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

From Dream Cancel Wiki
Jump to navigation Jump to search
(Added more information and a new point)
(Rewrote all sections)
Line 4: Line 4:


=== Neutral ===
=== Neutral ===
Saisyu's neutral from mid-range is rather lackluster due to his stubby buttons. On the ground, his only real safe poke is 5B, which still has issues when facing other long ranged pokes. His sweep is also quite good, with good range, speed and the ability to be cancelled. A very potent weakness Saisyu has is that his jab is inconsistent at stopping hops, resulting in having to buffer a DP to be able to deal with an incoming hop and still react in time. Fullscreen, he can use his fireball, or move forwards to start an offence.
First and foremost, Saisyu's goal in neutral is to establish an advantage, so he can push his offence and make the most of his strengths. Playing the neutral game with Saisyu is precisely where his main weaknesses lie, and so the main goal is to get past this phase, mostly via his air game, and a little bit of brute force with his DP.


In the air, Saisyu has some very good options. j.B is the infamous Kusanagi knee, a jack of all trades that can air-to-air decently, cross up, and also still does a hefty amount of block and hitstun for pressure. j.D and j.A are your main air-to-airs however, being much more consistent than j.B in most scenarios. Saisyu's j.CD is also quite good.
On the ground, to put it bluntly, your neutral is terrible. Your long range options include... f.B, with slower startup, slower recovery and considerably worse hitboxes than any other f.B of the same type, and 2D, which surprisingly has a good hitbox and fast recovery, alongside the perk of being cancellable, however, it's range is mediocre, and the startup is similarly poor. 6B has a pretty good hitbox, and has the great perk of being +7 on block, however, the use case for it is so rare due to the slow startup that working it into your neutral game is incredibly difficult. On top of this, Saisyu's fireball is very slow to recover, and thus is particularly easy to jump over and punish with a full jump-in starter, meaning it should only really be used fullscreen or during a blockstring.


=== Defence ===
Saisyu's anti-air game is pretty simple. Since your f.A is remarkably terrible at stopping shorthops, and your 2C has pathetic horizontal range, dealing with jumps is difficult if you're on defence and want to defend from the ground. For hops, f.A and 5D are your best bet, with 5D being the prime option. For full jumps, you'll ideally DP on reaction, however, depending on positioning, buttons like 5D and 2C can also work here. If you want to contest a jump with a rising air-to-air, you should use j.A, as this has the fastest startup out of any of Saisyu's air normals, and has a very strong vertical hitbox. This option is ill advised, as this will not put you in any advantage whatsoever compared to using a fast normal or a DP.
Saisyu's defensive options are very limited. His buttons are poor at stopping the opponent's offence, meaning he has to heavily rely on system mechanics such as your AB evasion, reversal superjump and Guard Cancel CD. He is particularly weak to grounded pressure because of this, as his only meterless defensive tool is his DP, which is very punishable.


=== Offence ===
To counteract this weak ground neutral, Saisyu's air game is really good. A strong balance of jump-ins and air-to-airs allows Saisyu to quickly choose the right normal for the job at hand, with air-to-air j.A and j.D being very strong contenders for space control and defence, and aggressive j.C and j.B for when your opponent wants to stay on the ground. Alongside this, his j.CD is really good, with a hitbox and speed that allows for him to not only use it early for a good air-to-air, but also use it to begin pressure on a grounded opponent. Learning to use Saisyu's air buttons effectively is key to navigating his awkward neutral.
Once Saisyu is finished navigating the neutral, which usually won't take long, he can start laying down some pretty serious offence. Once you get in, his j.B and j.CD become very strong at keeping the opponent locked down, alongside a good set of crouching lights. Another notable grounded pressure tool is the '''+7!!!''' 6B, which can also be useful for frametraps if done from heavies (although it can be interrupted easily). Pair this with a 2 frame cl.C and Saisyu is a monster up close.


To mix the opponent up, you have various options. His low confirms are strong and link into 236236A, his 6A overhead links into 236236A with Quick MAX and he has 63214K as a risky option to throw the opponent off. As usual for a Kusanagi, his j.B is amazing at crossing the opponent up, greatly enhancing Saisyu's mixups from when they are already very solid. Combining all of these options in your offence will make Saisyu very scary to play against.
To summarise, when playing neutral, you need to prioritise taking control of the air via using your powerful air-to-airs, and keep yourself from having to play on the ground. Obviously, it's inevitable that you'll have to play some grounded neutral no matter what, so make sure you still familiarise yourself with Saisyu's grounded options as well. Making sure you have a firm grasp of all of these points is key to making sure you can win neutral, and begin your offence.


