-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Surabu! (talk | contribs)
m Increased image size again because of a new heading
Surabu! (talk | contribs)
Changed some move descriptions, reworded introduction, fixed a few obsolete notation appearances.
Line 54: Line 54:
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|ext=jpg
|ext=jpg
| description =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.}}
| description =Saisyu is a rushdown character who has very strong pressure, which leads into equally strong mixups. Alternatively, he can somewhat zone with his ground-traveling fireball and a strong anti-air DP. His main weakness is his mostly short-ranged normals, which are easily counter-poked and stuffed out. Saisyu has to make up for this deficit with strong reactions and positioning when he is on defense, so he can use his great jump-in normals to get in and start his very strong offence.}}


== Gameplay Overview ==
== Gameplay Overview ==
Line 78: Line 78:
* Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily.
* 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.
* While his step dash shares the animation with his overhead special, 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'''
'''Roll VS Dodge'''
Line 146: Line 146:
* cl.A: Can stop hops, otherwise useless. Chainable and cancelable.
* 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.B: Use 2A 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.C: 2f start up, 2 hits, both cancelable. Can link from 2B. Your heavy normal for combos.
Line 211: Line 211:


* Hits overhead when done on its own.
* Hits overhead when done on its own.
* Links into 236236A when Quick MAX is used.


* No overhead but cancelable when cancelled into. Acts as heavy normal for the purpose of comboing.
* 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.
* Combos from cl.C and is a true blockstring. Safe on block.


'''Ge-Shiki Kubu Tsuchi:''' <code>6B</code>
'''Ge-Shiki Kubu Tsuchi:''' <code>6B</code>
Line 226: Line 228:
'''108 Shiki Yami Barai:''' <code>236A/C</code>
'''108 Shiki Yami Barai:''' <code>236A/C</code>


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


'''100 Shiki Oniyaki:''' <code>dp+A/C</code>
* Not the greatest, but still essential for Saisyu at times.


* Saisyu's DP. Good reversal and reliable anti air especially C version. Both versions are very unsafe.
'''100 Shiki Oniyaki:''' <code>623A/C</code>
 
* A DP with very good range and active frames.
 
* Due to his poor anti-air normals, this is his main anti-air.
 
* Both versions are extremely unsafe on block.


'''427 Shiki Kamukakari:''' <code>63214B/D</code>
'''427 Shiki Kamukakari:''' <code>63214B/D</code>


* Very slow overhead move. Not recommended. Punishable on block.
* Another standing overhead.
 
* Around the same speed as 6A, and shares a startup animation with his step dash.
 
* Unsafe on block, with a soft knockdown on hit.


'''110 Shiki Nata Guruma:''' <code>623B/D</code>
'''110 Shiki Nata Guruma:''' <code>623B/D</code>
Line 243: Line 255:


* 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.
* D version is only really good for comboing from heavy buttons. Safe on block.


'''720 Shiki Homuragasane:''' <code>214A/C (x2)</code>
'''720 Shiki Homuragasane:''' <code>214A/C (x2)</code>


* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C. Best meterless damage but only soft knockdown. Unsafe on block.
* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
 
* Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown).
 
* The second hit of the A version can combo into Orochinagi if you use Quick MAX.


== Desperation Moves ==
== Desperation Moves ==
Line 252: Line 270:
'''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code>
'''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code>


* A/C versions are identical. Combos from heavy buttons. Deals more damage than qcfx2+A/C. Safe on block.
* A/C versions are identical. Combos from heavy buttons and Quick MAX A rekka. His highest damage super.


* SDM deals even more damage and still more than qcfx2+AC. Plus on block.
* SDM deals even more damage and does multiple hits, while being plus on block.


* Best Orochinagi in the game.
* Best Orochinagi in the game.
Line 260: Line 278:
'''1207 Shiki Tsumugari:''' <code>236236A/C</code>
'''1207 Shiki Tsumugari:''' <code>236236A/C</code>


* 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.
* 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, and very strong light confirm tool.


* 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.  
* C version is slower than A but is a true reversal.


* SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but no invul.
* SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.


== Videos ==
== Videos ==

Revision as of 00:32, 5 February 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Notation

- Light Punch

- Light Kick

- Heavy Punch

- Heavy Kick

Throws

Issetsu Seoi Nage - (close) / +

Hikiri Tsuchi - (close) / +

Command Normals

Ge-Shiki Gou Tsui - +

Ge-Shiki Kubu Tsuchi - +

Special Moves

108 Shiki Yami Barai - + /

100 Shiki Oniyaki - + /

427 Shiki Kamukakari - + /

110 Shiki Nata Guruma - + /

720 Shiki Homuragasane 1 - + /

┗ 720 Shiki Homuragasane 2 - + /

Desperation Moves

Ura 108 Shiki Orochinagi - + /

1207 Shiki Tsumugari - + /

Introduction

Saisyu is a rushdown character who has very strong pressure, which leads into equally strong mixups. Alternatively, he can somewhat zone with his ground-traveling fireball and a strong anti-air DP. His main weakness is his mostly short-ranged normals, which are easily counter-poked and stuffed out. Saisyu has to make up for this deficit with strong reactions and positioning when he is on defense, so he can use his great jump-in normals to get in and start his very strong offence.

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
  • Balanced Kit: Saisyu's specials give him a balanced moveset, with a decent ground fireball that helps Saisyu defend his space, a DP to anti-air, a rekka, a hard knockdown combo ender and an advancing overhead with low crush properties.
  • Suffocating Pressure: Saisyu doesn't struggle to get in, and when he does, he sticks like glue with amazing pressure and plus frames.
  • Strong Mixups: Saisyu has various ways to mix up the opponent, including two standing overheads and the infamous Kusanagi j.B for crossups, alongside some very strong low confirms.
  • Explosive Damage: With meter, Saisyu's damage is very good, meaning the reward for landing these mixups becomes even higher.
  • Significantly cooler than his son: No need to explain.
  • Unsafe Specials: While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them.
  • Stubby Buttons: Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters.


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 special, 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 2A 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.
  • Links into 236236A when Quick MAX is used.
  • No overhead but cancelable when cancelled into. Acts as heavy normal for the purpose of comboing.
  • Combos from cl.C and is a 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 the greatest, but still essential for Saisyu at times.

100 Shiki Oniyaki: 623A/C

  • A DP with very good range and active frames.
  • Due to his poor anti-air normals, this is his main anti-air.
  • Both versions are extremely unsafe on block.

427 Shiki Kamukakari: 63214B/D

  • Another standing overhead.
  • Around the same speed as 6A, and shares a startup animation with his step dash.
  • Unsafe on block, with a soft knockdown on hit.

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.
  • D version is only really good for comboing from heavy buttons. Safe on block.

720 Shiki Homuragasane: 214A/C (x2)

  • Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
  • Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown).
  • The second hit of the A version can combo into Orochinagi if you use Quick MAX.

Desperation Moves

Ura 108 Shiki Orochinagi: 2141236A/C (can be held)

  • A/C versions are identical. Combos from heavy buttons and Quick MAX A rekka. His highest damage super.
  • SDM deals even more damage and does multiple hits, while being 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, and very strong light confirm tool.
  • C version is slower than A but is a true reversal.
  • SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.

Videos

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

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

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