The King of Fighters 2002/Kusanagi: Difference between revisions

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== Movelist ==
'''Command Normals:'''<br>
1. Geshiki: Naraku Otoshi - d+C(air)<br>
- Kusanagi does an overhead smash with both hands, that has good priority<br>
- can crossup fairly well, and stuns longer than other jump attacks<br>
- overhead<br>
- hard knockdown if it hits an opponent in the air
2. Geshiki: Goufu You - f+B<br>
- does a two hit kick forward, the first hit coming out very fast unlike Kyo's version of the same move<br>
- does a lot of damage and insane amount of guard damage if it is not cancelled into<br>
- cancellable on the second hit if cancelled into<br>
- overhead on the second hit
3. 88 Shiki - df+D<br>
- a two hit low attack that comes out very fast<br>
- low attack on both hits. Hits low even if cancelled into<br>
- free cancellable out of on both hits
'''Special Moves:'''<br>
1. 108 Shiki: Yami Barai - qcf+P<br>
- Kusanagi throws a ground projectile. qcf+C travels faster than qcf+A
2. 100 Shiki: Oniyaki - dp+P<br>
- Kusanagi does a rising uppercut with flames surrounding him. dp+C goes higher but has more recovery time than dp+A<br>
- dp+C does not knock the opponent down on the first hit if he is on the ground, thus it is not recommended to be used unless opponent is in the air<br>
- has autoguard from the moment this move is entered, until he jumps into the air. dp+C is the ideal anti-air against jump attacks<br>
- free cancellable into<br>
- free cancellable out of on the first hit
3. 101 Shiki: Oboroguruma - rdp+K<br>
- Kusanagi jumps diagonally into the air, kicking. rdp+B does one kick, while rdp+D does 3 kicks, flying diagonally across the screen<br>
- rdp+D is a hard knockdown on the third hit<br>
- free cancellable into
4. 75 Shiki Kai - qcf+K K<br>
- Kusanagi jumps into the air with a kick. If K is pressed again, he will do a second kick<br>
- the second kick can be delayed such that you get a frame advantage on block<br>
- qcf+D allows you to juggle with anything after, but only very few things juggle if qcf+B is used<br>
- free cancellable into<br>
- evades low attacks
5. 212 Shiki: Kototsuki You - hcb+K<br>
- Kusanagi dashes forward quickly. If he connects, he grabs them and blows them up. If it's blocked, he still does the grab animation and can be punished if the opponent runs up to combo<br>
- if he whiffs, he stops running, having pretty much no recovery<br>
- hcb+D goes full screen while hcb+B goes half screen<br>
- free cancellable out of on both hits if blocked, and on the first hit if it connects
6. 910 Shiki: Nue Tsumi - qcb+P<br>
- 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<br>
- if the counter does not activate, the punch he does can still hit the opponent. This punch is very difficult to punish<br>
- the counters activate against any normal attack that isn't a jump attack. The punch itself is invincible to many attacks, including jump attacks
6a. Geshiki: Ryuu Iri - as a high counter<br>
- 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<br>
- Kusanagi does an overhead punch pounding the opponent to the floor<br>
- hard knockdown
'''DMs:'''<br>
1. Ura 108 Shiki: Orochi Nagi - qcb hcf+P (can be held)<br>
- Kusanagi holds a flame in his hand and releases it. This move can be delayed by holding the attack button used<br>
- qcb hcf+C comes out faster than qcb hcf+A<br>
- qcb hcf+A is invincible to low attacks, while qcb hcf+C is invincible to jump attacks, as well as high and mid-level attacks
'''SDMs:'''<br>
1. Ura 108 Shiki: Orochi Nagi - qcb hcf+P (can be held)<br>
- Kusanagi's body becomes surrounded by fire. The flames can hurt and knock the opponent. The flames surround on Kusanagi while he is holding P<br>
- the flames when thrown, can do three hits. It is possible to juggle the opponent if only first and second hits connect
'''HSDM:'''<br>
Saishuu Kessen Ougi Reishiki - qcfx2+AC<br>
- Kusanagi creates a huge pillar of flame in front of him, then does a combo on the opponent ending in an anti-air uppercut<br>
- if blocked, this is very punishable. However, it does more damage than any other move in the game, about 70% of a full health bar<br>
- difficult to combo into, combos well from weak attacks but they require you to use shortcuts to actually get the move to come out (otherwise you get dp+P)
'''Notes:'''<br>
-cancellable normals are close A, far A, crouch A, close B, close C, far C, crouch C, close D, crouch D<br>
-CD is cancellable into specials and DMs<br>
-close B is a low attack<br>
-close C, f+B does not combo against Leona, Ralf, Clark, Benimaru, Robert, Kensou<br>
-far D can evade low attacks
== Combos ==
'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Crouch B, Crouch A, df+D - 15-20%<br>
1. Crouch B, Crouch A, df+D - 15-20%<br>
2. C, qcf+D D, hcb+K - 35%<br>
2. Close C, qcf+D D, hcb+D/qcb hcf+P - 35%/45%<br>
3. C, f+B, rdp+D/hcb+K - 40%<br>
3. Close C, f+B, rdp+D/hcb+D - 40%<br>
4. C, f+B, qcb hcf+C - 45%<br>
4. Close C, f+B, qcb hcf+C - 45%
5. C, qcf+D D, qcb hfc+P - 45%


