The King of Fighters 2002 UM/Kusanagi

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Kusanagi.jpg

Normals

Close

  • cl. A/B/C/D are cancel-able
  • cl. A/B chains into all light attacks
  • cl.C is the combo stater of choice, links into all of his command normals
  • cl.D can also start combos but it's a bit slower making less useful in comparison to his cl.C


Stand

  • st. A is cancel-able, has short reach
  • st. B has great reach, good poke and comes out fast
  • st. C is cancel-able, has decent reach, moves forward little
  • st. D comes out a little slow but has good reach, Kusanagi is airborne during this normal


Crouch

  • cr. A is cancel-able, has short reach and comes out very fast
  • cr. B chains into all light attacks, comes out at a good speed to be used as a poking tool
  • cr. C is cancel-able, anti-air, has short reach but high vertical hit box
  • cr. D can whiff cancel, sweep, has good reach and it relatively safe


Jumping

  • j.A is an instant overhead
  • j.B is an okay jump-in attack, can cross-up but the hit-stun sucks
  • j.C has really poor reach making it easy for it to be punished, okay hit-stun if you ever land it
  • j.D is his best air normal bar none, it's an excellent air-to-air when done early during a hh, it also crosses-up when his other leg hits the opponent on the head, it's also a superb meaty jump-in and it's safe when you space it, nice air poke too if you hh backwards


Blowback Attack

  • Standing CD comes out slow, whiff cancel-able, can combo off a counter hit.
  • Jumping CD comes out a little slow but it's a great meaty attack when used during a hh, can combo off a counter hit

Throw

Anvil Slam - b/f + C

  • Grabs the opponent and performs a shoulder attack
  • Can be broken
  • Regular knockdown


Swift Shoulder Throw - b/f + D

  • Flips the opponent and then performs an elbow drop
  • Can be broken
  • Reverse knockdown

Command Moves

Drop to Naraku - d + C in air

  • Kusanagi put both of his hands together performing a twin hammer attack. It comes out really fast and provides a great amount of hit-stun to allow Kusanagi to follow up with a st/cr~command~finisher. Drop to Naraku is a hard knockdown if done to a airborne opponent, this move is also a cross up tool and will do so if you aim it so that Kusanagi's feet hits their head. This move is also very important in Kusanagi's runaway game, if done during a backdash it will make him backdash father and quicker, the earlier the better.
  • Does above average amount of hit-stun
  • Does hard knockdown if it hits an airborne opponent
  • Cross-up tool.


Thundering Axe Burst - f + B

  • Kusanagi lifts his leg and performs a high heel drop. Thundering Axe Burst is a very reliable command move. It has good reach, two hits, overhead (second hit), comes out fast, and takes a chunk out of the opponents guard meter. In addition it can combo into most of his special moves and both DM's.
  • Hits high on second hit if not canceled into
  • Cancel-able on second hit if canceled into

Max Mode Note:This is possibly Kusanagi's easiest Max mode starter, whether it's off of one hit (e.g. cl.C f+B (1), BC run~) or Max Bypassing (cl.C, f+B, hcb+BC~)


Style 818 - df + D Kusanagi slides his leg forward the kicks with his other. Style 818 is Kusanagi's main BnB tool when chaining his normals to his special/DM moves. The first strike of style 818 has poor reach but the second hit makes up for it. First hit can be canceled/combo into all special moves and DM's.

  • Can be canceled on first hit
  • Hits low
  • Two hits
  • Combo Advice:New Wave Smash (qcf+D,D) and Recitation of Sins (hcb+K) are his best combo enders when ever you land that first hit, mainly because they set the opponent up to eat a super cancel or dp juggle.

Special Moves

Dark Thrust - qcf + A/C

  • Kusanagi spikes a flame to the ground and it travels towards the opponent. Dark Thrust is a projectile and its versions determine the speed at which they travel. A version is slower and comes out faster and C version is faster but comes out slower. Unlike Kyo-1 Dark thrust Kusanagi's does not have OTG properties but is significantly faster. In addition characters like Lin cannot phase through this projectile.


Fire Ball - dp + A/C

  • Kusanagi jumps in the air in a 360 motion surrounded with flames. Fire Ball is a standard dp. A/C determines how high he rises but its C version has extra hits and is special cancel-able but very unsafe on whiff or block. However, both versions have auto-guard on start up making it a good wake up tool to escape from pressure.
  • C version can be super canceled on hit
  • Both version have auto-guard
  • Can be Free Canceled into
  • Can be Free Canceled out of on first hit


New Wave Smash - qcf + B,B or D,D

  • Kusanagi performs two twin rising kicks. New wave smash is one of Kusanagi's best tools. Although New Wave Smash does not do a lot of damage, it sets up the opponent to be wired, juggle, and caught in a reset while rushing down the opponent. B version is also a good anti-air and if connected Kusanagi gets a free special move, DM and SDM (You still have to pay the stocks).
  • Can be Free Cancelled into


Intensetaneous Smash - qcb + A/C

  • Does a punch upward, if an enemy attack connects before this move becomes active, a counter move is activated.


