Difference between revisions of "The King of Fighters '98 UMFE/Saisyu Kusanagi"
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== Introduction == | == Introduction == | ||
Saisyu is a rushdown character with some of the most potent pressure in the game, giving him free reign to run mixups on the opponent. Alternatively, he can play a patient game with his ground projectile and DP. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely. Saisyu has to make up for this deficit with strong reactions and positioning during neutral, so he can shift the momentum in his favour and begin to run his suffocating offence. | |||
== Gameplay Overview == | == Gameplay Overview == | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''Saisyu is a rushdown character with | | intro = '''''Saisyu is a rushdown character with suffocating pressure, compensated for with a mediocre grounded neutral.''''' | ||
| pros= | | pros= | ||
* '''Balanced Kit''': Saisyu's specials give him a balanced moveset, with a decent ground fireball that helps Saisyu defend his space, a DP to anti-air, a rekka, a hard knockdown combo ender and an advancing overhead with a short bout of invulnerability. | * '''Balanced Kit''': Saisyu's specials give him a balanced moveset, with a decent ground fireball that helps Saisyu defend his space, a DP to anti-air, a rekka, a hard knockdown combo ender and an advancing overhead with a short bout of invulnerability. | ||
* '''Suffocating Pressure''': Saisyu | * '''Suffocating Pressure''': Once he has gained an advantage, Saisyu makes the most of it, with various ways to score plus frames and hard knockdowns. | ||
* '''Strong Mixups''': Saisyu has various ways to mix up the opponent, including two standing overheads and the infamous Kusanagi j.B for crossups, alongside some very strong low confirms. | * '''Strong Mixups''': Saisyu has various ways to mix up the opponent, including two standing overheads and the infamous Kusanagi j.B for crossups, alongside some very strong low confirms. | ||
* '''Explosive Damage''': With meter, Saisyu | * '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super. | ||
| cons= | | cons= | ||
* '''Unsafe Specials''': While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them. | * '''Unsafe Specials''': While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them. | ||
* '''Stubby Buttons''': Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters. | * '''Stubby Buttons''': Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters. Alongside this, his activation range for close normals is [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 really, really, really, really, really bad], so you can end up getting punished majorly for the wrong normal coming out. | ||
}} | }} | ||
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* cl.C's activation range has been reduced, it can still be linked from a cl.A or 2A | * 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 | * Ge-Shiki Gou Tsui (6A) how has 2 frames less startup | ||
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* 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup | * 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup | ||
== | == Normals == | ||
=== Close Standing Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_cla | |||
| description = * A plus on block normal overshadowed by it's pathetic activation range and the existence of 2A, which is more plus and has much more range. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_clb | |||
| description = * Can be used as combo filler, but is overshadowed by 2A. | |||
* Not a low, despite it's appearance. | |||
* Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_clc | |||
| description = * One of Saisyu's best normals. Naturally hitconfirms and leads into all of Saisyu's best combos. | |||
* Not too useful in pressure scenarios, but can be cancelled into 6B for a risky attempt at getting plus frames. | |||
* Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback. | |||
* Caution must be applied outside of combos, [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 as the activation range is completely and utterly horrendous.] | |||
| phases = | |||
}} | |||
=== Far Standing Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_fa | |||
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fb | |||
| description = * A very serviceable midrange poke. | |||
* Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fc | |||
| description = * Mediocre range, whiffs on regular crouchers and smaller. | |||
* Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest punishes at red health. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fd | |||
| description = * A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time. | |||
| phases = | |||
}} | |||
=== Crouching Normals === | |||
' | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2a | |||
| description = * Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2b | |||
| description = * A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2c | |||
| description = * This button SUCKS at anti-airing normal jump-ins. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose. | |||
* Has too much pushback on hit to be used in heavy hitconfirms. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2d | |||
| description = * Very good sweep, and one of Saisyu's main neutral tools. | |||
* Despite the slow startup, it is very useful as a poke due to its whiff cancel. | |||
| phases = | |||
}} | |||
=== Jumping Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_ja | |||
| description = * A nice air-to-air. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_jb | |||
| description = * The Kusanagi knee. Amazing jump-in, decent air-to-air, amazing crossup. | |||
* Undoubtedly one of Saisyu's best tools overall. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_jc | |||
| description = * A nice jump-in, overshadowed by every other option. | |||
| phases = | |||
}} | |||
* | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_jd | |||
| description = * Fantastic air poke with great range and frame data. | |||
* Saisyu's main way of controlling the air space in neutral and on defence. | |||
* Can cross up, but not as reliably as j.B. | |||
| phases = | |||
}} | |||
=== Blowback === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_5cd | |||
| description = * Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_jcd | |||
* j. | | description = * One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air. | ||
* Saisyu's most commonly used pressure tool. | |||
| phases = | |||
}} | |||
== Throws == | == Throws == | ||
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== Command Moves == | == Command Moves == | ||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_6a | |||
| description = * One of the best overhead command normals in the game. | |||
* Links into various moves on Quick MAX, whether cancelled into or not. | |||
* Great combo filler. | |||
* True blockstring from cl.C and is 0 on block in all situations. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_6b | |||
* | | 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. | |||
* Can be interrupted. | |||
| phases = | |||
}} | |||
* | |||
* | |||
== Special Moves == | == Special Moves == | ||
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* Ground traveling projectile. | * Ground traveling projectile. | ||
* | * Rather slow. Use it sparingly. | ||
'''100 Shiki Oniyaki:''' <code>623A/C</code> | '''100 Shiki Oniyaki:''' <code>623A/C</code> | ||
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* A DP with very good range and active frames. | * A DP with very good range and active frames. | ||
* Due to his poor anti-air normals, this is his main anti-air. | * 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. | * Both versions are extremely unsafe on block. | ||
* The C version has more invulnerability | * The C version has more invulnerability. | ||
'''427 Shiki Kamukakari:''' <code>63214B/D</code> | '''427 Shiki Kamukakari:''' <code>63214B/D</code> | ||
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* D version is only really good for comboing from heavy buttons. Safe on block. | * D version is only really good for comboing from heavy buttons. Safe on block. | ||
* The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a punish. | |||
'''720 Shiki Homuragasane:''' <code>214A/C (x2)</code> | '''720 Shiki Homuragasane:''' <code>214A/C (x2)</code> | ||
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'''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code> | '''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code> | ||
* A/C versions are identical. Combos from heavy buttons and Quick MAX | * 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. | * 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 in the game. | * Best Orochinagi archetype DM in the game. | ||
'''1207 Shiki Tsumugari:''' <code>236236A/C</code> | '''1207 Shiki Tsumugari:''' <code>236236A/C</code> |
Revision as of 20:30, 22 May 2024
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Special Moves
720 Shiki Homuragasane 1 - + /
Desperation Moves
Ura 108 Shiki Orochinagi - + /
Introduction
Saisyu is a rushdown character with some of the most potent pressure in the game, giving him free reign to run mixups on the opponent. Alternatively, he can play a patient game with his ground projectile and DP. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely. Saisyu has to make up for this deficit with strong reactions and positioning during neutral, so he can shift the momentum in his favour and begin to run his suffocating offence.
Gameplay Overview
Saisyu is a rushdown character with suffocating pressure, compensated for with a mediocre grounded neutral. | |
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.
- While his step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), this isn't too good of a point, considering the risk/reward for using Kamukakari isn't too great anyway.
Roll VS Dodge
- As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to it's 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 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: 4/6C (close)
- Regular throw, techable.
- Does not switch sides.
- Hard knockdown.
Hikiri Tsuchi: 4/6D (close)
- Regular throw, techable.
- Goes fullscreen and switches sides.
- Backturned hard knockdown, but okizeme is only possible in the corner.
Command Moves
Ge-Shiki Gou Tsui
6A
A |
---|
Ge-Shiki Kubu Tsuchi
6B
B |
---|
Special Moves
108 Shiki Yami Barai: 236A/C
- Ground traveling projectile.
- Rather slow. Use it sparingly.
100 Shiki Oniyaki: 623A/C
- A DP with very good range and active frames.
- 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.
- The C version has more invulnerability.
427 Shiki Kamukakari: 63214B/D
- Another standing overhead.
- Around the same speed as 6A, and shares a startup animation with his step dash.
- Both versions have a small amount of startup invulnerability, with the D version having more.
- Due to the invulnerability, the D version can be used to bait Guard Cancel CD.
- Unsafe on block, with a soft knockdown on hit.
110 Shiki Nata Guruma: 623B/D
- 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.
- B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.
- D version is only really good for comboing from heavy buttons. Safe on block.
- The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a punish.
720 Shiki Homuragasane: 214A/C (x2)
- 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).
- 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.
Desperation Moves
Ura 108 Shiki Orochinagi: 2141236A/C (can be held)
- 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.
- Best Orochinagi archetype DM in the game.
1207 Shiki Tsumugari: 236236A/C
- 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.
- SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.