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The King of Fighters 2002 UM/Kusanagi: Difference between revisions
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* cl. A/B/C/D are cancel-able | * cl. A/B/C/D are cancel-able | ||
* cl. A/B chains into all light attacks | * 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''' | '''Stand''' | ||
Line 25: | Line 28: | ||
* st. B has great reach, good poke and comes out fast | * st. B has great reach, good poke and comes out fast | ||
* st. C is cancel-able, has decent reach, moves forward little | * st. C is cancel-able, has decent reach, moves forward little | ||
* st. D comes out a little slow | * st. D comes out a little slow but has good reach, Kusanagi is airborne during this normal | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A is cancel-able, has short reach and comes out fast | *cr. A is cancel-able, has short reach and comes out very fast | ||
*cr. B chains into all light attacks, comes out | *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. C is cancel-able, anti-air, has short reach but high vertical hit box | ||
*cr. D can whiff cancel, sweep, has good reach | *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''' | '''Blowback Attack''' | ||
* | * Standing CD comes out slow, whiff cancel-able, can combo off a counter hit. | ||
* Jumping CD comes out a little slow, 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== | ==Throw== |
Revision as of 06:17, 16 January 2011
Basic Information
- Fighting Style: Kusanagi style of ancient martial arts + Personal style of Chinese boxing
- Birthday: Unknown
- Height: Unknown
- Weight: Unknown
- Origin: Unknown
- Hobby: Unknown
- impt things: Unknown
- Fav food: Unknown
- Dislikes: Unknown
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 twin hammer attack. It provides good hitstun to allow Kusanagi to follow up with a combo. Drop to Naraku performs a hard knockdown if connected air-to-air with the opponent and can cross up.
- Does above avarage amount of hitstun
- Does hard knockdown if it hits an airborne opponent
- Cross-up tool.
Thundering Axe Burst - f + B
- Kusanagi lifts his leg and perfoms 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. Note: Thundering Axe Burst is Kusanagi best Max mode starter.
- Hits high on second hit if not cancelled into
- Cancellable on second hit if cancelled into
Style 818 - df + D
Kusanagi slides his leg forward the kicks with his other. Style 818 is Kusanagi 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 cancelled/combo into all special moves and DM's.
- Can be cancelled on first hit
- Hits low
- Two hits
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 ersions have autoguard on start up making it a good wake up tool to escape from pressure.
- C version can be super cancelled
- Both version have autoguard
- Can be Free Cancelled into
- Can be Free Cancelled 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 alot 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 hitbox, can combo into, and can be wired from a launch( aerial CD counter hit or New Wave Smash).
- Can be Free Cancelled into
- D version does hard knockdown on third hit
Recitation of Sins - hcb + B/D
- Kusnanagi 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 cancelled into
- Can be free cancelled out of
- Can be super cancelled
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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