Akatsuki Blitzkampf/Sai

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Sai's official profile image


An agent of the Xīn​huá Computer Company. He gathers all sorts of information throughout the world by illegal means. It's rumored that hidden behind his sunglasses there's a wicked eye that can kill a person instantly. (from character selection screen)

Sai's pre-made colors

Read the translation of his arcade mode!


Sai, the secret agent with an eye that can supposedly kill a man with one look.

Sai is a strong but flawed member of the ABK cast, with some great normals and combos, but also an exploitable neutral and few options on wakeup. Sai's normals boast great range, and his mixups are some of the best in the game. In addition, he's very good at pushing his advantage, and has many meaty options. Making this stronger is his above average combo damage, and the ability to carry an opponent from one corner to the other with one bar. However, a lack of anti-airs makes dealing with jump ins difficult. In addition, a lack of a reversal without meter makes wake-up situations very dangerous and difficult. Still, good use of his 236+X and 214+X can make getting in much easier, especially with 236+C being even on block, and having meter gives him access to 214+B+C, a weak but still useful reversal.

  • Armor Ratio = 1.000 (Average armor value)
  • Forward Speed = 6.0 dots/F (Second fastest unbuffed value)
  • Backwards Speed = 5.0 dots/F (Fastest unbuffed value)
  • Jump Startup = 4F (Second slowest value)
  • Backdash Duration = 20F (Third fastest value)


  • Amazing offensive pressure
  • Has almost every type of mixup you could ask for
  • High combo damage
  • Can convert into a combo off almost anything
  • Among the best corner carry in the game
  • Above average movement speed
  • Good range on normals
  • Strong neutral presence despite having no projectiles
  • Has a trollish personality, seems like a fun guy


  • Lacks a true reversal without meter and even with meter has one of the worst reversals
  • Struggles dealing with pressure
  • Bad anti-airs
  • Characters with strong projectiles can give him some trouble in neutral
  • Requires one of the tightest links in the game to combo off his overhead

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Normal Moves

Damage Guard Startup Adv Hit Adv Block
450~ High/Low 4 +0 +0

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.

Damage Guard Startup Adv Hit Adv Block
950~ High/Low 6 -4 -6

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. Has good range and can be used as a good whiff punish to combo from.

Damage Guard Startup Adv Hit Adv Block
1350~ High/Low 10 KD -6

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. Has better range than 5B and many other normals in the game, and can be used to whiff punish, although if spaced too far it can't be comboed from.

Damage Guard Startup Adv Hit Adv Block
350~ High/Low 4 +0 +0

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

Damage Guard Startup Adv Hit Adv Block
750~ Low 7 -4 -6

Sai slides forward a little bit. Comes out pretty quickly and is pretty safe if spaced properly. Can be used as a low to combo off of in a blockstring.

Damage Guard Startup Adv Hit Adv Block
1150~/800~ Low 9 KD/Unverified -11

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. Sai jumps up during the start up of the move, so he doesn't low profile until after 9 frames of activating the move. Can't be chained into, meaning it must be used outside of a blockstring, adding to its risk.

Damage Guard Startup Adv Hit Adv Block
450~ High 4 +0 +0

A jumping version of his 5B. Has good range for air to air situations or landing.

Damage Guard Startup Adv Hit Adv Block
950~ High 6 VB VB

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

Bask in the energy this move emanates.
Damage Guard Startup Adv Hit Adv Block
1339 (600/445/294)~ High 7 VB VB

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. However, it requires good timing to get two hits while landing.

Command Normals

側宙 - Sokuchuu
Damage Guard Startup Adv Hit Adv Block
1045~(600/445) High 21 +4 +2

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, does not avoid low attacks, and does not hit particular high vertically. Can be comboed into 2A or 5A with a link. If it hits an airborne opponent, it will knock them down and give Sai an oki situation. It can be chained into from any of Sai's A or B normals, meaning its possible to go into 6B even after a 2B or a 5A. Also has a deceivingly large amount of horizontal range.

仆腿避勢廻拳 - Hokutai Hisei Kaiken
Damage Guard Startup Adv Hit Adv Block
1200~ High/Low 11 KD -4

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 (not a very good one), but in the corner it is the staple launcher for his more damaging combos.

