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The King of Fighters '98 UMFE/Saisyu Kusanagi: Difference between revisions
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== Introduction == | == Introduction == | ||
== Changes from | Saisyu has great offensive tools to stay close to the opponent and confirm into big metered damage or a meterless hard-knockdown. Alternatively, he can zone out the opponent with his ground-traveling fireball and a strong anti-air DP. His weakness definitely lies in his mostly short-ranged normals, which often cannot compete with the opponents' in neutral. Saisyu has to make up for this deficit with good positioning, so he can use his great jump-in normals to get in and start his pressure game. | ||
== Changes from Previous Versions == | |||
'''98 to 98UM''' | '''98 to 98UM''' | ||
Normals: | Normals: | ||
* cl. | |||
* st.B 3 more active frames | * cl.C's activation range has been reduced, it can still be linked from a cl.A or cr.A | ||
* f+A 2 frames less startup | |||
* st.B now has 3 more active frames | |||
* f+A how has 2 frames less startup | |||
Specials: | Specials: | ||
* qcf+P 3 frames less recovery | |||
* hcb+B 2 frames less startup, now connects from heavies and f+A | * qcf+P now has 3 frames less recovery | ||
* qcb+A 2 frames less startup | |||
* hcb+B now has 2 frames less startup, now connects from heavies and f+A | |||
* qcb+A now has 2 frames less startup, you can follow up after the second hit now | |||
Supers: | Supers: | ||
* qcfx2+P less startup | |||
* C | * qcfx2+P now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights | ||
* qcfx2+C now has invincibility during the first active frame as well | |||
'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
Specials: | Specials: | ||
* dp+B second hit has a larger hitbox so it shouldn't whiff if the first connects | * dp+B second hit has a larger hitbox so it shouldn't whiff if the first connects | ||
* hcb+K less recovery, second hit should be easier to connect if the first connects | * hcb+K less recovery, second hit should be easier to connect if the first connects |
Revision as of 04:09, 23 December 2021
Introduction
Saisyu has great offensive tools to stay close to the opponent and confirm into big metered damage or a meterless hard-knockdown. Alternatively, he can zone out the opponent with his ground-traveling fireball and a strong anti-air DP. His weakness definitely lies in his mostly short-ranged normals, which often cannot compete with the opponents' in neutral. Saisyu has to make up for this deficit with good positioning, so he can use his great jump-in normals to get in and start his pressure game.
Changes from Previous Versions
98 to 98UM
Normals:
- cl.C's activation range has been reduced, it can still be linked from a cl.A or cr.A
- st.B now has 3 more active frames
- f+A how has 2 frames less startup
Specials:
- qcf+P now has 3 frames less recovery
- hcb+B now has 2 frames less startup, now connects from heavies and f+A
- qcb+A now has 2 frames less startup, you can follow up after the second hit now
Supers:
- qcfx2+P now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights
- qcfx2+C now has invincibility during the first active frame as well
98UM to 98UMFE
Specials:
- dp+B second hit has a larger hitbox so it shouldn't whiff if the first connects
- hcb+K less recovery, second hit should be easier to connect if the first connects
- qcb+P First hit has a bigger hitbox and less recovery
Supers:
- qcfx2+P A version and MAX version have faster startup
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: 2f start up, 2 hits, both cancelable. can 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 jump button. (except for j.CD) Usually used as back, neutral jump keep away. Can whiff on small crouchers and low profiles.
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
- Plus on block, but combos from nothing. You can combo into variety stuffs on hit. Mostly to extend your offense with plus frame, can be interrupted since its not a true block string.
Special Moves
Dark Thrust: dp + A/C
- Quite generic dp move.
Fire Ball: qcf + A/C
- Not so great projectile. Use it with care.
Divine Demolisher: hcb + B/D
- Very slow overhead move. Not recommended.
Hit Hatchet: dp + B/D
- B version combos from crouch light, D is for heavy. Very nice goto combo move with hard knockdown and decent damage.
Fusillade of Flame: qcb + A/C (up to 2 times)
- A rekka kind of move. Not recommended outside of specific ex meter combo.
Desperation Moves
Serpent Wave: qcb, hcf + A/C (can be held down)
- Best orochinagi archetype in the game.
Annihilating Slicer: qcf, qcf + A/C
- A super with very fast start up. The main low confirm super.
Combos
Meterless
cr.B, cr.A, dp+B
:- Basic low confirm, might whiff at max range cr.A.
cl.C(2) or {cl.C(1), f+A}, dp+D
:- Your go-to heavy starter.
f+B, st.B or dp+B
:
cr.B, cl.C(2) or {cl.C(1), f+A}, dp+D
:- Low starter frame link.
With Meter
cr.B, cr.A, qcfx+P
:- Low confirm into super.
cl.C(1 or 2), f+A, qcb,hcf+P
:
cr.B, cl.C(2) or {cl.C(1), f+A}, qcb,hcf+P
:- Low frame link into super.
f+B, qcfx2+P
:
With Quick Max
cr.B, ABC, cl.C(2), f+A, qcb,hcf+P
:
f+B, ABC, st.C, qcb,hcf+P
:
cr.B, cl.C(1), f+A, qcb.A, qcb.A, ABC, qcb,hcf+P
:- Best combo.