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The King of Fighters '98 UMFE/Saisyu Kusanagi/Combos: Difference between revisions
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: <code>6A > ABC, 2C > 2141236P</code> | : <code>6A > ABC, 2C > 2141236P</code> | ||
: Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank. | : Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank, with the payoff that it works on crouchers. | ||
: <code>(j.X), cl.C(1) > 6A > 214A > 214A > ABC, 2141236P</code> | : <code>(j.X), cl.C(1) > 6A > 214A > 214A > ABC, 2141236P</code> | ||
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: <code>(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P</code> | : <code>(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P</code> | ||
: The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B. | : The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B or back throwing them into the corner. | ||
== Navigation == | == Navigation == |
Latest revision as of 18:34, 14 October 2024
Combo Notation Guide
Notation | Meaning |
---|---|
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
> ABC | Activate Quick MAX as the attack hits by pressing A, B and C at once. Requires Extra meter. |
> AB > X | Cancel the attack into a spot dodge, and perform a dodge attack. Requires Dodge. |
Combos
Meterless
Low
2B > 2A > (2A) > 623B
- Basic low confirm.
2B > cl.C(1) > 6A > 623D
:- Tight 2B link. Requires Saisyu to be point blank.
Mid/Jump-In
(j.X), cl.C(1) > 6A > 623D
- Go-to heavy starter combo for a hard knockdown.
(j.X), cl.C(1) > 6A > 214A > 214A, 623C
- Saisyu's highest meterless damage, but it sacrifices the hard knockdown.
With Meter
2B > 2A > (2A) > 236236A
- Low confirm into DM. Make sure to use the A or SDM version.
(j.X), cl.C(1) > 6A > 2141236P
- Heavy confirm into Orochinagi.
2B, cl.C(1) > 6A > 2141236P
:- The tight 2B link for Orochinagi, requires point blank.
6B, 236236A
- Can't hitconfirm. Very risky, but the link is easily done with the button hold trick.
With Quick MAX
2B > ABC, cl.C > 6A > 2141236P
- Low Quick MAX from 2B. You can add 2A and a microwalk at point blank.
6A > ABC, 236236A
- Extremely easy Quick MAX overhead into super, done with 236ABC236A as an input shortcut. Works from almost all of 6A's ranges, but very hard to confirm.
6A > ABC, 2A > (2A) > 236236A
- Confirmable 6A combo with less range. You have to be near point blank, or microdash.
6A > ABC, f.C > 2141236P
- f.C only hits tall crouchers and standing opponents, except Choi, where it whiffs altogether. The link is rather tight.
6A > ABC, 2C > 2141236P
- Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank, with the payoff that it works on crouchers.
(j.X), cl.C(1) > 6A > 214A > 214A > ABC, 2141236P
- The Quick MAX timing on the second rekka is awkward, so you might need to practice.
(j.X), cl.C(1) > 6A > ABC, f.C > 2141236P
- Saisyu's highest damage. The link between Quick MAX 6A and f.C is quite tight, and you need to remember that f.C only hits on standing opponents or tall crouchers (but never on Choi). Works best as a punish.
(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P
- The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B or back throwing them into the corner.