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

Colors

saizo A
saizo B
saizo C
saizo D

Gallery

1 2

Normals

All normals

Commands

Rasen Kyaku +
Ryuuei Kyaku ++

Specials

Hiryuu +
Yashagami +
Engetsuzan +

Supers

Musou Shinra +
Musou Tenha +
Senku Ensatsujin +

Saizo is a top-tier character who excels in every aspect. He moves fast, has great damage output, and can zone effectively with his kunai that pierce through all projectiles. On defense, he has a quick, invincible anti-air special, as well as a sword-based move that covers a large area. Finally, he gets the fastest Super in the game, allowing him to punish almost any unsafe move.

Attack

Use short dashes 2A/2B to maintain a safe pressure. You can also cancel normals into Slide > Bomb.

Saizo’s Kunai is your main zoning projectile, it slices through most opposing projectiles. His bomb recovers fast, making it ideal for dealing chip damage or baiting jumps.

His Jump A/C boasts high priority, making it difficult for opponents to anti-air. Jump A stays active longer.

Close 5C/5D are safe and cancelable. close 5C hits low. You should avoid their far version, as they remain unsafe. Also, be aware that there's a gap with close 5Dx2 on block and hit (it's breakable).

Anti-air

For his sword anti-air (623P), light version is fast, while the heavy one is slower but has a longer range. Both can juggle airborne opponents with supers.

Master the range of close 5D (far 5D is slow and unsafe). Close 5D is a fast and cancelable anti-air with a large hitbox. Input 6D for easier sword conversions.

With meter, Yashagami (214A) is your best anti-air because it's fast and has long invincibility frames. Always cancel it into his Hair Super, or you will be left at a disadvantage.

Supers

Saizo has no invincible super, your only wakeup reversal is light Yashagami (214A).

Senku Ensatsujin (236236K) is an incredibly fast super, perfect for punishing moves or ending combos.

Musou Tenha (214214P) is a flame pillar anti-air. The light version hits in front, while the heavy version tracks the opponent. Musou Shinra (236236P) is a long-range anti-air super. you can juggle it from 623P or close 5D.

Tips

Chip damage

Use 236A or 236C for easy chip. Finish an opponent with 623C it deals the most chip damage.

Throw OS

At close range, Back+C+D creates a powerful option select. If the opponent jumps, Back+D anti-airs; if they stay grounded, Back+C throws.

Replays

Ressources

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 but unsafe on hit and block, leaves ample time for punishment.

Ryuuei Kyaku

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

Yashagami

Unsafe on hit and block unless canceled. Can be followed by Super to interrupt your punish attempt.

Engetsuzan

Punish with dash > 2A

Saber Bash

Despite its animation, this move doesn't hit overhead. Punish with 2B or 236236K.

Flying Peach Bomber

Overhead and safe on block. When used in a blockstring, there's a gap, no matter which normal move it was canceled from. Whiff punish 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.

Monsieur Crash

Can chain up to 2 follow-ups, all unsafe. Pielle can delay each one as frametrap to bait your punish attempts.

Merci Un Deux Trois

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

Super Rose

This safe Super crosses the entire screen, and can be used as an anti-air. Whiff punish at super flash with 214A.

Thunder Croiser

Anti-air super with brief invincible startup; adds pushback on block. Punish with slide or 214C > Super (236236K).

Dynamite Kick

Unsafe on block, punish with Super (236236K).

Killer Snake

Light version is unsafe even on hit. Heavy version is unsafe but can be followed by any super to bait punishes. Use 2A to punish or block in time.

Spinning Claw

Unsafe but adds pushback, if close enough, punish on block with Super (236236K)

Quick Scratch A

Only punishable with super (236236K)

Quick Scratch C

Unsafe. Has more recovery than the light version, Punish with 5D or 5C.

Wild Saver

Punish with any normal attack. You can also punish the heavy version with a jump-in, but watch out for a potential throw break.

Shine Beast

On block, she ends up on the other side; dash, then punish with any normal.

Bloody Fang

Not overhead. Punish with dash > 5D. If you get hit, mash buttons and directions to take less damage.

Kouryuu Ga

Use your kunai (236A) to pass through his fireball. On block, punish with Super (236236K)

Senkyuu Tai

On block, dash > 5C or 5D to punish. Against the heavy version, you can punish with a jump-in (but watch out for a potential throw break).

Riyuu Seishou

Safe on its own unless followed by a projectile. In that case, punish with super (236236K).

Senpuure Kyaku

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

Shoutenchuu

Short jump, hits high, Safe on block. Whiff punish with close 5D or jump back C.

Houshin Renpa

Punish at close range with 2B (corner only) or Super (236236K)

Shin Kyoku Ranbu

Not an overhead despite the jump animation. From max range, use dash > 214A > Super.

Tomahawk Jack

Unsafe up close; punish with slide or super (236236K), which also punishes on whiff.

Gran Buffalo Horn

Punishable on hit and whiff with 2D or 2C

Sky Bridge

Punish with super (236236K)

Atlas Rock Buster

Brief invincibility on startup. Pushback makes it not easy to punish. You can interrupt it after blocking the first hit, use throw or 5D.

Crouch C

punish with 2B

Onigawara

Punish with super (236236K), but be cautious, Sho can cancel late recovery frames with a reversal. You can also break a combo that starts with that move by using 214A.

Tobihizageri

Even on block, but the distance of Sho's knee determines if he is within throw range. If he leaves an opening during the knee's startup, punish with 214A.

Sashikomi Kick

Safe on block, can bait anti-airs and enable fuzzy mixups. Block low to avoid the fuzzy. At high height, when Sho has no meter, you can use 214A or jC. Break with 214A, backdash, or throw (though throw can be countered by his reversal)

Rekkou Ha

Use your kunai (236A) to pass through his fireball. In a blockstring, punish with Super (236236K)

Ranki Ryuu Geri

Unsafe on its own, however Sho can follow up with air super to stay safe and bait punishes. You can use slide to avoid it but be aware that he can delay the super, so there’s no guaranteed answer.

Geki Rekkou Ha

Safe on block. You can avoid it with a backdash if used at a high height (midscreen)

Abdomen Step

Safe on block. If spaced out, use 214A to whiff punish or break.

Slash Sword

Punish with Super (236236K)

Fire Breath

Punish the light version with jD or super (236236K). For the heavy version, you can interrupt its sequence with any normal attack immediately after blocking the first or second hit.

Balloon Bomb

Hits Overhead, whiff punish with 5D or 214A. on block, punish with dash > 2B

Cadabra Bomber

A safe super with invincible startup. Avoid the last sequence on block with a backdash, then punish with 214C into Super (236236K).

Soul Spike

Light version is punishable with Super (236236K). Heavy version goes through projectiles and can be canceled into Super to bait punishes, though it can be countered with a throw.

Mirage Spear Kick

Punish on block or hit with super (236236K)

Rapid Gale

Has slightly slow recovery. She mainly uses it for okizeme or pressure. Use your kunai (236A) to pass through his fireball. In a blockstring, punish with Super (236236K).

Heel Break

2-hit sequence, safe on block, last hit is overhead. After the first hit, Punish/Break with throw or 214A.

Heel Break

Fast super that goes through projectiles. On block, she switches sides mid-air, quickly turn and punish.

Burning Revolver

Punish with dash > 5D

Cutlass Flasher

Overhead super, switches sides on block.

Horus Shade

Overhead with slow startup. Can be immediately followed by teleport (Deadly Claw). Punishable on block or whiff with cr.A, 2B, or Super (236236K).

Death Shred

Two-hit move with slow startup and pushback. Second hit is overhead. If crouching, punish whiff with 2B. If standing, interrupt before second hit with 2B.

Deadly Claw

Light version lands in front; heavy version lands behind. At close range, punish on block with Super (236236P) or on whiff with 5D.

Dash Knee

Only safe with proper spacing. Otherwise punish with 2B.