#849 King of Fighters XIII (PC/Steam) Bosses (2/3): True Saiki playthrough.

Published on ● Video Link: https://www.youtube.com/watch?v=ZYifgP31c5A



The King of Fighters XIII
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Let's Play
Duration: 32:48
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A playthrough of the sub-boss True Saiki in Eddids’ boss mod for PC/Steam port of SNK’s The King of Fighters XIII.

There’s no official name for what this character is called, so I’ll just go by True Saiki.

True Saiki is the most disappointing thing since Mukai. And while Mukai was eventually killed by Saiki for no particular reason, Saiki himself will never go away. He will always be around. Forever. He cannot be undone.

I’ll say this now, True Saiki straight up sucks. Not when playing as him, oh no, then he’s just boring, but fighting against him is a nightmare you thought was long-past.

The true form of Ash Crimson’s equally effeminate descendent, Saiki here takes on a rather boring design much like Mukai and Magaki before him. Like them, he is an extremely generic character. Like Magaki, he is severely broken. He’s not any regular kind of broken, however. He’s basic broken. He’s a character whose very core is just to fuck you up in the most nonchalant, easiest way possible.
True Saiki has, like, four special moves at the most. A weak forward projectile, a weak aerial projectile, an auto-grab where he walks forwards and punches the enemy repeatedly, and a move where he throws a rock. Yeah. A rock. He also has a couple of DMs, most notably a screen-filling attack, because of course had to have one like Mukai and Magaki did. His regular moves also seem to have an insane amount of priority, or so it seems.

Here’s the thing though. Those weak projectiles? There’s something…rather special about them. They trap the opponent in place. Not for a specific amount of time, either. They just trap them in place. So, what happens when Saiki uses another projectile against someone who is already trapped? Well…they remain trapped. Immobilised. Unable to do anything. Nada. Only a regular attack can break it. So what does that mean? Well, it means that Saiki, I shit you not, has the easily infinite in the history of fighting games. The easiest. Qcf + A or C, until dead. It’s even easier than Igniz’s, as you don’t have to bother with the timing either. Just do it as long as you feel like. What’s more, it can’t knock out the opponent, which is something I can’t remember seeing from a move before, it’s pretty unique. Here’s the thing though. Igniz had quite a wide variety in terms of moveset. Saiki feels like an attempt to harken back to classic bosses, as the guy has only a few moves, two of which are these trapping projectiles. So that’s it. That’s his moveset. Just being an extremely broken asshole, who holds you in place, punches you in the stomach and throw rocks at you. He’s like a school bully who got superhuman powers. He’s the absolute most trolliest boss I’ve ever seen, and it makes playing as him an extreme chore because he’s insanely dull, and makes fighting him even duller because he’s so tedious to defeat. When fighting him, he blocks everything, dodges everything, and counters with that over-powered sweep of his or he uses that overpowered grab of his. He’s not much fun to fight or to play as, and personally speaking I think he really brings down the game on the whole, particularly in a game with a rather excessively long arcade mode (between 30 to 40 minutes or so). Oh, and just like an old boss, he can’t even jump! A truly bizarre sub-boss.

While the Ash saga has a decent plot, it complete falls flat when it comes to decent bosses, with the exception of Shion and maybe Dark Ash. It’s quite bizarre too, especially as certain interesting NPC characters like Botan, for instance, never get their own boss fight, despite the fact that they would have been legitimately interesting to fight. They underuse these villains more than a Disney Star Wars film.

This isn’t the last we’ll see of Saiki, either. No, that’s coming up next.




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