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The King of Fighters '98 UMFE/Saisyu Kusanagi: Difference between revisions
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<br clear=all> | <br clear=all> | ||
== Movelist == | |||
'''Notation''' | '''Notation''' | ||
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== Introduction == | == Introduction == | ||
'''Saisyu Kusanagi''' is | '''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 == | == Gameplay Overview == | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''Saisyu''' is | | intro = '''Saisyu''' is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral. | ||
| pros= | | pros= | ||
* '''Strong Specials''': Saisyu has a plethora of specials, all with their own unique uses. This gives his kit a strong diversity, and allows him to select the right special during a given situation. | * '''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. | ||
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* '''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. | * '''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. | * '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super. | ||
* '''Strong Abare''': Saisyu's 2A is potentially the best of its kind in the game, boasting only 2 frames of startup. This allows him to break through pressure extremely well. | |||
| cons= | | cons= | ||
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'''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. | ||
* 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. | * 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. | ||
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Normals: | Normals: | ||
* cl.C | * The activation range for cl.C has been reduced - punishing high pushback moves is now more difficult, but it can still link from 2A and cl.A when in range | ||
* f.B | * The active frames on f.B have increased from 3 to 6 - no change in frame advantage, can be used more consistently as a poke and meaty | ||
* | * The uncancelled version of 6A's startup has decreased from 19 to 17 | ||
Specials: | Specials: | ||
* | * The recovery of 236P has been changed from 38 to 35 for the A version, and from 40 to 37 for the C version - a reduction of 3 frames | ||
* | * The startup of 63214B has been changed from 19 to 17 - it can now combo from heavies and from the cancelled version of 6A | ||
* | * The startup of 214A has been changed from 13 to 11 - comboing into it is now more consistent | ||
* | * A juggle property has been added to 214A > 214A - this allows for 1 juggle hit, letting 623C combo, and letting 2141236P combo if you use Quick MAX on 214A > 214A. | ||
Supers: | Supers: | ||
* | * The startup of 236236P has been decreased for the A and MAX versions - it can now combo from lights and from a Quick MAX usage on 6A | ||
* | * The invulnerability of 236236C now covers the first few active frames - this makes it a true reversal, but the high startup alongside being just as unsafe as 623C makes it redundant | ||
'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
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Specials: | Specials: | ||
* | * The second hit of 623B now has a larger hitbox - it should now connect consistently if the first does | ||
* The recovery for both versions of 63214K has been reduced - 23f for 63214B, 17f for 63214D | |||
* | * The hitbox for 214A has been increased in size - it should now combo more consistently | ||
* | * The recovery for 214A has been reduced to 25 frames - this change has almost no effect | ||
Supers: | Supers: | ||
* | * The startup for 236236A and 236236AC has been reduced to 7 frames - easier to combo | ||
== Normals == | == Normals == | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_cla | | moveId = saisyu_cla | ||
| captions = | | captions = | ||
| description = * A plus on block normal overshadowed by its pathetic activation range and the existence of 2A, which | | 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_clb | | moveId = saisyu_clb | ||
| captions = | | captions = | ||
| description = * Can be used as combo filler, but is overshadowed by 2A. | | description = * Can be used as combo filler during light chains, but is overshadowed by 2A. | ||
* Not a low, despite its appearance. | * Not a low, despite its appearance. | ||
* Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A. | * Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A. | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_clc | | moveId = saisyu_clc | ||
| captions = | | 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. | | 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. | * 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.] | * Caution must be applied outside of combos, [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 as the activation range is completely and utterly horrendous.] | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fa | | moveId = saisyu_fa | ||
| captions = | | captions = | ||
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air. | | description = * Poor range. Will lose out to most jump-ins when used as an anti-air. | ||
* Minus on block, which | * 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 = | | phases = | ||
}} | }} | ||
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| description = * A very serviceable midrange poke. | | 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. | * 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_fc | | moveId = saisyu_fc | ||
