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Saiki (KoF).png

You've lead an empty, meaningless existence and now I shall end it!
~ Saiki

Or what? What on earth could you possibly do to me? Do you honestly think you can kill me or something? You should know your place, you piece of trash! No one can defeat the Ruler of Time!
~ Saiki

You haven't even been around for 30 years, but you already think you're seen it all... The arrogance of you humans never fails to amaze me. Remember my face, boy, for it belongs to the one that will destroy your pitiful sense of justice!
~ Saiki

Saiki (Awakened).png

You look dumber than a hamster, but at least you're right about one thing. There are no Gods in this world. There is only the cruelness of reality.
~ Awakened Saiki

You ask too many questions! Silence! You will soon be dead anyway! Even time bends its knee before my power! You should recognize your place and do the same! Get down on all fours and beg for your life!
~ Awakened Saiki

The only thing people will be paying attention to is how weak you are compared to me! Your problem is that you fail to realize exactly how pathetic of an insect you are! Die. Die now. You don't deserve another breath.
~ Awakened Saiki

Evil Ash.png

Your memories and mankind's entire history shall be wiped away! An aeon where time turns to ash is here!
~ Dark Ash

You vermin aren't even worth dominating! You'll be erased alongside the timeline itself!
~ Dark Ash

Rejoice! Your pain and fear will soon end, along with the world you built!
~ Dark Ash

Summary

Saiki is the Leader of Those from the Past, a group of Godly Beings who wish to alter history so their species can rule over the Earth instead of humanity. To achieve this goal, Saiki began to absorb the power of Orochi by removing his seal and causing chaos with the King of Fighters tournament to fuel The Gate, a time-travelling device that Saiki would use to change history.

Just as Saiki was about to use The Gate, he stopped time for the King of Fighters tournament and fought against Elisabeth Blanctorche, Shen Woo and Duo Lon but was interrupted when one of the Time Orbs containing Orochi's powers were stolen and Saiki's chest was pierced by Ash Crimson who absorbed Saiki's soul, however, Saiki used this as an opportunity to take control over Ash's body, turning into Dark Ash.

Once Dark Ash lost against Team Elisabeth again, Ash took control over his body and prevented Saiki from travelling back to the past, erasing both himself and Saiki from history.

Later in the King of Fighters XIV, Saiki's soul would be absorbed into Verse's body and released upon the creature's defeat, likely allowing Saiki to be revived after being erased much like Ash Crimson did.

Powers and Stats

Tier: 2-C | 2-C | 2-C

Name: Saiki, The One who Rules Time | Awakened Saiki | Dark Ash Crimson, Ash Crimson Crazed by the Spiral of Blood

Origin: The King of Fighters

Gender: Male

Age: At least Thousands of years old

Classification: Leader of Those from the Past, The God of Time

Powers and Abilities:

Superhuman Physical Characteristics, Immortality (Type 1, States that 1,800 years is nothing to him), Martial Arts, Acrobatics, Non-Physical Interaction (Is able to interact with Vice and Mature who are ghostly spectres), Transformation, Statistics Amplification (Can transform into his Awakened Saiki form which increases Saiki's strength, speed and durability), Darkness Manipulation (With Kiyoku-No-Tsuki, Tokoyami-No-Fune and Kasumi, Saiki can launch projectiles made of darkness, with Hanetsurube-No-Nata and Washiba Otoshi, Saiki can cover parts of his body in darkness to increase the damage his attacks deal and with Kiyoki-No-Tsuki Awakened Saiki can trap his opponent in a web of darkness), Forcefield Creation (With Tokoyami-No-Fune, Awakened Saiki can create a forcefield of darkness in front of him that protects Saiki from projectiles and opponents), Absorption (With Kyoryuu-No-Ori, Saiki can absorb the opponent's energy when he grabs them), Time Manipulation (Has been stated to control time multiple times and that he can turn time to ash), Time Stop (Saiki stopped time for everyone in the stadium and time only started moving again after Saiki was erased from history), Biological Manipulation (Instantly killed Mukai and rotted his body just by touching him), Teleportation (With Kasahazushi-No-Tsuchi, Ura Shichiri, Shichiri-Gake, Washiba Otoshi and Yami-Otoshi, Saiki can teleport short distances), Possession (After Ash Crimson absorbed Saiki's soul, Saiki was able to possess Ash Crimson), Reality Warping, Weather Manipulation, Earth Manipulation, Magma Manipulation, Light Manipulation (Casually warped the area around him, changing the stadium into a destroyed landscape that had burning magma and a raging storm and later he changed the area into a white void), Causality Manipulation (Has been stated to be able to change history with his power), Existence Erasure (Saiki stated that he intends to erase Orochi, human history and humanity from existence), Soul Manipulation (Saiki stated he could rip Elisabeth's soul to shreds), Time Travel (With The Gate, Saiki can travel to whatever point in time he wishes), Resistance to Heat Manipulation, Ice Manipulation (Is unaffected by Kula Diamond's ice powers which can instantly freeze the area around her when activated), Fire Manipulation (Is barely effected by powerful fire attacks from the likes of Mai Shiranui, Kyo Kusanagi, Iori Yagami and Krizalid), Electricity Manipulation (Can shake of electricity based attacks from the likes of Benimaru Nikaido and Blue Mary), Soul Manipulation (Can survive Orochi and Zero ripping out and destroying his soul), Space-Time Manipulation, Reality Warping (Was unaffected by Saiki warping Space and Time), Biological Manipulation (Can survive being hit by Saiki who can instantly kill someone and rot their corpse by touching someone), Power Nullification (Can negate the effects of Ash Crimson's ability sealing technique), Gravity Manipulation, Black Hole Generation (Can survive being sealed into a black hole by Zero One), Petrification (Can return to normal after being turned to stone by Mukai), Matter Manipulation (Can take hits from Igniz who can casually turn someone into dust just by putting his hand on them), Analytical Prediction (Maxima has stated that the fighters in the King of Fighters tournament never behave the way his analytical data suggests they will), Time Manipulation, Time Stop (Is able to move in his own time stop), Soul Absorption (Managed to survive having his soul absorbed by Ash Crimson and then proceeded to possess him)

All previous abilities and Ash Crimson's abilities (Since Dark Ash is just Saiki's soul possessing Ash Crimson's body, he should have access to everyone of his previous abilities and all of Ash Crimson's abilities), Iori Yagami's and Chizuru Kagura's abilites (Since Dark Ash has both the Yata Mirror and the Yasakani Jewel, the sources of Iori and Chizuru's abilities, he should have every ability they naturally have), Explosion Manipulation, Fire Manipulation (Is able to create fireballs and explosion), Selective Intangibility (Can reach into an opponent's body without causing their body any harm), Soul Absorption, Non-Physical Interaction (Is able to physically grab an opponent's soul and absorb it), Power Nullification (Can seal away an opponent's ability to use special moves), Sealing (Is able to seal away an opponent for nearly two thousand years), BFR (Is able to teleport anyone into the Seal of Orochi), Creation, Energy Projection, Perception Manipulation, Illusion Creation, Duplication (Is able to make a physical illusion of anyone who will fight for Saiki including an illusionary double of himself)

Attack Potency: Multi-Universe Level (Stated he could erase a timeline, Is comparable to Ash Crimson, One-shot Mukai, Should be stronger than other members of Those from the Past such as Magaki, Shion, Botan and Shroom, Scales to Nakoruru who could defeat Shizuka Gozen who created her own realm of existence called Eternity and is able to freely able to manipulate it, Enja and Suija who were able to destroy and create and maintain an entire universe respectively and Yuga the Destroyer who fused the Demon Realm and the Human Realm together) | Multi-Universe Level (Is stronger than his normal form but not by much) | Multi-Universe Level (Has all of his old powers as well as the powers of Ash Crimson, Has been stated by Maxima to be over twice as strong as Ash Crimson)

Speed: FTL (Can dodge attacks from Elisabeth Blanctorche who uses light as her main method of attacks, Can react to characters like Kyo Kusanagi who is able to block all of Orochi's light-based techniques, Scales above Takuma Sakazaki and Bao who were both easily able to intercept a laser fired from the Zero Cannon which fired lasers at a fraction of the speed of light) | FTL (Is faster than he was before) | FTL (Is even faster than he was before)

Lifting Strength: Class 5 (Can lift Chang Koehan while he is carrying a large iron ball) | Class 5 (Is stronger than he was before) | Class 5 (Is even stronger than he was before)

Striking Strength: Multi-Universe Level | Multi-Universe Level | Multi-Universe Level

Durability: Multi-Universe Level (Can take a beating from Elisabeth Blanctorche, Shen Woo and Duo Lon, Should be comparable to Ash Crimson) | Multi-Universe Level (Can take a beating from Elisabeth Blanctorche, Shen Woo and Duo Lon) | Multi-Universe Level (Can take a beating from Elisabeth Blanctorche, Shen Woo and Duo Lon)

Stamina: Superhuman (Was barely phased after being beaten down by all three members of Team Elisabeth)

Standard Equipment: None Notable

Optional Equipment:

  • The Gate: The Gate is an ancient device that, when charged with Orochi's power, can be used to travel through time and change history to the user's desire, however, the orbs that contain the Orochi's power can be stolen which would render The Gate useless.
  • Yata Mirror: One of the Three Sacred Treasures that Chizuru Kagura held before Ash stole it and Saiki gained when Saiki took over his body. The Yata Mirror allows Saiki to create physical illusions like how Chizuru created Kusanagi, teleport around freely and teleport people into the seal that held Orochi for 1,800 years.
  • Yasakani Jewel: One of the Three Sacred Treasures that Iori Yagami held before Ash stole it and Saiki gained when Saiki took over his body. The Yasakani Jewel allows Saiki to create and control powerful purple flames. The Yasakani Jewel is also connected to the power that Orochi gave to the Yasakani Clan meaning that Saiki can also access the Riot of the Blood, allowing him to transform into a stronger form.

Range: Standard melee range, Extended melee range to Several metres with Darkness Manipulation, Hundreds of metres with Reality Warping

Intelligence: Gifted (Created the plan to summon the Orochi's power, set up the King of Fighters tournament and fuel The Gate with the Orochi's power)

Weakness: Is overly confident and prideful to the point of instantly dismissing all humans which leaves him open to ambushes and surprise attacks, If Saiki doesn't use The Gate after activating it then he creates a time paradox which erases him from history

Notable Attacks/Techniques:

  • Darkness Manipulation: Saiki is freely able to create and use darkness as a weapon. With his darkness, Saiki can create large projectiles to launch at the opponent, make harmful darkness conjure where Saiki punches or kicks in order to increase his range and do more damage to the opponent, absorb the opponent's energy and create a mass amount of darkness to engulf the area around him.
  • Time Manipulation: Saiki, being the God of Time, is freely able to control time itself. Saiki has boasted of having complete control over time, however, the only demonstration of his time manipulation is when Saiki stopped time for the entire King of Fighters stadium for seemingly as long as he wants with time only resuming after Saiki was erased from history. Seemingly, the only limitation of his mastery over time is that he can't rewind time or travel backwards in time without the help of The Gate.

  • MAX Mode: MAX Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength and durability for a limited amount of time as well as access to enhanced versions of their strongest techniques and the ability to use their strongest technique. Once their Super Meter is empty, MAX Mode will end.
    • Extra Mode: Extra Mode is an advanced version of MAX Mode where after it runs out, all of the advantages gained from using MAX Mode are kept for the rest of the fight.
    • Armour Mode: Armour Mode is a power-up all fighters can access. In exchange for their Super Metre depleting quickly over time, the fighter gets greatly enhanced durability. Once their Super Meter is empty, Armour Mode will end.
    • Counter Mode: Counter Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength as well as the ability to use Guard Cancels and Guard Escapes as much as they want. Once their Super Meter is empty, Counter Mode will end.
    • Critical Counter Mode: Critical Counter Mode is a power-up all fighters can access. When a fighter has filled out their Critical Counter gauge and lands a counter with a heavy attack, they will enter Critical Counter Mode. In Critical Counter Mode, the fighter is able to string together attacks and techniques better making them a better fighter, when Critical Counter Mode is nearly over, the fighter can choose to end it with an enhanced version of their strongest move. Once the Critical Counter gauge is empty, Critical Counter Mode will end.
    • Hyperdrive Mode: Hyperdrive Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets the ability to cancel every one of their moves and techniques, allowing them to combo all of their moves and techniques together better. Once their Super Meter is empty, Hyperdrive Mode will end.

    • Kiyoku-No-Tsuki: Kiyoku-No-Tsuki is a projectile where Saiki waves his arm to throw a large slow-moving ball of darkness at the opponent.
    • Hanetsurube-No-Nata: Hanetsurube-No-Nata is a special move where Saiki does a flip kick with his legs coated in darkness so he launches his opponent into the air.
    • Kasahazushi-No-Tsuchi: Kasahazushi-No-Tsuchi is a follow-up attack that Saiki uses after knocking the opponent into the air with Hanetsurube-No-Nata. Saiki teleports behind the opponent delivers a double chop with both of his arms to their back as they fly through the air.
    • Hiori-No-Kusabi: Hirori-No-Kusabi is a special attack where Saiki delivers a spin kick to the opponent's head.
    • Ura Shichiri: Ura Shichiri is a follow-up attack that Saiki uses after kicking the opponent into the air with Hiori-No-Kusabi. Saiki teleports into the air so he can deliver a follow-up attack.
    • Shichiri-Gake: Shichiri-Gake is a teleportation move where Saiki closes the distance between him and his opponent by teleporting right in front of them.
    • Washiba Otoshi: Washiba Otoshi is a special move where Saiki does a flip kick with his legs coated in darkness so he launches his opponent into the air before teleporting behind them and kicking them in the back of the opponent's head before teleporting above them to stomp them down to the ground.
    • Yami-Otoshi: Yami-Otoshi is a special move where Saiki teleports above his opponent so he can stomp them in the head before grinding his foot against their head while they're on the ground and kicking them away.
    • Tokoyami-No-Fune: Tokoyami-No-Fune is a special move where Saiki waves his arm twice to create an extra powerful ball of darkness that he launches at his opponent.
    • Kyoryuu-No-Ori: Kyoryuu-No-Ori is a special move where Saiki grabs the opponent before draining them of their energy and throwing them away.

    • Kasumi: Kasumi is a special move where Saiki transforms into Awakened Saiki before launching a large number of balls of darkness from his hands that coat the area around him.

    • Darkness Manipulation: Awakened Saiki is freely able to create and use darkness as a weapon. With his darkness, Awakened Saiki can create large projectiles to launch at the opponent, make harmful darkness conjure where Awakened Saiki punches or kicks in order to increase his range and do more damage to the opponent, absorb the opponent's energy and create a mass amount of darkness to engulf the area around him.
    • Time Manipulation: Saiki, being the God of Time, is freely able to control time itself. Saiki has boasted of having complete control over time, however, the only demonstration of his time manipulation is when Saiki stopped time for the entire King of Fighters stadium for seemingly as long as he wants with time only resuming after Saiki was erased from history. Seemingly, the only limitation of his mastery over time is that he can't rewind time or travel backwards in time without the help of The Gate.

  • MAX Mode: MAX Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength and durability for a limited amount of time as well as access to enhanced versions of their strongest techniques and the ability to use their strongest technique. Once their Super Meter is empty, MAX Mode will end.
    • Extra Mode: Extra Mode is an advanced version of MAX Mode where after it runs out, all of the advantages gained from using MAX Mode are kept for the rest of the fight.
    • Armour Mode: Armour Mode is a power-up all fighters can access. In exchange for their Super Metre depleting quickly over time, the fighter gets greatly enhanced durability. Once their Super Meter is empty, Armour Mode will end.
    • Counter Mode: Counter Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength as well as the ability to use Guard Cancels and Guard Escapes as much as they want. Once their Super Meter is empty, Counter Mode will end.
    • Critical Counter Mode: Critical Counter Mode is a power-up all fighters can access. When a fighter has filled out their Critical Counter gauge and lands a counter with a heavy attack, they will enter Critical Counter Mode. In Critical Counter Mode, the fighter is able to string together attacks and techniques better making them a better fighter, when Critical Counter Mode is nearly over, the fighter can choose to end it with an enhanced version of their strongest move. Once the Critical Counter gauge is empty, Critical Counter Mode will end.
    • Hyperdrive Mode: Hyperdrive Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets the ability to cancel every one of their moves and techniques, allowing them to combo all of their moves and techniques together better. Once their Super Meter is empty, Hyperdrive Mode will end.

    • Kiyoki-No-Tsuki: Kiyoki-no-Tsuki is a special move where Awakened Saiki creates a ball of darkness that falls down on top of the opponent and binds them to the ground in a web of darkness.
    • Tokoyami-No-Fune: Tokoyami-no-Fune is a special move where Awakened Saiki creates a wall of darkness in front of him to protect him from projectiles and to harm opponents.
    • Kyoryuu-No-Ori: Kyoryuu-No-Ori is a special move where Awakened Saiki grabs the opponent before repeatedly punching them in the chest.

