KOF XIII: Saiki

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Re: KOF XIII: Saiki

Post by Toxic Avanger » Tue Dec 20, 2011 03:38

Gunsmith wrote:I can't cancel his air attack bk .B into or from anything - have they removed it?
Standard KoF theory, you need to make a long jump instead of a short one for "into", and even with that not all attacks can be cancelled into the command move, and to cancel the kick with something else (the DM) you need to be in HD mode.

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Re: KOF XIII: Saiki

Post by Gunsmith » Wed Dec 21, 2011 00:51

ok so far I can only cancel jump A into bk B. Is that the only air chain he can do?

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Re: KOF XIII: Saiki

Post by Dark_Chaotix » Wed Dec 21, 2011 00:55

I havent even unlocked him, so i wouldnt be able to tell you :(

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Re: KOF XIII: Saiki

Post by Gunsmith » Wed Dec 21, 2011 15:46

Updated first post with how to unlock

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Re: KOF XIII: Saiki

Post by kadosho » Fri Dec 23, 2011 04:04

Optional way to unlock: complete story mode, all scenes. Then take on Arcade mode, make it through several matches without losing.
Saiki should challenge you before the 4th match. (the alt. round you would normally challenge Billy)

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Re: KOF XIII: Saiki

Post by Sogetsu » Fri Dec 23, 2011 17:17

In order to unlock Saiki you need to perform 5 "Missions" on each enemy until the 4th team

First of all put the game on "Very Easy", it will make the things lot easier

Second, select your team (whatever characters you want) and start playin

Third, the game will ask you for missions to accomplish, por example "Do 3 Rolls Back/Forward" or "Do 3 Jumps"

You then need to do 5 missions on each enemy character, after it you can kill him (each character, not each team, so you need to beat a Team, 5 missions accomplished on each character of it, a total of 15 per team at least)

I am not sure if the game resets the mission count when you lose a character, for example, if you perform 3 missions on Chin while using Iori, and then Iori dies... the mission count over Chin becomes 0 again, and does not remain on 3 (need to test this)

Anyways it is quite easy, if you reduce the level of IA difficulty, just make 5 missions on every single enemy (and then kill them), and Saiki will arrive at you after the third team...

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Re: KOF XIII: Saiki

Post by Dark_Chaotix » Sat Dec 24, 2011 03:13

Gunsmith wrote:ok so far I can only cancel jump A into bk B. Is that the only air chain he can do?
Seen this? Maybe this might help with ideas?


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Re: KOF XIII: Saiki

Post by Gunsmith » Sat Dec 24, 2011 18:44

Oooh it's infiltration! Cristina got a few matches with him when she went to Korea.
Well, I've been secretly updating the first post with stuff from my workshop and I had come up with most of these combos already but the use of the qcfx2 is a good idea for a 5 stock combo hmmmmmmmmmm... video to come for the new year!

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Re: KOF XIII: Saiki

Post by Gunsmith » Fri Dec 30, 2011 04:19

errrrrre something odd

on my xbox, I can do jump A+bk B

on my ps3, I can do jump A or C + bk b

can someone confirm it works on xbox?

after trying out some things, I want to burn all hdmi connections.

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Re: KOF XIII: Saiki

Post by SonicTempest » Fri Dec 30, 2011 04:29

I can do both just fine on my Xbox.

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Re: KOF XIII: Saiki

Post by Gunsmith » Sat Dec 31, 2011 03:14

I figured it out.
Saiki cannot do j C, (air)bk B on SHORT OPPONENTS.

That includes Mr Karate....!

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Re: KOF XIII: Saiki

Post by SonicTempest » Sat Dec 31, 2011 03:21

Makes sense, since his j.C hitbox seems to have more horizontal reach than vertical. At the depth you have to do it the b+B probably doesn't have time to hit its active frames.

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Re: KOF XIII: Saiki

Post by Max » Mon Feb 20, 2012 20:31

I haven't seen this noted anywhere, so here it goes.


Under certain circumstances, Saiki can miss the followup to his DM.


I'm not sure if someone could take advantage of this but, hey, it's there.

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Re: KOF XIII: Saiki

Post by Dark_Chaotix » Tue Feb 21, 2012 03:04

Hmm, interesting. Looks like Andy was being hit while being at at crossup state.

Will take note.

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Re: KOF XIII: Saiki

Post by Toxic Avanger » Tue Feb 28, 2012 19:32



Author : Urasia

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