Saito is a 10 year old puffball. He was a regular puffball until he smart mouthed a grumpy magician one day and was cursed with his look. He's very jolly and silly, usually the annoying one of the group but also not immature even though he may act as such. He doesn't like fighting too much but can whenever he needs, relying on his blistering speed and wind abilities. His speed comes from him being able to manipulate wind very efficiently, and he has the ability to break reality in comical ways. (Appearing from one side of the screen when going the other way, when he threw the moon at Jodie.) He's not the hero type and prefers minding his own business but doesn't mind helping if Kirby or Aege are involved.
Gameplay
Saito is a fast, aerial-focused 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.
Pick if you like
Avoid if you dislike
Having 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/mix
Easy Meterless Combos
Stubby normals.
Having a bad ground game without 236B.
Command List
Normal Moves
5A
5A
5A
5AA
5AA
5AAA
5AAA
5A
Damage
Guard
Cancel
Invul
Property
Cost
10
Mid
5AA, 2A, 5B, 236A, 214A, 236B, 214B
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
Saito does a quick punch forwards. A fast attack that serves and a good combo/blockstring starter.
5AA
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
5AAA, 5B, 236A, 214A, 236B, 214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
5AAA
Damage
Guard
Cancel
Invul
Property
Cost
20
Mid
5A, 2A, 5B, 5C, 2C, 236A, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
5B
5BB
5BB
5B
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
5BB, 236A, 214A, 236B, 214B,
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
A downwards kick. Only use it if you’re going to continue the auto combo, otherwise it's pretty bad on its own.
5BB
Damage
Guard
Cancel
Invul
Property
Cost
25(15+10)
Mid
j5A, j2A, j5C, j.236A, j.214A, j.236B, j.214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
A fast swipe in the air. A fast move that you can throw out after an airdash,IAD or near the beginning of blockstrings.
Toggle Hitboxes
Toggle Hitboxes
j.2A
j.2A
Damage
Guard
Cancel
Invul
Property
Cost
15
High
j.236A, j.214A, j.236B, j.214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
j.5B
j.5B
Damage
Guard
Cancel
Invul
Property
Cost
30
High
j.2B, j.5C, j.236A, j.214A, j.236B, j.214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
A tail swing downward. A standard overhead that's an integral part of Saito combo theory.
Toggle Hitboxes
Toggle Hitboxes
j.2B
j.2B
Damage
Guard
Cancel
Invul
Property
Cost
-
High
214A, 236B, 214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Overhead 2B
2B
Damage
Guard
Cancel
Invul
Property
Cost
10
High
j2B, j.5C, j.236A, j.214A, j236B, j214B
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
11
6
19
-
-
-
Basic Overhead. A bit slow but not too terrible.
Toggle Hitboxes
Toggle Hitboxes
Low Attack 2A
2A
Damage
Guard
Cancel
Invul
Property
Cost
20
Low
5B, 236A, 214A, 236B, 214B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
9
7
5
-
-
-
A fast low. Big part of Saito's combo game for 2AB loops, and is also great for pressure.
Toggle Hitboxes
Toggle Hitboxes
Throw
Damage
Guard
Cancel
Invul
Property
Cost
100
Unblockable
-
-
Grab
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
A basic throw. Can't combo into anything out of it, but aside from that, it does its job.
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.
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.
Toggle Hitboxes
Toggle Hitboxes
Rising Wind 2C
2C
Damage
Guard
Cancel
Invul
Property
Cost
50
Mid
214B
-
-
250
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
Sends the opponent upwards for air comboes. Can combo into itself indefinitely a slong as you have the meter. Useful anti air.
Toggle Hitboxes
Toggle Hitboxes
That Way! j.2C
j.2C
Damage
Guard
Cancel
Invul
Property
Cost
74
Unblockable
j.236A, j.214A, j.236B, j.214B
-
Grab
250
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
Star Strikes
Light Sirocco 236A (Air OK)
236A
Damage
Guard
Cancel
Invul
Property
Cost
108
Mid
-
-
-
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
Saito throws a ball of wind that does good damage and puts the opponents in a lot of blockstun. Great for okizeme, 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
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 okizeme 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.
Toggle Hitboxes
Toggle Hitboxes
Burst Off! 214A (Air OK)
214A
Damage
Guard
Cancel
Invul
Property
Cost
138
Mid
-
-
-
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
Saito jumps in the air while surrounding himself in a vortex of wind. 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
Damage
Guard
Cancel
Invul
Property
Cost
138
Mid
-
-
-
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
-
Same as ground version, but is used in air combos after j.5A.
Toggle Hitboxes
Toggle Hitboxes
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 wind projectile. It's even on block so its not too terrible, 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. Its also useful in extending tight air combos.
Toggle Hitboxes
Toggle Hitboxes
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.
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.
Toggle Hitboxes
Toggle Hitboxes
Cancel Table
Cancel Table
A
B
C
Star Strike
Unique
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
X: On Contact
X[+]: Available on Whiff
X[-]: On Hit only
X[/]: On Block only
Combos
From 5A
5AA>5BB>x3[j.5AA>j.5B]>j.5C>j.2C - (207 Damage) A simple combo that leads into most of Saito' damage.
5AA>5BB>x2[j.5AA>j.5B]>j.5C>j.2C>66>x2[2AB] - (224 Damage) A simple combo that uses a short 2AB loop.
5AA>5BB>x3[j.5AA<j.5B>j.236B] - (290 Damage) Lets you get the hang of 236B versatility, but does mediocre damage for 1 1/2 meter.
5AA>5BB>j.5AA>j.5B>j.236A>x4[2AB]>5C>214B - (400 Damage) Does great damage for around 1 1/2 meter and lets you get in close with a 2A or Fastfall after the 214B.
5AA>5BB>j.5AA>j.5B>j.236B>j.5AA>j.5B>j.236A>x2[2AB]>5C>214B - (416 Damage) More of a meter dump but does more damage.
Roadmap
17% complete
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!