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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF2k2UM - Kusanagi
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Author Topic: KOF2k2UM - Kusanagi  (Read 727 times)
Kei
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KOF2k2UM - Kusanagi
« on: 24 of February of 2010, 02:44:21 pm »

Hes everything Kyo wants to be. Fast, good zoning, and hella annoying.

Hes changed from his 2k2 by alot. For one, no code needed and for two, he has new moves and properties dragged driectly from 2k3 (shivers in fear)

Fwd B doesn't hit twice nearly as well on the majority of the cast anymore making cl C-->fwd B 2 hit-->hcb K very situational because first hit won't fricken land. God I hate this new feature.

Fwd B got nerfed but his dwn fwd D can now be canceled without max (taken right out of 2k3). So hes a character with more options in a sense whatnot now that he has the option to lead into a qcf K from jabs. Even though he has to be very close for that to work, its considerably a good buff. But at the cost of fwd B....I dont like it lol.

His new qcf qcf B/D DM is crappy. Unless theres something I'm missing I'd say that DM is there to screw up your Max mode combos. Its very easy to accidentally input the DM rather than the qcf Dx2 kicks. The damage sucks and has no invincibility but rather limited auto guard. The last thrust might fool some noobs because the active frame lasts for 12 frames after the move is out but low priority meaning a far poke can beat it ez. How does the autoguard work? Not sure, I'm betting it has to do with high/low based on which version you are using.

Anyway.... discuss.
« Last Edit: 21 of March of 2010, 12:02:19 am by Don Vecta » Logged
Remxi
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Re: 2k2UM - Kusanagi
« Reply #1 on: 19 of March of 2010, 07:19:38 pm »

f+B still does massive guard damage, but only when not canceled into. 2.5 hits from f+B is enough to guard crush someone from full guard bar.

Can do a corner BC loop using dp+C [1 hit], rdp+B.
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PureYeti
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Re: KOF2k2UM - Kusanagi
« Reply #2 on: 21 of March of 2010, 06:26:32 pm »

Is the fwd B is good to use for anyone trying to jump in on you like in 2k2 unless I been hearing it wrong.
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Kei
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Re: KOF2k2UM - Kusanagi
« Reply #3 on: 22 of March of 2010, 12:46:58 pm »

The occational fwd B can shut down mid-distance jumps if you do it early but generally speaking, its not a relaible anti-air. It comes out too slow to shut down close jump offensives and the recovery is a bit too long making it risky to just throw it out in the air. Its best used to crush people's guard.
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Don Vecta
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Re: KOF2k2UM - Kusanagi
« Reply #4 on: 23 of March of 2010, 03:12:44 am »

Quote from: Kei on 22 of March of 2010, 12:46:58 pm
The occational fwd B can shut down mid-distance jumps if you do it early but generally speaking, its not a relaible anti-air. It comes out too slow to shut down close jump offensives and the recovery is a bit too long making it risky to just throw it out in the air. Its best used to crush people's guard.

So bottomline: it's not as good as Shingo's?
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Kei
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Re: KOF2k2UM - Kusanagi
« Reply #5 on: 23 of March of 2010, 12:08:10 pm »

Quote from: Don Vecta on 23 of March of 2010, 03:12:44 am
So bottomline: it's not as good as Shingo's?
Since it does hit overhead I would say its better than Shingo since it has more uses.
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Re: KOF2k2UM - Kusanagi
« Reply #6 on: 30 of March of 2010, 12:14:00 am »

Imo normal Kyo is the best Kyo in 02UM but Kusanagi is still pretty good.

Fwd B is best used as a mid ranged 'guard string' eg after the usual dwnBx3 farB pokes you can throw out a farB which can only be blocked or reversal dp'd since its not safe to roll through it unless you know its coming, and it will knock opp out of jumps.

Its also pretty good mixing it up with a far sweep during wakeup games.
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