Si'u is a Cop character with an extremely well-rounded kit that allows him to deal with most situations and support most playstyles. However, he particularly shines when used as a grappler, making him surprisingly unique among shotos.
Playstyle
Si'u is a versatile shoto-type character with the ability to kill in one opening. He is also the game's token grappler.
Strengths
Weaknesses
Well-Rounded: Si'u's toolkit allows him to deal with most situations and to sustain various playstyles.
Sagat-like Fireballs: Si'u's fireball game is one of the best in the game, especially with the help of Pigeon.
High Damage Output: Si'u is one of the three characters with a ToD. Even without it, he can still deal good damage!
Looping Okizeme: Si'u has access to 2B/2D mix, which he can loop on hit.
Can Realistically Land Throws: Since Si'u's main poke is an overhead, the opponent might find himself blocking high more often than usual. This lets Si'u play a pseudo strike/throw mixup in neutral
Limited Ranged Presence: Si'u's ranged presence immediately disappears once he runs out of bullets.
Risky Offense: Si'u's only mixups are 2B/2D and 2D/throw, which are both highly punishing if the opponent ends up guessing right.
Nerfed by Pad: Si'u on P2 Pad loses access to Trip, which greatly reduces his combo damage.
Move List
Normal Attacks
5A
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
2
6
2
-
+2
-
Total: 9
Nice poke that whiffs on crouchers. Can be used as an anti-air, but is outclassed by 5C in that role.
5B
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
3
7
2
-
+0
-
Total: 11
Si'u's only standing normal that hits crouchers. Works well as a poke, since it's also Si'u's longest normal.
5C
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
2
7
1
-
+1
-
Total: 9
Quick close-range anti-air. Used for throw confirms.
5D
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
3
10
3
-
-5
-
Total: 15
Dedicated anti-air. Despite the animation, it can actually hit crouchers if close enough.
DDD
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
1
4
0
-
+14
-
Total: 4
Si'u's main BC option, and good combo filler.
DDDD
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
160
Mid
1
17
0
Launch
-9
-
Total: 17
Combo filler. Goes into either 66B or 46A on hit.
Si'u can move during its active frames
c.P
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
6
2
0
-
+23
-
Total: 7
Universal unexploitable plus frames. This time though, it's ridiculously plus.
c.K
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
8
15
0
-
-8
-
Total: 22
The only unsafe on block proximity normal in the game. Nothing noteworthy besides that, though
2A
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Low
2
7
1
-
+1
-
Total: 9
Short low poke that is generally outclassed by low kicks.
2B
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Low
3
8
3
-
-2
-
Total: 13
The low half of Si'u's mix. Also works as a poke, but it has less range than 2D.
2C
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Low
3
8
3
-
-2
-
Total: 13
2A but worse.
2D
How to turn a shoto into a grappler
How to turn a shoto into a grappler
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
High
3
8
3
-
-2
-
Total: 13
This move is the reason Si'u is considered a grappler. It works as Si'u's main poke and as the overhead part of hix mixup. However, since it's an overhead, the opponent will generally stand up more often than they would against other characters. Si'u can abuse this by poking around with 2D before walking in and throwing them.
j.P
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
High
1
13
0
-
~
-
Total: 13
Exclusively used as an air-to-air, since it whiffs on crouchers
Whiffs on crouchers
j.K
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
High
2
15
2
-
-~
-
Total: 18
Si'u's jump-in. Also the fastest one in the game, if that's worth something.
Special Attacks
Pistol Keyboard: 46C Pad: 214C
hadouken
hadouken
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
150
Mid
7
-
Total 28
Launch
~
1
Total: 27
High projectile. Generally outclassed by Pigeon for zoning, and the fact that it whiffs crouchers makes it useless in combos
Pistol Low Keyboard: 46A Pad: 214A
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
150
Low
7
-
Total 28
Launch
~
1
Total: 27
Si'u's main projectile in neutral. Forms a great projectile wall with the help of Pigeon. Also works well as combo ender, when 66B is out of range.
Pigeon ]D[
What the pigeon doing? Not nearly as much as the dog
What the pigeon doing? Not nearly as much as the dog
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
100
Mid
9
-
Total 11
Launch
~
-
Total: 10
Si'u calls a pigeon assist that flies horizontally across the screen
Pigeon is mainly used in zoning, in conjunction with 46A, to create (almost) unpenetrable fireball walls. It can also be used for getting in or covering Si'u while he reloads his gun. Besides that though, Pigeon is, overall, a poor man's Charlie. Despite coming out slightly faster, the fact that it doesn't hit low (and whiffs on crouchers) destroys its potential utility outside of zoning.
