Difference between revisions of "The King of Fighters '98 UMFE/Saisyu Kusanagi"
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_cthrow | | moveId = saisyu_cthrow | ||
| captions = "Brief Shoulder Throw" | |||
| description = * Regular forward throw. | | description = * Regular forward throw. | ||
* Hard knockdown. | * Hard knockdown. | ||
Line 285: | Line 286: | ||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_dthrow | | moveId = saisyu_dthrow | ||
| captions = "Signal-Fire Hammer" | |||
| description = * Regular back throw. | | description = * Regular back throw. | ||
* Backturned hard knockdown. | * Backturned hard knockdown. | ||
Line 291: | Line 293: | ||
== Command Moves == | == Command Moves == | ||
=== Ge-Shiki Gou Tsui === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_6a | | moveId = saisyu_6a | ||
| captions = | | captions = "Outer Method: Booming Hammer" | ||
| description = * One of the best overhead command normals in the game. | | description = * One of the best overhead command normals in the game. | ||
* Links into various moves on Quick MAX, whether cancelled into or not. | * Links into various moves on Quick MAX, whether cancelled into or not. | ||
Line 302: | Line 304: | ||
}} | }} | ||
=== Ge-Shiki Kubu Tsuchi === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_6b | | moveId = saisyu_6b | ||
| captions = "Outer Method: Headed Mallet" | |||
| description = * A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent. | | description = * A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent. | ||
* Links into various moves on hit, but should mostly be used for pressure. | * Links into various moves on hit, but should mostly be used for pressure. | ||
* Can be interrupted. | * Can be interrupted easily due to its startup. | ||
| phases = | | phases = | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
=== 108 Shiki Yami Barai === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_236a, saisyu_236c | |||
* Ground traveling projectile. | | captions = "Method 100: Darkness Sweeper" | ||
| input = 236A/C | |||
| input2 = 236A/C | |||
| description2 = * Ground traveling projectile. | |||
* Overall, it's pretty slow. However, it's also a key part of Saisyu's ground game. | * Overall, it's pretty slow. However, it's also a key part of Saisyu's ground game. | ||
* Effective use is rather difficult, but a key part of playing Saisyu. | * Effective use is rather difficult, but a key part of playing Saisyu. | ||
* Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish. | * Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish. | ||
| phases = | |||
}} | |||
=== 100 Shiki Oniyaki === | |||
{{FrameDataCargo-KOF98FE | |||
* A DP with very good startup at 3f, alongside strong range and active frames. | | moveId = saisyu_623a, saisyu_623c | ||
| captions = , "Method 100: Ogre Baker" | |||
| input = 623A/C | |||
| input2 = 623A/C | |||
| description2 = * A DP with very good startup at 3f, alongside strong range and active frames. | |||
* Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction. | * Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction. | ||
* Both versions are extremely unsafe on block, as expected. | * Both versions are extremely unsafe on block, as expected. | ||
* The A version is only invulnerable to the first active frame thus trading against meaties, and the C version is invulnerable to the 4th active frame. | * The A version is only invulnerable to the first active frame thus trading against meaties, and the C version is invulnerable to the 4th active frame. | ||
| phases = | |||
}} | |||
=== 427 Shiki Kamukakari === | |||
{{FrameDataCargo-KOF98FE | |||
* Another standing overhead. The B version is faster by 12 frames. | | moveId = saisyu_63214b, saisyu_63214d | ||
| captions = , , "Method 427: Divine Suspension" | |||
| input = 63214B/D | |||
| input2 = 63214B/D | |||
| description2 = * Another standing overhead. The B version is faster by 12 frames. | |||
* The B version has the same startup as 6A, and both versions share a startup animation with his step dash. | * The B version has the same startup as 6A, and both versions share a startup animation with his step dash. | ||
* The B version is unsafe at -9 on block, while the D version is safe at -3 with pushback. | * The B version is unsafe at -9 on block, while the D version is safe at -3 with pushback. | ||
* The D version has 10 frames of invulnerability on startup, allowing it to be used as a safe Guard Cancel CD bait tool. | * The D version has 10 frames of invulnerability on startup, allowing it to be used as a safe Guard Cancel CD bait tool. | ||
| phases = | |||
}} | |||
=== 110 Shiki Nata Guruma === | |||
{{FrameDataCargo-KOF98FE | |||
* B version combos from 2A, D only combos from heavy buttons. | | moveId = saisyu_623b, saisyu_623d | ||
| captions = , "Method 110: Hatchet Wheel" | |||
| input = 623B/D | |||
| input2 = 623B/D | |||
| description2 = * B version combos from 2A, D only combos from heavy buttons. | |||
* Very nice go-to combo move that causes a hard knockdown and has decent damage. | * Very nice go-to combo move that causes a hard knockdown and has decent damage. | ||
* B version is a good meterless raw punish tool with more horizontal range than DP. | * B version is a good meterless raw punish tool with more horizontal range than DP. | ||
* D version is only really good for comboing from heavy buttons. | * D version is only really good for comboing from heavy buttons. | ||
* Both versions are heavily unsafe on block. | * Both versions are heavily unsafe on block. | ||
* The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a better punish. | |||
| phases = | |||
}} | |||
=== 720 Shiki Homuragasane === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_214a1, saisyu_214a2, saisyu_214c1, saisyu_214c2 | |||
| captions = , "Method 720: Flame Piling" | |||
* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. | | input = 214A/C (x2) | ||
| input2 = 214A/C (x2) | |||
| description4 = * Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. | |||
* Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown). | * Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown). | ||
* The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage. | * The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage. | ||
* Both versions are unsafe on block. | * Both versions are unsafe on block. | ||
* You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe. | * You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe. | ||
| phases = | |||
}} | |||
== Desperation Moves == | == Desperation Moves == | ||
=== Ura 108 Shiki Orochinagi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_orochinagi_dm, saisyu_orochinagi_sdm | |||
* A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super. | | captions = "Reverse Method 108: Great Serpent Mower" | ||
| input = 2141236A/C | |||
| input2 = 2141236A/C | |||
| description2 = * A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super. | |||
* SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner. | * SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner. | ||
* Best Orochinagi archetype DM in the game. | * Best Orochinagi archetype DM in the game. | ||
| phases = | |||
}} | |||
=== 1207 Shiki Tsumugari === | |||
{{FrameDataCargo-KOF98FE | |||
* A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool. | | moveId = saisyu_aragami_a, saisyu_aragami_c, saisyu_aragami_sdm | ||
| captions = "Method 1207: Metro-Cap Reaper" | |||
| input = 236236A/C | |||
| input2 = 236236A/C | |||
| description3 = * A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool. | |||
* C version is slower than A but is a true reversal. | * C version is slower than A but is a true reversal. | ||
* SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal. | * SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal. | ||
| phases = | |||
}} | |||
== Videos == | == Videos == |
Latest revision as of 19:03, 7 June 2024
Notation
Throws
Issetsu Seoi Nage - (close) /
+
Command Normals
Special Moves
720 Shiki Homuragasane 1 - +
/
Desperation Moves
Ura 108 Shiki Orochinagi - +
/
Introduction
Saisyu Kusanagi is an all-rounder character, with a similar moveset to Iori Yagami and EX Kyo Kusanagi. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals, positioning, and most importantly, reads, in order to navigate neutral and start his offence.
Gameplay Overview
Saisyu is an all-rounder character with incredibly strong rushdown, at the cost of having weaker neutral. He requires strong positioning and reads to reach his full potential. | |
Pros | Cons |
|
|
System Mechanics
Run VS Step
- Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily.
- His step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), which can enhance his mixup potential with Step selected. This will also enhance his neutral potential due to the increased walk speed, at the cost of losing a lot of pressure.
