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The King of Fighters '98 UMFE/Saisyu Kusanagi/Combos: Difference between revisions
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''Low'' | ''Low'' | ||
: <code>2B | : <code>2B > 2A > (2A) > 623B</code> | ||
: Basic low confirm. | : Basic low confirm. | ||
: <code>2B | : <code>2B > cl.C(1) > 6A > 623D</code>: | ||
: Tight | : Tight 2B link. Requires Saisyu to be point blank. | ||
''Mid/Jump-In'' | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.C(1) > 6A | : <code>(j.X), cl.C(1) > 6A > 623D</code> | ||
: Go-to heavy starter combo for a hard knockdown. | : Go-to heavy starter combo for a hard knockdown. | ||
: <code>(j.X), cl.C(1) > 6A | : <code>(j.X), cl.C(1) > 6A > 214A > 214A, 623C</code> | ||
: Saisyu's highest meterless damage, but it sacrifices the hard knockdown. | : Saisyu's highest meterless damage, but it sacrifices the hard knockdown. | ||
=== With Meter === | === With Meter === | ||
: <code>2B | : <code>2B > 2A > (2A) > 236236A</code> | ||
: Low confirm into DM. | : Low confirm into DM. Make sure to use the A or SDM version. | ||
: <code>(j.X), cl.C(1) > 6A | : <code>(j.X), cl.C(1) > 6A > 2141236P</code> | ||
: Heavy confirm into Orochinagi. | : Heavy confirm into Orochinagi. | ||
: <code>2B, cl.C(1) > 6A | : <code>2B, cl.C(1) > 6A > 2141236P</code>: | ||
: The tight | : The tight 2B link for Orochinagi, requires point blank. | ||
: <code>6B, 236236A</code> | : <code>6B, 236236A</code> | ||
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=== With Quick MAX === | === With Quick MAX === | ||
: <code>2B | : <code>2B > ABC, cl.C > 6A > 2141236P</code> | ||
: Low Quick MAX from 2B. | : Low Quick MAX from 2B. You can add 2A and a microwalk at point blank. | ||
: <code>6A | : <code>6A > ABC, 236236A</code> | ||
: Extremely easy Quick MAX overhead into super. | : Extremely easy Quick MAX overhead into super, done with 236ABC236A as an input shortcut. Works from almost all of 6A's ranges, but very hard to confirm. | ||
: <code>6A | : <code>6A > ABC, 2A > (2A) > 236236A</code> | ||
: | : Confirmable 6A combo with less range. You have to be near point blank, or microdash. | ||
: <code>6A | : <code>6A > ABC, f.C > 2141236P</code> | ||
: f.C only hits tall crouchers and standing opponents, except Choi, where it whiffs altogether. | : f.C only hits tall crouchers and standing opponents, except Choi, where it whiffs altogether. The link is rather tight. | ||
: <code>(j.X), cl.C(1) > 6A | : <code>6A > ABC, 2C > 2141236P</code> | ||
: Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank. | |||
: <code>(j.X), cl.C(1) > 6A > 214A > 214A > ABC, 2141236P</code> | |||
: The Quick MAX timing on the second rekka is awkward, so you might need to practice. | : The Quick MAX timing on the second rekka is awkward, so you might need to practice. | ||
: <code>(j.X), cl.C(1) > 6A | : <code>(j.X), cl.C(1) > 6A > ABC, f.C > 2141236P</code> | ||
: Saisyu's highest damage. The link between Quick MAX 6A and f.C is quite tight, and you need to remember that f.C only hits on standing opponents or tall crouchers (but never on Choi). | : Saisyu's highest damage. The link between Quick MAX 6A and f.C is quite tight, and you need to remember that f.C only hits on standing opponents or tall crouchers (but never on Choi). Works best as a punish. | ||
: <code>(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P</code> | |||
: The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B. | |||
== Navigation == | == Navigation == |
Revision as of 00:37, 11 September 2024
Combos
Meterless
Low
2B > 2A > (2A) > 623B
- Basic low confirm.
2B > cl.C(1) > 6A > 623D
:- Tight 2B link. Requires Saisyu to be point blank.
Mid/Jump-In
(j.X), cl.C(1) > 6A > 623D
- Go-to heavy starter combo for a hard knockdown.
(j.X), cl.C(1) > 6A > 214A > 214A, 623C
- Saisyu's highest meterless damage, but it sacrifices the hard knockdown.
With Meter
2B > 2A > (2A) > 236236A
- Low confirm into DM. Make sure to use the A or SDM version.
(j.X), cl.C(1) > 6A > 2141236P
- Heavy confirm into Orochinagi.
2B, cl.C(1) > 6A > 2141236P
:- The tight 2B link for Orochinagi, requires point blank.
6B, 236236A
- Can't hitconfirm. Very risky, but the link is easily done with the button hold trick.
With Quick MAX
2B > ABC, cl.C > 6A > 2141236P
- Low Quick MAX from 2B. You can add 2A and a microwalk at point blank.
6A > ABC, 236236A
- Extremely easy Quick MAX overhead into super, done with 236ABC236A as an input shortcut. Works from almost all of 6A's ranges, but very hard to confirm.
6A > ABC, 2A > (2A) > 236236A
- Confirmable 6A combo with less range. You have to be near point blank, or microdash.
6A > ABC, f.C > 2141236P
- f.C only hits tall crouchers and standing opponents, except Choi, where it whiffs altogether. The link is rather tight.
6A > ABC, 2C > 2141236P
- Optimal microwalk link involving 2C. Microwalk after 6A before doing 2C. The hardest to do, and requires you to be point blank.
(j.X), cl.C(1) > 6A > 214A > 214A > ABC, 2141236P
- The Quick MAX timing on the second rekka is awkward, so you might need to practice.
(j.X), cl.C(1) > 6A > ABC, f.C > 2141236P
- Saisyu's highest damage. The link between Quick MAX 6A and f.C is quite tight, and you need to remember that f.C only hits on standing opponents or tall crouchers (but never on Choi). Works best as a punish.
(j.X), cl.C(1) > 6A > ABC, 2C > 2141236P
- The optimal Saisyu combo. Sacrifices about two pixels of damage in exchange for being doable on all crouchers. Microwalk 2C is easier when the opponent is backturned, such as from a crossup j.B.