For his combos, you generally want to land 623K no matter what without meter, although A rekka into 623C can help to close out a round or just deal some extra damage. With meter, you don't have to think about what super to use, just remember that 236236A comes from your lights and Quick MAX 6A if you're using Extra, and that 2141236P comes from heavies and Quick MAX A rekka if you're using Extra.
Here's some short notes on neutral, to really hammer down the process:
* Prioritise getting and maintaining an advantage in neutral
* On the ground, use f.B and 2D sparingly to control space
* Anti-air hops with DP, f.A and 5D
* Anti-air jumps with DP, 2C and 5D
* j.A for rising air-to-air
* In the air, use j.A, j.D and j.CD to air-to-air
* Jumping in at the opponent, use j.B, j.C and j.CD for air-to-ground
These points are useful to write down and keep by your screen, so you can quickly reference them while playing and learning.


=== 6A Quick MAX Combo Theory ===
=== Defence ===
Saisyu has multiple choices during his metered combos, mainly after landing 6A Quick MAX, either cancelled or not.
When you're on the backfoot, Saisyu few options to interrupt his opponent's pressure. His DP is the most obvious one, being his best choice at a reversal to get the opponent off of him and attempt to return to neutral. As usual for KOF, guard cancel roll and blowback are also solid, but baitable options. One thing to note is that Saisyu's cl.C has only 2F startup, meaning that if you somehow manage to find yourself in it's range during your opponent's pressure, it has a good chance of interrupting certain setups. However, the main abare-type normal you'll find yourself using is 2A. 236236C is also a reversal, however, the speed is really, really bad, so you're going to get baited, and then punished.


* 236236A - Your easiest ender, and it still does very good damage. You sacrifice the hitconfirm for pure consistency - this will hit on every character in the game, while also connecting from extremely far away (but not 6A's max range).
Saisyu really doesn't want to be on the defence a lot. Make sure to remember this section here, and use all your options to their best abilities.
* DP is your easiest way out of pressure
* With meter, GCRoll and GCCD work well
* Abare with 2A and cl.C on large gaps in pressure
* Make sure to remember anti-airing for hop pressure
* Don't use 236236C as a reversal, it's too slow
Saisyu has decent defensive options, and you must make the absolute most out of them to get out of pressure and gain your advantage back.


* 2A xx 236236A - An easier hitconfirm, but remember that you have to link 2A before the pushback is too high, and also beware you might accidentally DP.
=== Offence ===
 
Saisyu's main strength is his offence. From the ground or the air, his close range options are what really bring him into his own when it comes to offence. Due to the sheer amount of tools that Saisyu has to give himself plus frames from short range, his pressure game is incredibly freeform, allowing you to loop into a guard crush, be patient and frametrap or go straight in with a mixup. To gain these plus frames, your main tools will be hop CD, 6B and 2A. 6B is +7 on block, so, despite it's startup, you should learn how to work it into your offence in order to reap it's rewards. You really need to keep the heat on with Saisyu, and his kit fits that role perfectly.
* run 2A, 2A xx 236236A - An actual hitconfirm for every character. Be warned, this is extremely difficult.
 
* 5C, 2141236P - Whiffs on all but tall crouchers, but highest damage. Easier to land after a cross-up, or if you landed the 2B, cl.C link. Most effective as a punish, if you can land the link.


* 623B (or run 2A, 2A xx 623B) - Useful for if you don't have red health and want to secure a hard knockdown while keeping MAX Mode.
Mixups are one of the core parts of effective Saisyu play. His low confirms are strong and link into 236236A, his 6A overhead links into 236236A with Quick MAX and he has 63214K as a risky option to throw the opponent off, for a very solid high/low game. Strike/throw is also something to note here, with Saisyu's throws giving him solid knockdowns. For crossups, j.B and j.D both have hitboxes to allow them, and this will easily link into a full heavy starter. Learn your spacings, and learn how to hyperhop. There is no exaggeration that Saisyu's mixups, if done correctly, can make the opponent's head spin, so learn them, get used to them, and harness their power.


Generally, you want to go straight into 236236A or if you have the execution, secure the hitconfirm with the two run 2As. However, your other enders are still useful, as explained in their own situations.
To summarise:
* Hop CD, 6B and 2A for plus frames.
* 6B is +7 on block
* High/low with 6A, 63214K, hop B and 2B
* Left/right with hyperhop j.B/j.D
* Use running throws and empty jumps to catch people off-guard
Saisyu's pressure and mixups are phenomenal and freeform, and so you must learn how to use them effectively and creatively.


== Navigation ==
== Navigation ==

Revision as of 10:24, 2 May 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

Strategy & Tips

Neutral

First and foremost, Saisyu's goal in neutral is to establish an advantage, so he can push his offence and make the most of his strengths. Playing the neutral game with Saisyu is precisely where his main weaknesses lie, and so the main goal is to get past this phase, mostly via his air game, and a little bit of brute force with his DP.

On the ground, to put it bluntly, your neutral is terrible. Your long range options include... f.B, with slower startup, slower recovery and considerably worse hitboxes than any other f.B of the same type, and 2D, which surprisingly has a good hitbox and fast recovery, alongside the perk of being cancellable, however, it's range is mediocre, and the startup is similarly poor. 6B has a pretty good hitbox, and has the great perk of being +7 on block, however, the use case for it is so rare due to the slow startup that working it into your neutral game is incredibly difficult. On top of this, Saisyu's fireball is very slow to recover, and thus is particularly easy to jump over and punish with a full jump-in starter, meaning it should only really be used fullscreen or during a blockstring.