Roll VS Dodge
- As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to its natural advantages. Also, his reversals are quite good, so they can be buffered after doing a spot dodge. His dodge attack isn't the greatest as it doesn't allow for any special combos, but it still functions well for what it does.
- Roll is the more intuitive option, and Saisyu can still benefit from having it enabled. Using roll cancels can allow him to create very ambiguous left/right mixups from standing hits, and he can set an ambiguous left/right using a roll after performing a hard knockdown.
Advanced VS Extra
- Extra gauge has the most benefit for Saisyu, as Quick MAX gives him access to his most damaging combo routes, especially in red health. It also gives him the opportunity to convert from his 6A overhead, greatly enhancing his mixup potential.
- Advanced is still a good pick for Saisyu, as having an abundance of meter still gives him access to high damage, considering he still has the chance to convert into super from crouching lights.
Team Position
- With Advanced gauge, Saisyu is best mid or anchor, as to truly shine without Quick MAX he requires a lot of meter to be able to cash out into supers and utilise MAX Mode.
- In Extra gauge, Saisyu doesn't have a best team position. His hard knockdowns give him easy opportunity to charge meter, and he doesn't rely on red health for solid damage.
Changes from Previous Versions
98 to 98UM
Normals:
- cl.C's activation range has been reduced, it can still be linked from a cl.A or 2A
- f.B now has 3 more active frames
- Ge-Shiki Gou Tsui (6A) how has 2 frames less startup
Specials:
- 108 Shiki Yami Barai (236P) now has 3 frames less recovery
- Light 427 Shiki Kamukakari (63214B) now has 2 frames less startup, now connects from heavies and 6A
- Light 720 Shiki Homuragasane 1 (214A) now has 2 frames less startup.
- You can now juggle from the A version of 720 Shiki Homuragasane (214A)'s second hit.
Supers:
- 1207 Shiki Tsumugari (236236P) now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights.
- Heavy 1207 Shiki Tsumugari (236236C) is now invulnerable until after the first active frame.
98UM to 98UMFE
Specials:
- Light 110 Shiki Nata Guruma (623B)'s second hit now has a larger hitbox, so it shouldn't whiff if the first connects
- 427 Shiki Kamukakari (63214K) now has less recovery, second hit should be easier to connect if the first connects
- 720 Shiki Homuragasane 1 (214P)'s first hit now has a bigger hitbox and less recovery
Supers:
- 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup
Normals
Close Standing Normals
close A
cl.A
A |
---|
close b
cl.B
B |
---|
close C
cl.C
C |
---|
Far Standing Normals
far A
f.A
A |
---|
far B
f.B
B |
---|
far C
f.C
C |
---|
far D
f.D
D |
---|
Crouching Normals
crouch A
2A
A |
---|
crouch B
2B
B |
---|
crouch C
2C
C |
---|
crouch D
2D
D |
---|
Jumping Normals
jump A
j.A
A |
---|
jump B
j.B
B |
---|
jump C
j.C
C |
---|
jump D
j.D
D |
---|
Blowback
Blowback
5CD
CD |
---|
jump CD
j.CD
CD |
---|
Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
4/6C (close)
C |
---|
Hikiri Tsuchi
Hikiri Tsuchi
4/6D (close)
D |
---|
Command Moves
Ge-Shiki Gou Tsui
Ge-Shiki Gou Tsui
6A
A |
---|
Ge-Shiki Kubu Tsuchi
Ge-Shiki Kubu Tsuchi
6B
B |
---|
Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C |
---|
100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
---|
427 Shiki Kamukakari
427 Shiki Kamukakari
63214B/D
63214B/D |
---|
110 Shiki Nata Guruma
110 Shiki Nata Guruma
623B/D
623B/D |
---|
720 Shiki Homuragasane
720 Shiki Homuragasane
214A/C (x2)
214A/C (x2) |
---|
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
---|
1207 Shiki Tsumugari
1207 Shiki Tsumugari
236236A/C
236236A/C |
---|