Difference between revisions of "The King of Fighters '98 UMFE/Saisyu Kusanagi"

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{| style="margin-right:1em;" align="right"
{{CharNavbox_98FE}}
 
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfesaisyu.jpg]]
<section begin="image"/>[[File:kof98_saisyu_win.png|thumb|right|200px]]<section end="image"/>
[[File:Notationkof.png|left]]
 
[[File:Kof98umfesaisyumovelist.png|left]]
<br clear=all>
<br clear=all>
'''Notation'''
[[image:a.gif]] - Light Punch
[[image:b.gif]] - Light Kick
[[image:c.gif]] - Heavy Punch
[[image:d.gif]] - Heavy Kick
'''Throws'''
Issetsu Seoi Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Hikiri Tsuchi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
'''Command Normals'''
Ge-Shiki Gou Tsui - [[image:fd.gif]] + [[image:a.gif]]
Ge-Shiki Kubu Tsuchi - [[image:fd.gif]] + [[image:b.gif]]
'''Special Moves'''
108 Shiki Yami Barai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
100 Shiki Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]
427 Shiki Kamukakari - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
110 Shiki Nata Guruma - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
720 Shiki Homuragasane 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
: ┗ 720 Shiki Homuragasane 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
'''Desperation Moves'''
Ura 108 Shiki Orochinagi - [[image:qcb.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
1207 Shiki Tsumugari - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


== Introduction ==
== 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 ==
Saisyu is a rushdown character with some of the most potent pressure in the game, giving him free reign to run mixups on the opponent. Alternatively, he can play a patient game with his ground projectile and DP. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely. Saisyu has to make up for this deficit with strong reactions and positioning during neutral, so he can shift the momentum in his favour and begin to run his suffocating offence.
'''Standing:'''
 
*st.A: Crappy range and not cancelable. Can stop hops from close up but no other use for it really.
== Gameplay Overview ==
*'''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.
{{StrengthsAndWeaknesses
*st.D: Can work as anti air against hops but dp+A/C is much more reliable.
| intro = '''''Saisyu is a rushdown character with suffocating pressure, compensated for with a mediocre grounded neutral.'''''
| pros=
* '''Balanced Kit''': Saisyu's specials give him a balanced moveset, with a decent ground fireball that helps Saisyu defend his space, a DP to anti-air, a rekka, a hard knockdown combo ender and an advancing overhead with a short bout of invulnerability.
* '''Suffocating Pressure''': Once he has gained an advantage, Saisyu makes the most of it, with various ways to score plus frames and hard knockdowns.
* '''Strong Mixups''': Saisyu has various ways to mix up the opponent, including two standing overheads and the infamous Kusanagi j.B for crossups, alongside some very strong low confirms.
* '''Explosive Damage''': With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
 
| cons=
* '''Unsafe Specials''': While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them.
* '''Stubby Buttons''': Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters. Alongside this, his activation range for close normals is [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 really, really, really, really, really bad], so you can end up getting punished majorly for the wrong normal coming out.
}}
 
===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.
 
* While his step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), this isn't too good of a point, considering the risk/reward for using Kamukakari isn't too great anyway.
 
'''Roll VS Dodge'''
 
* As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to it's 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 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:


'''Close:'''
* cl.C's activation range has been reduced, it can still be linked from a cl.A or 2A
*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: 2f start up, 2 hits, both cancelable. can link from cr.B. Your heavy normal for combos.'''
*cl.D: Same move as st.D.


'''Crouching:'''
* f.B now has 3 more active frames
*'''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:'''
* Ge-Shiki Gou Tsui (6A) how has 2 frames less startup
*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:'''
Specials:
*'''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.'''
* 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 ===
{{FrameDataCargo-KOF98FE
| moveId = saisyu_cla
| description = * A plus on block normal overshadowed by it's pathetic activation range and the existence of 2A, which is more plus and has much more range.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_clb
| description = * Can be used as combo filler, but is overshadowed by 2A.
* Not a low, despite it's appearance.
* Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_clc
| description = * One of Saisyu's best normals. Naturally hitconfirms and leads into all of Saisyu's best combos.
* Not too useful in pressure scenarios, but can be cancelled into 6B for a risky attempt at getting plus frames.
* Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback.
* Caution must be applied outside of combos, [https://clips.twitch.tv/FilthyBrightWombatTheRinger-PNN3-qxnhs_DMk68 as the activation range is completely and utterly horrendous.]
| phases =
}}
 
