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The King of Fighters '98 UMFE/Saisyu Kusanagi: Difference between revisions
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Revision as of 00:22, 5 February 2024
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Special Moves
720 Shiki Homuragasane 1 - + /
Desperation Moves
Ura 108 Shiki Orochinagi - + /
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.
Gameplay Overview
Saisyu is a rushdown character with very potent pressure and mixups that lead into explosive damage, but he requires immaculate positioning and careful play due to his short normals and unsafe specials. | |
Pros | Cons |
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System Mechanics
Run VS Step
- Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily.
- While his step dash shares the animation with his overhead, 427 Shiki Kamukakari (63214K), this isn't too good of a point, considering the risk/reward for using Kamukakari isn't too great anyway.
Roll VS Dodge
- As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to it's natural advantages. Also, his reversals are quite good, so they can be buffered after doing a spot dodge. His dodge attack isn't the greatest as it doesn't allow for any special combos, but it still functions well for what it does.
- Roll is the more intuitive option, and Saisyu can still benefit from having it enabled. Using roll cancels can allow him to create very ambiguous left/right mixups from standing hits, and he can set an ambiguous left/right using a roll after performing a hard knockdown.
Advanced VS Extra
- Extra gauge has the most benefit for Saisyu, as Quick MAX gives him access to his most damaging combo routes, especially in red health. It also gives him the opportunity to convert from his 6A overhead, greatly enhancing his mixup potential.
- Advanced is still a good pick for Saisyu, as having an abundance of meter still gives him access to high damage, considering he still has the chance to convert into super from crouching lights.
Team Position
- With Advanced gauge, Saisyu is best mid or anchor, as to truly shine without Quick MAX he requires a lot of meter to be able to cash out into supers and MAX Mode.
- In Extra gauge, Saisyu doesn't have a best team position. His hard knockdowns give him easy opportunity to charge meter, and he doesn't rely on red health for solid damage.
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 2A
- 5B now has 3 more active frames
- Ge-Shiki Gou Tsui (6A) how has 2 frames less startup
Specials:
- 108 Shiki Yami Barai (236P) now has 3 frames less recovery
- Light 427 Shiki Kamukakari (63214B) now has 2 frames less startup, now connects from heavies and f+A
- Light 720 Shiki Homuragasane 1 (214A) now has 2 frames less startup.
- You can now juggle from the A version of 720 Shiki Homuragasane (214A)'s second hit.
Supers:
- 1207 Shiki Tsumugari (236236P) now has less startup; both A and MAX versions have 5 frames less startup and can now connect from lights.
- Heavy 1207 Shiki Tsumugari (236236C) is now invulnerable until after the first active frame.
98UM to 98UMFE
Specials:
- Light 110 Shiki Nata Guruma (623B)'s second hit now has a larger hitbox, so it shouldn't whiff if the first connects
- 427 Shiki Kamukakari (63214K) now has less recovery, second hit should be easier to connect if the first connects
- 720 Shiki Homuragasane 1 (214P)'s first hit now has a bigger hitbox and less recovery
Supers:
- 1207 Shiki Tsumugari (236236P)'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 2B. Your heavy normal for combos.
- cl.D: Same as 5D.
Standing
- 5A: Crappy range, can stop hops from close up but no other use for it really. Chainable.
- 5B: Farthest range of his normals. Good as a poke. Combos after 2B.
- 5C: Cancelable, but slow and crappy range and whiffs on crouchers. Rarely useful.
- 5D: Can work as anti-air against hops, but 623P is much more reliable.
Crouching
- 2A: Fast and good range for a 2A. Use this in confirms and blockstrings after 2B and as a short poke. Chainable and cancelable.
- 2B: Low combo starter. Links into cl.C. Chainable.
- 2C: Not a reliable anti-air. Can be used in punish or combo situations when too far away for cl.C. Cancelable.
- 2D: 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
- 5CD: 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
Issetsu Seoi Nage: 4/6C (close)
- Regular throw, techable.
- Does not switch sides.
- Hard knockdown.
Hikiri Tsuchi: 4/6D (close)
- Regular throw, techable.
- Goes fullscreen and switches sides.
- Backturned hard knockdown, but okizeme is only possible in the corner.
Command Moves
Ge-Shiki Gou Tsui: 6A
- 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.
Ge-Shiki Kubu Tsuchi: 6B
- 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
108 Shiki Yami Barai: 236A/C
- Ground traveling projectile. Not great but serves its purpose if used with care.
100 Shiki Oniyaki: dp+A/C
- Saisyu's DP. Good reversal and reliable anti air especially C version. Both versions are very unsafe.
427 Shiki Kamukakari: 63214B/D
- Very slow overhead move. Not recommended. Punishable on block.
110 Shiki Nata Guruma: 623B/D
- B version combos from 2A, 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.
720 Shiki Homuragasane: 214A/C (x2)
- Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. Best meterless damage but only soft knockdown. Unsafe on block.
Desperation Moves
Ura 108 Shiki Orochinagi: 2141236A/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 in the game.
1207 Shiki Tsumugari: 236236A/C
- A version has very fast startup. Combos from 2A and 6B. 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 2A/6B and is just as fast but no invul.