while the D version is safe at -3 with pushback.
The D version has 10 frames of invulnerability on startup, allowing it to be used as a safe Guard Cancel CD bait tool.
110 Shiki Nata Guruma
110 Shiki Nata Guruma
623B/D
623B/D
"Method 110: Hatchet Wheel"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
623B
623B
-
Mid
-
8
4>(23)>4
21
HKD
-7
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
623D
623D
-
Mid
-
17
5>(12)>3>(12)>4
23
HKD
-7
-
B version combos from 2A, D only combos from heavy buttons.
Very nice go-to combo move that causes a hard knockdown and has decent damage.
B version is a good meterless raw punish tool with more horizontal range than DP.
D version is only really good for comboing from heavy buttons.
Both versions are heavily unsafe on block.
The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a better punish.
720 Shiki Homuragasane
720 Shiki Homuragasane
214A/C (x2)
214A/C (x2)
"Method 720: Flame Piling"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
214A
214A
-
Mid
-
11
4
25
-9
-11
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
214A > 214P
214A > 214P
-
Mid
-
17
3>3
20
SKD
-5
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
214C
214C
-
Mid
-
17
4
30
-14
-16
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
214C > 214P
214C > 214P
-
Mid
-
15
3>4
24
SKD
-10
-
Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown).
The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage.
Both versions are unsafe on block.
You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe.
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C
"Reverse Method 108: Great Serpent Mower"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
2141236P
2141236P
-
Mid
-
16
10
26
SKD
-
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
2141236AC
2141236AC
-
Mid
-
16
19
7
SKD
-
-
A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super.
SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner.
Best Orochinagi archetype DM in the game.
1207 Shiki Tsumugari
1207 Shiki Tsumugari
236236A/C
236236A/C
"Method 1207: Metro-Cap Reaper"
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
236236A
236236A
-
Mid
-
7
3
39
SKD
-24
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
236236C
236236C
-
Mid
-
14
2
43
SKD
-27
1-16f
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
236236AC
236236AC
-
Mid
-
7
3
45
SKD
-30
-
A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool.
C version is slower than A but is a true reversal.
SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.