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The King of Fighters '98 UMFE/Saisyu Kusanagi: Difference between revisions
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{| style="margin-right:1em;" align=" | {{CharNavbox_98FE}} | ||
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| __TOC__ | | __TOC__ | ||
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[[File: | <section begin="image"/>[[File:kof98_saisyu_win.png|thumb|right|200px|Saisyu is the cocky, old-fashioned father of KOF's iconic protagonist, Kyo Kusanagi. He enters battle with a more traditional outlook on the Kusanagi style, using the basic principles of the ancient martial art. He is joined up with Heidern and Takuma Sakazaki in '98 to form the '''Masters Team'''.]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
== Movelist == | |||
'''Notation''' | |||
[[image:a.gif]] - Light Punch | |||
[[image:b.gif]] - Light Kick | |||
[[image:c.gif]] - Heavy Punch | |||
[[image:d.gif]] - Heavy Kick | |||
'''Throws''' | |||
Issetsu Seoi Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Hikiri Tsuchi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Normals''' | |||
Ge-Shiki Gou Tsui - [[image:fd.gif]] + [[image:a.gif]] | |||
Ge-Shiki Kubu Tsuchi - [[image:fd.gif]] + [[image:b.gif]] | |||
'''Special Moves''' | |||
108 Shiki Yami Barai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
427 Shiki Kamukakari - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
110 Shiki Nata Guruma - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
720 Shiki Homuragasane 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
: ┗ 720 Shiki Homuragasane 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
'''Desperation Moves''' | |||
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
1207 Shiki Tsumugari - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
== Introduction == | == Introduction == | ||
Saisyu | '''Saisyu Kusanagi''' is a high-octane rushdown 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 and positioning to navigate neutral and establish his absurd pressure game. | ||
== | == Gameplay Overview == | ||
''' | {{StrengthsAndWeaknesses | ||
| intro = '''Saisyu''' is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral. | |||
| pros= | |||
* '''Strong Specials''': Saisyu has a plethora of specials, all with their own unique uses. This gives his kit a strong diversity, and allows him to select the right special during a given situation. | |||
* '''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 two grounded overheads, strong low confirms and a strong crossup, all with good reward on hit. This becomes even stronger with Advanced mode's Roll, allowing him to vortex the opponent using ambiguous crossups. | |||
* '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super. | |||
* '''Strong Abare''': Saisyu's 2A is potentially the best of its kind in the game, boasting only 2 frames of startup. This allows him to break through pressure extremely well. | |||
| 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. | |||
* '''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. | |||
}} | |||
=== 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. Being able to use his amazing cl.C more often through running up allows Saisyu to create frametraps and score large amounts of damage if he opens the opponent up. | ||
* 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. | ||
== Changelist == | |||
=== '98 to Ultimate Match === | |||
'''Normal Moves''': | |||
* | * <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br> | ||
= | * <span style="background-color:#0F0">Buff</span> - Active frames of f.B increased from 3 to 6<br> | ||
* <span style="background-color:#0F0">Buff</span> - Startup for the uncancelled version of Ge-Shiki Gou Tsui ([[image:fd.gif]] + [[image:a.gif]]) reduced from 19 to 17<br> | |||
'''Special Moves''': | |||
* <span style="background-color:#0F0">Buff</span> - Recovery of both versions of 108 Shiki Yami Barai ([[image:qcf.gif]] + [[image:a.gif]]/[[image:c.gif]]) reduced by 3 frames (from 38 to 35 for [[image:qcf.gif]] + [[image:a.gif]] and from 40 to 37 for [[image:qcf.gif]] + [[image:c.gif]])<br> | |||
* | |||
* <span style="background-color:#0F0">Buff</span> - Startup for the light version of 427 Shiki Kamukakari ([[image:hcb.gif]] + [[image:b.gif]]) reduced from 19 to 17<br> | |||
* | |||
* <span style="background-color:#0F0">Buff</span> - Startup for the light version of 720 Shiki Homuragasane ([[image:qcb.gif]] + [[image:a.gif]]) reduced from 13 to 11<br> | |||
* | |||
* <span style="background-color:#0F0">Buff</span> - Singular juggle hit property added to the light version of 720 Shiki Homuragasane 2 ([[image:qcb.gif]] + [[image:a.gif]] > [[image:qcb.gif]] + [[image:a.gif]]) | |||
* | |||
== | '''Desperation Moves''': | ||
* <span style="background-color:#0F0>Buff</span> - Startup for the light and MAX versions of 1207 Shiki Tsumugari ([[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]) decreased ('98 UM value currently unknown)<br> | |||
* <span style="background-color:#0F0>Buff</span> - Invulnerability for the heavy version of 1207 Shiki Tsumugari ([[image:qcf.gif]][[image:qcf.gif]] + [[image:c.gif]]) increased to 1-16f<br> | |||
=== Ultimate Match to Final Edition === | |||
'''Special Moves''': | |||
* <span style="background-color:#0F0>Buff</span> - Hitbox for the light version of 110 Shiki Nata Guruma ([[image:dp.gif]] + [[image:b.gif]])'s second hit increased in size<br> | |||
* <span style="background-color:#0F0>Buff</span> - Recovery of both versions of 427 Shiki Kamukakari ([[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] decreased (to 23f for [[image:hcb.gif]] + [[image:b.gif]] and to 17f for [[image:qcb.gif]] + [[image:d.gif]])<br> | |||
* <span style="background-color:#0F0>Buff</span> - Hitbox for the light version of 720 Shiki Homuragasane ([[image:qcb.gif]] + [[image:a.gif]]) increased in size<br> | |||
* <span style="background-color:#0F0>Buff</span> - Recovery of the light version of 720 Shiki Homuragasane ([[image:qcb.gif]] + [[image:a.gif]]) reduced to 25f<br> | |||
'''Desperation Moves''': | |||
* <span style="background-color:#0F0>Buff</span> - Startup for the light and MAX versions of 1207 Shiki Tsumugari ([[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]) decreased to 7<br> | |||
== Normals == | |||
=== Close Standing Normals === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_cla | |||
| captions = | |||
| description = * A plus on block normal overshadowed by its pathetic activation range and the existence of 2A, which has the same amount of frame advantage while having significantly better range. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_clb | |||
| captions = | |||
| description = * Can be used as combo filler during light chains, but is overshadowed by 2A. | |||
* Not a low, despite its 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 | |||
| captions = One of three normals in the game with 1f startup | |||
| description = * One of Saisyu's best normals. Naturally hitconfirms due to the two hits and leads into all of Saisyu's best combos. | |||
* Surprisingly for a close heavy, it's pretty good for pressure, provided you chain into the 0 on block 6A or the +7 on block, but much riskier, 6B. | |||
* 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 | |||
| captions = | |||
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air. | |||
* Minus on block, which combined with cl.A's awful activation range, makes it bad for pressure. | |||
* It's chainable into 2A, so if you accidentally press this, chain it into 2A ASAP. | |||
| 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. | |||
* Even still, it's a good check in neutral to stuff an approach. | |||
| phases = | |||
}} | |||
'' | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fc | |||
| captions = | |||
| description = * A slow short range haymaker. It's whiff cancelable, so you can buffer a special behind it to reduce risk of you getting whiff punished. | |||
* Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest combos at red health. | |||
* It doesn't connect on regular crouchers or shorter, and completely whiffs on even a standing Choi, reducing his strongest combos to character-specific and/or a punish. | |||
| 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. | |||
* Even when point blank, Saisyu does this exact move, with no difference in frame data, making him one of the rare characters in the game to be missing one of his close normals. | |||
| phases = | |||
}} | |||
=== Crouching Normals === | |||
''' | {{FrameDataCargo-KOF98FE | ||
* | | moveId = saisyu_2a | ||
| captions = The best 2A in the game | |||
| description = * Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms. | |||
* One of the most potent abare options in the game due to its absurdly fast startup and strong hitbox. | |||
* Saisyu's entire gameplan should focus around staying inside this button's range. | |||
* Chains into itself. | |||
* At tip range (i.e. when they block cl.C > 6A), this will cleanly beat almost anything that isn't a reversal. | |||
| phases = | |||
}} | |||
== | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2b | |||
| captions = Not the best 2B in the game | |||
| description = * A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low. | |||
* Chains into itself and 2A. | |||
| phases = | |||
}} | |||
' | {{FrameDataCargo-KOF98FE | ||
* | | moveId = saisyu_2c | ||
| captions = Laughed out of the local for trying to anti-air with Saisyu 2C | |||
| description = * This button SUCKS at anti-airing normal jump-ins. Like really, it sucks. You're gonna trade at best, and probably lose outright. 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, as 6A will whiff. | |||
* Has a surprise use in microwalk confirms from 6A Quick MAX. | |||
| 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 quick air-to-air attack, very strong as a rising air-to-air. | |||
| phases = | |||
}} | |||
' | {{FrameDataCargo-KOF98FE | ||
* | | moveId = saisyu_jb | ||
| captions = Slightly worse than Kyo's because thanks SNK | |||
| description = * The Kusanagi knee. Amazing jump-in, decent air-to-air, strong 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. All in all, a standard blowback that gives Saisyu a consistent Guard Cancel CD. | |||
| phases = | |||
}} | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_jcd | |||
| captions = Shingo learned this one over Kyo's j.CD for a reason | |||
| 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. Easy to apply, easy to use, and hard to beat. | |||
| phases = | |||
}} | |||
== Throws == | |||
=== Issetsu Seoi Nage === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_cthrow | |||
| captions = "Brief Shoulder Throw" | |||
| description = * Regular forward throw. | |||
* Hard knockdown. | |||
| phases = | |||
}} | |||
=== Hikiri Tsuchi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_dthrow | |||
| captions = "Signal-Fire Hammer" | |||
| description = * Regular back throw. | |||
* Backturned hard knockdown. | |||
| phases = | |||
}} | |||
=== | == Command Moves == | ||
=== Ge-Shiki Gou Tsui === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_6a | |||
| captions = "Outer Method: Booming Hammer" | |||
| 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. | |||
* Surprisingly really good in pressure, as blocking it leaves you in a range where 2A will cleanly beat out anything that isn't a reversal. | |||
| phases = | |||
}} | |||
: | === Ge-Shiki Kubu Tsuchi === | ||
{{FrameDataCargo-KOF98FE | |||
| 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. | |||
* Links into various moves on hit, but should mostly be used for pressure. | |||
* Can be interrupted easily due to its startup. | |||
| phases = | |||
}} | |||
: | == Special Moves == | ||
=== 108 Shiki Yami Barai === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_236a, saisyu_236c | |||
| 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. | |||
* 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. | |||
* Saisyu reels back during this move, which can let it punish stubby abare attempts. | |||
| phases = | |||
}} | |||
: | === 100 Shiki Oniyaki === | ||
{{FrameDataCargo-KOF98FE | |||
| 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. | |||
* 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. | |||
| phases = | |||
}} | |||
: | === 427 Shiki Kamukakari === | ||
{{FrameDataCargo-KOF98FE | |||
| 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 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. | |||
| phases = | |||
}} | |||
=== | === 110 Shiki Nata Guruma === | ||
: | {{FrameDataCargo-KOF98FE | ||
| 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. | |||
* 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. | |||
* 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" | |||
| 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). | |||
* 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. | |||
* You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe. | |||
| phases = | |||
}} | |||
: | == Desperation Moves == | ||
=== Ura 108 Shiki Orochinagi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_orochinagi_dm, saisyu_orochinagi_sdm | |||
| 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. | |||
* Best Orochinagi archetype DM in the game. | |||
| phases = | |||
}} | |||
== | === 1207 Shiki Tsumugari === | ||
{{FrameDataCargo-KOF98FE | |||
| 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. | |||
* 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 == | ||
{{#ev:youtube|ai5J2N73xtY|||'''King of Fighters 98 UM FE: Saisyu Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|ai5J2N73xtY|||'''King of Fighters 98 UM FE: Saisyu Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
== | == Navigation == | ||
{{CharNavbox_98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} |
Latest revision as of 18:12, 13 November 2024
Movelist
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Special Moves
720 Shiki Homuragasane 1 - + /
Desperation Moves
Ura 108 Shiki Orochinagi - + /
Introduction
Saisyu Kusanagi is a high-octane rushdown 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 and positioning to navigate neutral and establish his absurd pressure game.
Gameplay Overview
Saisyu is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral. | |
Pros | Cons |
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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. Being able to use his amazing cl.C more often through running up allows Saisyu to create frametraps and score large amounts of damage if he opens the opponent up.
- 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.
Changelist
'98 to Ultimate Match
Normal Moves:
- Nerf - Activation range of cl.C reduced
- Buff - Active frames of f.B increased from 3 to 6
Special Moves:
- Buff - Recovery of both versions of 108 Shiki Yami Barai ( + /) reduced by 3 frames (from 38 to 35 for + and from 40 to 37 for + )
- Buff - Singular juggle hit property added to the light version of 720 Shiki Homuragasane 2 ( + > + )
Desperation Moves:
- Buff - Startup for the light and MAX versions of 1207 Shiki Tsumugari ( + / + ) decreased ('98 UM value currently unknown)
Ultimate Match to Final Edition
Special Moves:
- Buff - Recovery of both versions of 427 Shiki Kamukakari ( + / decreased (to 23f for + and to 17f for + )
Desperation Moves:
Normals
Close Standing Normals
close A
cl.A
A |
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close b
cl.B
B |
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close C
cl.C
C |
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Far Standing Normals
far A
f.A
A |
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far B
f.B
B |
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far C
f.C
C |
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far D
f.D
D |
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Crouching Normals
crouch A
2A
A |
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crouch B
2B
B |
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crouch C
2C
C |
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crouch D
2D
D |
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Jumping Normals
jump A
j.A
A |
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jump B
j.B
B |
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jump C
j.C
C |
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jump D
j.D
D |
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Blowback
Blowback
5CD
CD |
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jump CD
j.CD
CD |
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Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
4/6C (close)
C |
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Hikiri Tsuchi
Hikiri Tsuchi
4/6D (close)
D |
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Command Moves
Ge-Shiki Gou Tsui
Ge-Shiki Gou Tsui
6A
A |
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Ge-Shiki Kubu Tsuchi
Ge-Shiki Kubu Tsuchi
6B
B |
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Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C |
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100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
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427 Shiki Kamukakari
427 Shiki Kamukakari
63214B/D
63214B/D |
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110 Shiki Nata Guruma
110 Shiki Nata Guruma
623B/D
623B/D |
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720 Shiki Homuragasane
720 Shiki Homuragasane
214A/C (x2)
214A/C (x2) |
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
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1207 Shiki Tsumugari
1207 Shiki Tsumugari
236236A/C
236236A/C |
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