The King of Fighters 2002/Kusanagi

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< The King of Fighters 2002
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Movelist

Normal Throws

1. Hatsugane - b/f+C

  • Kusanagi grabs the opponent and tackles them away
  • opponent gets thrown to the corner of the screen

2. Issetsu Seoi Nage - b/f+D

  • Kusanagi grabs the opponent and slams them down behind him
  • hard knockdown, giving you enough time to set up a mixup before the opponent gets up
  • opponent will get up with their back turned


Command Normals

1. Geshiki: Naraku Otoshi - d+C(in air)

  • Kusanagi does an overhead smash with both hands
  • hard knockdown if it hits an airborne opponent
  • has a crossup hitbox, but not as big as kof98's hitbox
  • can be used during a backdash to make him backdash further
  • has a lot of stun on hit and can therefore hit really early during a jump and be comboed after


2. Geshiki: Goufu You - f+B

  • Kusanagi performs a forward axe kick that does two hits, coming out very quickly
  • cancellable on the second hit if cancelled into
  • overhead on the second hit if not cancelled into
  • does much more damage if not cancelled into than if it was
  • does a large amount of guardcrush (3 blocked f+B's will guardcrush the opponent)


3. 88 Shiki - df+D

  • a kneeling two kick attack, both kicks hitting low and dealing decent damage
  • comes out very fast and easy to combo into
  • not cancellable
  • the hitbox is not identical to Kyo's - KUsanagi's hits further horizontally than Kyo's, so that the second hit will rarely whiff


Special Moves

1. 108 Shiki: Yami Barai - qcf+P

  • projectile that travels along the ground
  • C version travels faster than the A version but has more recovery


2. 100 Shiki: Oniyaki - dp+P

  • Kusanagi does a vertical anti-air attack that comes out very fast
  • C version goes much higher than the A version - both are very punishable if blocked, especially C version
  • A version knocks down on the first hit, but the C version's first hit does not knock down - the second hit does not hit many crouching opponents, so it's risky to try to use it on a grounded opponent even though it has more invincibility than the A version
  • both dps have autoguard until Kusanagi leaves the ground
  • free cancellable into
  • free cancellable out of on the first hit


3. 101 Shiki: Oboroguruma - rdp+K

  • Kusanagi flies diagonally upwards with a few kicks
  • B version does one kick and the opponent is put into a jugglable state afterwards
  • D version comes out slower and does 3 kicks
  • third kick of the D version is a hard knockdown
  • free cancellable into
  • if blocked, both versions are very punishable, especially the D version


4. 75 Shiki Kai - qcf+KK

  • Kusanagi jumps into the air with a kick. If K is pressed again, he will do a second kick
  • the second kick can be delayed such that you get a frame advantage on block. The opponent can crouch block the second hit unless Kusanagi delays it
  • if the opponent stand blocks this move, it doesn't push Kusanagi back, allowing him to have a frame advantage and do a close C. If they are crouching, Kusanagi gets pushed back, out of close C range
  • qcf+DD allows you to juggle with anything after, but only very few things juggle if qcf+BB is used
  • free cancellable into


5. 212 Shiki: Kototsuki You - hcb+K

  • Kusanagi runs forward - if he gets into range, he will attempt a blockable attack(very low damage) followed by a grab(decent damage)
  • after a juggle (from qcf+DD), if the move isn't timed right, it is possible for the first hit to connect and the followup grab to miss
  • the move has a lot of recovery frames, but the opponent must run forward to punish. Some characters might have trouble punishing this move well
  • even if opponent was initially with their back turned when this move hits, they will be facing the forward if the grab part connects - therefore, ending combos with this move isn't advisable if their back is turned


6. 910 Shiki: Nue Tsumi - qcb+P

  • Kusanagi begins punching upwards. If he is hit before this punch actually occurs, he will execute a counter, either Ryuu Iri or Tora Fuse, mentioned below
  • if the counter does not activate, the punch he does can still hit the opponent. This punch is very difficult to punish on block
  • the counters activate against any normal attack that isn't a jump attack. The punch itself has some invincibility
  • free cancellable out of


6a. Geshiki: Ryuu Iri - as a high counter

  • Kusanagi does an elbow attack that knocks the opponent over but doesn't do a hard knockdown