| captions = | | 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. | | 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. | * Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest combos at red health. | ||
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| moveId = saisyu_fd | | 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. | | 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2a | | moveId = saisyu_2a | ||
| captions = | | 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. | | 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2b | | 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. | | 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_2c | | moveId = saisyu_2c | ||
| description = * This button SUCKS at anti-airing normal jump-ins. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose. | | captions = Laughed out of the local for trying to anti-air with Saisyu 2C | ||
* Has too much pushback on hit to be used in heavy hitconfirms. | | 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 = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_ja | | moveId = saisyu_ja | ||
| description = * A | | description = * A quick air-to-air attack, very strong as a rising air-to-air. | ||
| phases = | | phases = | ||
}} | }} | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_jb | | moveId = saisyu_jb | ||
| captions = | | captions = Slightly worse than Kyo's because thanks SNK | ||
| description = * The Kusanagi knee. Amazing jump-in, decent air-to-air, | | description = * The Kusanagi knee. Amazing jump-in, decent air-to-air, strong crossup. | ||
* Undoubtedly one of Saisyu's best tools overall. | * Undoubtedly one of Saisyu's best tools overall. | ||
| phases = | | phases = | ||
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{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_5cd | | moveId = saisyu_5cd | ||
| description = * Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit. | | 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 = | | phases = | ||
}} | }} | ||
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| captions = Shingo learned this one over Kyo's j.CD for a reason | | 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. | | 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. | * Saisyu's most commonly used pressure tool. Easy to apply, easy to use, and hard to beat. | ||
| phases = | | phases = | ||
}} | }} | ||
== Throws == | == Throws == | ||
=== Issetsu Seoi Nage === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_cthrow | | moveId = saisyu_cthrow | ||
| captions = "Brief Shoulder Throw" | |||
| description = * Regular forward throw. | | description = * Regular forward throw. | ||
* Hard knockdown. | * Hard knockdown. | ||
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}} | }} | ||
=== Hikiri Tsuchi === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_dthrow | | moveId = saisyu_dthrow | ||
| captions = "Signal-Fire Hammer" | |||
| description = * Regular back throw. | | description = * Regular back throw. | ||
* Backturned hard knockdown. | * Backturned hard knockdown. | ||
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== Command Moves == | == Command Moves == | ||
=== Ge-Shiki Gou Tsui === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_6a | | moveId = saisyu_6a | ||
| captions = | | captions = "Outer Method: Booming Hammer" | ||
| description = * One of the best overhead command normals in the game. | | description = * One of the best overhead command normals in the game. | ||
* Links into various moves on Quick MAX, whether cancelled into or not. | * Links into various moves on Quick MAX, whether cancelled into or not. | ||
* Great combo filler. | * Great combo filler. | ||
* True blockstring from cl.C and is 0 on block in all situations. | * 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 = | | phases = | ||
}} | }} | ||
=== Ge-Shiki Kubu Tsuchi === | |||
{{FrameDataCargo-KOF98FE | {{FrameDataCargo-KOF98FE | ||
| moveId = saisyu_6b | | moveId = saisyu_6b | ||
| captions = "Outer Method: Headed Mallet" | |||
| description = * A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent. | | description = * A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent. | ||
* Links into various moves on hit, but should mostly be used for pressure. | * Links into various moves on hit, but should mostly be used for pressure. | ||
* Can be interrupted. | * Can be interrupted easily due to its startup. | ||
| phases = | | phases = | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
=== 108 Shiki Yami Barai === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_236a, saisyu_236c | |||
* Ground traveling projectile. | | captions = "Method 100: Darkness Sweeper" | ||
| input = 236A/C | |||
| input2 = 236A/C | |||
| description2 = * Ground traveling projectile. | |||
* Overall, it's pretty slow. However, it's also a key part of Saisyu's ground game. | * Overall, it's pretty slow. However, it's also a key part of Saisyu's ground game. | ||
* Effective use is rather difficult, but a key part of playing Saisyu. | * Effective use is rather difficult, but a key part of playing Saisyu. | ||
* Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish. | * Due to Saisyu's subpar long range normals, it is often his main grounded poke, and can work as a solid punish. | ||
* Saisyu reels back during this move, which can let it punish stubby abare attempts. | |||
| phases = | |||
}} | |||
=== 100 Shiki Oniyaki === | |||
{{FrameDataCargo-KOF98FE | |||
* A DP with very good startup at 3f, alongside strong range and active frames. | | moveId = saisyu_623a, saisyu_623c | ||
| captions = , "Method 100: Ogre Baker" | |||
