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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 3 4

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: speed, damage, zoning, reversals, anti-air, and the fastest super in the game, letting him punish almost any unsafe move. These strengths allow him to change playstyles and adjust to any matchup.

Attack

  • Pressure: Use short dashes into 2A/2B or cancel normals into Slide > Bomb for safe offense.
  • Kunai & Bomb: Kunai beats most projectiles; Bomb has fast recovery, perfect for chip damage or baiting jumps.
  • Jump A/C: High-priority air normals; Jump A has longer active frames.
  • Close Normals: Close 5C and close 5D are safe/cancelable; avoid far versions as they are unsafe. Note the gap in close 5D > 5D.

Anti-air

  • Sword Anti-Air (623P): Light version is fast; heavy version is slower but with more range. Both enable Super juggles on airborne opponents.
  • Close 5D: Fast, cancelable anti-air with a massive hitbox; use 6D for easier sword-move conversions. Avoid far 5D (slow/unsafe).
  • Yashagami (214A): Has long invincibility frames; unsafe on block and hit, must be canceled into Hair Super to avoid being punished.

Supers

  • Senku Ensatsujin (236236K): Extremely fast Super; ideal for long-range punishes or as a combo finisher.
  • Musou Tenha (214214P): Flame pillar anti-air; light version appears in front, while heavy version tracks the opponent's position.
  • Musou Shinra (236236P): Long-range anti-air Super; can be juggled after 623P or close 5D.
  • Note: Saizo lacks an invincible super move, making 214A his most reliable defensive option under pressure.

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, 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 counter 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 where you can punish with 214A.

Bonjour Shot

Slow recovery projectile. Whiff punish with 236A. Punish with 2B/2C at close range and Super (236236K) at mid-range.

Monsieur Crash

All hits are unsafe. Pielle can delay each one as frametrap to bait your punish attempts.

Merci Un Deux Trois

On block, Pielle passes behind you. Punish with 5D

Super Rose

Whiff punish at super flash with 214A.

Thunder Croiser

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

Punish with super (236236K)

Quick Scratch C

Unsafe. Has more recovery than the light version.

Wild Saver

Unsafe. Punish with any normal.

Shine Beast

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

Bloody Fang

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

Kouryuu Ga

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

Senkyuu Tai

On block, punish with dash > any normal; for the heavy version, you can jump-in but be ready for a throw break.

Riyuu Seishou

Safe unless followed by a projectile; in that case, punish with Super (236236K).

Senpuure Kyaku

If you're close enough, punish with 2B

Shoutenchuu

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, punish with dash > 214A > Super.

Tomahawk Jack

Punish or whiff punish with Super (236236K).

Gran Buffalo Horn

Punishable on hit and whiff with 2D or 2C

Sky Bridge

Punish with super (236236K)

Atlas Rock Buster

You can interrupt it after blocking the first hit, use throw or 5D.

Crouch C

Punish with 2B

Onigawara

Unsafe. Punish with super (236236K), but be cautious, Sho can cancel late recovery frames with a reversal.
Break: 214A (if your opponent use A+C > 236K).

Tobihizageri

Safe on block, but he ends close enough to be thrown. From long range, there's a punishable gap before the move connects.

Sashikomi Kick

Safe on block, can bait anti-airs and enable fuzzy mixups. (Block low to avoid the fuzzy).
Anti-air: If he has no meter, punish with 214A or jC.
Break: Use 214A, backdash, or throw (though throw can be countered by his reversal)

Rekkou Ha

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

Ranki Ryuu Geri

Unsafe alone, but Sho can use an air super to stay safe or bait punishes. You can slide under it, but he can delay the super, making the slide risky.

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.

Slash Sword

Punish with Super (236236K)

Fire Breath

Punish light version with a jump-in or Super (236236K), and interrupt the heavy version with any normal attack 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

Avoid the last sequence with a backdash, then punish with 214C > Super (236236K).

Soul Spike

Light version is unsafe, punish with Super (236236K). Heavy version bypasses projectiles and can be baited with an instant Super; use a throw to avoid it.

Mirage Spear Kick

Punish on block or hit with super (236236K)

Rapid Gale

Use 236A to pass through her 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 > 2B

Cutlass Flasher

Overhead super, switches sides on block.

Horus Shade

An overhead with slow startup, making it easy to react to. Unsafe on block but can be followed by a teleport to bait your punish attempt.

Death Shred

Hits twice on standing, second hit is overhead. If crouching, whiff punish with 2B; if standing, interrupt the 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 whiff punish with 5D.

Dash Knee

Only safe with proper spacing. Otherwise punish with Super (236236K).