Saizo Tobikageno

Saizo Tobikageno, a ninja driven by the desire for vengeance, pursues justice for the annihilation of his clan.

Commands

Rasen Kyaku +
Ryuuei Kyaku ++

Specials

Hiryuu +
Yashagami +
Engetsuzan +

Supers

Musou Shinra +
Musou Tenha +
Senku Ensatsujin +

Normals

far/close
down
up
ub/uf
far/close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf

Commands

+
++

Specials

+ ( only)
+
( only)
+

Supers

+
+
+

Overview

Saizo has strengths in all areas, allowing for different playstyles. His sword specials excel at zoning, hitting from a distance, while his kunai can break through projectiles. At close range, he has a fast anti-air with long invincibility frames and a Super that punishes most unsafe moves.

Attack

Each light button can be converted into a heavy. Use it to maximize damage. ex: 2B, 2B, close 5C > 623C

Short dashes: Cancel with 2A or 2B to keep pressure and punish mistakes. Normals can cancel into slide > bomb for pressure.

Projectiles: Use 236A (Kunai) zoning, it cuts through most projectiles except Saizo's own. Use 236C (Bombs) for shorter range but faster recovery, ideal for chip damage and baiting jumps.

Jump C: His forward and back jump C has great priority over normals and some specials. Most characters will struggle to anti-air this move.

5C and 5D: Close 5C hits low, and Close 5D has long range, both cancelable. Far versions are unsafe, close ones are safe. Avoid overusing close 5D > 5D, as it's breakable.

Anti-air

Engetsuzan (623P): 623A is faster and shorter, ideal for midrange, while 623C is better for long-range. It can juggle airborne opponents with supers.

5D: You must learn the range of close 5D, as the far version leaves you vulnerable. 5D is a fast, cancelable anti-air. Input 6D for easier sword conversions.

Yashagami (214A): His best anti-air due to its long invincibility frames. Use it only with meter to cancel into hair super, or you'll be at a disadvantage.

Supers

Musou Shinra (236236P): Long-range anti-air super, and extends juggle combos seamlessly from 623P or close 5D

Musou Tenha (214214P): Summons a pillar of flames as an anti-air. The light version is fixed in front of Saizo, while the heavy version tracks the opponent.

Senku Ensatsujin (236236K): A super combo with an extremely fast startup, letting you punish many moves. It’s also used in combos, canceled from slide or 214A.

Tips

Chip damage

Use 236A for chip damage, and finish with a chip kill using 623C or 214B. Heavy Hair (214C) and Sword C (623C) deal the most chip damage among Saizo's specials and supers.

Throw OS

Back+C+D at close range creates an powerful throw/anti-air option select. Automatically, if your opponent jumps, back+D will act as an anti-air, and if they stay close, back+C will throw.

Ressources

Replays

Meterless combos

  • 2B, 2B, 5A > 623C
  • 2B, 2B, 5C > 623C
  • 2B, 2B, 5D > 623C
  • 2B, 2B, 5C > 236C
  • 2B, 2B, 2A > 2B+D
  • jC > 5C > 623C

Metered combos

  • 2B, 2B, 5C > 623C > 214214P
  • 2B, 2B, 5D > 623C > 214214P
  • 2A, 2A, 5B > 214A > 236236K

Anti-air

  • 623C > 214214P
  • close 5D > 623C > 214214P

Air-to-air

  • jD > 214214P
  • jC > 214214P

Rasen Kyaku

Overhead, unsafe on hit and block, leaves ample time for punishment. Saizo rarely resorts to this move unless finishing off his opponent

Ryuuei Kyaku

Slide into bomb is safe unless you have meter; punish with super (236236K). On corner, punish with 2B

Yashagami

Unless canceled, it's unsafe on hit and block, but can be followed by a super, interrupting your punish.

5C

Close 5C hits low, while the far version has significant recovery, making it punishable even on hit.

Engetsuzan

punish with dash > 2A

Saber Bash

Despite its animation, this move isn't an overhead. Punish with 2B or 236236K and on whiff with 214A

Flying Peach Bomber

This one is an overhead, but if done close to you, it will whiff, and he'll pass behind you. When used in a blockstring, there's a gap, no matter which normal move it was canceled from. Punish on whiff with 214A

Bonjour Shot

A projectile with a very slow recovery. You can whiff punish with 236A At close range, punish on block or hit with 2B or 2C. Mid range with super 236236K.

Robin Liner

An anti-air special with slow recovery and no reversal properties. On hit, 623A keeps you standing for a punish, while 623C knocks you down.

Monsieur Crash

A three-hit move, easily punishable. However, Pielle can delay each hit to counter your punish attempt.

Merci Un Deux Trois

An aerial dive that can deceive your anti-air or jump. When you block all 3 hits, Pielle passes behind you. Punish with 5D

Super Rose

A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts. Whiff punish at super flash with 214A.

Thunder Croiser

punish with 214C > 236236K

Dynamite Kick

It makes her hop forward. She usually uses it to close distance mid-range and on your wake-up from afar. Unsafe on block, punish with 236236K.

Crouching C

Her main poke that is annoying to deal with; it's safe on block, has good range, and can also anti-air.

Killer Snake

light version has a lot of recovery on block and hit, giving you time to punish. heavy one goes through projectiles and is unsafe on block, but she can recover and use her Supers. Input 2A, 2A to punish or block in time.