Saisyu's anti-air game is pretty simple. Since your f.A is remarkably terrible at stopping shorthops, and your 2C has pathetic horizontal range, dealing with jumps is difficult if you're on defence and want to defend from the ground. For hops, f.A and 5D are your best bet, with 5D being the prime option. For full jumps, you'll ideally DP on reaction, however, depending on positioning, buttons like 5D and 2C can also work here. If you want to contest a jump with a rising air-to-air, you should use j.A, as this has the fastest startup out of any of Saisyu's air normals, and has a very strong vertical hitbox. This option is ill advised, as this will not put you in any advantage whatsoever compared to using a fast normal or a DP.

To counteract this weak ground neutral, Saisyu's air game is really good. A strong balance of jump-ins and air-to-airs allows Saisyu to quickly choose the right normal for the job at hand, with air-to-air j.A and j.D being very strong contenders for space control and defence, and aggressive j.C and j.B for when your opponent wants to stay on the ground. Alongside this, his j.CD is really good, with a hitbox and speed that allows for him to not only use it early for a good air-to-air, but also use it to begin pressure on a grounded opponent. Learning to use Saisyu's air buttons effectively is key to navigating his awkward neutral.

To summarise, when playing neutral, you need to prioritise taking control of the air via using your powerful air-to-airs, and keep yourself from having to play on the ground. Obviously, it's inevitable that you'll have to play some grounded neutral no matter what, so make sure you still familiarise yourself with Saisyu's grounded options as well. Making sure you have a firm grasp of all of these points is key to making sure you can win neutral, and begin your offence.

Here's some short notes on neutral, to really hammer down the process:

  • Prioritise getting and maintaining an advantage in neutral
  • On the ground, use f.B and 2D sparingly to control space
  • Anti-air hops with DP, f.A and 5D
  • Anti-air jumps with DP, 2C and 5D
  • j.A for rising air-to-air
  • In the air, use j.A, j.D and j.CD to air-to-air
  • Jumping in at the opponent, use j.B, j.C and j.CD for air-to-ground

These points are useful to write down and keep by your screen, so you can quickly reference them while playing and learning.

Defence

When you're on the backfoot, Saisyu few options to interrupt his opponent's pressure. His DP is the most obvious one, being his best choice at a reversal to get the opponent off of him and attempt to return to neutral. As usual for KOF, guard cancel roll and blowback are also solid, but baitable options. One thing to note is that Saisyu's cl.C has only 2F startup, meaning that if you somehow manage to find yourself in it's range during your opponent's pressure, it has a good chance of interrupting certain setups. However, the main abare-type normal you'll find yourself using is 2A. 236236C is also a reversal, however, the speed is really, really bad, so you're going to get baited, and then punished.

Saisyu really doesn't want to be on the defence a lot. Make sure to remember this section here, and use all your options to their best abilities.

  • DP is your easiest way out of pressure
  • With meter, GCRoll and GCCD work well
  • Abare with 2A and cl.C on large gaps in pressure
  • Make sure to remember anti-airing for hop pressure
  • Don't use 236236C as a reversal, it's too slow

Saisyu has decent defensive options, and you must make the absolute most out of them to get out of pressure and gain your advantage back.

Offence

Saisyu's main strength is his offence. From the ground or the air, his close range options are what really bring him into his own when it comes to offence. Due to the sheer amount of tools that Saisyu has to give himself plus frames from short range, his pressure game is incredibly freeform, allowing you to loop into a guard crush, be patient and frametrap or go straight in with a mixup. To gain these plus frames, your main tools will be hop CD, 6B and 2A. 6B is +7 on block, so, despite it's startup, you should learn how to work it into your offence in order to reap it's rewards. You really need to keep the heat on with Saisyu, and his kit fits that role perfectly.

Mixups are one of the core parts of effective Saisyu play. His low confirms are strong and link into 236236A, his 6A overhead links into 236236A with Quick MAX and he has 63214K as a risky option to throw the opponent off, for a very solid high/low game. Strike/throw is also something to note here, with Saisyu's throws giving him solid knockdowns. For crossups, j.B and j.D both have hitboxes to allow them, and this will easily link into a full heavy starter. Learn your spacings, and learn how to hyperhop. There is no exaggeration that Saisyu's mixups, if done correctly, can make the opponent's head spin, so learn them, get used to them, and harness their power.

To summarise:

  • Hop CD, 6B and 2A for plus frames.
  • 6B is +7 on block
  • High/low with 6A, 63214K, hop B and 2B
  • Left/right with hyperhop j.B/j.D
  • Use running throws and empty jumps to catch people off-guard

Saisyu's pressure and mixups are phenomenal and freeform, and so you must learn how to use them effectively and creatively.

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro