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The King of Fighters '98 UMFE/Saisyu Kusanagi
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 in neutral against many other chars. Saisyu has to make up for this deficit with good positioning so he can use his great jumpin normals to get in and start his pressure game.
Normal Moves
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.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.
Close:
- cl.A: Special cancelable but out of range after even just one cr.B. Can stop hops, otherwise useless.
- cl.B: Use cr.A instead for more reliable range and same combo potential. Special cancelable.
- cl.C: 2 hits, both cancelable. Fast enough to link from cr.B. Your heavy normal for combos.
- cl.D: Same move as st.D.
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.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.
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.C: Decent jumpin but nothing special about it. Use this on characters j.D might whiff on.
- j.D: Most damaging jumpin (except for j.CD) but can whiff on small crouchers.
Blowback:
- 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.
Throws
Flaming Hammer: (close) b/f + C
Swift Shoulder Throw: (close) b/f + D
Command Moves
Thundering Hammer: f + A
- Hits overhead
Cranium Press: f + B
Special Moves
Dark Thrust: dp + A/C
Fire Ball: qcf + A/C
Divine Demolisher: hcb + B/D
Hit Hatchet: dp + B/D
Fusillade of Flame: qcb + A/C (up to 2 times)
Desperation Moves
Serpent Wave: qcb, hcf + A/C (can be held down)
Annihilating Slicer: qcf, qcf + A/C