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

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'''Close'''
'''Close'''


* cl.A: Special cancelable but out of range after even just one cr.B. Can stop hops, otherwise useless.
* cl.A: Can stop hops, otherwise useless. Chainable and cancelable.
* 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.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.
* cl.D: Same as st.D.


'''Standing'''
'''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.A: Crappy range, can stop hops from close up but no other use for it really. Chainable.
*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.
* 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'''
'''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.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.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.
* 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'''
'''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.A: Nice air-to-air.
*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.
* 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'''
'''CD Normals'''
*'''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.'''
* 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 ==
== Throws ==


'''Flaming Hammer:''' (close) b/f + C
'''Flaming Hammer:''' <code>b/f+C (close)</code>


'''Swift Shoulder Throw:''' (close) b/f + D
'''Swift Shoulder Throw:''' <code>b/f+D (close)</code>


== Command Moves ==
== Command Moves ==


'''Thundering Hammer:''' f + A
'''Thundering Hammer:''' <code>f+A</code>
*Hits overhead
 
* Hits overhead.


'''Cranium Press:''' f + B
'''Cranium Press:''' <code>f+B</code>
*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.
 
* 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 ==
== Special Moves ==


'''Dark Thrust:''' dp + A/C
'''Dark Thrust:''' <code>dp+A/C</code>
*Quite generic dp move.


'''Fire Ball:''' qcf + A/C
* Quite generic DP move.
*Not so great projectile. Use it with care.


'''Divine Demolisher:''' hcb + B/D
'''Fire Ball:''' <code>qcf+A/C</code>
*Very slow overhead move. Not recommended.


'''Hit Hatchet:''' dp + B/D
* Not-so-great projectile. Use it with care.
*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)
'''Divine Demolisher:''' <code>hcb+B/D</code>
*A rekka kind of move. Not recommended outside of specific ex meter combo.
 
* Very slow overhead move. Not recommended.
 
'''Hit Hatchet:''' <code>dp+B/D</code>
 
* 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.
 
'''Fusillade of Flame:''' <code>qcb+A/C (x2)</code>
 
* Saisyu's rekka. Not recommended outside of specific Quick MAX combos.


== Desperation Moves ==
== Desperation Moves ==


'''Serpent Wave:''' qcb, hcf + A/C (can be held down)
'''Serpent Wave:''' <code>qcb,hcf+A/C (can be held)</code>
*Best orochinagi archetype in the game.
 
* Best Orochinagi archetype DM in the game.
 
'''Annihilating Slicer:''' <code>qcfx2+A/C</code>
 
* A DM with very fast startup.


'''Annihilating Slicer:''' qcf, qcf + A/C
* Your main DM for confirms from lows.
*A super with very fast start up. The main low confirm super.


== Combos ==
== Combos ==
'''General Notes'''
=== Meterless ===
=== Meterless ===
: <code>cr.B, cr.A, dp+B</code>:
 
''Low''
 
: <code>cr.B, cr.A, dp+B</code>
: Basic low confirm, might whiff at max range cr.A.
: Basic low confirm, might whiff at max range cr.A.


: <code>cl.C(2) or {cl.C(1), f+A}, dp+D</code>:
: <code>cr.B, cl.C(1), f+A, dp+D</code>:
: Low starter frame link.
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C(1), f+A, dp+D</code>
: Your go-to heavy starter.
: Your go-to heavy starter.


: <code>f+B, st.B or dp+B</code>:
: <code>f+B, st.B/dp+B</code>


: <code>cr.B, cl.C(2) or {cl.C(1), f+A}, dp+D</code>:
=== With Meter ===
:* Low starter frame link.


=== With Meter ===
: <code>cr.B, cr.A, qcfx+P</code>
: Low confirm into DM.


: <code>cr.B, cr.A, qcfx+P</code>:
: <code>cl.C, f+A, qcb,hcf+P</code>
:* Low confirm into super.


: <code>cl.C(1 or 2), f+A, qcb,hcf+P</code>:
: <code>cr.B, cl.C(1), f+A, qcb,hcf+P</code>:
: Low frame link into super.


: <code>cr.B, cl.C(2) or {cl.C(1), f+A}, qcb,hcf+P</code>:
: <code>f+B, qcfx2+P</code>
:* Low frame link into super.


: <code>f+B, qcfx2+P</code>:
=== With Quick MAX ===


=== With Quick Max ===
: <code>cr.B, ABC, cl.C, f+A, qcb,hcf+P</code>
: <code>cr.B, ABC, cl.C(2), f+A, qcb,hcf+P</code>:


: <code>f+B, ABC, st.C, qcb,hcf+P</code>:
: <code>f+B, ABC, st.C, qcb,hcf+P</code>


: <code>cr.B, cl.C(1), f+A, qcb.A, qcb.A, ABC, qcb,hcf+P</code>:
: <code>cr.B, cl.C(1), f+A, qcb+A, qcb+A, ABC, qcb,hcf+P</code>
:* Best combo.
: Best combo.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 01:12, 28 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'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.

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: 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 cr.A, D only combos from heavy buttons.
  • Very nice go-to combo move that causes a hard knockdown and has decent damage.

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

  • Saisyu's rekka. Not recommended outside of specific Quick MAX combos.

Desperation Moves

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

  • Best Orochinagi archetype DM in the game.

Annihilating Slicer: qcfx2+A/C

  • A DM with very fast startup.
  • Your main DM for confirms from lows.

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