Akatsuki Blitzkampf/Sai

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Sai's official profile image

Background

Agent for the Shinka Dennou company. He, through illegal means, gathers all the information in the world. Rumors say that behind those sunglasses lurks a wicked eye, that can kill a man instantly. (from character selection screen)

Introduction

  • Armor Ratio = 1.000

Throws

4/5/6+A+B: Sai rapidly strikes the opponent then hits them away with Souchuu. This throw can be tech rolled.

j.4/5/6+A+B: Sai slams the opponent into the ground while spinning on top of them as they take damage. This throw can not be tech rolled.

Normal Moves

Sai's pre-made colors

5A: Sai performs a lazy kick with his front foot. Fast and can chain into his other A and B attacks on the ground. Good for poking, blockstrings, and combos.

5B: Sai performs a lazy kick with his rear foot. This move hits higher than 5A and moves him forward. Can work as an anti-air.

5C: Sai does a hopping roundhouse kick that can avoid low attacks. This move will launch the opponent on hit and can be used to start various combos.

2A: A crouching version of his 5A. Does less damage and can be used in the same manner.

2B: Sai slides forward a little bit. Comes out pretty quickly and is pretty safe if spaced properly.

2C: Sai slides along the ground and he is in a much lower stance compared to his 2B. This move has different properties depending on the spacing. If Sai hits with the tip of the attack, the opponent will slide backwards. If Sai hits with the earlier frames of the attack, the opponent will be launched into the air and can be juggled.

j.A: A jumping version of his 5B.

j.B: Sai does a split kick while jumping. This move can be used either as a jump-in or a crossup.

j.C: Sai performs a corkscrew kick that can hit up to 3 times. Has good horizontal reach and will usually knock down against airborne opponents if they take at least 2 hits. It can beat ground reflector attacks because each hit must be reflected individually. This makes for a good jump-in vs reflector-happy opponents as you can alter the number of hits depending on how early or late you perform the attack.

Command Normals

側宙 - Sokuchuu - 6B: Sai does an overhead 2-hit cartwheel kick that looks very similar to his 214 attacks. Unlike his 214 attacks, this move does not travel in an upward arc and does not avoid low attacks not does it hit particular high vertically.

仆腿避勢廻拳 - Hokutai Hisei Kaiken - 4C: Sai crouches quickly and then performs a quick heavy-hitting punch. This move comes out relatively fast and will send the opponent flying midscreen. It can sometimes be used as an anti-air in lieu of 5B, but in the corner it is the staple launcher for his more damaging combos.

Special Moves

翻身双肘 - Honshin Souchuu - 236+A/B/C: a sliding elbow smash, [A] version travels 1/4 of the screen, [B] - halfscreen and [C] - 3/4. The latter can also pass over recovering opponents.

側宙仆腿 - Sokuchuu Hokutai - 214+A/B/C (also in air): a variaton of [6B], that passes over low attacks and knocks down. [A] version is almost a standing flip kick, [B] travels a little distance forward (about 1/3) and [C] goes for about 2/3 of the screen.

邪視 - Jyashi - 22+A/B/C: a "cursing" attack, that deals no direct damage. [A] version inflicts a "Guard Down" - while affected, opponent's guardgauge won't regenerate. [B] - hampers opponent's movement (in Murakumo's case, it will shorten the distance of his teleports, both grounded and aerial; you'll also see his "wraith" moving when he disappears). [C] - interferes with opponent's jumping, as with each jump a heavensent (yet blockable) fish shall slap the hopper. Note, that you cannot do a second Jyashi until the effect from previous one wears off. Range of the curse is roughly just outside 5A range.

EX and Super Moves

特攻翻身双肘 - EX Honshin Souchuu - 236+B+C: a series of four [4C]'s, followed by a Souchuu. Travels fullscreen.

特攻側宙仆腿 - EX Sokuchuu Hokutai - 214+B+C: a faster, multi-hit kick. Ground version goes fullscreen.

特攻邪視 - EX Jyashi - 22+B+C: effectively inflicts all three "curses" in a handy "Full Course" pack. Does no direct damage. The range of the EX curse is significantly larger, roughly just outside Marilyn 2C range. This move can be jumped out of on reaction to the flash from neutral, but it can also be comboed on the ground.

兇眼 - Kyougan - A+B+C: applies the "Full Course" Jyashi, but also adds direct damage, giving equivalent health to Sai, and knocks down. You can do this move while previous "curse" is still active. Cannot hit an opponent in the air, as it is technically a grab. Possible to jump out of on reaction to the flash from neutral, but also possible to combo it on the ground.

General Strategy

Sai can be played with an oki-heavy playstyle, in which you mix up the following on wakeup:

throw

2C

2B -> delayed 5C (this works because 2B looks like 2C, and is safe)

2A -> 2A -> ...

2A -> walk forward and throw

5C

2C is unsafe on block, but launches if it hits early and can be comboed from. 5C can then be considered a much safer alternative, as it serves the same purpose. However, against some characters 2C and 5C should be mixed up regardless, as the character may have a way around one or both, such as Akatsuki's 214+A/B/C going over Sai's 2C.

214+B+C serves as both a reversal and an anti-air. A+B+C can sometimes be used as a reversal, though there is an obvious risk involved, as it requires all 3 super bars.

Combos

Midscreen Combos

If you don't have meter or don't want to use it, remove 214BC super at the end of these combos. However using this super as a finisher leads to very solid damage (around 4000 or more in most cases) and will most likely put your opponent in the corner.

  • j.B/C -> 2A/5A -> 5BC -> 2B -> 236B -> 214+B+C
The 2B after the 5C requires a bit of timing, but nothing overly difficult. You can replace the 2B juggle hit with 2A if you're having trouble and the combo will still work.
  • 2B -> (hit confirm) 5C -> 2B -> 236B -> 214+B+C
A shortened version of the one above.
  • 6B -> (link) 5A/2A -> 2B -> 5C -> 2B -> 236B -> 214+B+C
The standard combo off the 6B overhead.
  • {6B} -> (link) 5A/2A -> 5B -> 236A -> 236+B+C -> 236B -> 214+B+C
A more damaging combo after the overhead that requires 2 meters. This combo only works if the opponent doesn't end up too close to the corner.
  • j.C -> A+B+C
This is perhaps the only way to successfully combo into his lvl3. However, the damage is severely scaled down.

Corner Combos

Most of these juggles can be finished with both supers, 214+B+C does significantly more damage than 236+B+C but will rarely connect all hits at the end of such long combos. If you want to ensure good damage, it is better to do 236+B+C because it will connect almost all the time. Getting full damage with 214+B+C requires a perfect timing.

  • 2C -> 5A -> 5B -> 5C -> 2A -> 5B -> 236B
A meterless corner combo that does decent damage.
  • 2C -> 5A -> 5B -> 4C -> 5A -> 236B -> 236+B+C
A 2C corner combo with relatively strict timing that gives about as much damage as the 4C corner combo with 2A starter. If your input isn't quick enough, the last hit of 236+B+C may not hit.
  • j.C -> 5B -> 4C -> (slight pause) 5B -> 236C -> 5A -> 5B -> 236B -> 236+B+C/214+B+C
The basic corner combo off the 4C launch in the corner. If the 236B near the end hits too early, then some of the hits from 236+B+C might miss. For a more reliable method to get all the hits from the 214+B+C to connect, omit the 5A after the 236C.
  • 2A -> 5B -> 4C -> (slight pause) 5B -> 236C -> 5A -> 5B -> 236B -> 236+B+C/214+B+C
Similar to the one above, same rules apply.
  • 2B -> (hit confirm) 4C -> (slight pause) 5B -> 236C -> 5A -> 5B > 236B -> 236+B+C/214+B+C
4C is quite hard to hit confirm from 2B because for some reason, if you do it too late 5C will come out instead (but by chance it still connects). The 2 following combos can be used if you missed your hit confirm into 4C or if you want to make things easier, they still deal good damage anyway :
  • Meterless version : 2B -> (hit confirm) 5C -> 2A -> 5B -> 5C -> 2A -> 236A
  • Meter version : 2B -> (hit confirm) 5C -> 2A -> 5B -> 236C -> 214+B+C
  • 6B -> (link) 2A -> 4C -> (slight pause) 5B -> 236C -> 5A -> 5B > 236B -> 236+B+C/214+B+C (hard)
A combo off the 6B overhead in the corner.

Frame Data

source
KD - Knockdown
VB - Variable
*UV - vaule(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  20   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  20   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  17   |    7    |   KD   |    +3    |
                  A+C  |  60   |   --    |   --   |    --    | cancellable after 36F
              Normals  ---------------------------------------
                   5A  |  15   |    4    |   +0   |    +0    |
                   5B  |  25   |    6    |   -4   |    -6    |
                   5C  |  30   |   10?   |   KD   |    -6    | *UV
                  c.A  |  15   |    4    |   +0   |    +0    |
                  c.B  |  26   |    7    |   -4   |    -6    |
                  c.C  |  35   |    9    |   KD   |   -11    |
                  j.A  |  15   |    4    |   +0   |    +0    |
                  j.B  |  26   |    6    |   VB   |    VB    |
                  j.C  |  33   |    7    |   VB   |    VB    |
           c./5A > 5A  |  15   |    4    |   +0   |    +0    |
           c./5A > 2A  |  15   |    4    |   +0   |    +0    |
      Command Normals  ---------------------------------------
                   6B  |  36   |   21    |   +4   |    +2    |
                   4C  |  30   |   11    |   KD   |    -4    |
             Specials  ---------------------------------------
                236+A  |  38   |    7    |   -1   |   -16    |
                236+B  |  36   |   13    |   KD   |    -8    |
                236+C  |  34   |   19    |   KD   |    +0    |
                214+A  |  44   |   17    |   KD   |    -5    | attack starts on 26F
                214+B  |  44   |   17    |   KD   |    -5    | attack starts on 26F
                214+C  |  44   |   17    |   KD   |    -5    | attack starts on 26F
              j.214+A  |  VB   |   11    |   KD   |    VB    | landing recovery 14F
              j.214+B  |  VB   |   11    |   KD   |    VB    | landing recovery 14F
              j.214+C  |  VB   |   11    |   KD   |    VB    | landing recovery 14F
                 22+A  |  52   |   29    |   -3   |    --    | since Sai is invincible after
                 22+B  |  52   |   29    |   -3   |    --    |  a successful hit with the "curse",
                 22+C  |  52   |   29    |   -3   |    --    |   3F moves won't counter him
       EX and Level 3  ---------------------------------------
              236+B+C  |  83   |    6    |   KD   |   -20    | 1~3F invincible
              214+B+C  |  69   |   11    |   KD   |   -17    | 1~10F invincible
            j.214+B+C  |  VB   |    3    |   KD   |    VB    | 1~3F invincible, landing recovery 25F
               22+B+C  |  30   |   11    |   +1   |    --    | 1~2F invincible
                A+B+C  |  59   |    6    |   KD   |    --    | superflash 50F, 1~5F invincible
Maguro (aka Sky Fish)  |  --   |    1    |   --   |    --    | attack initiates 1F after the opponent had jumped

Trivia

Sai's Ending
Akatsuki Blitzkampf
General

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Characters

AkatsukiMycaleSaiKanaeFritzMarilyn SueWeiAnonymElektrosoldatBlitztankAdlerMurakumo

Mechanics