Special Moves

翻身双肘 - Honshin Souchuu
Eat Elbow
- - - - -

A sliding elbow smash. A multi-use tool.

Version Damage Guard Startup Adv Hit Adv Block
A 1200~ High/Low 7 -1 -16
  • A version travels 1/4th of the screen.
  • It's the fastest one to come out. Use it if you don't feel any other option will hit on a botched juggle.
  • Used in his strongest midscreen combo.
B 1300~ High/Low 13 KD -8
  • B version travels halfscreen.
  • Can be used for some juggles if landed in the corner.
C 1400~ High/Low 19 KD +0
  • C version travels 3/4ths of the screen.
  • Even on block. Hope the opponent doesn't interrupt it.
  • On block you can often get away with mashing or canceling into 22+BC
  • Launches high enough for some quick juggle combos.
  • Can extend corner combos
  • Can pass over recovering opponents.
EX 3229~ High/Low 6 KD -20
  • A series of 4 4Cs, followed by a Souchuu.
  • Damage per hit, tested on Akatsuki on full health: 1200-881-578-286-284.
  • Main meter combo ender, does high damage and carries really far.
側宙仆腿 - Sokuchuu Hokutai
214+A/B/C/B+C (Air OK!)
- - - - -

A variation of 6B, that passes over low attacks and knocks down. This move is very peculiar in that it tends to whiff from Sai's juggle combos, yet can catch players that missed a tech.

  • All versions deal the same amount of damage, except for EX.
  • All versions have two hitboxes that can be hit, though it's very precise positioning and not worth it at all. Just take one hit with 1200~ damage.
  • All non-EX versions, when as j.214X, have startup of 11 instead of 17.
  • Works as an overhead in a block string.
  • Can sometimes be used on wakeup if the opponent is slow to attack or uses an attack with a lower hitbox, since it low crushes.
  • Its possible to tiger knee the 214 input immediately when you jump into the air, reducing the amount of startup overall to one or two frames less. This can also allow Sai to quickly do an overhead attack over any projectiles and hit an opponent on the other side of the screen.
  • The aerial version can be used to escape from the corner.
Version Damage Guard Startup Adv Hit Adv Block
A 1200~ High 17 KD -5
  • A version doesn't travel too far.
B 1200~ High 17 KD -5
  • B version travels halfscreen.
C 1200~ High 17 KD -5
  • C version travels 2/3rds of the screen.
  • Can be made to go full screen if done high up on the air version. Having a full screen 17F overhead is pretty threatening.
EX 2499~ High/Low, High 11 KD -17

A very odd EX.

  • Like the regular Hokutai, except with a few more repeated kicks:
    • If hitting them standing or crouching, it'll carry the opponent and finish the move.
    • All hits but the last one or two hit mid.
  • Yes, you guessed right. This is one of those annoying multi-hit EXs that will often miss some hits on airborne opponents. Think Akatsuki's j.214B+C. Ironically enough Sai's combos angle it just right so you can get something out of it. Check out the combo section to read more.
  • Can be comboed into from j.214+BC if done fast enough for some reason.
  • Can be used as a reversal, but is risky since it costs a bar and is unsafe on block, as well as being incredibly slow and easy to safe jump.
邪視 - Jyashi
Jump Hazard is way funnier than Tank, don't @ me.
- - - - -

A cursing attack that deals no direct damage.

  • You cannot perform a Jyashi if one is currently in effect, with the exception of Full Course - either from an A+B+C or from 22B+C - which will override the current curse. If the current curse is Full Course, it's duration will be extended.
  • This move counts in the game as a grounded throw, and as such:
    • It may not be used on opponents in hitstun;
    • It will not be blocked;
    • It may not be used against airborne opponents;
Version Damage Guard Startup Adv Hit Adv Block
A - - 29 -3 ---
  • A version inflicts a "Guard Down" Jyashi.
  • While affected, opponent's guard gauge will not regenerate.
  • Lasts ± 8 seconds.
B - - 29 -3 ---
  • B version inflicts a "Speed Down" Jyashi.
  • While affected, movement speed of the opponent will be reduced.
  • Character specific: Murakumo will have his j.2B and j.2C teleports shortened. The silhouette of his teleportation path will also be easier to see.
  • Lasts ± 7 seconds.
C - - 29 -3 ---
  • C version inflicts a "Jump Hazard" Jyashi.
  • Magically materializes a fish on top of your opponents head when they jump.
  • Yes.
  • The fish can be reflected and guarded, though it still serves as a great pressure tool by effectively locking your opponents from jumping.
  • Lasts ± 6 seconds.
EX - - 11 +1 -

EX inflicts a "Full Course" Jyashi.