Spinning Claw

punish on block with Super (236236K)

Quick Scratch A

Very fast, can catch you off guard at mid and close range. You can punish it on whiff, block and hit with super (236236K)

Quick Scratch C

Same as Quick Scratch A unless it is negative on block and results in a knockdown. Punish with 5C.

Wild Saver

Her reversal and break special. Punish light version with 5C. Heavy version has more recovery, if you're close enough, you'll have time to punish her with a neutral jump

Shine Beast

On block, she ends up on the other side (at mid and close range). With practice, you can time your jump correctly to punish her

Bloody Fang

This super is not overhead despite the jump animation. punish with dash > 5D. If you get hit, mash buttons and directions to take less damage.

Kouryuu Ga

use your super (214214K) to pass through fireball.

Senkyuu Tai

reversal anti-air, punish on block with 5C and on whiff with dash > 5D

Riyuu Seishou

A combo ender and pressing tool that he usually follow with Super or projectile. Punish with super (236236K) in midrange, and if canceled in the corner.

Senpuure Kyaku

slow anti-air command. If you're close enough, you can punish him on block with 2B

Shoutenchuu

Safe short jump Overhead, whiff punish with 214K

Houshin Renpa

Fireball super, can be used at mid range to punish your own projectiles

Shin Kyoku Ranbu

not overhead despide to jump animation. punish on block with dash > 5D

Tomahawk Jack

Tomahawk is used as an anti-air or to defend against projectiles and build meter. This move is easily punishable on block: up close, use 5D and from any range, punish with super (236236K), which also punishes on whiff.

Gran Buffalo Horn

Passes through projectiles and heAs close the distance against grounded opponents. Punishable on hit and whiff with 2D or 2C

Sky Bridge

Punish with 5D at close range.

Atlas Rock Buster

Has invul. startup, useful for reversals, anti-airs, or ending combos. Can be tricky to punish on block if not close enough due to pushback and quick recovery. The key is to react after the first blocked hit; you can throw or backdash then punish with dash > 2B

Crouch C

punish with 2B

Onigawara

Punish on block with 236236K, but be cautious, Sho can cancel late recovery frames with 214K. You can input 214A during startup. On hit, break with 214A after the 1st hit.

Tobihizageri

Safe on block, but Sho's knee distance determines if he's within throw range or leaves an opening during knee startup, where you can punish with hair (214A).

Sashikomi Kick

At high height and when Sho has no meter, you can reliably counter it with jC. It is also breakable with 214A, backdash, or throw (though throw can be countered by his reversal)

Rekkou Ha

You don't have to fear his projectile, use your kunai in reaction to punish or chip from afar.

Ranki Ryuu Geri

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Ranki Ryuu Geri is tricky to punish as it can be followed by air super (Geki Rekkou Ha). Keep an eye on his super meter, if it's full, avoid taking risks.

Geki Rekkou Ha

Break with a backdash if used at a high height.

Abdomen Step

Safe on block, you can break or whiff punish with 214A.

Slash Sword

This attack can reach you from very far away. Punish from all ranges with Super (236236K)

Fire Breath

Punish A version on block with j.D and on whiff with super (236236K). For C version, you can interrupt with any normals immediately after blocking the first or second hit.

Balloon Bomb

Overhead, whiff punish with 5D or 214A. on block, punish with run > 5D

Shiva Dance

A Super with invincible startup that is safe on block. Punishable up close after blocking first hit with backdash then hair (214C)

Soul Spike

The light ver. is punishable with Super (236236K). heavy ver. has no pushback, making it easier to punish. it can also pass through projectiles. On block, Tia can counter with Super, but you can avoid it with a throw.

Mirage Spear Kick

Punish on block or hit with super (236236K)

Rising upper

Rising Upper A is an anti-air reversal with quick recovery, making it difficult to punish on whiff. It's invulnerability on startup allows her to pass through projectiles. When blocked at close range, punish with 5D or super (236236K)

Rapid Gale

Her Fireball isn't ideal for zoning and has a slightly slow recovery. She mostly uses it for okizeme or pressure. at mid range, while dashing, you can react and jump to punish her.

Heel Break

After the first hit of the 2-hit sequence, punish or break with a throw, 214A, especially since the last hit is an overhead.

Heel Break

Her strong super punishes projectiles. When she switches sides mid-air on block, quickly turn your character to punish.

Burning Revolver

Punish with dash > 5D

Cutlass Flasher

Overhead super, switches sides on block.

Horus Shade

An overhead with a slow startup, making it easily reactable. Punish on block or whiff with cr.A, 2B or Super (236236K)

Death Shred

This one is also an overhead with a slow startup but has a larger pushback. It's a two-hitter when the opponent is standing. Second hit is overhead. If crouched, whiff punish with 2B; standing, interrupt before 2nd hit with 2B.

Poison Fog

Close-range projectile for chip damage or pressure on your wakeup. Punish with your reversal super (236236K)

Deadly Claw

A teleport with an aerial attack, usable to counter anti-airs. B version lands in place, D version lands behind. at close range, punish on block with Super (236236P) and on whiff with 5D.

Dash Knee

A special dash attack that must be executed at the right spacing to be safe. Punish on block or hit with 2B

Pharaoh Dance

Super projectile with invul. startup. If you block it, he retreats very far. Punish with flames Super (214214C).