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The King of Fighters '98 UMFE/Saisyu Kusanagi
The King of Fighters '98 UMFE | |
Movelist
Notation
Throws
Issetsu Seoi Nage - (close) / +
Command Normals
Special Moves
720 Shiki Homuragasane 1 - + /
Desperation Moves
Ura 108 Shiki Orochinagi - + /
Introduction
Saisyu Kusanagi is an all-rounder character, with a similar moveset to Iori Yagami and EX Kyo Kusanagi. Unlike these two, Saisyu's kit is significantly balanced towards an offensive playstyle, which results in him having strong pressure that leads into equally strong mixups, using a mix of unique tools and standard KOF fundamentals. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely, and a fireball with considerable amounts of recovery that can lead to him receiving a massive punish if the opponent jumps over it. Due to this mix of strengths and weaknesses, Saisyu is a character that requires strong fundamentals, positioning, and most importantly, reads, in order to navigate neutral and start his offence.
Gameplay Overview
Saisyu is an all-rounder character with incredibly strong rushdown, at the cost of having weaker neutral. He requires strong positioning and reads to reach his full potential. | |
Pros | Cons |
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System Mechanics
Run VS Step
- Saisyu does his best with Run enabled, as this greatly enhances his pressure and allows him to unleash his explosive mixups more easily.
- His step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), which can enhance his mixup potential with Step selected. This will also enhance his neutral potential due to the increased walk speed, at the cost of losing a lot of pressure.
Roll VS Dodge
- As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to its natural advantages. Also, his reversals are quite good, so they can be buffered after doing a spot dodge. His dodge attack isn't the greatest as it doesn't allow for any special combos, but it still functions well for what it does.
- Roll is the more intuitive option, and Saisyu can still benefit from having it enabled. Using roll cancels can allow him to create very ambiguous left/right mixups from standing hits, and he can set an ambiguous left/right using a roll after performing a hard knockdown.
Advanced VS Extra
- Extra gauge has the most benefit for Saisyu, as Quick MAX gives him access to his most damaging combo routes, especially in red health. It also gives him the opportunity to convert from his 6A overhead, greatly enhancing his mixup potential.
- Advanced is still a good pick for Saisyu, as having an abundance of meter still gives him access to high damage, considering he still has the chance to convert into super from crouching lights.
Team Position
- With Advanced gauge, Saisyu is best mid or anchor, as to truly shine without Quick MAX he requires a lot of meter to be able to cash out into supers and utilise MAX Mode.
- In Extra gauge, Saisyu doesn't have a best team position. His hard knockdowns give him easy opportunity to charge meter, and he doesn't rely on red health for solid damage.
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
- f.B 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 6A
- 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
Normals
Close Standing Normals
close A
cl.A
A |
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close b
cl.B
B |
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close C
cl.C
C |
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Far Standing Normals
far A
f.A
A |
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far B
f.B
B |
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far C
f.C
C |
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far D
f.D
D |
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Crouching Normals
crouch A
2A
A |
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crouch B
2B
B |
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crouch C
2C
C |
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crouch D
2D
D |
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Jumping Normals
jump A
j.A
A |
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jump B
j.B
B |
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jump C
j.C
C |
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jump D
j.D
D |
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Blowback
Blowback
5CD
CD |
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jump CD
j.CD
CD |
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Throws
Issetsu Seoi Nage
Issetsu Seoi Nage
4/6C (close)
C |
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Hikiri Tsuchi
Hikiri Tsuchi
4/6D (close)
D |
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Command Moves
Ge-Shiki Gou Tsui
Ge-Shiki Gou Tsui
6A
A |
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Ge-Shiki Kubu Tsuchi
Ge-Shiki Kubu Tsuchi
6B
B |
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Special Moves
108 Shiki Yami Barai
108 Shiki Yami Barai
236A/C
236A/C |
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100 Shiki Oniyaki
100 Shiki Oniyaki
623A/C
623A/C |
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427 Shiki Kamukakari
427 Shiki Kamukakari
63214B/D
63214B/D |
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110 Shiki Nata Guruma
110 Shiki Nata Guruma
623B/D
623B/D |
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720 Shiki Homuragasane
720 Shiki Homuragasane
214A/C (x2)
214A/C (x2) |
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Desperation Moves
Ura 108 Shiki Orochinagi
Ura 108 Shiki Orochinagi
2141236A/C
2141236A/C |
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1207 Shiki Tsumugari
1207 Shiki Tsumugari
236236A/C
236236A/C |
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Videos
Navigation
The King of Fighters '98 UMFE | |