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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. | |||
'' | '''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.''' | ||
*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. | ||
* | *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:''' | ||
*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.''' | ||
*'''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 == | == 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