    • Kasumi: Kasumi is a special move where Awakened Saiki touches the ground to cause an eruption of darkness all around the area.

    |-|Special Abilities=

    • Dark Fire Manipulation: Saiki, now that he has Ash Crimson's body, has added darkness to Ash's green flames. These dark flames can be used in a variety of ways, they can be launched as a projectile, used to enhance Dark Ash's abilities, enhance Dark Ash's physical strikes by creating fires near Dark Ash's legs and hands as he attacks, plant a small flame in the air as a trap for the opponent and cause an explosion of flames.
    • Time Manipulation: Saiki, being the God of Time, is freely able to control time itself. Saiki has boasted of having complete control over time, however, the only demonstration of his time manipulation is when Saiki stopped time for the entire King of Fighters stadium for seemingly as long as he wants with time only resuming after Saiki was erased from history. Seemingly, the only limitation of his mastery over time is that he can't rewind time or travel backwards in time without the help of The Gate.

    |-|MAX Mode=

    • MAX Mode: MAX Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength and durability for a limited amount of time as well as access to enhanced versions of their strongest techniques and the ability to use their strongest technique. Once their Super Meter is empty, MAX Mode will end.
    • Extra Mode: Extra Mode is an advanced version of MAX Mode where after it runs out, all of the advantages gained from using MAX Mode are kept for the rest of the fight.
    • Armour Mode: Armour Mode is a power-up all fighters can access. In exchange for their Super Metre depleting quickly over time, the fighter gets greatly enhanced durability. Once their Super Meter is empty, Armour Mode will end.
    • Counter Mode: Counter Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets enhanced strength as well as the ability to use Guard Cancels and Guard Escapes as much as they want. Once their Super Meter is empty, Counter Mode will end.
    • Critical Counter Mode: Critical Counter Mode is a power-up all fighters can access. When a fighter has filled out their Critical Counter gauge and lands a counter with a heavy attack, they will enter Critical Counter Mode. In Critical Counter Mode, the fighter is able to string together attacks and techniques better making them a better fighter, when Critical Counter Mode is nearly over, the fighter can choose to end it with an enhanced version of their strongest move. Once the Critical Counter gauge is empty, Critical Counter Mode will end.
    • Hyperdrive Mode: Hyperdrive Mode is a power-up all fighters can access. In exchange for their Super Meter depleting quickly over time, the fighter gets the ability to cancel every one of their moves and techniques, allowing them to combo all of their moves and techniques together better. Once their Super Meter is empty, Hyperdrive Mode will end.

    |-|Special Techniques=

    • Ventôse: Ventôse is a special move where Dark Ash waves his hand to throw out a dark fireball at the opponent.
    • Germinal Caprice: Germinal Caprice is a special move where Dark Ash coats his body in dark fire before charging at the opponent and tackling them while burning them.
    • Nivôse: Nivôse is a special move where Dark Ash does a flip kick with his legs coated in darkness so he launches his opponent into the air.
    • Génie: Génie is a special move where Dark Ash blows a kiss that makes a dark fire appear in front of the opponent before exploding.

    |-|Desperation/Super Special Techniques=

    • Thermidor: Thermidor is a special move where Dark Ash creates a large big dark fireball that he throws at the opponent.
    • Pluviôse: Pluviôse is a special move where Dark Ash does repeated flip kicks with his legs coated in darkness so he launches his opponent into the air.
    • Germinal: Germinal is a special move where Dark Ash disappears for a second before dashing past the opponent, leaving a trail of dark explosions behind him that harm the opponent while rendering them unable to do special moves.
    • Fructidor: Fructidor is a special move where Dark Ash grabs the opponent and lights himself on fire, burning the opponent before dashing past them and leaving the opponent in a large dark flame.
    }}

    Key: Saiki | Awakened Saiki | Dark Ash

    Note 1: Games like King of Fighters Sky Stage and SNK Heroines: Tag Team Frenzy are considered canon by the creators of the games with KOF Sky Stage taking place after the NESTS Saga and SNK Heroines takes place after King of Fighters XIV.

    Note 2: As of King of Fighters XIV, the Samurai Shodown is canon to the King of Fighters series and as such, Saiki would scale to any character in those games and the feats they scale to.

    Note 3: For more details about the universal scaling in the King of Fighter series, please look at this blog.

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

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