  • Full Course applies all the effects of the 3 Jyashi.
  • Since it's a bit faster, can be comboed off from the ground, though - as it is a throw - not from a juggle.
  • Full Course lasts for ± 7 seconds.

Universal Mechanics


Forward Throw
Damage Guard Startup Adv Hit Adv Block
389~ N/A 5 KD N/A

Sai rapidly strikes the opponent then hits them away with Souchuu. This throw can be tech rolled.

Air Throw
Damage Guard Startup Adv Hit Adv Block
389~ N/A 3 KD N/A

Sai slams the opponent into the ground while spinning on top of them as they take damage. This throw can not be tech rolled.


Standing Reflector
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 7 KD +3

Sai pushes the opponent away. A little bit can be done after it midscreen - 5B is the main follow up, although there is better profit off of it on the corner.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
400~ N/A 7 KD +3

Sai does a backfist jab. Similar launch and just as profitable as standing reflector.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500~ N/A 7 KD +3

Sai slams down the opponent, and they can't tech it. Since it's untechable, you can follow it up with similar follow-ups to the other reflectors, although more may be available.

Super Move

兇眼 - Kyougan
"A wicked eye that can kill a man instantly." If that man has 4625 health.
Damage Guard Startup Adv Hit Adv Block
4625~ N/A 6 KD N/A

Sai reveals his wicked eye, and curses the enemy without the restraint of the glasses. Very solid damage, and can be used as a reversal, at a high risk.

  • On hit, it applies the Full Course Jyashi.
  • Sai is given back some health, equivalent to damage dealt.
  • Like Jyashi, this is technically a throw that just can't be escaped. All other properties apply.
  • Invulnerable from frame 1 to frame 5.
  • As with 22B+C, you can apply use this super (thus apply Full Course) on an opponent regardless of whether or not they have a Jyashi on, and regardless of what Jyashi they may have, including Full Course itself.
  • Slow enough that it can be reacted to far in advance, as the hitbox takes longer to come out than it seems like.
  • The small range makes it hard to use as a reversal.

General Strategy


In neutral, Sai has to take advantage of the range of his normals, such as 5B, 2B, 5C, j.A, and j.C, and take a combo off any of these whenever he can. In addition, Sai can occasionally throw it 236 or 214 to catch an opponent off guard or get a more distant whiff punish. However, it can be dangerous to just throw out these moves, especially 236C, since sometimes you can run straight into a projectile and are forced into a block string. To avoid projectiles, Sai can use aerial 214 to quickly gain distance to where his opponent is, and if it hits, force the opponent into an oki situation. However, relying too much on aerial 214 can become predictable, and is punishable.

Combo Game

Sai has above average combo game and some of the best corner carry in the game, with midscreen combos that can go from corner to corner. However, all of his better combos require at least one link, and his harder corner combos can have as many as 3 links in one combo. Luckily, Sai has a number of ways to open up opponents for these combos.

Offensive Pressure

Sai has a number of ways to open up his opponent in a block string. 2B, a low, and 6B, an overhead, can both be chained into from other moves, and can both be comboed from. If you're unable to open them up with a normal, Sai can cancel into 214 to catch an opponent of guard since it's an overhead and gives Sai an oki situation. Additionally, Sai can cancel into 22, and since it functions as a standing grab, it can catch an opponent off guard and give them a debuff. These all make being in a block string against Sai dangerous if the Sai player knows what they're doing.


Sai has fairly strong oki options by mixing up the following moves.



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

2A -> 2A -> ...

2A -> walk forward and throw




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.

