Table of contents1............................................................Intro
2............................................................Pros & Cons
3............................................................Basic Attacks
4............................................................Justu
5............................................................Kunais
6............................................................Ninja Tools
7............................................................As Support
8............................................................Awakening
9............................................................Recommended Supports
10...........................................................Conclusion
Intro
This is my third guide I've made. However, this is the first "normal" character guide. So I tried to organize the catergories the best I could since this is my first try. Sai is my favorite new character in Naruto(as in, introduced in shippuden) so naturally I play him from time to time. Hopefully I can get more people to play Sai because he is a pretty fun charcter overall. Now, to the guide!
Pros & Cons
Pros1) One of the safest grabs in the game
2) c.kunai(chakra kunai) have superb tracking
3) justu cancels out most enemy justu
4) Justu can hit OTG(off the ground)
5) One of the safest air combos in the game
6 Grab causes SB(strike back)
Cons1) Combos are easy to sub(substitute) against
2) Justu has slow startup
3) Ninja tools don't go together well
4) U2(ultimate justu) is fairly obvious and slow.
5) Tilt leaves Sai completely open if not canceled
Basic Attacks
Idle "O" combo-----------------------------------------------
17 Hits
19% Damage
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Sai beats up his opponent, and ends it up with a lone bird tackle. Easy to sub. Causes SB. Nothing to amazing about it. Good luck pulling it off though.
<,> combo----------------------------------------------
12 Hits
19% Damage
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Sai gives some blows and slashes to his foe, then gets on the back of his ink bird. He then flaps his enemy away with wind. Easy to sub. Causes SB. Although it looks super cool, it's still bad.
^ combo----------------------------------------------
21 Hits
19% Damage
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Sai does the usual, wraps his enemy in ink snakes, and lifts them in the air with them. Easy to sub. Again, nothing special. Pretty bad.
v combo---------------------------------------------
10 Hits
17% Damage
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Sai hits his enemy, and with the help of ink lions, sends an ink bird to slam onto his foe. Easy to sub. Nothing amazing other then it has the lowest hit count, sacrificing the normal 19% damage.
Tilt combo--------------------------------------------
13 Hits
9% Damage
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Sai summons three ink lions to have fun with his enemy. His animals do multi attacks in three waves. It's slightly hard to sub. Has some range to it, but doesn't work if you're to close. If the enemy subs, Sai is a sitting duck for what ever they want. I suggest you cancel the first or second wave of the tilt with a grab, air dash, or charged justu(since they will be busy trying to sub).
Air combo---------------------------------------------
16 Hits
8% Damage
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Sai slashes, then kicks his enemy in the air. He then rides a large ink bird to pursue with projectile ink birds. Finally homing in to tackle the enemy. It's pretty safe considering it changes the camera angle to focus on Sai. If he hits with his ink birds, he can proceed to the bird tackle. If the enemy subs in time, Sai can't proceed to the bird tackle. Be careful while doing this ,however, against a good Kirin Sasuke. If they air tech your initial kickup, they can instantly use Kirin to catch you on your bird. Anyone can also throw things at you if they tech it. So don't abuse this combo against knowledgable opponents. If you stop the combo at the kickoff, you can combo them into a U3, tilt, or OTG justu.(only if they don't tech)
Grab--------------------------------------------
11% Damage
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Sai tackles his foe, then sends an ink bird to swoop his opponent. Causes SB. Because Sai does a dive as the startup, he can evade counter grabs and some U2s. The startup is pretty fast, and it has decent range. An above average grab.
Justu
U1(justu)--------------------------------------------
3% Damage per lion
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Sai summons three ink lions to track down his foe. They disappear over time. Causes SB. It has slow startup, but hits OTG. It can also block or cancel out other justu. Like Itachis fireball's, Deidara's clay birds, or a 6tails kyuubi blast. If charged, Sai summons five lions to attack.
U2--------------------------------------------
30% Damage
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Sai mounts a ink bird, heels back, and dives down at his enemy. If it connects, he then summons a couple of ink lions to play with his foe, then jumps off the bird to do a finishing slash with his blade. Slow startup. The huge bird makes it pretty obvious. To land off of SB, you need an early start..
Kunai
Basic kunai- Sai throws a few kunai. They are small, fast, and are hard to say. Good to use for an approach.
c.Kunai- Sai summons a line of ink birdies to attack his enemy. It has above averag tracking on it. Sometimes, even ninja moving(strafing) doesn't avoid it. Not bad c.Kunai at all.
Ninja Tools
Character Item- Sai's paintbrush. It gives him a longer attack boost duration.
< Item- Two speed down tags. Used to slow down the enemy.
v Item- Two Defence up pills. Raises defence for a while.
> Item- Two kunai rains(grounded). Kunais burst from the three kunai balloons
note- Using Sai's defence up pill when your enemy is on fire(able to U3[ultimate team justu] isn't a bad idea if you make a mistake.As support
Sai is a good defensive support. His lions block nearly all enemy justu, and can cause potential SB if he lands it on an enemy. He can also perform the AT Chimera standing. Details can be find in this link
http://www.arashiboards.com/t219-lion-standing. Because of this, he shouldn't be a guard support. His kunai's tracking can be helpful as a balance support however. Overall, Sai is an above average support. ignoring "Leaf _____", Sai has a only two team bonus teams. New Team Kakashi( Sai, Sakura,any Naruto, Yamato) and All Boys(Sai, any Sasuke).
Awakening
Sai gets the generic power up awakening. As always, his attacks become harder to sub, and guard breaks easier. His justu cost is cut in half. It also destroys guards, and does crazy damage. Mix in the tracking of his c.Kunai and justu, Sai can easily break someone's guard. This delpetes charka quickly however. Overall, I advise not to awaken unless you're trying to avoid grabs, U2s, or U3s. You're still just Sai, so you can be sent into SB.
Recommended Supports
Just my opinion, don't get angry. I think Sai gets the most support from "lifter" supports like Sakura, Tsunade, Kabuto, or Tenten. It allows him to easily pull off his U2. It also is good to send out one of these supports at the end of his air combo. Since the camera is focusing on Sai, the enemy can't see the support coming out, and since they're are probably not guarding, they will get hit. You can then land a U2 as you land on a dumbfounded opponent.(If done fast enough, it works even if they tech). this works best with Sakura or Tsunade.
Conclusion
This is my Sai guide. I hope you've learned something new about Sai by reading this. I also will gladly accept any negative or positive feedback. Thank you for reading!