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The King of Fighters '98 UMFE/Saisyu Kusanagi/Combos

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The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Combo Notation Guide

Notation Meaning
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
> ABC Activate Quick MAX as the attack hits by pressing A, B and C at once. Requires Extra meter.
> AB > X Cancel the attack into a spot dodge, and perform a dodge attack. Requires Dodge.

Combos

Meterless

Low

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

Mid/Jump-In

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

With Meter

2B > 2A > (2A) > 236236A
Low confirm into DM. Make sure to use the A or SDM version.
(j.X), cl.C(1) > 6A > 2141236P
Heavy confirm into Orochinagi.
2B, cl.C(1) > 6A > 2141236P:
The tight 2B 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 > 2141236P
Low Quick MAX from 2B. You can add 2A and a microwalk at point blank.
6A > ABC, 236236A
Extremely easy Quick MAX overhead into super, done with 236ABC236A as an input shortcut. Works from almost all of 6A's ranges, but very hard to confirm.
6A > ABC, 2A > (2A) > 236236A
Confirmable 6A combo with less range. You have to be near point blank, or microdash.
6A > ABC, f.C > 2141236P
f.C only hits tall crouchers and standing opponents, except Choi, where it whiffs altogether. The link is rather tight.
6A > ABC, 2C > 2141236P
Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank, with the payoff that it works on crouchers.
(j.X), cl.C(1) > 6A > 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, f.C > 2141236P
Saisyu's highest damage. The link between Quick MAX 6A and f.C is quite tight, and you need to remember that f.C only hits on standing opponents or tall crouchers (but never on Choi). Works best as a punish.
(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P
The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B or back throwing them into the corner.

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

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

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro