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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 a high-octane rushdown character with incredibly strong offence and solid damage, at the cost of having weaker neutral. | |
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. Being able to use his amazing cl.C more often through running up allows Saisyu to create frametraps and score large amounts of damage if he opens the opponent up.
- 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:
- The activation range for cl.C has been reduced - punishing high pushback moves is now more difficult, but it can still link from 2A and cl.A when in range
- The active frames on f.B have increased from 3 to 6 - no change in frame advantage, can be used more consistently as a poke and meaty
- The uncancelled version of 6A's startup has decreased from 19 to 17
Specials:
- The recovery of 236P has been changed from 38 to 35 for the A version, and from 40 to 37 for the C version - a reduction of 3 frames
- The startup of 63214B has been changed from 19 to 17 - it can now combo from heavies and from the cancelled version of 6A
- The startup of 214A has been changed from 13 to 11 - comboing into it is now more consistent
- A juggle property has been added to 214A > 214A - this allows for 1 juggle hit, letting 623C combo, and letting 2141236P combo if you use Quick MAX on 214A > 214A.
Supers:
- The startup of 236236P has been decreased for the A and MAX versions - it can now combo from lights and from a Quick MAX usage on 6A
- The invulnerability of 236236C now covers the first few active frames - this makes it a true reversal, but the high startup alongside being just as unsafe as 623C makes it redundant
98UM to 98UMFE
Specials:
- The second hit of 623B now has a larger hitbox - it should now connect consistently if the first does
- The recovery for both versions of 63214K has been reduced - 23f for 63214B, 17f for 63214D
- The hitbox for 214A has been increased in size - it should now combo more consistently
- The recovery for 214A has been reduced to 25 frames - this change has almost no effect
Supers:
- The startup for 236236A and 236236AC has been reduced to 7 frames - easier to combo
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 | |