Saga

— Character Select , Kamen Rider Super Climax Heroes

Kamen Rider Saga **(** 仮面ライダーサガ***Kamen Raidā Saga*)** is a playable character inSuper Climax Heroes. Saga is a glass cannon that can easily take a round if you slip up even once but is also equally prone to blowing up himself if he mess up.

**Pros**

* High damage with meter.
* Decent poke with tk j.H.
* 5H is amazing at catching side movement.
* j.SP is a great crossup tool and a decent way to approach in neutral.
* Support attack is great at dealing damage as well as guard breaking.

**Cons**

* Awful recovery when whiffing moves.
* Striker cannot be used defensively.
* No useful movement option aside from jumping.
* Low defense.
* Meter reliant to make his ground pokes safe as well as for damage.

COMMAND LIST

**Normals and Strings:**

**5LLL:** 3 hit slash combo sending the opponent flying forward. Saga fastest string, your go to button up close or when trying to mash out. At certain angle (5L) animation can actually cause some attacks to whiff.

**5LHH:** (5LH) Launcher kick that can be jump cancelled into an air combo, the opponent can't tech until they have touched the ground this also applies to (j.LHH), (j.LHHSP) ground bounce and can be extended with support attack, overall 5LH is a great tool for comboing into support attack. (5LHH) Downward whip knocking the opponent down in front of Saga.

**4/6LLL:** Triple thrust that works the same as 5LLL but with a bit more start up and reaches further.

**4/6LHHH:** A combination of 5LLL and 4/6LLL starting with 2 thrust identical to 6LL, continuing with 2 slashes from 5LL and ending with 6LLL. A great string for hit confirm.

**2/8LLLL :** Another thrust combo but (2/8L) has much more start up than 4/6L, (2/8LL) does a great amount of hitstun allowing Saga to link into 5L or RC to his specials, (2/8LLL) is combo filler and (2/8LLLL) send the opponent flying forward.

**2/8LHH:** (2/8LH) Same as 6LL. (2/8LHH) Double hit whip move that pulls the opponent up and towards you, this is what you will mainly use to combo into support attack.

**5HH:** (5H) Amazing poke covering a large amount of space catching even opponents moving side way, safe on block when spaced properly. (5HH) Horizontal thrust with good range that sends the opponent flying forward, it also moves you forward so it's great for when you want to get close.

**6HHH:** (6H) A worse version of 5H, can still catch characters moving side way but with it's slight added start up the opponent is more likely to out run it. (6HH) Combo filler. (6HHH) Same as 5LHH.

**2/8HH:** (2/8H) Same as 2/8LHH but now as a string starter, great for otg pick up after 6SP to convert into combo. (2/8HH) 2 hit kick combo that launch the opponent higher up, this is another move that you will use to combo into support attack.

**j.L:** Active falling stab.

**j.H:** A long horizontal stab, can be tk as a poke to catch opponent off guard from afar, DOES NOT TRACK it can easily be walked around and has some start up as well as recovery due to it being an air normals so take cautious using it.

**Specials:**

**5SP:** 2 hit whips with long range, lots of start up and recovery. Leaves the opponent in a crumple state on the 2nd hit. Best to use up close in combo as the 2nd hit can whiff when used too far out. Another option to combo into support attack.

**6SP:** An unblockable pull that has a lot of start up and recovery. Best use in tandem with support attack to extends combo as well as for reset.

**j.SP:** Saga's best button, can be used for easy crossup in neutral as well as poke and general approach. However use it with caution much like j.H, it is an air move so it has start up and recovery, when spaced well it is safe on block, however the opponent can also side step or walk around it leaving you open for punish.

**Combos/Videos**

SAMPLE COMBO