 
=== Far Standing Normals ===
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fa
| description = * Poor range. Will lose out to most jump-ins when used as an anti-air.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fb
| description = * A very serviceable midrange poke.
* Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fc
| description = * Mediocre range, whiffs on regular crouchers and smaller.
* Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest punishes at red health.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_fd
| description = * A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time.
| phases =
}}
 
=== Crouching Normals ===
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2a
| description = * Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2b
| description = * A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2c
| description = * This button SUCKS at anti-airing normal jump-ins. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose.
* Has too much pushback on hit to be used in heavy hitconfirms.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_2d
| description = * Very good sweep, and one of Saisyu's main neutral tools.
* Despite the slow startup, it is very useful as a poke due to its whiff cancel.
| phases =
}}
 
=== Jumping Normals ===
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_ja
| description = * A nice air-to-air.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jb
| description = * The Kusanagi knee. Amazing jump-in, decent air-to-air, amazing crossup.
* Undoubtedly one of Saisyu's best tools overall.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jc
| description = * A nice jump-in, overshadowed by every other option.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jd
| description = * Fantastic air poke with great range and frame data.
* Saisyu's main way of controlling the air space in neutral and on defence.
* Can cross up, but not as reliably as j.B.
| phases =
}}
 
=== Blowback ===
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_5cd
| description = * Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit.
| phases =
}}
 
{{FrameDataCargo-KOF98FE
| moveId = saisyu_jcd
| description = * One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air.
* Saisyu's most commonly used pressure tool.
| phases =
}}


== Throws ==
== Throws ==


'''Flaming Hammer:''' (close) b/f + C
'''Issetsu Seoi Nage:''' <code>4/6C (close)</code>
 
* Regular throw, techable.
 
* Does not switch sides.


'''Swift Shoulder Throw:''' (close) b/f + D
* Hard knockdown.
 
'''Hikiri Tsuchi:''' <code>4/6D (close)</code>
 
* Regular throw, techable.
 
* Goes fullscreen and switches sides.
 
* Backturned hard knockdown, but okizeme is only possible in the corner.


== Command Moves ==
== Command Moves ==


'''Thundering Hammer:''' f + A
{{FrameDataCargo-KOF98FE
*Hits overhead
| moveId = saisyu_6a
| description = * One of the best overhead command normals in the game.
* Links into various moves on Quick MAX, whether cancelled into or not.
* Great combo filler.
* True blockstring from cl.C and is 0 on block in all situations.
| phases =
}}


'''Cranium Press:''' f + B
{{FrameDataCargo-KOF98FE
*Plus on block, but combos from nothing. You can combo into variety stuffs on hit. Mostly to extend your offense with plus frame, can be interrupted since its not a true block string.
| moveId = saisyu_6b
| description = * A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent.
* Links into various moves on hit, but should mostly be used for pressure.
* Can be interrupted.
| phases =
}}


== Special Moves ==
== Special Moves ==


'''Dark Thrust:''' dp + A/C
'''108 Shiki Yami Barai:''' <code>236A/C</code>
*Quite generic dp move.


'''Fire Ball:''' qcf + A/C
* Ground traveling projectile.
*Not so great projectile. Use it with care.


'''Divine Demolisher:''' hcb + B/D
* Rather slow. Use it sparingly.
*Very slow overhead move. Not recommended.


'''Hit Hatchet:''' dp + B/D
'''100 Shiki Oniyaki:''' <code>623A/C</code>
*B version combos from crouch light, D is for heavy. Very nice goto combo move with hard knockdown and decent damage.


'''Fusillade of Flame:''' qcb + A/C (up to 2 times)
* A DP with very good range and active frames.
*A rekka kind of move. Not recommended outside of specific ex meter combo.


== Desperation Moves ==
* Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction.
 
* Both versions are extremely unsafe on block.
 
* The C version has more invulnerability.
 
'''427 Shiki Kamukakari:''' <code>63214B/D</code>
 
* Another standing overhead.
 
* Around the same speed as 6A, and shares a startup animation with his step dash.
 
* Both versions have a small amount of startup invulnerability, with the D version having more.
 
* Due to the invulnerability, the D version can be used to bait Guard Cancel CD.
 
