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

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  | __TOC__
  | __TOC__
  |}
  |}
<section begin="image"/>[[File:kof98_saisyu_win.png|thumb|right|200px]]<section end="image"/>
<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'''
'''Notation'''
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'''Desperation Moves'''
'''Desperation Moves'''


Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
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]]
1207 Shiki Tsumugari - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
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== Introduction ==
== Introduction ==


{{StrengthsAndWeaknesses
'''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.
|ext=jpg
| description =Saisyu is a rushdown character who has very strong pressure, which leads into equally strong mixups. Alternatively, he can somewhat zone with his ground-traveling fireball and a strong anti-air DP. His main weakness is his mostly short-ranged normals, which are easily counter-poked and stuffed out. Saisyu has to make up for this deficit with strong reactions and positioning when he is on defense, so he can use his great jump-in normals to get in and start his very strong offence.}}


== Gameplay Overview ==
== Gameplay Overview ==


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''Saisyu is a rushdown character with very potent pressure and mixups that lead into explosive damage, but he requires immaculate positioning and careful play due to his short normals and unsafe specials.'''''
| intro = '''Saisyu''' is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker 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 low crush properties.
* '''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''': Saisyu doesn't struggle to get in, and when he does, he sticks like glue with amazing pressure and plus frames.
* '''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 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, Saisyu's damage is very good, meaning the reward for landing these mixups becomes even higher.
* '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
* '''Significantly cooler than his son''': No need to explain.
* '''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=
| 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.
}}
}}


===System Mechanics===
=== System Mechanics ===


'''Run VS Step'''
'''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.
* 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.


* 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.
* 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'''
'''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.
* 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.
* 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.
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'''Team Position'''
'''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.
* 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.
* 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 ==
== Changelist ==


'''98 to 98UM'''
=== '98 to Ultimate Match ===


Normals:
'''Normal Moves''':


* cl.C's activation range has been reduced, it can still be linked from a cl.A or 2A
* <span style="background-color:#F00">Nerf</span> - Activation range of cl.C reduced<br>


* 5B now has 3 more active frames
* <span style="background-color:#0F0">Buff</span> - Active frames of f.B increased from 3 to 6<br>


* Ge-Shiki Gou Tsui (6A) how has 2 frames less startup
* <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>


Specials:
'''Special Moves''':


* 108 Shiki Yami Barai (236P) now has 3 frames less recovery
* <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>


* Light 427 Shiki Kamukakari (63214B) now has 2 frames less startup, now connects from heavies and 6A
* <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>


* Light 720 Shiki Homuragasane 1 (214A) now has 2 frames less startup.
* <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>


* You can now juggle from the A version of 720 Shiki Homuragasane (214A)'s second hit.
* <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]])


Supers:
'''Desperation Moves''':


* 1207 Shiki Tsumugari (236236P) now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights.
* <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>


* Heavy 1207 Shiki Tsumugari (236236C) is now invulnerable until after the first active frame.
* <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>


'''98UM to 98UMFE'''
=== Ultimate Match to Final Edition ===


Specials:
'''Special Moves''':


* Light 110 Shiki Nata Guruma (623B)'s second hit now has a larger hitbox, so it shouldn't whiff if the first connects
* <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>


* 427 Shiki Kamukakari (63214K) now has less recovery, second hit should be easier to connect if the first connects
* <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>


* 720 Shiki Homuragasane 1 (214P)'s first hit now has a bigger hitbox and less recovery
* <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>


Supers:
* <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>


* 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup
'''Desperation Moves''':


== Normal 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>


'''Close'''
== Normals ==


* cl.A: Can stop hops, otherwise useless. Chainable and cancelable.
=== 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 =
}}


* cl.B: Use 2A instead for more reliable range and same combo potential. Cancelable.
{{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 =
}}


* cl.C: 2f start up, 2 hits, both cancelable. Can link from 2B. Your heavy normal for combos.
{{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 =
}}


* cl.D: Same as 5D.
=== Far Standing Normals ===


'''Standing'''
{{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 =
}}


* 5A: Crappy range, can stop hops from close up but no other use for it really. Chainable.
{{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 =
}}


* 5B: Farthest range of his normals. Good as a poke. Combos after 2B.
{{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 =
}}


* 5C: Cancelable, but slow and crappy range and whiffs on crouchers. Rarely useful.
{{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 =
}}


* 5D: Can work as anti-air against hops, but 623P is much more reliable.
=== Crouching Normals ===


'''Crouching'''
{{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 =
}}


* 2A: Fast and good range for a 2A. Use this in confirms and blockstrings after 2B and as a short poke. Chainable and cancelable.
{{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 =
}}


* 2B: Low combo starter. Links into cl.C. Chainable.
{{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 =
}}


* 2C: Not a reliable anti-air. Can be used in punish or combo situations when too far away for cl.C. Cancelable.
{{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 =
}}


* 2D: Cancelable sweep. Not bad at what it does.
=== Jumping Normals ===


'''Jumping'''
{{FrameDataCargo-KOF98FE
| moveId = saisyu_ja
| description = * A quick air-to-air attack, very strong as a rising air-to-air.
| phases =
}}


* j.A: Nice air-to-air.
{{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 =
}}


* j.B: Typical Kusanagi knee. Often beats weaker anti-airs and air normals, and can crossup without much hassle. VERY GOOD.
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jc
| description = * A nice jump-in, overshadowed by every other option.
| phases =
}}


* j.C: Decent jump-in, but nothing special about it. Use this on characters j.D might whiff on.
{{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 =
}}


* j.D: Most damaging jump button (except for j.CD). Usually used for air zoning out of a hop. Can whiff on small crouchers and low-profile moves.
=== Blowback ===


'''CD Normals'''
{{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 =
}}


* 5CD: Quite fast, enough range to hit after some light-button blockstrings. Saisyu has good safe options to fish for counterhit combos with this. Cancelable on hit, block, and whiff.
{{FrameDataCargo-KOF98FE
 
| moveId = saisyu_jcd
* j.CD: Great move. Often wins against other good moves and anti-airs thanks to good hitbox. Good for fishing counterhit combos just like regular CD.
| 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 ==
== Throws ==
 
=== Issetsu Seoi Nage ===
'''Issetsu Seoi Nage:''' <code>4/6C (close)</code>
{{FrameDataCargo-KOF98FE
 
| moveId = saisyu_cthrow
* Regular throw, techable.
| captions = "Brief Shoulder Throw"
 
| description = * Regular forward throw.
* Does not switch sides.
 
* Hard knockdown.
* Hard knockdown.
| phases =
}}


'''Hikiri Tsuchi:''' <code>4/6D (close)</code>
=== Hikiri Tsuchi ===
 
{{FrameDataCargo-KOF98FE
* Regular throw, techable.
| moveId = saisyu_dthrow
 
| captions = "Signal-Fire Hammer"
* Goes fullscreen and switches sides.
| description = * Regular back throw.
 
* Backturned hard knockdown.
* Backturned hard knockdown, but okizeme is only possible in the corner.
| phases =
}}


== Command Moves ==
== 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 Gou Tsui:''' <code>6A</code>
=== Ge-Shiki Kubu Tsuchi ===
 
{{FrameDataCargo-KOF98FE
* Hits overhead when done on its own.
| moveId = saisyu_6b
 
| captions = "Outer Method: Headed Mallet"
* Links into 236236A when Quick MAX is used.
| 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.
* No overhead but cancelable when cancelled into. Acts as heavy normal for the purpose of comboing.
* Can be interrupted easily due to its startup.
 
| phases =
* Combos from cl.C and is a true blockstring. Safe on block.
}}
 
'''Ge-Shiki Kubu Tsuchi:''' <code>6B</code>
 
* Plus on block, but combos from nothing. You can link into a variety of moves on hit.
 
* Mostly exists to extend your offense with plus frames, can be interrupted since it's not a true block string.


== Special Moves ==
== 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 =
}}


'''108 Shiki Yami Barai:''' <code>236A/C</code>
=== 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 =
}}


* Ground traveling projectile.
=== 427 Shiki Kamukakari ===
 
{{FrameDataCargo-KOF98FE
* Not the greatest, but still essential for Saisyu at times.
| moveId = saisyu_63214b, saisyu_63214d
 
| captions = , , "Method 427: Divine Suspension"
'''100 Shiki Oniyaki:''' <code>623A/C</code>
| input = 63214B/D
 
| input2 = 63214B/D
* A DP with very good range and active frames.
| 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.
* Due to his poor anti-air normals, this is his main anti-air.
* 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.
* Both versions are extremely unsafe on block.
| phases =
 
}}
'''427 Shiki Kamukakari:''' <code>63214B/D</code>
 
* Another standing overhead.
 
* Around the same speed as 6A, and shares a startup animation with his step dash.
 
* Unsafe on block, with a soft knockdown on hit.
 
'''110 Shiki Nata Guruma:''' <code>623B/D</code>
 
* B version combos from 2A, D only combos from heavy buttons.


=== 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.
* 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 =
}}


* B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.
=== 720 Shiki Homuragasane ===
 
{{FrameDataCargo-KOF98FE
* D version is only really good for comboing from heavy buttons. Safe on block.
| moveId = saisyu_214a1, saisyu_214a2, saisyu_214c1, saisyu_214c2
 
| captions = , "Method 720: Flame Piling"
'''720 Shiki Homuragasane:''' <code>214A/C (x2)</code>
| input = 214A/C (x2)
 
| input2 = 214A/C (x2)
* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
| 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.
* 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 ==
== 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 =
}}


'''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code>
=== 1207 Shiki Tsumugari ===
 
{{FrameDataCargo-KOF98FE
* A/C versions are identical. Combos from heavy buttons and Quick MAX A rekka. His highest damage super.
| moveId = saisyu_aragami_a, saisyu_aragami_c, saisyu_aragami_sdm
 
| captions = "Method 1207: Metro-Cap Reaper"
* SDM deals even more damage and does multiple hits, while being plus on block.
| input = 236236A/C
 
| input2 = 236236A/C
* Best Orochinagi in the game.
| 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.
 
'''1207 Shiki Tsumugari:''' <code>236236A/C</code>
 
* 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 18:12, 13 November 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

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.


Movelist

Notation

- Light Punch

- Light Kick

- Heavy Punch

- Heavy Kick

Throws

Issetsu Seoi Nage - (close) / +

Hikiri Tsuchi - (close) / +

Command Normals

Ge-Shiki Gou Tsui - +

Ge-Shiki Kubu Tsuchi - +

Special Moves

108 Shiki Yami Barai - + /

100 Shiki Oniyaki - + /

427 Shiki Kamukakari - + /

110 Shiki Nata Guruma - + /

720 Shiki Homuragasane 1 - + /

┗ 720 Shiki Homuragasane 2 - + /

Desperation Moves

Ura 108 Shiki Orochinagi - + /

1207 Shiki Tsumugari - + /

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
  • 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.
  • 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 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:

  • Nerf - Activation range of cl.C reduced
  • Buff - Active frames of f.B increased from 3 to 6
  • Buff - Startup for the uncancelled version of Ge-Shiki Gou Tsui ( + ) reduced from 19 to 17

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 - Startup for the light version of 427 Shiki Kamukakari ( + ) reduced from 19 to 17
  • Buff - Startup for the light version of 720 Shiki Homuragasane ( + ) reduced from 13 to 11
  • 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)
  • Buff - Invulnerability for the heavy version of 1207 Shiki Tsumugari ( + ) increased to 1-16f

Ultimate Match to Final Edition

Special Moves:

  • Buff - Hitbox for the light version of 110 Shiki Nata Guruma ( + )'s second hit increased in size
  • Buff - Recovery of both versions of 427 Shiki Kamukakari ( + / decreased (to 23f for + and to 17f for + )
  • Buff - Hitbox for the light version of 720 Shiki Homuragasane ( + ) increased in size
  • Buff - Recovery of the light version of 720 Shiki Homuragasane ( + ) reduced to 25f

Desperation Moves:

  • Buff - Startup for the light and MAX versions of 1207 Shiki Tsumugari ( + / + ) decreased to 7

Normals

Close Standing Normals

close A
cl.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 2 4 4 +4 +2 -
  • 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.
close b
cl.B
B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 4 3 11 -2 -4 -
  • 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.
close C
cl.C
C
One of three normals in the game with 1f startup
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 1 2 (3) 4 24 -8 -10 -
  • 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, as the activation range is completely and utterly horrendous.

Far Standing Normals

far A
f.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 4 3 8 +1 -1 -
  • 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.
far B
f.B
B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 6 6 9 -3 -5 -
  • 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.
far C
f.C
C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid special 9 4 21 -5 -7 -
  • 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.
far D
f.D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 7 5 21 -6 -8 -
  • 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.

Crouching Normals

crouch A
2A
A
The best 2A in the game
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 2 4 4 +4 +2 -
  • 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.
crouch B
2B
B
Not the best 2B in the game
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low - 2 4 5 +3 +1 -
  • 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.
crouch C
2C
C
Laughed out of the local for trying to anti-air with Saisyu 2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 5 4 27 -11 -13 -
  • 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.
crouch D
2D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low special 10 4 23 SKD -9 -
  • 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.

Jumping Normals

jump A
j.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 4 5 - - - -
  • A quick air-to-air attack, very strong as a rising air-to-air.
jump B
j.B
B
Slightly worse than Kyo's because thanks SNK
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 4 11 - - - -
  • The Kusanagi knee. Amazing jump-in, decent air-to-air, strong crossup.
  • Undoubtedly one of Saisyu's best tools overall.
jump C
j.C
C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 4 - - - -
  • A nice jump-in, overshadowed by every other option.
jump D
j.D
D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 4 - - - -
  • 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.

Blowback

Blowback
5CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid special 14 5 27 SKD -11 -
  • 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.
jump CD
j.CD
CD
Shingo learned this one over Kyo's j.CD for a reason
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 12 5 - - - -
  • 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.

Throws

Issetsu Seoi Nage

Issetsu Seoi Nage
4/6C (close)
C
"Brief Shoulder Throw"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Throw - - - - HKD - -
  • Regular forward throw.
  • Hard knockdown.

Hikiri Tsuchi

Hikiri Tsuchi
4/6D (close)
D
"Signal-Fire Hammer"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Throw - - - - HKD - -
  • Regular back throw.
  • Backturned hard knockdown.

Command Moves

Ge-Shiki Gou Tsui

Ge-Shiki Gou Tsui
6A
A
"Outer Method: Booming Hammer"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High [Mid] [special] 17 [14] 4 14 +2 0 -
  • 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.

Ge-Shiki Kubu Tsuchi

Ge-Shiki Kubu Tsuchi
6B
B
"Outer Method: Headed Mallet"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 20 1 10 +9 +7 -
  • 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.

Special Moves

108 Shiki Yami Barai

108 Shiki Yami Barai
236A/C
236A/C
"Method 100: Darkness Sweeper"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

236A 236A

- Mid - 11 While on screen 35 - - -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

236C 236C

- Mid - 11 While on screen 37 - - -
  • 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.

100 Shiki Oniyaki

100 Shiki Oniyaki
623A/C
623A/C
"Method 100: Ogre Baker"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

623A 623A

- Mid - 3 3>11 29 SKD -14 1-3f
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

623C 623C

- Mid - 3 4>12 40 SKD -43 1-7f
  • 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.

427 Shiki Kamukakari

427 Shiki Kamukakari
63214B/D
63214B/D
"Method 427: Divine Suspension"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

63214B 63214B

- High - 17 4>(1)>4 23 SKD -9 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

63214D 63214D

- High - 29 3>(4)>4 17 SKD -3 1-10f
  • 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.

110 Shiki Nata Guruma

110 Shiki Nata Guruma
623B/D
623B/D
"Method 110: Hatchet Wheel"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

623B 623B

- Mid - 8 4>(23)>4 21 HKD -7 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

623D 623D

- Mid - 17 5>(12)>3>(12)>4 23 HKD -7 -
  • 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.

720 Shiki Homuragasane

720 Shiki Homuragasane
214A/C (x2)
214A/C (x2)
"Method 720: Flame Piling"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

214A 214A

- Mid - 11 4 25 -9 -11 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

214A > 214P 214A > 214P

- Mid - 17 3>3 20 SKD -5 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

214C 214C

- Mid - 17 4 30 -14 -16 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

214C > 214P 214C > 214P

- Mid - 15 3>4 24 SKD -10 -
  • 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.

Desperation Moves

Ura 108 Shiki Orochinagi

Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C
"Reverse Method 108: Great Serpent Mower"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

2141236P 2141236P

- Mid - 16 10 26 SKD - -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

2141236AC 2141236AC

- Mid - 16 19 7 SKD - -
  • 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

1207 Shiki Tsumugari
236236A/C
236236A/C
"Method 1207: Metro-Cap Reaper"
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

236236A 236236A

- Mid - 7 3 39 SKD -24 -
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

236236C 236236C

- Mid - 14 2 43 SKD -27 1-16f
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame NOT included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

236236AC 236236AC

- Mid - 7 3 45 SKD -30 -
  • 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.

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King of Fighters 98 UM FE: Saisyu Guide by Mash It Out

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The King of Fighters '98 Ultimate Match Final Edition
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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

EX Characters

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