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

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* Ground traveling projectile. Not great but serves its purpose if used with care.
* Ground traveling projectile. Not great but serves its purpose if used with care.


'''Fire Ball:''' <code>dp+A/C</code>
'''Fire Ball:''' <code>dp+A/C</code>


* Saisyu's DP. Good reversal and reliable anti air especially C version. Both versions are very unsafe.
* Saisyu's DP. Good reversal and reliable anti air especially C version. Both versions are very unsafe.


'''Divine Demolisher:''' <code>hcb+B/D</code>
'''Divine Demolisher:''' <code>hcb+B/D</code>


* Very slow overhead move. Not recommended. Punishable on block.
* Very slow overhead move. Not recommended. Punishable on block.


'''Hit Hatchet:''' <code>dp+B/D</code>
'''Hit Hatchet:''' <code>dp+B/D</code>
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* B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.
* B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.


'''Fusillade of Flame:''' <code>qcb+A/C (x2)</code>
'''Fusillade of Flame:''' <code>qcb+A/C (x2)</code>

Revision as of 21:06, 31 January 2022


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's second hit now has a larger hitbox, so it shouldn't whiff if the first connects
  • hcb+K now has less recovery, second hit should be easier to connect if the first connects
  • qcb+P's first hit now has a bigger hitbox and less recovery

Supers:

  • qcfx2+P's A and MAX versions have faster startup

Normal Moves

Close

  • cl.A: Can stop hops, otherwise useless. Chainable and cancelable.
  • cl.B: Use cr.A instead for more reliable range and same combo potential. Cancelable.
  • cl.C: 2f start up, 2 hits, both cancelable. Can link from cr.B. Your heavy normal for combos.
  • cl.D: Same as st.D.

Standing

  • st.A: Crappy range, can stop hops from close up but no other use for it really. Chainable.
  • st.B: Farthest range of his normals. Good as a poke. Combos after cr.B.
  • st.C: Cancelable, but slow and crappy range and whiffs on crouchers. Rarely useful.
  • st.D: Can work as anti-air against hops, but dp+P is much more reliable.

Crouching

  • cr.A: Fast and good range for a cr.A. Use this in confirms and blockstrings after cr.B and as a short poke. Chainable and cancelable.
  • cr.B: Low combo starter. Links into cl.C. Chainable.
  • cr.C: Not a reliable anti-air. Can be used in punish or combo situations when too far away for cl.C. Cancelable.
  • cr.D: 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 and air normals, and can crossup without much hassle. VERY GOOD.
  • j.C: Decent jump-in, 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 for air zoning out of a hop. Can whiff on small crouchers and low-profile moves.

CD Normals

  • st.CD: Quite fast, enough range to hit after some light-button blockstrings. Saisyu has good safe options to fish for counterhit combos with this. Cancelable on hit, block, and whiff.
  • 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: b/f+C (close)

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

Command Moves

Thundering Hammer: f+A

  • Hits overhead when done on its own.
  • No overhead but cancelable when cancelled into. Acts as heavy normal for the purpose of comboing.
  • Combos from cl.C and true blockstring. Safe on block.


Cranium Press: f+B

  • Plus on block, but combos from nothing. You can link into a variety of moves on hit.
  • Mostly exists to extend your offense with plus frames, can be interrupted since it's not a true block string.

Special Moves

Dark Thrust: qcf+A/C

  • Ground traveling projectile. Not great but serves its purpose if used with care.


Fire Ball: dp+A/C

  • Saisyu's DP. Good reversal and reliable anti air especially C version. Both versions are very unsafe.


Divine Demolisher: hcb+B/D

  • Very slow overhead move. Not recommended. Punishable on block.


Hit Hatchet: dp+B/D

  • B version combos from cr.A, D only combos from heavy buttons.
  • Very nice go-to combo move that causes a hard knockdown and has decent damage.
  • B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.


Fusillade of Flame: qcb+A/C (x2)

  • Saisyu's rekka. Combos from heavy buttons. A version combos into dp+C. Best meterless damage but only soft knockdown. Unsafe on block.

Desperation Moves

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

  • A/C versions are identical. Combos from heavy buttons. Deals more damage than qcfx2+A/C. Safe on block.
  • SDM deals even more damage and still more than qcfx2+AC. Plus on block.
  • Best Orochinagi archetype DM in the game


Annihilating Slicer: qcfx2+A/C

  • A version has very fast startup. Combos from cr.A and f+B. Can punish almost anything unsafe. One of the best raw super punishes in the game.
  • C version is slower than A but has lots of invul and more range. Useful as a counter in situations where invul and range matter more than speed.
  • SDM is like the A version but deals more damage. Combos from cr.A/f+B and is just as fast but no invul.

Combos

General Notes

Meterless

Low

cr.B, cr.A, dp+B
Basic low confirm, might whiff at max range cr.A.
cr.B, cl.C(1), f+A, dp+D:
Low starter frame link.

Mid/Jump-In

(j.X), cl.C(1), f+A, dp+D
Your go-to heavy starter.
f+B, st.B/dp+B

With Meter

cr.B, cr.A, qcfx+P
Low confirm into DM.
cl.C, f+A, qcb,hcf+P
cr.B, 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, 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.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Saisyu Guide by Mash It Out

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