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Best Orochinagi archetype DM in the game. SDM deals even more damage and still more than qcfx2+AC. Best meterless damage but only soft knockdown. B version is a good meterless raw punish tool, more horizontal range than DP. Very nice go-to combo move that causes a hard knockdown and has decent damage. B version combos from cr.A, D only combos from heavy buttons. Good reversal and reliable anti air especially C version. Not great but serves its purpose if used with care. #The king of fighters 98 ultimate match combos plus#
Mostly exists to extend your offense with plus frames, can be interrupted since it's not a true block string. You can link into a variety of moves on hit. Plus on block, but combos from nothing. Combos from cl.C and true blockstring. Acts as heavy normal for the purpose of comboing. No overhead but cancelable when cancelled into. Swift Shoulder Throw: b/f+D (close) Command Moves Good for fishing counterhit combos just like regular CD. Often wins against other good moves and anti-airs thanks to good hitbox. Saisyu has good safe options to fish for counterhit combos with this. st.CD: Quite fast, enough range to hit after some light-button blockstrings. Can whiff on small crouchers and low-profile moves. Usually used for air zoning out of a hop. j.D: Most damaging jump button (except for j.CD). Use this on characters j.D might whiff on. j.C: Decent jump-in, but nothing special about it. Often beats weaker anti-airs and air normals, and can crossup without much hassle. Can be used in punish or combo situations when too far away for cl.C. Use this in confirms and blockstrings after cr.B and as a short poke. st.D: Can work as anti-air against hops, but dp+P is much more reliable. st.C: Cancelable, but slow and crappy range and whiffs on crouchers. st.A: Crappy range, can stop hops from close up but no other use for it really. cl.C: 2f start up, 2 hits, both cancelable. cl.B: Use cr.A instead for more reliable range and same combo potential. cl.A: Can stop hops, otherwise useless. qcfx2+P's A and MAX versions have faster startup. qcb+P's first hit now has a bigger hitbox and less recovery. hcb+K now has less recovery, second hit should be easier to connect if the first connects. dp+B's second hit now has a larger hitbox, so it shouldn't whiff if the first connects. qcfx2+C now has invincibility during the first active frame as well. qcfx2+P now has less startup both A and MAX versions have 5 frames less startup and can now connect from lights. qcb+A now has 2 frames less startup, you can follow up after the second hit now. hcb+B now has 2 frames less startup, now connects from heavies and f+A. cl.C's activation range has been reduced, it can still be linked from a cl.A or cr.A. Saisyu has to make up for this deficit with good positioning, so he can use his great jump-in normals to get in and start his pressure game. His weakness definitely lies in his mostly short-ranged normals, which often cannot compete with the opponents' in neutral. Alternatively, he can zone out the opponent with his ground-traveling fireball and a strong anti-air DP.
Saisyu has great offensive tools to stay close to the opponent and confirm into big metered damage or a meterless hard-knockdown.