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

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== Normal Moves ==
== Normal Moves ==
'''Standing:'''
*st.A: Crappy range and not cancelable. Can stop hops from close up but no other use for it really.
*'''st.B: Farthest range of his normals. Good as a poke. Combos after cr.B.'''
*st.C: Special cancelable but slow and crappy range and whiffs on crouchers. Rarely useful.
*st.D: Can work as anti air against hops but dp+A/C is much more reliable.


''Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN''
'''Close:'''
*cl.A: Special cancelable but out of range after even just one cr.B. Can stop hops, otherwise useless.
*cl.B: Use cr.A instead for more reliable range and same combo potential. Special cancelable.
*'''cl.C: 2 hits, both cancelable. Fast enough to link from cr.B. Your heavy normal for combos.'''
*cl.D: Same move as st.D.


'''Close'''
'''Crouching:'''
*cl. A:  
*'''cr.A: Fast and good range for a cr.A. Special cancelable. Use this in confirms and blockstrings after cr.B and as a short poke.'''
*cl. B:  
*'''cr.B: Low combo starter. Chains into itself and other A/B normals. Links into cl.C. Does not special cancel.'''
*cl. C:
*cr.C: Not a reliable anti air. Special cancelable. Can be used in punish or combo situations when too far away for cl.C.
*cl. D:  
*cr.D: Special cancelable sweep. Not bad at what it does.


'''Stand'''
'''Jumping:'''
*st. A:  
*j.A: Nice air to air.
*st. B:  
*'''j.B: Typical Kusanagi knee. Often beats weaker anti airs, air normals and can crossup without much hassle. VERY GOOD.'''
*st. C:  
*j.C: Decent jumpin but nothing special about it. Use this on characters j.D might whiff on.
*st. D:  
*j.D: Most damaging jumpin (except for j.CD) but can whiff on small crouchers.


'''Crouch'''
'''Blowback:'''
*cr. A:
*'''CD: Quite fast, enough range to hit after 2x cr.A/B blockstring. Saisyu has good safe options to fish for counterhit combos with this. Special cancelable.'''
*cr. B:
*'''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.'''
*cr. C:
*cr. D:
 
'''Jump'''
*j. A:  
*j. B:
*j. C:
*j. D:
 
'''Blowback'''
*st. CD:
*j. CD:


== Throws ==
== Throws ==

Revision as of 20:58, 29 October 2020


Introduction

Normal Moves

Standing:

  • st.A: Crappy range and not cancelable. Can stop hops from close up but no other use for it really.
  • st.B: Farthest range of his normals. Good as a poke. Combos after cr.B.
  • st.C: Special cancelable but slow and crappy range and whiffs on crouchers. Rarely useful.
  • st.D: Can work as anti air against hops but dp+A/C is much more reliable.

Close:

  • cl.A: Special cancelable but out of range after even just one cr.B. Can stop hops, otherwise useless.
  • cl.B: Use cr.A instead for more reliable range and same combo potential. Special cancelable.
  • cl.C: 2 hits, both cancelable. Fast enough to link from cr.B. Your heavy normal for combos.
  • cl.D: Same move as st.D.

Crouching:

  • cr.A: Fast and good range for a cr.A. Special cancelable. Use this in confirms and blockstrings after cr.B and as a short poke.
  • cr.B: Low combo starter. Chains into itself and other A/B normals. Links into cl.C. Does not special cancel.
  • cr.C: Not a reliable anti air. Special cancelable. Can be used in punish or combo situations when too far away for cl.C.
  • cr.D: Special cancelable sweep. Not bad at what it does.

Jumping:

  • j.A: Nice air to air.
  • j.B: Typical Kusanagi knee. Often beats weaker anti airs, air normals and can crossup without much hassle. VERY GOOD.
  • j.C: Decent jumpin but nothing special about it. Use this on characters j.D might whiff on.
  • j.D: Most damaging jumpin (except for j.CD) but can whiff on small crouchers.

Blowback:

  • CD: Quite fast, enough range to hit after 2x cr.A/B blockstring. Saisyu has good safe options to fish for counterhit combos with this. Special cancelable.
  • 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.

Throws

Flaming Hammer: (close) b/f + C

Swift Shoulder Throw: (close) b/f + D

Command Moves

Thundering Hammer: f + A

  • Hits overhead

Cranium Press: f + B

Special Moves

Dark Thrust: dp + A/C

Fire Ball: qcf + A/C

Divine Demolisher: hcb + B/D

Hit Hatchet: dp + B/D

Fusillade of Flame: qcb + A/C (up to 2 times)

Desperation Moves

Serpent Wave: qcb, hcf + A/C (can be held down)

Annihilating Slicer: qcf, qcf + A/C

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

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

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro