-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters 2002/Kusanagi
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.