Trip Keyboard: 66B Pad: 236B
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
240
Mid
9
15
5
Launch
-12 ~ +2
-
Total: 28
The key to Si'u's damage. Extremely useful in combos, Si'u can reliably combo off of this move with a late OTG, creating Trip Loops. It's also decent in neutral as a way to "bruteforce" your way in, as well as a very potent BC option.
Can't be used by player 2 if they're using a controller
Universal Moves
Grab
Best throw in the game
Best throw in the game
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
140
-
2
13
0
Launch
-
-
Total: 14
Standard Cop throw, buffed by the fact that it's on Si'u. On top of being able to land it more often than most characters, the reward for doing so is extremely high. Applies handcuffs on contact
Does 120 damage against an already cuffed opponent
Strategy
General Gameplan
As a shoto, Si'u doesn't have to stick to a particular gameplan. However, a rather fortunate turn of events made Si'u into the best grappler in the game. His excellent fireball game lets him have a presence at range while also being useful to cover Si'u's approaches. Once he gets in, all he needs to do is to hit the opponent once before hitconfirming into Trip Loops, AKA his ToD.
As player 2, Si'u loses his ToD. However, he still gets to play the grappler game quite well, thanks to his vortex.
Neutral
Si'u's neutral is great. On top of his decent normals, he can easily wall out opponent by combining Pigeon with low gunshots (46A). However, he can't do this indefinitely since he can only shoot 3 times before having to reload. Therefore, the double projectile setups are better suited for approaching rather than for zoning. They can still be used to counter zoning, though.
Si'u becomes way scarier once at mid to close range. When at 2D range, Si'u can start some very stressful mindgames by combining it with 2B or throws. This works because 2D is an overhead, while 2B is a low, giving Si'u an unreactable 50/50 at range. However, since 2D is an overhead, he can also choose to go for a throw. In any of these options hit, Si'u basically wins the round, as all 3 options leads into Trip Loops.
If available, he can also make use of his 66B to low profile through some attacks and projectiles.
In terms of anti-airs, 5C and 5D are his best buttons for the job. 5C can be throw confirmed, while 5D has more reach.
Defense
On defense, Si'u mostly relies on two BC options:
DDD is his best and fastest BC option, coming out on frame 1 and leading to Trip Loops
66B is very good for punishing further hits
Offense/Okizeme
Si'u only goes for oki if he's using a pad on player 2. Thankfully, his okizeme is quite good.
Note: Because Si'u only goes for oki when 66B isn't available, this section won't mention it
His main mixup midscreen is 2D/Throw. If 2D hits, he gets to combo into 'DDDD' before walking up and doing the mix again. If the Throw lands, he gets to do big damage before going back into oki
Once in the corner, Si'u's mixup now becomes 2B/2D/Throw. It's the same thing as before, except he can now also hit low with 2B for more mindgames.
Matchups
Gun
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Gyeong
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Hyuk
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Jae
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Minso
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Reese
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Si'u (mirror)
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Yohan
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Combos
Midscreen
[2B/2D > DDD > 66B]*n (400 to 2000 damage)
Si'u's BnB, also known as Trip Loops. It's the easiest ToD in the game, because 66B auto-times late OTGs. Doesn't loop in the corner, but Si'u is still plus on hit, so he can go for one last rep.
DDD, 2D > 66B, Trip Loops (400 to 2000 damage)
BC combo for player 1.
2D > DDDD > (46A) (320 to 470 damage)
BnB for player 2, if they're using a pad
Throw, Trip Loops (540 to 2140 damage)
Throw combo for player 1
Throw, [walk 2D > DDDD]*2 (780 damage)
Throw combo for player 2, if they're using a pad
Corner
2B/2D, 2D > 66B (400 damage)
Corner BnB. DDDD is omitted because otherwise 66B won't OTG.
2B/2D, 5B > 66B (380 damage)
Far range corner BnB.
2B/2D > DDDD > 46A (470 damage)
Damage combo. Not recommended, as it uses a bullet, but still worth going for if it's gonna kill.