The King of Fighters 2002/Kusanagi

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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


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


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


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


0 Stock


  • (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.


  • (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


  • 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.


  • (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).


  • 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.


  • 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


  • 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.


  • 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

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