* Unsafe on block, with a soft knockdown on hit.
 
'''110 Shiki Nata Guruma:''' <code>623B/D</code>
 
* B version combos from 2A, D only combos from heavy buttons.
 
* Very nice go-to combo move that causes a hard knockdown and has decent damage.
 
* B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.
 
* D version is only really good for comboing from heavy buttons. Safe on block.
 
* The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a punish.
 
'''720 Shiki Homuragasane:''' <code>214A/C (x2)</code>


'''Serpent Wave:''' qcb, hcf + A/C (can be held down)
* Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
*Best orochinagi archetype in the game.


'''Annihilating Slicer:''' qcf, qcf + A/C
* Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown).
*A super with very fast start up. The main low confirm super.


== Combos ==
* The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage.
* cr.B, cr.A, dp.B : basic low confirm. might whiff at max range cr.A.


* cl.C(2) or {cl.C(1), f+A}, dp.D : your goto heavy starter.
* Both versions are unsafe on block.


* f+B, st.B or dp.B or qcfx2.A or C
== Desperation Moves ==


* cr.B, cl.C(2) or {cl.C(1), f+A}, dp.D : low starter frame link.
'''Ura 108 Shiki Orochinagi:''' <code>2141236A/C (can be held)</code>


* cr.B, cr.A, qcfx2.A or C : low confirm into super.
* A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super.


* cl.C(2) or {cl.C(1), f+A}, qcb,hcf.A or C
* SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner.


* cr.B, cl.C(2) or {cl.C(1), f+A}, qcb,hcf.A or C : low frame link into super.
* Best Orochinagi archetype DM in the game.


=== Ex Meter ===
'''1207 Shiki Tsumugari:''' <code>236236A/C</code>
* cr.B, ABC, cl.C(2) or {cl.C(1), f+A}, qcb,hcf.A or C


* f+B, ABC, st.C, qcb,hcf.A or C
* A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool.


* cr.B, cl.C(2) or {cl.C(1), f+A}, hcb.A, hcb.A, ABC, qcb,hcf.A or C : best combo.
* C version is slower than A but is a true reversal.


== Strategy & Tips ==
* SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.


== Videos ==
== Videos ==
{{#ev:youtube|ai5J2N73xtY|||'''King of Fighters 98 UM FE: Saisyu Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
== Navigation ==


== External Links ==
{{CharNavbox_98FE}}


{{Navbox 98UMFE}}
{{Navbox 98UMFE}}

Latest revision as of 20:30, 22 May 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Kof98 saisyu win.png


Notation

A.gif - Light Punch

B.gif - Light Kick

C.gif - Heavy Punch

D.gif - Heavy Kick

Throws

Issetsu Seoi Nage - (close) Bk.gif / Fd.gif + C.gif

Hikiri Tsuchi - (close) Bk.gif / Fd.gif + D.gif

Command Normals

Ge-Shiki Gou Tsui - Fd.gif + A.gif

Ge-Shiki Kubu Tsuchi - Fd.gif + B.gif

Special Moves

108 Shiki Yami Barai - Qcf.gif + A.gif / C.gif

100 Shiki Oniyaki - Dp.gif + A.gif / C.gif

427 Shiki Kamukakari - Hcb.gif + B.gif / D.gif

110 Shiki Nata Guruma - Dp.gif + B.gif / D.gif

720 Shiki Homuragasane 1 - Qcb.gif + A.gif / C.gif

┗ 720 Shiki Homuragasane 2 - Qcb.gif + A.gif / C.gif

Desperation Moves

Ura 108 Shiki Orochinagi - Qcb.gifHcf.gif + A.gif / C.gif

1207 Shiki Tsumugari - Qcf.gifQcf.gif + A.gif / C.gif

Introduction

Saisyu is a rushdown character with some of the most potent pressure in the game, giving him free reign to run mixups on the opponent. Alternatively, he can play a patient game with his ground projectile and DP. His neutral ground game is rather weak comparatively, with generally poor far standing normals that can easily get counter-poked or avoided entirely. Saisyu has to make up for this deficit with strong reactions and positioning during neutral, so he can shift the momentum in his favour and begin to run his suffocating offence.

