Information for "The King of Fighters '98 UMFE/Saisyu Kusanagi"
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Display title | The King of Fighters '98 UMFE/Saisyu Kusanagi |
Default sort key | The King of Fighters '98 UMFE/Saisyu Kusanagi |
Page length (in bytes) | 12,717 |
Page ID | 1868 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 1 |
Counted as a content page | Yes |
Number of subpages of this page | 2 (0 redirects; 2 non-redirects) |
Page protection
Edit | Allow all users (infinite) |
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Edit history
Page creator | Desmond Delaghetto (talk | contribs) |
Date of page creation | 16:59, 17 May 2011 |
Latest editor | Surabu! (talk | contribs) |
Date of latest edit | 21:00, 12 March 2024 |
Total number of edits | 51 |
Total number of distinct authors | 11 |
Recent number of edits (within past 90 days) | 14 |
Recent number of distinct authors | 1 |
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Transcluded templates (5) | Templates used on this page: |
Page transcluded on (1) | Template used on this page: |
SEO properties
Description | Content |
Article description: (description )This attribute controls the content of the description and og:description elements. | Saisyu is a rushdown character who has very strong pressure, which leads into equally strong mixups. Alternatively, he can somewhat zone with his ground-traveling fireball and a strong anti-air DP. His main weakness is his mostly short-ranged normals, which are easily counter-poked and stuffed out. Saisyu has to make up for this deficit with strong reactions and positioning when he is on defense, so he can use his great jump-in normals to get in and start his very strong offence. Generally, compared to other characters with similar movesets such as EX Kyo and the EX Art of Fighting team, Saisyu is easily the most offence-oriented of the archetype, most notably due to his buttons forcing you to stay close to the opponent in order to be a real threat. Because of this, he has a playstyle not too dissimilar to Iori, but unfortunately without the few extras that make Iori so ridiculously powerful such as safe GCCD bait, a taco and a command grab. While you may be inclined to say "Hey, why don't I just play Iori?", Saisyu still has some positive differences that make playing him a different experience, such as a standing overhead that can actually convert, and a command normal that is +7 on block for incredible pressure. His strength is being able to deliver this pressure consistently while still having mixups that are not only easy to pull off, but have solid rewards. |
Article image: (image )This attribute controls the content of the og:image element. This image is mostly displayed as a thumbnail on social media. | kof98_saisyu_win.png|thumb|right|200px]] |