Breakers Revenge/Saizo

From SuperCombo Wiki

Introduction

Saizo Tobikageno is a ninja seeking revenge for the slaughter of his clan.

Overview

Saizo is primarily a zoner but he has the ability to switch rapidly between strong zoning and strong offense. The ability to threaten both amplify the effectiveness of each.

  • For zoning, his kunai shut down other projectiles and his bombs, though not fullscreen, recover much faster than any other projectile. Couple this with very good reach on his jumping C attacks as air to airs or his 623P swords to keep opponents out.
  • For offense, his dash into jump forward C is difficult to deal with and using dashing grounded attacks he can keep a large amount of pressure, even from half screen. Due to his lack of a good overhead, going for a crossup or going back to bomb zoning are likely options.

If you do manage to get in on him he has above average defense and is very difficult to stun, making him quite durable. 214A breaker is easily hit confirmable into super and hair super can punish a wide array of moves on block (and sometimes on hit), making Saizo a difficult opponent to break down.

Saizo
Strengths Weaknesses
  • Overall matchup spread is the best, crushes the lower tiers
  • 236A (Kunai) goes through other projectiles and has fast recovery
  • 236C (Bomb) knocks down and has the fastest projectile recovery
  • Above average defense + Highest stun resistance make him very durable
  • Fast dash that is cancellable attacks and jumps
  • Big reach on his sword attacks
  • 236236K punishes extremely well due to half screen reach and very short startup
  • Invincible backdash
  • B knee has great range and low pushback, allowing it to combo into itself many times
  • 214A needs to be cancelled into super to be safe, limiting his breaker game
  • Anti-airs are more situational, requiring more matchup knowledge
Saizo
BRSaizoVictory.png
Defense 128
Stun 3456

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Pretty standard jab. Range is pretty good and it is your fastest button.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move hits really far away for some reason, can be combo into itself, and can be canceled into hair as a super setup. It can also go to cr.a, cr.d for a knockdown.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Long reaching sword, leaves Saizo at a large disadvantage, even punishable on hit by some characters. This looks like a strong poke but is more of a niche move that needs to be used with caution.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

A very slow kick after Saizo steps forward. This should only come out if you input close D too far away. Negative on hit.

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This doesn't hit low, but it is a fantastic poke and combo tool. Can be used as an anti-air.


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Low toe poke, great range and part of your BnB combos. Moves Saizo's hurtbox back and down enough low profile some moves.


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Very long range sweeping sword knockdown. Poor recovery but very useful for punishes or counter poking thanks to the reach.


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Shortest range of your heavy normals but it is the safest and has an strong hitbox at the tip.

Close


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move hits low for some reason and combos easily.


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Huge hitbox, requires a little timing but it is very useful for anti-airs. Also serves as a good meaty or frame trap choice. Important part of BnBs, giving higher stun and damage and keeping combos from being breakable.

Beware of accidentally getting far D.

Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Long reaching sword poke extending down slightly. Very reliable for controlling space in front of Saizo for situations where nj.C might whiff.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo shifts forward in the air and does a light kick. Allows for some air control after neutral jump.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Massive sword attack that hits over a giant area with high priority. It goes parallel to the ground and stays out for a long time. Great zoning tool.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Similar to nj.B but more damage and it doesn't move forward.

Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Fast air chop with the Sword. Stick to dj.C.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Stays out for an eternity, but use at the last minute to combo afterward. Crosses up.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Big air chop with the sword. Hits very far below Saizo, if you space it above opponents it can beat most attacks. Use any direction to add in Airthrow attempts.


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Similar move to dj.B but fewer active frames and more hitstun. Allows for easier combo and less chance of being hit by a breaker. Crosses up.

Saizo can do instant overhead fuzzy with dj.D after a jump in. Mix up with 2B.

Command Normals

Damage Guard Stun Properties
- High.png - Ovrhd.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo lunges far forward with and overhead kick. Both hits must be blocked high, cannot be comboed after, uncancellable. Slow overhead with no followup, cannot be breakered inbetween hits. Unfortunately, the first hit tends to whiff on crouching opponents, making it even slower. Negative on hit.


Ryuuei Kyaku
2BD
Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

A slide that travels far and knocks down. Must be blocked low. If it hits or is blocked early on, it can be canceled into bomb for safety. Use out of dash for a full screen low or kara cancel into 214A to pass through projectiles. Low profile on the slide allows escapes that dash does not.

