Difference between revisions of "The King of Fighters XIII/Saiki"

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===Standing===
===Standing===


'''s.A:'''  
'''s.A:''' 25 damage, cancel-able, hits mid. Your typical stand jab.  Nothing special, half decent against hop in attempts which it will be used mainly for, but other than that, not that great.  Whiffs on crouchers as well.


'''s.B:'''  
'''s.B:''' 30 damage, cancel-able, hits low. Not a terrible move.  Decently quick, and it does hit low from a standing position which can be tricky for some to deal with especially after hop in pressure.  Range is bad though.  Use it every so often to keep your opponent honest while you're standing.


'''s.C:'''  
'''s.C:''' 70 damage, cancel-able, hits mid. For the time being, the main go to when canceling into Saiki's specials.  Also a somewhat solid reactionary anti-air, made better by being Special cancel-able.  However, be very wary.  It can miss on some crouchers.  If you're trying to confirm into something big, it might be better to go with the more reliable cl.D as it won't miss on crouchers.


'''s.D:'''  
'''s.D:''' 70 damage, cancel-able, hits low. A very solid move, a hard hitting move from standing that cancels into anything and hits low?  Pretty damn nice.  Also it does not whiff on crouchers making this a bit more reliable when going in for something big.  Be warned however, it has one weakness.  Where both versions of st.C are cancel-able in which you do not have to worry as much about distance as both will cancel, far.D is NOT cancel-able which means if you're off on your distance and you get far.D, you don't get anything afterwards.  Be careful about that.  Of course, if it's to go into HD mode, you can HD far.D as well so it doesn't matter as much.


'''cl. C:'''  
'''far C:''' 70 damage, cancel-able, hits mid. One of Saiki's better far standing pokes.  Being cancel-able makes it all the more better and it's good enough to cancel into HD mode from.  It can be a slight bit slow, but it's not a terrible deal.  It might miss on some crouchers as well, more testing is needed, but do be a bit cautious with the move.  Also, keep noted, Saiki does move forward a bit while performing the move.  Now, if he finishes it without canceling into anything, he returns to his previous position.  However, if you whiff cancel it during active frames, Saiki stays forward.  Not a bad way to sneak up your positioning.


'''cl. D:'''
'''far D:''' 80 damage, hits mid. Very good poke for Saiki.  Great range, moves him forward and during active frames you can actually hop over some characters d.Bs which is very very nice indeed.  Good poke to use to keep the pressure on.  It's not cancel-able by anything other than HD mode though, so it's something to keep in mind, however getting that long poke into HD if you can predict your opponent's patterns can be a great tool.


===Crouching===
===Crouching===

Revision as of 03:07, 7 December 2011

Saikimain.jpg Spacer.gif File:Saiki.gif

Saikixiiimoves.png


Gameplay Overview

Gameplay Notes

Pros

- (coming soon)

Cons

- (coming soon)

Normals

Standing

s.A: 25 damage, cancel-able, hits mid. Your typical stand jab. Nothing special, half decent against hop in attempts which it will be used mainly for, but other than that, not that great. Whiffs on crouchers as well.

s.B: 30 damage, cancel-able, hits low. Not a terrible move. Decently quick, and it does hit low from a standing position which can be tricky for some to deal with especially after hop in pressure. Range is bad though. Use it every so often to keep your opponent honest while you're standing.

s.C: 70 damage, cancel-able, hits mid. For the time being, the main go to when canceling into Saiki's specials. Also a somewhat solid reactionary anti-air, made better by being Special cancel-able. However, be very wary. It can miss on some crouchers. If you're trying to confirm into something big, it might be better to go with the more reliable cl.D as it won't miss on crouchers.

s.D: 70 damage, cancel-able, hits low. A very solid move, a hard hitting move from standing that cancels into anything and hits low? Pretty damn nice. Also it does not whiff on crouchers making this a bit more reliable when going in for something big. Be warned however, it has one weakness. Where both versions of st.C are cancel-able in which you do not have to worry as much about distance as both will cancel, far.D is NOT cancel-able which means if you're off on your distance and you get far.D, you don't get anything afterwards. Be careful about that. Of course, if it's to go into HD mode, you can HD far.D as well so it doesn't matter as much.

far C: 70 damage, cancel-able, hits mid. One of Saiki's better far standing pokes. Being cancel-able makes it all the more better and it's good enough to cancel into HD mode from. It can be a slight bit slow, but it's not a terrible deal. It might miss on some crouchers as well, more testing is needed, but do be a bit cautious with the move. Also, keep noted, Saiki does move forward a bit while performing the move. Now, if he finishes it without canceling into anything, he returns to his previous position. However, if you whiff cancel it during active frames, Saiki stays forward. Not a bad way to sneak up your positioning.

far D: 80 damage, hits mid. Very good poke for Saiki. Great range, moves him forward and during active frames you can actually hop over some characters d.Bs which is very very nice indeed. Good poke to use to keep the pressure on. It's not cancel-able by anything other than HD mode though, so it's something to keep in mind, however getting that long poke into HD if you can predict your opponent's patterns can be a great tool.

Crouching

cr. A:

cr. B:

cr. C:

cr. D:

Jumping

j. A:

j. B:

j. C:

j. D:

Blowback Attack

CD:

j. CD:

GCCD:

Throws

Sha = b/f + C/D close

Command Moves

In (in air) = f+a

Hatsu (in air) = f+b


Special Attacks

Kiyoku no Tsuki = (qcf+P) -

(EX) = qcf+A+C

-

- Hit Detection:

- Damage:


Hanetsurube no Nata = (dp+k) -

(EX) = dp+B+D

-

- Hit Detection:

- Damage:

Kazahazushi no Tsuchi = (hold A/B/C/D) during D version or EX


Hiori no Kusabi = (qcb+K) -

(EX) = qcb+B+D -

-

- Hit Detection:

- Damage:

Ura Shichiri = (hold A/B/C/D) during D version or EX


Shichiri Gake = (d, d + A/B/C/D) -

-


Desperation Moves

Washiba Otoshi = (qcfx2+K) -

- Hit Detection:

- Damage:


Yami Otoshi = (qcfx2+K) in the air -

- Hit Detection:

- Damage:


Tokoyami no Fune = (qcfx2+P) -

-

- Hit Detection:

- Damage:


Kyoryu no Ori = (hcbx2+P) close -

(EX) = hcbx2+A/C -

-

- Hit Detection:

- Damage:




Neomax

Kasumi = qcb~hcfx2+A+C -

- Hit Detection:

- Damage:


Combos

UNDER CONSTRUCTION

No Stock, No Drive Gauge -


No Stock, 1+ Drive Gauge -


1 Stock, No Drive Gauge -


1 Stock, 1+ Drive Gauge -


2 Stock, No Drive Gauge -


2 Stock, 1+ Drive Gauge -


3 Stock, No Drive Gauge -


3 Stock, 1+ Drive Gauge -


4 Stock, No Drive Gauge -


5 Stock, No Drive Gauge -


Hyper Drive

(1)

(2)

(3)

(4)

(5)

Tips

Videos, Links & References

Technical Reference

http://www.youtube.com/watch?v=stY9GVyBHfI

Discussion Threads

Discuss at Dream Cancel

Navigation

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Characters