Gameplay Overview

Saisyu is a rushdown character with suffocating pressure, compensated for with a mediocre grounded neutral.
Pros Cons
  • Balanced Kit: Saisyu's specials give him a balanced moveset, with a decent ground fireball that helps Saisyu defend his space, a DP to anti-air, a rekka, a hard knockdown combo ender and an advancing overhead with a short bout of invulnerability.
  • Suffocating Pressure: Once he has gained an advantage, Saisyu makes the most of it, with various ways to score plus frames and hard knockdowns.
  • Strong Mixups: Saisyu has various ways to mix up the opponent, including two standing overheads and the infamous Kusanagi j.B for crossups, alongside some very strong low confirms.
  • Explosive Damage: With meter available, Saisyu can make his confirms count with consistent and highly damaging combos into super.
  • Unsafe Specials: While he has various uses for his specials, almost all of them are unsafe on block and all of them leave Saisyu incredibly vulnerable on whiff. This forces you to be more delicate with how you use them.
  • Stubby Buttons: Saisyu's buttons are extremely short, especially while standing, meaning he struggles in neutral when trying to poke out other characters. Alongside this, his activation range for close normals is really, really, really, really, really bad, so you can end up getting punished majorly for the wrong normal coming out.


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.
  • While his step dash shares the animation with his overhead special, 427 Shiki Kamukakari (63214K), this isn't too good of a point, considering the risk/reward for using Kamukakari isn't too great anyway.

Roll VS Dodge

  • As usual for most 98 UMFE characters, Saisyu does very well with Dodge due to it's 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 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


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 2 4 4 +4 +2 -
  • A plus on block normal overshadowed by it's pathetic activation range and the existence of 2A, which is more plus and has much more range.
close b
cl.B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 4 3 11 -2 -4 -
  • Can be used as combo filler, but is overshadowed by 2A.
  • Not a low, despite it's appearance.
  • Can be used to make confirming 236236A from lights easier than with 2A by inputting 2B, 236B, 236A.
close C
cl.C
C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 1 2 (3) 4 24 -8 -10 -
  • One of Saisyu's best normals. Naturally hitconfirms and leads into all of Saisyu's best combos.
  • Not too useful in pressure scenarios, but can be cancelled into 6B for a risky attempt at getting plus frames.
  • Without using Quick MAX, you have to choose between the 2nd hit of this move or cancelling into 6A for heavy confirms, due to pushback.
  • Caution must be applied outside of combos, as the activation range is completely and utterly horrendous.


Far Standing Normals

far A
f.A
A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 4 3 8 +1 -1 -
  • Poor range. Will lose out to most jump-ins when used as an anti-air.
far B
f.B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 6 6 9 -3 -5 -
  • A very serviceable midrange poke.
  • Saisyu doesn't normally want to play the poking game at f.B's optimal range, so the use case for this is rare.
far C
f.C
C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid special 9 4 21 -5 -7 -
  • Mediocre range, whiffs on regular crouchers and smaller.
  • Cancellable, and linkable from a Quick MAX on both versions of 6A, giving Saisyu his strongest punishes at red health.
far D
f.D
D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 7 5 21 -6 -8 -
  • A very strange normal with slow frame data. The hitbox, however, is actually quite good at anti-airing, and so can be used in place of Saisyu's DP if you didn't react in time.

Crouching Normals

crouch A
2A
A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 2 4 4 +4 +2 -
  • Amazing crouching jab for pressure and poking. Excellent frame data and range. Also the main tool for Saisyu's light confirms.
crouch B
2B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low - 2 4 5 +3 +1 -
  • A very good low poke that is +1 on block, allowing it to be used in pressure. Saisyu's main low.
crouch C
2C
C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid command 5 4 27 -11 -13 -
  • This button SUCKS at anti-airing normal jump-ins. However, its hitbox is actually decent for anti-airing crossups, and thus it should only be used for that purpose.
  • Has too much pushback on hit to be used in heavy hitconfirms.
crouch D
2D
D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Low special 10 4 23 SKD -9 -
  • Very good sweep, and one of Saisyu's main neutral tools.
  • Despite the slow startup, it is very useful as a poke due to its whiff cancel.

