Matrimelee/Saizo

From Mizuumi Wiki
Jump to navigation Jump to search
Saizo Hattori

Overview

Strengths Weaknesses
  • One of the fastest run speeds in the game.
  • Can combo off of his Ippatsu Ougi and extend the combo.
  • Multiple options in the air with a command dive kick, air grab, air super, and air special.
  • Two fast projectiles, One with fast horizontal speed and another with a big vertical hitbox.
  • Excellent back dash that is fast and covers a lot of ground.
  • Has a very floaty recovery fall. Very susceptible to character-specific juggle combos.
  • Long recovery frames on special and super moves.
  • Requires quick inputs and CPS1 chaining for his combos.

Strategy

Saizo is a Hit N' Run style character who can play Keepaway and Rushdown effectively. With his fast run speed paired with a super jump, Saizo can stay out of the reach of many characters. Saizo also has decent zoning ability with his 214P and 236P projectiles. 214P is notably good for its large horizontal hitbox which can catch jumping opponents. He also has the ability to combo after his Ippatsu Ougi (1313D) if he hits it on the last hit, preventing the wall slam, allowing for extended combos with nice damage.

Normal Moves

Coming soon.

Special Moves

The tables are temporary.

Special Total Damage Permanent Damage Notes
Flash Bomb
214A Air Unblockable?
214C Air Unblockable?
214B 0T 0P Throws a fake bomb. It can be used to cancel the recovery of certain moves.
Tsunami Slash
J.214A Overhead. 5 hits.
J.214C Overhead. 7 hits.
Flame Flash
236A
236C Projectile moves faster than 236A. Slightly longer move startup.
Flame Slicer
41236B One hit. Leaves opponent standing.
41236D Hits twice. Longer startup frames. Leaves opponent standing.
(Dashing) 41236P Hits 4 times. Causes a knockdown.

Super Moves

Super Total Damage Permanent Damage Notes
Stress Shot - Flaming Flash Wave
2363214C Can also be done in the air.
Ippatsu Ougi - Killer Shadow's Victory Attack!!
1313D Causes a hard wall slam. It can be comboed off of if the last hit is paired with another normal.

Combos

Combo Total Damage Permanent Damage Notes
Grounded Combos
66A/C > 3b xx 236A/C
66A/C > 3b xx 41236D
9D cl.5D > cl.5D > 5D > 3B xx 41236D
9D 2A > 2A > 5C > 3B xx 236C
9D 2A > 2A > cl.5B > cl.5D > 5D > 3b xx 236A/C
9D 2A > 2A > cl.5B > cl.5D > 5D > 3B xx 41236D
Juggle Combos
(Juggle) 5D > 3B xx 41236B
Stress Shot Combos
2CD xx 2363214C > cl.5D > 3B xx 41236D Does not work on thin characters like Hikaru.
Ippatsu Ougi Combos
9D cl.5B > cl.5D > 5D > 3B xx 1313D Causes a Hard Wallslam.
66C > 3b xx 1313D Causes a Hard Wallslam.
Ippatsu Ougi Combo Extensions
9D cl.5B > cl.5D > 5D > 3B xx 1313D >> 66c > 3b xx 41236D Midscreen only. You must push the opponent out of the last hit of 1313D.
9D cl.5B > cl.5D > 5D > 3B xx 1313D >> 66C xx 41236D Midscreen only. You must push the opponent out of the last hit of 1313D.
9D 2A > cl.5B > cl.5D > 5D > 3B xx 1313D >> 2A > 2A > 5C > 3B xx 41236D Midscreen only. You must push the opponent out of the last hit of 1313D.
Matrimelee
General FAQControlsMenusHUDSystem
Characters AnnyBuntaroChinnenClaraEliasHikaruJimmyJonesKanjiKeithLynnOlofPoochyReijiSaizoShintaroSissyTaneUmeWhite