'''Corner:'''<br>
'''Corner:'''<br>
1. C, qcf+D D, rdp+B, dp+C - 35-40%<br>
1. Close C, qcf+D D, rdp+B, dp+C - 35-40%<br>
2. C, qcf+D D, qcf+B B, dp+C - 30%<br>
2. Close C, qcf+D D, qcf+B B, dp+C - 30%<br>
3. qcf+A, hcb+D - 25-30% (not practical)
3. qcf+A, hcb+D - 25-30%


'''Max Mode Activation:'''<br>
'''Maxmode:'''<br>
1. C, f+B(1), BC, run C, f+B, hcb+K(1), (C)dp+C(1), (C)qcf+D D, qcb  
1. Close C, f+B(1), BC, run Close C, f+B, hcb+K(1), (C)dp+C(1), (C)qcf+D D, (hcb+K, (C)rdp+D)/qcb hcf+P/(qcb hcf+AC(2), dp+C) - 53%/70%/90%
hcf+P/(qcb hcf+AC(2), dp+C) - 70%/90%


'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
1. C, f+B, qcf+C<br>
1. Close C, f+B, qcf+P/qcf+KK<br>
2. Crouch BB, Crouch D, qcf+C<br>
2. Crouch BB, Crouch D, qcf+C<br>
3. C, qcf+DD(delayed second D), Crouch B, Crouch D, qcf+C (Corner)
3. Close C, qcf+DD(delayed second D), repeat<br>
4. Close C, qcf+DD(delayed second D), Crouch B, Crouch D, qcf+C (Corner)<br>
5. Jump d+C, f+B


'''Move Properties:'''<br>
-cancellable normals are close A, far A, crouch A, close B, close C, far C, crouch C, close D, crouch D<br>
-CD is cancellable into specials and DMs<br>
-f+B is an overhead on the second hit<br>
-dp+P has autoguard<br>
-close B is a low attack<br>
-C, f+B does not combo against Leona, Ralf, Clark, Benimaru, Robert, Kensou and possibly some others<br>
-qcb+P counter reverses standing and crouching attacks, has invincibility during most air attacks<br>
-far D can evade low attacks


'''Strategies:'''<br>
== Strategies ==

Revision as of 07:00, 17 August 2006

Movelist

Command Normals:
1. Geshiki: Naraku Otoshi - d+C(air)
- Kusanagi does an overhead smash with both hands, that has good priority
- can crossup fairly well, and stuns longer than other jump attacks
- overhead
- hard knockdown if it hits an opponent in the air

2. Geshiki: Goufu You - f+B
- does a two hit kick forward, the first hit coming out very fast unlike Kyo's version of the same move
- does a lot of damage and insane amount of guard damage if it is not cancelled into
- cancellable on the second hit if cancelled into
- overhead on the second hit

3. 88 Shiki - df+D
- a two hit low attack that comes out very fast
- low attack on both hits. Hits low even if cancelled into
- free cancellable out of on both hits

Special Moves:
1. 108 Shiki: Yami Barai - qcf+P
- Kusanagi throws a ground projectile. qcf+C travels faster than qcf+A

2. 100 Shiki: Oniyaki - dp+P
- Kusanagi does a rising uppercut with flames surrounding him. dp+C goes higher but has more recovery time than dp+A
- dp+C does not knock the opponent down on the first hit if he is on the ground, thus it is not recommended to be used unless opponent is in the air
- has autoguard from the moment this move is entered, until he jumps into the air. dp+C is the ideal anti-air against jump attacks
- free cancellable into
- free cancellable out of on the first hit

3. 101 Shiki: Oboroguruma - rdp+K
- Kusanagi jumps diagonally into the air, kicking. rdp+B does one kick, while rdp+D does 3 kicks, flying diagonally across the screen
- rdp+D is a hard knockdown on the third hit
- free cancellable into

4. 75 Shiki Kai - qcf+K K
- 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
- qcf+D allows you to juggle with anything after, but only very few things juggle if qcf+B is used
- free cancellable into
- evades low attacks

5. 212 Shiki: Kototsuki You - hcb+K
- Kusanagi dashes forward quickly. If he connects, he grabs them and blows them up. If it's blocked, he still does the grab animation and can be punished if the opponent runs up to combo
- if he whiffs, he stops running, having pretty much no recovery
- hcb+D goes full screen while hcb+B goes half screen
- free cancellable out of on both hits if blocked, and on the first hit if it connects

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
- the counters activate against any normal attack that isn't a jump attack. The punch itself is invincible to many attacks, including jump attacks

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)
- Kusanagi holds a flame in his hand and releases it. This move can be delayed by holding the attack button used
- qcb hcf+C comes out faster than qcb hcf+A
- qcb hcf+A is invincible to low attacks, while qcb hcf+C is invincible to jump attacks, as well as high and mid-level attacks

SDMs:
1. Ura 108 Shiki: Orochi Nagi - qcb hcf+P (can be held)
- Kusanagi's body becomes surrounded by fire. The flames can hurt and knock the opponent. The flames surround on Kusanagi while he is holding P
- the flames when thrown, can do three hits. It is possible to juggle the opponent if only first and second hits connect

HSDM:
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
- if blocked, this is very punishable. However, it does more damage than any other move in the game, about 70% of a full health bar
- difficult to combo into, combos well from weak attacks but they require you to use shortcuts to actually get the move to come out (otherwise you get dp+P)

Notes:
-cancellable normals are close A, far A, crouch A, close B, close C, far C, crouch C, close D, crouch D
-CD is cancellable into specials and DMs
-close B is a low attack
-close C, f+B does not combo against Leona, Ralf, Clark, Benimaru, Robert, Kensou
-far D can evade low attacks


Combos

Anywhere:
1. Crouch B, Crouch A, df+D - 15-20%
2. Close C, qcf+D D, hcb+D/qcb hcf+P - 35%/45%
3. Close C, f+B, rdp+D/hcb+D - 40%
4. Close C, f+B, qcb hcf+C - 45%

Corner:
1. Close C, qcf+D D, rdp+B, dp+C - 35-40%
2. Close C, qcf+D D, qcf+B B, dp+C - 30%
3. qcf+A, hcb+D - 25-30%

Maxmode:
1. Close C, f+B(1), BC, run Close C, f+B, hcb+K(1), (C)dp+C(1), (C)qcf+D D, (hcb+K, (C)rdp+D)/qcb hcf+P/(qcb hcf+AC(2), dp+C) - 53%/70%/90%

Attack Strings:
1. Close C, f+B, qcf+P/qcf+KK
2. Crouch BB, Crouch D, qcf+C
3. Close C, qcf+DD(delayed second D), repeat
4. Close C, qcf+DD(delayed second D), Crouch B, Crouch D, qcf+C (Corner)
5. Jump d+C, f+B


Strategies