Reversal Options

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. In addition, its startup is slow enough that an opponent is capable of throwing out a jab then jumping to avoid getting hit. The lack of a true reversal makes Sai's ability to deal with pressure weaker than other members of the cast, and demands much more of his player's ability to predict what his opponent will do during oki.


Overall, Sai is strong character with lots of mix-up options and an above average combo game that makes full use of his kit. However, without bar, his ability to deal with an opponents pressure, especially in corner, is weaker than the rest of the cast, and his neutral, while not terrible, has its weaknesses. Still, Sai's pressure and above average combos make him one of the stronger characters of the cast, albeit one with his fair share of weaknesses.

Other Resources

A video demonstrating most of Sai's basic combos.


Midscreen Combos

If you don't have meter or don't want to use it, remove 236+B+C/214+B+C 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 -> 236+B+C/214+B+C (3733)
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 -> 236+B+C/214+B+C (3843)
A shortened version of the one above.
  • 6B -> (link) 5A/2A -> 5B -> 5C -> 2B -> 236B -> 236+B+C/214+B+C (3739)
The standard combo off the 6B overhead.
  • 6B -> (link) 5A/2A -> 5B -> 236A -> 236+B+C -> 236B -> 214+B+C (4918)
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.
  • 5A/2A -> 5B -> 236A -> 236+B+C -> 236B -> 214+B+C (4874)
  • 236C -> 236B -> 214+B+C (3932)
A combo generally only used on a whiff punish with 236C. You may want to delay the 236B input since doing it to early will make the first hit of 214+B+C miss.
  • 2C -> 5B -> 236C -> 236BC (3940)

Level 3 Combos

Some of the few ways to successfully combo into his lvl3. However, the damage is severely scaled down.

  • j.B -> A+B+C (4391)
  • j.C -> A+B+C (3355)
  • 2A -> A+B+C (3828)
  • 5A -> A+B+C (3922)
  • 5B -> A+B+C (4391)
  • 2B -> A+B+C (4204)

Corner Combos

Most of these juggles can be finished with both supers, 214+B+C does as much damage as 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 -> 236C -> 5A -> 5A -> 5B -> 236B (3017)
A meterless corner combo that does decent damage.
  • 2C -> 5A -> 5B -> 4C -> 5A -> 236B -> 236+B+C (4063)
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.B -> 5B -> 4C -> (slight pause) 5B -> 236C -> 5A -> 5B -> 236B -> 236+B+C (4360)
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 (4289)
Similar to the one above, same rules apply.
  • 2B -> (hit confirm) 4C -> (slight pause) 5B -> 236C -> 5A -> 5B > 236B -> 236+B+C (4481)
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/5A -> 5A -> 5B -> 236C -> 2A/5A -> 5A -> 5B -> 236A/B (3359)
  • Meter version : 2B -> (hit confirm) 5C -> 2A/5A -> 5A -> 5B -> 236C -> 236+B+C/214+B+C (4040)
  • 6B -> (link) 5A -> 4C -> (slight pause) 5B -> 236C -> 5A -> 5B > 236B -> 236+B+C/214+B+C (hard) (4183)
A combo off the 6B overhead in the corner.
  • 236C corner combos
  • Meterless version : 236C -> 5B -> 236C -> 5A -> 5A -> 5B -> 236C (3523)
  • Meter version : 236C -> (slight pause) 5B -> 236C -> 236+B+C/214+B+C (4179)
A combo you can use with a whiff punish 236C, or just by managing to hit it in corner.
  • 236B corner combos
  • Meterless version : 236B -> 2A -> 5A -> 5B -> 236C -> 2A -> 5A -> 5B -> 236A (3005)
  • Meter version : 236B -> 2A -> 5A -> 5B -> 236C -> 236+B+C (3738)
A combo to use if you're able to whiff punish with 236B in a corner. Can be a little tight to land the 2A but it's easier than some of Sai's other combos.

Frame Data

KD - Knockdown
VB - Variable
*UV - value(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


  • In some of Sai's moves, such as 236 and j.B, Sai will look briefly at the screen in the start-up and ending of the moves.
Sai's Ending

Marilyn Sue
System Specifics