Spinning Kick - rdp + B/D

  • Kusanagi vaults in the air performing a spin kick(B ver) and is followed up by another then ending with a heel drop (D ver). spin kick is a good special move. B version of spinning kick is a great anti-air because of its hit-box, can combo into, and can be wired from a launch( aerial CD counter hit or New Wave Smash).
  • Can be Free Canceled into
  • D version does hard knockdown on third hit


Recitation of Sins - hcb + B/D

  • Kusanagi dashes towards the opponent and strikes with his elbow (like Kyo-2 or original Kyo) then picks up the opponent with his other arm and explodes. Recitation of sins is a very useful special move. It does very good damage, can be wired from a launch, and is super cancel-able.
  • Can be free canceled into
  • Can be free canceled out of
  • Can be super canceled

Desperation Moves

Serpent Wave - qcb hcb + A/C (Hold the button to delay)

  • Kusanagi creates a flame then throws it which expands into a wave of fire. Serpent wave is a reliable DM. It does good damage, can be used in most of his BnB, and has good range. Serpent Wave is best used in a bnb/Max combo or after a launch attack that leaves the opponent vulnerable(New Wave Smash)so it can be wired. Although you can hold down to delay its release the damage output does not change.


Style 1999 Misty Flame - qcf x 2 + K

  • Kusanagi performs a chain of attacks then ends with a explosive arm pump. Style 1999 Misty flame is a decent DM not very good or bad. Style 1999 has guard point on start up, can combo into, and does fair damage.

Super Desperation Moves

Serpent Wave - qcb hcb + AC

  • Kusanagi performs the same motion as his DM version but he is engulfed in flames and when he releases his flame it goes a father distance. Serpent Wave(SDM) has all the same properties as his DM version but is more effective. It has more damage, farther range, invulnerable to attacks(with the exception of projectiles), and is a great anti-air.

HSDM

Final Showdown Zero Style - qcf x 2 + AC

  • Kusanagi throws flames to the ground creating a pillar of flames then briefly passes through it while inflicting a barrage of attacks. Final Showdown Zero Style is a great punish tool because of its swift start up and damage.

Combos

cr.BA d/f+D (1 hit) hcb+K

cr.BA d/f+D (1 hit) 2xqcf+K

cl.C f+B hcb+D/rdp+D

cl.C f+B qcb,hcf+P

[jump attack] cl.C (d/f+D (1 hit)) hcb+K

cl.C (d/f+D (1 hit)) qcf+D,D hcb+D

cl.C (d/f+D (1 hit)) qcf+D,D qcb,hcf+P

cl.C (d/f+D (1 hit)) qcf+D,D rdp+B dp+C (corner only)

[jump attack] cl.C d/f+D (1 hit) BC run-in cl.C d/f+D (1 hit) hcb+K xx dp+C xx 2xqcf+K

Frame Specifics

Frame Advantage

Close Normals

cl. A - 4F (+1F)

cl. B - 6F (-2F)

cl. C - 4F (-5F)

cl. D - 5F (-7F)


Far Normals

st. A - 4F (+1F)

st. B - 6F (-6F)

st. C - 13F (-1F)

st. D - 15F (+1F)

CD - 20F( +2F)


Crouch Normals

cr. A - 4F (+1F)

cr. B - 4F (+1F)

cr. C - 7F (-8F)

cr. D - 12F (-4F)


Command Moves

Style 818 (df+D, 1st hit) - 3F (-25F)

Style 818 (df+D, 2nd hit) - 18F (-10F)

Thundering Axe Burst (f+B, 1st hit, canceled) - 12F / (2nd hit, canceled) 22F (-7F)

Thundering Axe Burst (f+B, 1st hit, canceled) - 12F / (2nd hit, canceled) 22F (-7F)

Drop to Naraku (d+C) in air - 10F (-7F)


Special Attacks

Dark Thrust (qcf+A) - 18F (-6F)

Dark Thrust (qcf+C) - 19F (-5F)

Fire Ball (dp+A) - 6F (-23F)

Fire Ball (dp+A) on guard - (-22F)

Fire Ball (dp+C) - 6F

Fire Ball (dp+C) on guard - 6F (-33F)

Recitation of Sins (hcb+B) - -12F (-22F)

Recitation of Sins (hcb+D) - -14F (-28F)

Spinning Kick (rdp+B) - -10F (-19F)

Spinning Kick (rdp+D) - 12F

New Wave Smash (qcf+D) - 18F

New Wave Smash (qcf+D,D) - (-5F~+2F)

Intensetaneous Smash - 19F (-11F)


DM's

Serpent Wave (qcb hcf+A) - 21F (-15F)

Serpent Wave (qcb hcf+C) - 19F (-19F)

Serpent Wave SDM (qcb hcf+AC) - 20F (+1F)

Style 1999 Misty Flame (qcfx2+K) - 16F (-14F)


HSDM

Final Showdown Zero Style (qcfx2+AC) - 10F

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