Throws

Damage Guard Stun Properties
- - - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Use 4/6CD as a throw OS to get cl.D or throw. Combo off cl.D into 623C.


Jump, Any direction+C/D
Damage Guard Stun Properties
- - - Airthrow.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

OS threat of either dj.C or Airthrow is strong.

Specials

Hiryu Spikes
236A
SaizoKnives.gif
Kunai
Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

qcf+LP, throws two knives at once. They can cut through fireballs if they are already out on the screen. When most fireballs are starting up they will negate both knives. Strong full screen and anti-fireball tool.


Hiryu Bomb
236C
SaizoBombs.gif
Damage Guard Stun Properties
- Mid.png - Proj.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Extremely fast bomb (faster than kunai) that knocks down. Arcs downwards, so it cannot go fullscreen but this also means it cannot be low profiled like most other projectiles can. Knocking down means you generally win big on fireball trades when the bomb goes under the fireball. Up closer this also provides a safer special cancel on block, though doing it off a light will likely be breakable.

Can combo after with supers, but he has better options for comboing into super.


Yashagami
214P
SaizoHair.gif
Hair
214A Damage Guard Stun Properties
- Mid.png - Startupinv.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Light hair is invincible and leads to Hair Super with an easy hit confirm. Generally this shouldn't be used unless you plan to cancel into super as it can be unsafe on hit.

214C Damage Guard Stun Properties
- Mid.png - Supercancel.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Slower version, doesn't provide true combos and has no invincibility but at least it knocks down. Avoid using this move unless your opponent refuses to breaker it.


Engetsuzan
623P
SaizoSword.gif
Sword
623A Damage Guard Stun Properties
- Mid.png - Supercancel.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo makes a huge circle with his sword that hits multiple times. No invulnerability but good anti-air if done as a prediction due to its massive range. Easy combos to super.

Provides a huge area to anti-air with but can be beaten clean by some jumping moves. When guarded this is highly punishable. You can double down and cancel into Flame super to hit anyone attempting a punish, mixing up strength will make avoiding it more difficult.

623C Damage Guard Stun Properties
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

HP version is slower to start up and moves Saizo forward slightly, but launches higher and hits 5 times instead of 4.

Supers

Musou Shinra
236236P
SaizoBirdfrog.gif
Bird Frog
Damage Guard Stun Properties
- Mid.png - Proj.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo summons a frog that shoots a projectile and a bird that flies across the screen. Button strength determines speed of bird and frog.

Works as a far anti-air and as a juggle combo extender. Allows for additional supers afterwards, light version can be looped in the corner.

#Bird's Revenge: Trade with a projectile, Saizo will take some damage and frog will be cancelled but the bird will continue across the screen while Saizo is free to move.


Musou Tenha
214214P
SaizoFire.gif
Damage Guard Stun Properties
- Mid.png - Proj.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo summons a pillar of flames in front of him. Light version is always directly in front of Saizo, Heavy version tracks the opponent. In combos it is fine to always use the Heavy version.

This is the preferred damage super for juggles.


Senku Ensatsujin
236236K
SaizoCombo.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Saizo dashes and performs an auto combo. Extremely fast startup and range is approximately half-screen, speed and range allows this move to be an extremely good punisher when used as a breaker. This allows Saizo to remove a lot of what is normally considered safe from an opponent's repertoire.

This is your preferred damage super for grounded combos, cancel out of light hair. If used in a juggle, the damage will be significantly lower.

Combos

  • Meterless Combos
    • 2B, 2B, cl.5D xx 623C - This is Saizo's bread and butter combo, 623C is the anti air ender.
    • 2B, 2B, 2A xx 214A/236A - This is Saizo's low RFWA bread and butter combo variations with the hair attack ender for standing opponents, and shuriken ender for crouching opponents.
    • 2B, 2B, 2A, 2D - Alternate BnB No special to confirm into knockdown when too far for cl.5D.
    • 2B, 2B, 5B, 2BD (xx 236C) - The slide can be canceled early into a bomb for safety. Good as a blockstring or a combo.
  • Combos with meter
    • 2B, 2B, cl.5D xx 623C, 214214C - BnB Damage combo.
    • 2B, 5B, 5B, 5B xx 214A xx 236236K - BnB Stun combo or for when too far for cl.5D. Use in Round 1 for the stun!
    • Anti-air 623P, 214214C/236236P - Use Flame Super if anti-air the opponent up close, use Birdfrog if you anti-air the opponent at range.
    • Anti-air 623P, 236236A x3 - Corner combo only, and basically a showoff combo. It isn't really worth the meter unless it will kill. Use LP version of Birdfrog. Very difficult to space on the fly.
    • Anti-air 214A xx Any Super - Any super will connect after an anti-air LP Hair, but the height and distance you hit the opponent at determines what super will land the best. Flame Super/Birdfrog are the easiest to land for the maximum number of hits and damage, with Birdfrog being easier to hit with but much less damaging than Flame Super. The Combo Super will hit, but since it is hitting versus an aerial opponent it will do much less damage than if you had used it on the ground. Use the Combo Super when you have used the invulnerability from LP Hair to let your opponent land before you have hit them with the Hair.

