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The King of Fighters '98 UMFE/Saisyu Kusanagi/Matchups: Difference between revisions
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=== Terry Bogard === | === Terry Bogard === | ||
* Lots of advancing mids and semi-decent pokes in neutral. Overcoming advancing specials such as Burn Knuckle using dodge or roll makes fighting Terry a lot easier. | |||
* Regular Terry's Power Wave can actually stop hops, so be wary when approaching. | |||
* Rising Tackle isn't the best DP, but it works. Make sure to be wary of it, and punish accordingly. | |||
* Terry struggles to pressure or mix you up. Take advantage of this and get back on offence. | |||
=== EX Terry Bogard === | === EX Terry Bogard === |
Revision as of 08:36, 23 May 2024
Matchups
Andy Bogard
EX Andy Bogard
Athena Asamiya
Benimaru Nikaido
Billy Kane
EX Billy Kane
Blue Mary
EX Blue Mary
Brian Battler
Chang Koehan
Chin Gentsai
Chizuru Kagura
Choi Bounge
Chris
Orochi Chris
Clark Still
Eiji Kisaragi
Geese Howard
- You can use 623A/C, 236236C and 63214D in between the first and second hit of Double Reppuken to interrupt Geese.
EX Geese Howard
Goro Daimon
Heavy D!
Heidern
Iori Yagami
Joe Higashi
EX Joe Higashi
Kasumi Todoh
Kim Kaphwan
King
EX King
Kyo Kusanagi
EX Kyo Kusanagi
Leona Heidern
Lucky Glauber
Mai Shiranui
EX Mai Shiranui
Mature
Mr. Big
Ralf Jones
Robert Garcia
EX Robert Garcia
Rugal Bernstein
Ryo Sakazaki
EX Ryo Sakazaki
Ryuji Yamazaki
EX Ryuji Yamazaki
Saisyu Kusanagi (Mirror)
Shermie
Orochi Shermie
- Orochi Shermie's zoning and abare are incredibly potent against Saisyu, and so when you're not in her face with massive amounts of frame advantage you're going to have a hard time.
- Ideally, you should focus on going straight into tricky mixups to cash out on meter or hard knockdowns, or wait for O. Shermie to do something punishable and punish it. Her best abare options are usually punishable with the right move, so being patient during the rare chances you do get to establish pressure is paramount to avoid being put into electric kiss zoning.
Shingo Yabuki
Sie Kensou
Takuma Sakazaki
Terry Bogard
- Lots of advancing mids and semi-decent pokes in neutral. Overcoming advancing specials such as Burn Knuckle using dodge or roll makes fighting Terry a lot easier.
- Regular Terry's Power Wave can actually stop hops, so be wary when approaching.
- Rising Tackle isn't the best DP, but it works. Make sure to be wary of it, and punish accordingly.
- Terry struggles to pressure or mix you up. Take advantage of this and get back on offence.