6b. Geshiki: Tora Fuse - as a low counter

  • Kusanagi does an overhead punch pounding the opponent to the floor
  • hard knockdown


DMs

1. Ura 108 Shiki: Orochi Nagi - qcb hcf+P (can be held)


SDMs

1. Ura 108 Shiki: Orochi Nagi - qcb hcf+P (can be held)

  • Kusanagi's body becomes surrounded by fire and the flames will remain surrounding Kyo while he is holding P
  • flames surrounding Kusanagi absorb projectiles
  • the flames that are thrown, can do three hits. It is possible to juggle the opponent if only first and second hits connect
  • good recovery if the thrown flames are blocked


HSDM

1. Saishuu Kessen Ougi Reishiki - qcfx2+AC

  • Kusanagi creates a huge pillar of flame in front of him, then does a combo on the opponent ending in an anti-air uppercut
  • does more damage than any other move in the game aside from Daimon's HSDM
  • if blocked, the move is very punishable but does good chip damage if opponent has no stock and is close to dying
  • comes out very fast, easy to combo from weak attacks

Combos

0 Stock

Anywhere

  • (Jump D/B) cr.B, cr.A, df+D

Decent damage.

  • (Jump D), cl.C, hcb+K/qcf+P

Your most basic combo. HCB is done for damage and QCF is done for safety.

  • (crossup Jump d+C) cl.C, f+B(2), hcb+K/qcf+P

A punish combo as well as a crossup one, as f+B will not connect if done from a frontal jump in.


Corner

  • (Jump D) cl.C, qcf+D,K, rdp+B, dp+C

Corner combo, easier to perform if you delay the second kick of QCF+K,K.


1 Stock

Anywhere

  • cl.C, qcf+D>K, qcb,hcf+C

Extremely easy metered combo that will take close to 50%. Alternatively...

  • cl.C, f+B(2), qcb,hcf+C

Deals more damage as is, but preferred after a cross up for being a bit more lenient with the range.


Corner

  • (jump D) cl.C, qcf+D,K, qcb,hcf+P

The extra damage you get compared to the meterless one is not worth it unless it ABSOLUTELY kills.


2 Stocks

  • All these combos can also be started with f+B(2).


Anywhere

  • cl.C, df+D(1), BC run, cl.C, hcb+D(1) xx qcf+D>K, qcb,hcf+C

Midscreen Max mode activation combo, pretty good damage, although hcb+D xx qcf+D>K can be very inconsistent.

  • cl.C, df+D(2), hcb+BC(1) xx qcf+D>K, qcb,hcf+C

Easier combo that sacrifices a very small percentage of damage and will not work after a jump in.


Corner

  • cl.C, df+D(1), BC, cl.C, hcb+D(1) xx dp+C(1) xx qcf+D>K, qcb,hcf+C

Hard Max mode activation combo.

  • cl.C, df+D(2), hcb+BC(1) xx dp+C(1) xx qcf+D>K, qcb,hcf+C

Easy Max mode activation combo.


3 Stocks

Anywhere

  • cl.C, df+D(1), BC run, cl.C, hcb+D(1) xx qcf+D>K, qcb,hcf+AC

Hard Max mode activation combo. Hold AC and time it right to land all 3 hits.

  • cl.C, df+D(2), hcb+BC(1) xx qcf+D>K, qcb,hcf+AC

Easy Max mode activation combo.


Corner

  • cl.C, df+D(1), BC, cl.C, hcb+D(1) xx dp+C(1) xx qcf+D>K, qcb,hcf+AC

Hard Max mode activation combo.

  • cl.C, df+D(2), hcb+BC(1) xx dp+C(1) xx qcf+D>K, qcb,hcf+AC

Easy Max mode activation combo.

  • Jump C, cr.B, st. A, df+D(2), BC, jump d+C, cl.C, qcfx2+AC

100% combo with HDSM.

The King of Fighters 2002
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillGoro DaimonIori YagamiJoe HigashiK'K9999Kim KaphwanKula DiamondKusanagiKyo KusanagiLeona HeidernMai ShiranuiMatureMaximaMay LeeOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki