![kof 13 unlock saiki kof 13 unlock saiki](https://static.wikia.nocookie.net/snk/images/5/52/Saikinormkofxiii.gif)
Good poke to use to keep the pressure on. Great range, moves him forward and during active frames you can actually hop over some characters d.Bs which is very very nice indeed. Not a bad way to sneak up your positioning.įar D: 80 damage, hits mid. However, if you whiff cancel it during active frames, Saiki stays forward. Now, if he finishes it without canceling into anything, he returns to his previous position. Also, keep noted, Saiki does move forward a bit while performing the move. It can be a slight bit slow, but it's not a terrible deal. Being cancel-able makes it all the better and it's good enough to cancel into HD mode from. One of Saiki's better far standing pokes. Of course, if it's to go into HD mode, you can HD far.D as well so it doesn't matter as much.įar C: 70 damage, cancel-able, hits mid. 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.
![kof 13 unlock saiki kof 13 unlock saiki](https://image.api.playstation.com/cdn/UP0005/BLUS30845_00/iEHxjXKNRgkoGdLfuwuFwxUveTTuRvQO.png)
A very solid move, a hard hitting move from standing that cancels into anything and hits low? Pretty nice. Also a somewhat solid reactionary anti-air, made better by being Special cancel-able.
![kof 13 unlock saiki kof 13 unlock saiki](https://i.ytimg.com/vi/vGOXuncmonM/maxresdefault.jpg)
For the time being, the main go to when canceling into Saiki's specials. Use it every so often to keep your opponent honest while you're standing. 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.
![kof 13 unlock saiki kof 13 unlock saiki](https://i.ytimg.com/vi/sMlogEQelus/maxresdefault.jpg)
Nothing special, half decent against hop in attempts which it will be used mainly for, but other than that, not that great. His air b+B recovery is not instananeous.Does very little solid damage at midscreen.His air b+B makes it a little easier to bait reversals, conduct a safe jump, and continue combos.Variety of DM's in order to fit any need.Absolutely punishing in the corner with generally simple, damaging combos.Very good normals both grounded and aerial for a variety of situations.Solid and pesky zoning game that can frustrate opponents into mistakes.If the player is careful and has a great idea of how the "KOF" fundamentals work, the player can dominate in a match with Saiki thanks to how his move set and game play is set up. Saiki has one of the best fire balls in the game (qcf+A) to zone around with. Another thing to note about Saiki is that most of his combos are relatively simple and has extremely high damage output in the corner. Saiki also has a lot of tools that can be used for multiple situations outside of fundamentals, such as baiting reversals with his jumping B (changes the trajectory of his jump), punishment, getting out of pressure, keep-away and more. Saiki is considered a zoning character who is also relatively versatile, having quite a few anti-airs at his disposal for keeping the opponent from jumping in on him at different spacing. Unlike Ash Crimson, he is a motion character. Although, Saiki resembles Ash in a lot of ways, his overall game plan is very different. This is the playable non-boss version of Saiki whom will become readily playable based on the players progression on arcade mode on console/PC versions of KOFXIII. Saiki is a character who debuts in KOFXIII as the initial boss character. St.C xx qcb+D (hold D), j.4B, dp+B qcf+C, qcb+D (hold D), j.4B, qcf+A, dp+BD/qcfqcf+K = 522/556 dmgĬr.B, cr.B xx qcb+BC qcbhcf+AC = 495 dmg St.C xx qcb+D (hold D), j.4B, dp+B qcf+C, qcb+D (hold D), j.4B, qcf+A, dp+B = 448 dmgĬr.B, cr.B xx qcb+B qcfqcf+K = 299 dmgĬr.B, cr.B xx qcf+AC, qcb+D (hold D), j.4B, dp+B qcf+C, qcb+D (hold D), j.4B, qcf+A, dp+B = 423 dmg St.C xx qcb+D (hold D), j.4B, dp+B = 231 dmg Quick Combo Reference 0 Stock, No Drive Gauge