| input = 623A/C | |||
| input2 = 623A/C | |||
| description2 = * A DP with very good startup at 3f, alongside strong range and active frames. | |||
* Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction. | * Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction. | ||
* Both versions are extremely unsafe on block, as expected. | * Both versions are extremely unsafe on block, as expected. | ||
* The A version is only invulnerable to the first active frame thus trading against meaties, and the C version is invulnerable to the 4th active frame. | * The A version is only invulnerable to the first active frame thus trading against meaties, and the C version is invulnerable to the 4th active frame. | ||
| phases = | |||
}} | |||
=== 427 Shiki Kamukakari === | |||
{{FrameDataCargo-KOF98FE | |||
* Another standing overhead. The B version is faster by 12 frames. | | moveId = saisyu_63214b, saisyu_63214d | ||
| captions = , , "Method 427: Divine Suspension" | |||
| input = 63214B/D | |||
| input2 = 63214B/D | |||
| description2 = * Another standing overhead. The B version is faster by 12 frames. | |||
* The B version has the same startup as 6A, and both versions share a startup animation with his step dash. | * The B version has the same startup as 6A, and both versions share a startup animation with his step dash. | ||
* The B version is unsafe at -9 on block, while the D version is safe at -3 with pushback. | * The B version is unsafe at -9 on block, while the D version is safe at -3 with pushback. | ||
* The D version has 10 frames of invulnerability on startup, allowing it to be used as a safe Guard Cancel CD bait tool. | * The D version has 10 frames of invulnerability on startup, allowing it to be used as a safe Guard Cancel CD bait tool. | ||
| phases = | |||
}} | |||
=== 110 Shiki Nata Guruma === | |||
{{FrameDataCargo-KOF98FE | |||
* B version combos from 2A, D only combos from heavy buttons. | | moveId = saisyu_623b, saisyu_623d | ||
| captions = , "Method 110: Hatchet Wheel" | |||
| input = 623B/D | |||
| input2 = 623B/D | |||
| description2 = * B version combos from 2A, D only combos from heavy buttons. | |||
* Very nice go-to combo move that causes a hard knockdown and has decent damage. | * Very nice go-to combo move that causes a hard knockdown and has decent damage. | ||
* B version is a good meterless raw punish tool with more horizontal range than DP. | * B version is a good meterless raw punish tool with more horizontal range than DP. | ||
* D version is only really good for comboing from heavy buttons. | * D version is only really good for comboing from heavy buttons. | ||
* Both versions are heavily unsafe on block. | * Both versions are heavily unsafe on block. | ||
* The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a better punish. | |||
| phases = | |||
}} | |||
=== 720 Shiki Homuragasane === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_214a1, saisyu_214a2, saisyu_214c1, saisyu_214c2 | |||
| captions = , "Method 720: Flame Piling" | |||
* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. | | input = 214A/C (x2) | ||
| input2 = 214A/C (x2) | |||
| description4 = * Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. | |||
* Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown). | * Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown). | ||
* The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage. | * The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage. | ||
* Both versions are unsafe on block. | * Both versions are unsafe on block. | ||
* You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe. | * You can attempt to frametrap by delaying the first and 2nd hit, however, this is wildly unsafe. | ||
| phases = | |||
}} | |||
== Desperation Moves == | == Desperation Moves == | ||
=== Ura 108 Shiki Orochinagi === | |||
{{FrameDataCargo-KOF98FE | |||
| moveId = saisyu_orochinagi_dm, saisyu_orochinagi_sdm | |||
* A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super. | | captions = "Reverse Method 108: Great Serpent Mower" | ||
| input = 2141236A/C | |||
| input2 = 2141236A/C | |||
| description2 = * A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super. | |||
* SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner. | * SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner. | ||
* Best Orochinagi archetype DM in the game. | * Best Orochinagi archetype DM in the game. | ||
| phases = | |||
}} | |||
=== 1207 Shiki Tsumugari === | |||
{{FrameDataCargo-KOF98FE | |||
* A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool. | | moveId = saisyu_aragami_a, saisyu_aragami_c, saisyu_aragami_sdm | ||
| captions = "Method 1207: Metro-Cap Reaper" | |||
| input = 236236A/C | |||
| input2 = 236236A/C | |||
| description3 = * A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool. | |||
* C version is slower than A but is a true reversal. | * C version is slower than A but is a true reversal. | ||
* SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal. | * SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal. | ||
| phases = | |||
}} | |||
== Videos == | == Videos == |
Latest revision as of 23:37, 31 October 2024
Movelist
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Special Moves
720 Shiki Homuragasane 1 - + /
Desperation Moves
Ura 108 Shiki Orochinagi - + /
Introduction
Saisyu Kusanagi is a high-octane rushdown character, with a similar moveset to Iori Yagami and EX Kyo Kusanagi. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals and positioning to navigate neutral and establish his absurd pressure game.
Gameplay Overview
Saisyu is a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral. | |
Pros | Cons |
|
|
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.
Changes from Previous Versions
98 to 98UM
Normals:
- The activation range for cl.C has been reduced - punishing high pushback moves is now more difficult, but it can still link from 2A and cl.A when in range
- The active frames on f.B have increased from 3 to 6 - no change in frame advantage, can be used more consistently as a poke and meaty
- The uncancelled version of 6A's startup has decreased from 19 to 17
Specials:
- The recovery of 236P has been changed from 38 to 35 for the A version, and from 40 to 37 for the C version - a reduction of 3 frames
- The startup of 63214B has been changed from 19 to 17 - it can now combo from heavies and from the cancelled version of 6A
- The startup of 214A has been changed from 13 to 11 - comboing into it is now more consistent
- A juggle property has been added to 214A > 214A - this allows for 1 juggle hit, letting 623C combo, and letting 2141236P combo if you use Quick MAX on 214A > 214A.
Supers:
- The startup of 236236P has been decreased for the A and MAX versions - it can now combo from lights and from a Quick MAX usage on 6A
- The invulnerability of 236236C now covers the first few active frames - this makes it a true reversal, but the high startup alongside being just as unsafe as 623C makes it redundant
98UM to 98UMFE
Specials:
- The second hit of 623B now has a larger hitbox - it should now connect consistently if the first does
- The recovery for both versions of 63214K has been reduced - 23f for 63214B, 17f for 63214D
- The hitbox for 214A has been increased in size - it should now combo more consistently
- The recovery for 214A has been reduced to 25 frames - this change has almost no effect
Supers:
- The startup for 236236A and 236236AC has been reduced to 7 frames - easier to combo
Normals
Close Standing Normals
close A
cl.A
A |
---|
close b
cl.B
B |
---|
close C
cl.C
C |
---|
Far Standing Normals
far A
f.A
A |
---|
far B
f.B
B |
---|
far C
f.C
C |
---|
far D
f.D
D |
---|
Crouching Normals
crouch A
2A
A |
---|
crouch B
2B
B |
---|
crouch C
2C
C |
---|
crouch D
2D
D |
---|
Jumping Normals
jump A
j.A
A |
---|
jump B
j.B
B |
---|
jump C
j.C
C |
---|
jump D
j.D
D |
---|
Blowback
Blowback
5CD
CD |
---|
jump CD
j.CD
CD |
---|
Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
4/6C (close)
C |
---|
Hikiri Tsuchi
Hikiri Tsuchi
4/6D (close)
D |
---|
Command Moves
Ge-Shiki Gou Tsui
Ge-Shiki Gou Tsui
6A
A |
---|
Ge-Shiki Kubu Tsuchi
Ge-Shiki Kubu Tsuchi
6B
B |
---|
Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C |
---|
100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
---|
427 Shiki Kamukakari
427 Shiki Kamukakari
63214B/D
63214B/D |
---|
110 Shiki Nata Guruma
110 Shiki Nata Guruma
623B/D
623B/D |
---|
720 Shiki Homuragasane
720 Shiki Homuragasane
214A/C (x2)
214A/C (x2) |
---|
Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
---|
1207 Shiki Tsumugari
1207 Shiki Tsumugari
236236A/C
236236A/C |
---|