Difference between revisions of "The King of Fighters '98 UMFE/Saisyu Kusanagi/Combos"

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''Low''
''Low''


: <code>2B, 2A, (2A), 623B</code>
: <code>2B, 2A, (2A) xx 623B</code>
: Basic low confirm.
: Basic low confirm.


: <code>2B, cl.C(1), 6A, 623D</code>:
: <code>2B, cl.C(1) > 6A xx 623D</code>:
: Tight microwalk link. Requires Saisyu to be point blank.
: Tight microwalk link. Requires Saisyu to be point blank.


''Mid/Jump-In''
''Mid/Jump-In''


: <code>(j.X), cl.C(1), 6A, 623D</code>
: <code>(j.X), cl.C(1) > 6A xx 623D</code>
: Go-to heavy starter combo for a hard knockdown.
: Go-to heavy starter combo for a hard knockdown.


: <code>(j.X), cl.C(1), 6A, 214A > 214A, 623C</code>
: <code>(j.X), cl.C(1) > 6A xx 214A > 214A, 623C</code>
: Saisyu's highest meterless damage, but it sacrifices the hard knockdown.
: Saisyu's highest meterless damage, but it sacrifices the hard knockdown.
: <code>6B, 5B/623B</code>
: Not very useful, since you should be using the plus frames for more offence.


=== With Meter ===
=== With Meter ===


: <code>2B, 2A, (2A), 236236A</code>
: <code>2B, 2A, (2A) xx 236236A</code>
: Low confirm into DM.
: Low confirm into DM.


: <code>(j.X), cl.C(1), 6A, 2141236P</code>
: <code>(j.X), cl.C(1) > 6A xx 2141236P</code>
: Heavy confirm into Orochinagi.
: Heavy confirm into Orochinagi.


: <code>2B, cl.C(1), 6A, 2141236P</code>:
: <code>2B, cl.C(1) > 6A xx 2141236P</code>:
: The tight microwalk link for Orochinagi, requires point blank.
: The tight microwalk link for Orochinagi, requires point blank.


: <code>6B, 236236A</code>
: <code>6B, 236236A</code>
: Can't hitconfirm. Very risky, but the link is easy.
: Can't hitconfirm. Very risky, but the link is easily done with the button hold trick.


=== With Quick MAX ===
=== With Quick MAX ===


: <code>2B, ABC, cl.C, 6A, 2141236P</code>
: <code>2B, ABC, cl.C > 6A xx 2141236P</code>
: Low Quick MAX from 2B.
: Low Quick MAX from 2B.


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: Quick MAX into hard knockdown.
: Quick MAX into hard knockdown.


: <code>6B, ABC, 5C, 2141236P</code>
: <code>6B, ABC, 5C xx 2141236P</code>
: Quick MAX on 6B is tight. 5C only hits tall crouchers and standing opponents.
: Quick MAX on 6B is tight. 5C only hits tall crouchers and standing opponents.


: <code>(j.X), cl.C(1), 6A, 214A > 214A, ABC, 2141236P</code>
: <code>(j.X), cl.C(1) > 6A xx 214A > 214A, ABC, 2141236P</code>
: The Quick MAX timing on the second rekka is awkward, so you might need to practice.
: The Quick MAX timing on the second rekka is awkward, so you might need to practice.


: <code>(j.X), cl.C(1), 6A, ABC, 5C, 2141236P</code>
: <code>(j.X), cl.C(1) > 6A, ABC, 5C xx 2141236P</code>
: Saisyu's highest damage. The link between Quick MAX 6A and 5C is quite tight, and you need to remember that 5C only hits on standing opponents or tall crouchers.
: Saisyu's highest damage. The link between Quick MAX 6A and 5C is quite tight, and you need to remember that 5C only hits on standing opponents or tall crouchers.



Latest revision as of 23:42, 5 February 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

Combos

Meterless

Low

2B, 2A, (2A) xx 623B
Basic low confirm.
2B, cl.C(1) > 6A xx 623D:
Tight microwalk link. Requires Saisyu to be point blank.

Mid/Jump-In

(j.X), cl.C(1) > 6A xx 623D
Go-to heavy starter combo for a hard knockdown.
(j.X), cl.C(1) > 6A xx 214A > 214A, 623C
Saisyu's highest meterless damage, but it sacrifices the hard knockdown.

With Meter

2B, 2A, (2A) xx 236236A
Low confirm into DM.
(j.X), cl.C(1) > 6A xx 2141236P
Heavy confirm into Orochinagi.
2B, cl.C(1) > 6A xx 2141236P:
The tight microwalk link for Orochinagi, requires point blank.
6B, 236236A
Can't hitconfirm. Very risky, but the link is easily done with the button hold trick.

With Quick MAX

2B, ABC, cl.C > 6A xx 2141236P
Low Quick MAX from 2B.
6A, ABC, 236236A
Extremely easy Quick MAX overhead into super. If you're somehow good enough, you can do a microrun for two 2As for a hitconfirm.
6A, ABC, 623B
Quick MAX into hard knockdown.
6B, ABC, 5C xx 2141236P
Quick MAX on 6B is tight. 5C only hits tall crouchers and standing opponents.
(j.X), cl.C(1) > 6A xx 214A > 214A, ABC, 2141236P
The Quick MAX timing on the second rekka is awkward, so you might need to practice.
(j.X), cl.C(1) > 6A, ABC, 5C xx 2141236P
Saisyu's highest damage. The link between Quick MAX 6A and 5C is quite tight, and you need to remember that 5C only hits on standing opponents or tall crouchers.

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplays

The King of Fighters '98 Ultimate Match Final Edition
System

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Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

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