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The King of Fighters '98 UMFE/Saisyu Kusanagi: Difference between revisions
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{| style="margin-right:1em;" align=" | {{CharNavbox_98FE}} | ||
{| style="margin-right:1em;" align="left" | |||
| __TOC__ | | __TOC__ | ||
|} | |} | ||
<section begin="image"/>[[File:kyo98umfesaisyu.jpg]]<section end="image"/> | <section begin="image"/>[[File:kyo98umfesaisyu.jpg|thumb|right|200px]]<section end="image"/> | ||
<br clear=all> | <br clear=all> | ||
'''Notation''' | |||
[[image:a.gif]] - Light Punch | |||
[[image:b.gif]] - Light Kick | |||
[[image:c.gif]] - Heavy Punch | |||
[[image:d.gif]] - Heavy Kick | |||
'''Throws''' | |||
Issetsu Seoi Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Hikiri Tsuchi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Normals''' | |||
Ge-Shiki Gou Tsui - [[image:fd.gif]] + [[image:a.gif]] | |||
Ge-Shiki Kubu Tsuchi - [[image:fd.gif]] + [[image:b.gif]] | |||
'''Special Moves''' | |||
108 Shiki Yami Barai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
427 Shiki Kamukakari - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
110 Shiki Nata Guruma - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
720 Shiki Homuragasane 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
: ┗ 720 Shiki Homuragasane 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
'''Desperation Moves''' | |||
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
1207 Shiki Tsumugari - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
== Introduction == | == Introduction == | ||
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Normals: | Normals: | ||
* cl.C's activation range has been reduced, it can still be linked from a cl.A or | * 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: | 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: | 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''' | '''98UM to 98UMFE''' | ||
Line 43: | Line 88: | ||
Specials: | 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: | Supers: | ||
* | * 1207 Shiki Tsumugari (236236P)'s A and MAX versions have faster startup | ||
== Normal Moves == | == Normal Moves == | ||
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* cl.B: Use cr.A instead for more reliable range and same combo potential. 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 | * cl.C: 2f start up, 2 hits, both cancelable. Can link from 2B. Your heavy normal for combos. | ||
* cl.D: Same as | * cl.D: Same as 5D. | ||
'''Standing''' | '''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''' | '''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''' | '''Jumping''' | ||
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'''CD Normals''' | '''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. | * 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. | ||
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== Throws == | == Throws == | ||
''' | '''Issetsu Seoi Nage:''' <code>4/6C (close)</code> | ||
* Regular throw, techable. | |||
* Does not switch sides. | |||
* Hard knockdown. | |||
'''Hikiri Tsuchi:''' <code>4/6D (close)</code> | |||
* Regular throw, techable. | |||
* Goes fullscreen and switches sides. | |||
* Backturned hard knockdown, but okizeme is only possible in the corner. | |||
== Command Moves == | == Command Moves == | ||
''' | '''Ge-Shiki Gou Tsui:''' <code>6A</code> | ||
* Hits overhead when done on its own. | * Hits overhead when done on its own. | ||
* 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 true blockstring. Safe on block. | ||
'''Ge-Shiki Kubu Tsuchi:''' <code>6B</code> | |||
''' | |||
* Plus on block, but combos from nothing. You can link into a variety of moves on hit. | * Plus on block, but combos from nothing. You can link into a variety of moves on hit. | ||
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== Special Moves == | == Special Moves == | ||
''' | '''108 Shiki Yami Barai:''' <code>236A/C</code> | ||
* 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. | ||
'''100 Shiki Oniyaki:''' <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. | ||
'''427 Shiki Kamukakari:''' <code>63214B/D</code> | |||
''' | |||
* Very slow overhead move. Not recommended. Punishable on block. | * Very slow overhead move. Not recommended. Punishable on block. | ||
'''110 Shiki Nata Guruma:''' <code>623B/D</code> | |||
* B version combos from 2A, D only combos from heavy buttons. | |||
* B version combos from | |||
* Very nice go-to combo move that causes a hard knockdown and has decent damage. | * Very nice go-to combo move that causes a hard knockdown and has decent damage. | ||
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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. | ||
'''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 | |||
== Desperation Moves == | == Desperation Moves == | ||
''' | '''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. Deals more damage than qcfx2+A/C. Safe on block. | ||
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* SDM deals even more damage and still more than qcfx2+AC. Plus on block. | * SDM deals even more damage and still more than qcfx2+AC. Plus on block. | ||
* Best Orochinagi | * Best Orochinagi in the game. | ||
'''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 | |||
* 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 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 | * SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but no invul. | ||
== Combos == | == Combos == | ||
=== Meterless === | === Meterless === | ||
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''Low'' | ''Low'' | ||
: <code> | : <code>2B, 2A, 623B</code> | ||
: Basic low confirm | : Basic low confirm. | ||
: <code> | : <code>2B, cl.C(1), 6A, 623D</code>: | ||
: Low starter frame link. | : Low starter frame link. | ||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.C(1), | : <code>(j.X), cl.C(1), 6A, 623D</code> | ||
: Your go-to heavy starter. | : Your go-to heavy starter. | ||
: <code> | : <code>6B, 5B/623B</code> | ||
=== With Meter === | === With Meter === | ||
: <code> | : <code>2B, 2A, 236236P</code> | ||
: Low confirm into DM. | : Low confirm into DM. | ||
: <code>cl.C, | : <code>(j.X), cl.C(1), 6A, 2141236P</code> | ||
: <code> | : <code>2B, cl.C(1), 6A, 2141236P</code>: | ||
: Low frame link into super. | : Low frame link into super. | ||
: <code> | : <code>6B, 236236P</code> | ||
=== With Quick MAX === | === With Quick MAX === | ||
: <code> | : <code>2B, ABC, cl.C, 6A, 2141236P</code> | ||
: <code> | : <code>6B, ABC, 5C, 2141236P</code> | ||
: Quick MAX on 6B is incredibly tight. | |||
: <code> | : <code>2B, cl.C(1), 6A, 214A > 214A, ABC, 2141236P</code> | ||
: | : Saisyu's highest damage. | ||
== Strategy & Tips == | == Strategy & Tips == | ||
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{{#ev:youtube|ai5J2N73xtY|||'''King of Fighters 98 UM FE: Saisyu Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | {{#ev:youtube|ai5J2N73xtY|||'''King of Fighters 98 UM FE: Saisyu Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | ||
== | == Navigation == | ||
{{CharNavbox_98FE}} | |||
{{Navbox 98UMFE}} | {{Navbox 98UMFE}} |
Revision as of 23:23, 4 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.
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.
Combos
Meterless
Low
2B, 2A, 623B
- Basic low confirm.
2B, cl.C(1), 6A, 623D
:- Low starter frame link.
Mid/Jump-In
(j.X), cl.C(1), 6A, 623D
- Your go-to heavy starter.
6B, 5B/623B
With Meter
2B, 2A, 236236P
- Low confirm into DM.
(j.X), cl.C(1), 6A, 2141236P
2B, cl.C(1), 6A, 2141236P
:- Low frame link into super.
6B, 236236P
With Quick MAX
2B, ABC, cl.C, 6A, 2141236P
6B, ABC, 5C, 2141236P
- Quick MAX on 6B is incredibly tight.
2B, cl.C(1), 6A, 214A > 214A, ABC, 2141236P
- Saisyu's highest damage.