Jumping Normals

jump A
j.A
A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 4 5 - - - -
  • A nice air-to-air.
jump B
j.B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 4 11 - - - -
  • The Kusanagi knee. Amazing jump-in, decent air-to-air, amazing crossup.
  • Undoubtedly one of Saisyu's best tools overall.
jump C
j.C
C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 4 - - - -
  • A nice jump-in, overshadowed by every other option.
jump D
j.D
D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High - 7 4 - - - -
  • Fantastic air poke with great range and frame data.
  • Saisyu's main way of controlling the air space in neutral and on defence.
  • Can cross up, but not as reliably as j.B.

Blowback

Blowback
5CD
CD


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid special 14 5 27 SKD -11 -
  • Slow startup, but a decent hitbox alongside some safe cancel options, including small conversions from a counter-hit.
jump CD
j.CD
CD


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 12 5 - - - -
  • One of the best j.CDs in the game. An amazing hitbox for pressure and air-to-air.
  • Saisyu's most commonly used pressure tool.

Throws

Issetsu Seoi Nage: 4/6C (close)

  • Regular throw, techable.
  • Does not switch sides.
  • Hard knockdown.

Hikiri Tsuchi: 4/6D (close)

  • Regular throw, techable.
  • Goes fullscreen and switches sides.
  • Backturned hard knockdown, but okizeme is only possible in the corner.

Command Moves

Ge-Shiki Gou Tsui
6A
A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- High [Mid] [special] 17 [14] 4 14 +2 0 -
  • One of the best overhead command normals in the game.
  • Links into various moves on Quick MAX, whether cancelled into or not.
  • Great combo filler.
  • True blockstring from cl.C and is 0 on block in all situations.
Ge-Shiki Kubu Tsuchi
6B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- Mid - 20 1 10 +9 +7 -
  • A slow normal with fantastic blockstun. A way to sneakily grab some plus frames on an unattentive opponent.
  • Links into various moves on hit, but should mostly be used for pressure.
  • Can be interrupted.

Special Moves

108 Shiki Yami Barai: 236A/C

  • Ground traveling projectile.
  • Rather slow. Use it sparingly.

100 Shiki Oniyaki: 623A/C

  • A DP with very good range and active frames.
  • Due to his poor anti-air normals, this is his main anti-air. Learn to DP on reaction.
  • Both versions are extremely unsafe on block.
  • The C version has more invulnerability.

427 Shiki Kamukakari: 63214B/D

  • Another standing overhead.
  • Around the same speed as 6A, and shares a startup animation with his step dash.
  • Both versions have a small amount of startup invulnerability, with the D version having more.
  • Due to the invulnerability, the D version can be used to bait Guard Cancel CD.
  • Unsafe on block, with a soft knockdown on hit.

110 Shiki Nata Guruma: 623B/D

  • B version combos from 2A, D only combos from heavy buttons.
  • Very nice go-to combo move that causes a hard knockdown and has decent damage.
  • B version is a good meterless raw punish tool, more horizontal range than DP. Unsafe on block.
  • D version is only really good for comboing from heavy buttons. Safe on block.
  • The last hit of the move can be ducked on block under by even regular crouchers, leaving you open for a punish.

720 Shiki Homuragasane: 214A/C (x2)

  • Saisyu's rekka. Combos from heavy buttons. A version combos into 623C.
  • Gives Saisyu access to his biggest meterless damage (although with only a soft knockdown).
  • The second hit of the A version can combo into Orochinagi if you use Quick MAX, giving Saisyu consistent damage.
  • Both versions are unsafe on block.

Desperation Moves

Ura 108 Shiki Orochinagi: 2141236A/C (can be held)

  • A/C versions are identical. Combos from heavy buttons and from using Quick MAX on the 2nd hit of his rekka. His highest damage super.
  • SDM deals even more damage and does multiple hits, while being plus on block. On an air hit (only hits once), you can juggle for one more damage in the corner.
  • Best Orochinagi archetype DM in the game.

1207 Shiki Tsumugari: 236236A/C

  • A version has very fast startup. Combos from 2A and 6B. Can punish almost anything unsafe. One of the best raw super punishes in the game, and very strong light confirm tool.
  • C version is slower than A but is a true reversal.
  • SDM is like the A version but deals more damage. Combos from 2A/6B and is just as fast but isn't a reversal.

Videos

King of Fighters 98 UM FE: Saisyu Guide by Mash It Out

Navigation

The King of Fighters '98 UMFE

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The King of Fighters '98 Ultimate Match Final Edition
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Characters

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