Advanced Strategy

  • Saizo can instantly block, attack, or jump out of dash. Use the dash to pressure, bait opponents, start offense, move safely, etc.
  • Knives can lock opponents down because they can be thrown incredibly fast. Don't be afraid to spam knives from full screen. If you anticipate a jump, use sword move to knock them out of the air and combo into your fire super. If you're spamming knives and want to fake out the opponent you can use a st.A, which can trick the opponent into jumping where you can sword move them on reaction. If you have a blocked vertical jump C, you can follow it up with knives to push them across the screen.
  • For zoning, ending blockstrings in bomb is a good idea. Cr.b x2, slide xx bomb is a good pressure string. In general you want to push the opponent away from you so you can zone them until you score a knockdown.
  • Saizo has tricky crossups with his j.B and j.D. You can score them off knockdowns by using Saizo's huge dash-jump range to clear over half a screen length. After a knockdown you can also dash repeatedly and cancel the dash with a vertical jump straight up with a j.B at the end of it. The momentum from his dash combined with the forward movement of his vertical jump B will make it a crossup. Dont be afraid to rejump after a blocked crossup against charge characters or characters with bad anti-airs because Saizo's air moves have excellent priority.
  • Saizo's best punish combo is cl.5C/D, sword move, flame super. Punish every chance you get. Be careful on punishing with far C/D because they can be punished easily and you will die for using it against a non-airborne. Instead, try cr.C, slide, bomb, or just dry sword move if you have time.
  • Saizo's st.B can be repeated a lot and will eventually combo to hair and then super. This move is fast and moves Saizo's hitbox very quickly, so you can breaker with it and get damage!
  • Holding onto 1 meter for breakers and punishes with 236236K is recommended.
  • Anti-air compilation
  • Examples of hair super punishes

Matchups

Matchup Table

Advantage
Great Maherl, Condor, Alsion III, Pielle
Good Dao-Long, Rila, Tia
Even
Weak Sho
Bad

Character Specific Tips


Alsion III
Breaker punish his 236K with super.


Condor
Bomb is very strong because Condor doesn't have a dash and he can't slide under bombs. Don't get caught by Breaker throws from shallow jump ins, just abuse jump back D IOH if you do jump in and go back to laming him out. Vertical jump C can be beaten by Condor's st.D.


Dao-Long
If he ends a blockstring with A+C or a fireball in the corner, you can breaker combo super to punish. Be careful against his jump ins because your anti-air options are not good. Crossups can lose badly to his [2]8B, so be careful. Throw knives at his fireballs. His air moves can go toe-to-toe with you.


Maherl
Breaker punish his sword with super. He can't roll under your bomb with dash.


Pielle
Be careful on meaty crossups and jump ins because Thunder Riser will suck you in and do damage to you. Pielle is quite good at going past fireballs with his movement so don't default to spamming projectiles.


Rila
Rila can hop over your fireballs and combo you into super. Be careful on when you throw fireballs. Her st.C will beat your crossups and her upkicks can screw your meaties up. Only jump backwards if Rila doesn't have a charge because she can follow you with her dash move that will do a ton of damage.


Saizo
Saizo has trouble dealing with his own dj.C. If Saizo is throwing kunai, try attempting a #Bird'sRevenge.. Prefer damage over stun in combos.


Sho
Use the 2B low profile to anti-air Sho j.B. Kunai his fireball if he tries throwing them. Doing dj.C above him can beat Sho's 214A. Use 2BD~214A or cl.5D in response to Sho doing 236K xx Air fireball.


Tia
Use bombs to force Tia to have to jump or react. Focus on getting your first meter so you can open up breaker super to shut down her offense. Knife her fireballs. She can uppercut super through your knives. If she throws a fireball from close you can breaker and do combo super. You can also breaker super punish her 214B.

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu