Saito
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Owned by:
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LoneAlchemist/Lonalk
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Playstyle:
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Rushdown
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HP:
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1000
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Meter Size:
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3000
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Extra Movement Options:
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Glide(j.6[6], j.4[4]) Fastfall(j.22)
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Notes:
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This page is still a work in progress!
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Backstory
Saito, originating from LoneAlchemist’s Youtube Kirby Sprite animations, is a yellow Kirby who spends his days with his friend and squadmate Aege, annoying him and getting up to all kinds of scenarios with him and Kirby.
Gameplay
Saito is a fast, aerial-focused rushdown character who focuses on getting in on opponents with incredible airspeed, in order to deal heavy damage with very freeform combos. With a fast projectile to cover space, and extremely safe moves to help with pressure, Saito can destroy opponents if you know what you’re doing.
Strengths |
Weaknesses
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- Extremely high airspeed
- Amazing air control(j.6[6]) that makes the most out of Air dashes in order to get in on opponents
- Amazing resets
- Easy of Meterless Combos
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- Normals lack range
- Lack of any additional lows besides universal 2A can make pressure very stale and predictable to a knowledgeable opponent
- Bad Ground Game
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Command List
Normal Moves
5A
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5A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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Mid
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5AA, 2A, 5B, 236A, 214A, 236B, 214B
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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Saito does a quick punch forwards. A fast attack that serves and a good combo/blockstring starter.
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5AA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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Mid
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5AAA, 5B, 236A, 214A, 236B, 214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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Saito does a backwards jump while swinging his fists up. Used as combo fodder if it hits,or if blocked continue into 5AAA or 5B.
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5AAA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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Mid
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5A, 2A, 5B, 5C, 2C, 236A, 214A, 236B, 236C
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-
|
-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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Saito slams his fist downwards. Only combos into a single 5B if it hits,but can be used in blockstrings to link into another 5A.
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Toggle Hitboxes Toggle Hitboxes
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5B
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5B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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Mid
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5BB, 236A, 214A, 236B, 214B,
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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A downwards kick. Only use it if you’re going to continue the auto combo, otherwise it's pretty bad on its own.
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5BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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25(15+10)
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Mid
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j5A, j2A, j5C, j.236A, j.214A, j.236B, j.214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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Two downwards kicks. You can cancel out of the first kick with an air normal or special if you want to continue a combo or you want to be closer to the ground for a blockstring. For some combos, You will have to cancel out of the first kick so the opponent doesn't bounce off the ground. Use the second kick to continue combos.
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Toggle Hitboxes Toggle Hitboxes
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j.5A
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j.5A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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High
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j.5AA, j.5B, j.2B, j.5C, j.236A, j.214A, j.236B, j.214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
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-
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A fast swipe in the air. A fast move that you can throw out after an airdash,IAD or near the beginning of blockstrings.
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Toggle Hitboxes Toggle Hitboxes
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j.2A
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j.2A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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High
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j.236A, j.214A, j.236B, j.214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
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-
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A dive-kick. Don't let the cancels fool you, this is a super important part of Saito's neutral, as its jump-cancellable on hit and block. Use after any glide manuever to close in on enemies. Be wary that you can only jump-cancel it if the opponent is blocking on the ground.
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Toggle Hitboxes Toggle Hitboxes
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j.5B
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j.5B
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Damage
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Guard
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Cancel
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Invul
|
Property
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Cost
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30
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High
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j.2B, j.5C, j.236A, j.214A, j.236B, j.214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
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-
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-
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-
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-
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-
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A tail swing downward. A standard overhead that's an integral part of Saito combo theory.
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Toggle Hitboxes Toggle Hitboxes
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j.2B
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j.2B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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-
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High
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214A, 236B, 214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
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-
|
-
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A wind burst shoots Saito towards the ground. Unsafe on block. Use it if you're too lazy for fastfall or to drop on vulnerable opponents to start some pressure.
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Overhead 2B
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2B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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High
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j2B, j.5C, j.236A, j.214A, j236B, j214B
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-
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Air
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
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-
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-
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-
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-
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Basic Overhead. A bit slow but not too terrible.
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Toggle Hitboxes Toggle Hitboxes
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Low Attack 2A
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2A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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Low
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5B, 236A, 214A, 236B, 214B, 236C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
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-
|
-
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A fast low. Big part of Saito's combo game for 2AB loops, and is also great for pressure.
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Toggle Hitboxes Toggle Hitboxes
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Throw
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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100
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Unblockable
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-
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-
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Grab
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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A basic throw. Can't combo into anything out of it, but aside from that, it does its job.
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Toggle Hitboxes Toggle Hitboxes
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Counter
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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-
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Unblockable
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-
|
-
|
Counter
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1000
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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A regular stubby counter.
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Specials
I...Don't Have a Plan 5C(Air Okay) 5C 5C J.C J.C
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5C
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Damage
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Guard
|
Cancel
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Invul
|
Property
|
Cost
|
30
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Mid
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j.5A, j.2A, j.5B, j.2B, j.2C, j.236A, j.214A, j.236B, j.214B
|
-
|
-
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250
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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Saito flies toward the enemy at hig speeds. Less useful than the air combo, but it doesn't make you as vulnerable when blocked, so you can use this when the opponents knocked down to close some space.
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j.5C
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Damage
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Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
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Mid
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j.5A, j.2A, j.5B, j.2B, j.2C, j.236A, j.214A, j.236B, j.214B
|
-
|
-
|
250
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Startup
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Active
|
Recovery
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Advantage
|
Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Saito flies toward the enemy at high speeds. Used mostly for comboes and extensions, but can also be used to close in and attack opponents after their attack, be careful with your timing as if its blocked your extremely vulnerable and free combo food.
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Toggle Hitboxes Toggle Hitboxes
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Rising Wind 2C
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2C
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
50
|
Mid
|
214B
|
-
|
-
|
250
|
Startup
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Active
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Recovery
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Advantage
|
Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Sends the opponent upwards for air comboes. Can combo into itself indefinitely a slong as you have the meter. Useful anti air.
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Toggle Hitboxes Toggle Hitboxes
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That Way! j.2C
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j.2C
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Damage
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Guard
|
Cancel
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Invul
|
Property
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Cost
|
74
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Unblockable
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j.236A, j.214A, j.236B, j.214B
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-
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Grab
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250
|
Startup
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Active
|
Recovery
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Advantage
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Proration
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Juggle
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-
|
-
|
-
|
-
|
-
|
-
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A grab in the air that send opponents backwards. Very important part of combos as it resets juggle for all of his moves. Can also be useful against chicken blockers in the corner.
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Toggle Hitboxes Toggle Hitboxes
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Supers
Light Sirocco 236A(Air Okay)
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236A
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Damage
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Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
108
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
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Advantage
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Proration
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Juggle
|
-
|
-
|
-
|
-
|
-
|
-
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Saito throws a ball of light that does good damage and puts the opponents in a lot of blockstun. Great for Oki, and can lead into other Supers such as j.214A or 214B. You're vulnerable on the first frame you do it however, so doing it at point blank can get you punished.
|
j.236A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
108
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as grounded version, but the extra height will make it safer to use in oki and general pressure situations, but less time to take advantage of it(depending on height you use it at). If you use it too high the opponent can run under the ball, so make sure you are still moderately close to the ground.
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Toggle Hitboxes Toggle Hitboxes
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Burst Off! 214A(Air Okay)
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214A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
138
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Saito jumps in the air while surrounding himslef in a vortex of light. Good for certain setups and can be used out of j.2B to make the move safer on block(not completely safe) or lead into a combo on hit. Also serves as a fine burst option.
|
j.214A
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Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
138
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as ground version, but is used in air comboes after j.5A.
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Toggle Hitboxes Toggle Hitboxes
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Wind Cutter 236B(Air Okay)
|
236B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
40; 70(40 + 30)
|
Mid
|
-
|
-
|
-
|
500
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Saito throws out a fast light projectile. Unfortuanately not safe on block, but its useful when you want to zone out opponents in neutral. You can press the button again to throw out another projectile. You can space it out for some long ranged pressure, but its usually better to just use one.
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Toggle Hitboxes Toggle Hitboxes
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Wind Cutter j.236B
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
40
|
Mid
|
j.236B
|
-
|
-
|
500
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as ground version, but you can't just press the button to do another one that will always hit. Instead you can cancel into another j.236B. Use this move to snipe out grounded opponents before coming down on them with a j.2A.
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|
Toggle Hitboxes Toggle Hitboxes
|
Wooo Whirlwind 214B(Air Okay)
|
214B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
180
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Saito spins around in a tornado before finishing off with a final burst. Mosty useful as a combo ender, but if your ballsy you can use it on block and try moving in and out of the opponents blockstun and hope they stop blocking? Nah, don't do that.
|
j.214B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
180
|
Mid
|
-
|
-
|
-
|
1000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Same as ground version, just use this when you want to end an air combo.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Wind Buster 236C
|
236C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
325
|
Unblockable
|
-
|
-
|
-
|
2000
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
Saito prepares for a bit and then unleashes a giant wind current. Has an impressive range that can be used to lead into some combos. Be wary that you don't do it in an opponent's face, as they can punish you before the move comes out. You can also use this as an Oki if you time it right.
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|
Toggle Hitboxes Toggle Hitboxes
|
Combos
Roadmap
In Progress / Completed |
To-do
|
- Basic stuff like the landing page and navbox is in, along with some system pages.
- System page is complete.
|
- Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
- Create netplay page.
- Update FAQ
- Add patch-notes from 2.1 to 2.4.
- Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
- When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
- Ensure that this chart is updated over time.
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