2k2 Kusanagi

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2k2 Kusanagi

Post by Iie-Kyo » Mon Jan 07, 2008 08:53

I felt like wasting some time bantering, since I play this game to death on the PS2 and emul8tor, and he's become my flagship character for 2k2.

Normals:

Close Standing A - Random poke. Hits above the head and has mediocre priority. Use occasionally if you want to keep someone grounded (good for stopping hop fags).

Close Standing B - Low kick to the shins. Be VERY careful about using this in front of an opponent's face. It has low priority and is easily beaten out by grabs and many moves.

Close Standing C - Part of Kusanagi's B&B combos. Quick hit to the gut. Comes out fast, and works reliably off of many hopped or jumped normals. Use this for EVERYTHING when you see free openings. Use to stuff moves. Use to stuff normals. This is your B&B, learn it, love it.

Close Standing D - Hard kick to the stomach. Use this if you see a WIDE opening and want to do more damage than the C. This is also good for stopping bad jumps, as it hits slightly higher than the midsection. Be careful however, this is laggier than the Standing C, so people who know how to dodge this can capitalize on you being from the attack.

Stand CD - Kyo does a shoulder ram. Has a bit of a startup, but can be used for pressure and can be empty cancelled to mess up the rhythm of your special moves. Use this when someone is getting up from a knockdown. Causes good guard meter crush too. Don't spam this, as its lag is roll fodder.

Far A - A jab. Slightly farther range than the close one. Same purpose as the close one - use for quick pokes, to keep people guessing and crouching, and to stop hoppers. Empty cancels into his f + B from this can fuck people up.

Far B - Quick horizontal kick to the midsection. You will abuse this, as it's fast, has great range and another great grounding option. Great for harassing people from Kusanagi's maximum effective range, the end of that foot. Be careful of smart players who will use high priority/invincible moves to stuff your far B. But if you're up against characters such as Clark, abuse this like a bitch. If you can bait rolls off of this you can easily hit them while they're recovering from a roll with one of Kusanagi's B&Bs.

Far C - Far standing backhand to the face. Use this as a fakeout. Empty Far C's into special moves and command attacks are ideal. This will also sometimes come out if you flub a combo and get out of range of the standing C. Again, don't spam this too much, it's incredibly laggy and good rollers can roll past this and hit you from behind while you're trying to fake them out. However, this far C alone is what makes Kusanagi easier to play than regular Kyo, since you can technically fuck up the timing and still get free shots in.

Far D - Kusanagi hops off of one foot and uses the other to kind of do a weird roundhouse kick to the abdomen. Use this if you think someone is going to roll past your stuff, as it is perfectly animated to hit them as they come out of the roll. This is also useful against crouch fags such as Leona and Chris, and it has temporary immunity to low attacks (since Kusanagi hops off the ground). You can also use this as a far heavy poke after a knockdown, and as always you can mix this up with your light attacks to harass them. As always, be careful of rollers who can predict these, as this is not empty cancellable and will leave you wide open if you whiff this.

Crouching A - Part of Kusanagi's B&B. Use as part of your rushdown game with Kusanagi. This links into his f + B (though smart players CAN roll through it) so you can use this as a starter for pressure strings.

Crouching B - Standard low attack. Hits very fast. Use after something that forces them to block, such as a meaty jump in or a blocked fireball. This will be part of your high-low mixup game, so learn to use it. Unlike normal Kyo, however, this CANNOT be linked into his close standing C, unless you meaty the crouching B upon an opponent waking up - which of course means you will eat a fat grab if you're stupid about it. This is also the start of his B&Bs.

Crouching C - Very VERY high uppercut. Use as a clutch anti-air. Priority isn't as great as his Oniyaki, but it does have less risk. You can also use this as a high priority ground attack to stuff any of your opponent's attempts at poking you. You must hit with the initial swing of his fist to get the priority you need. Most of the time this will come out if you flub a close standing C, but it does have its uses. It's laggy as fuck though, so use wisely.

Crouching D - Standard sweep. Kusanagi gets on one foot and uses the other to trip the opponent up. Good to keep your opponent on his toes (no pun intended). You can cancel this into his command attacks or his normals, so you can use this as a fun juking option with, say, his fireballs from maximum range so that you can vary your shotokan fireball throwing rhythm. This is also incredibly laggy, so again use sparingly.

Jump A - Flying elbow. Do not use unless you use it incredibly early to win air battles.

Jump B - This has two uses: 1) As a meaty jump in (following a knockdown). Has very good priority and hits crouchers. Can only be stopped by invincible moves and high priority supers/DMs. 2) To beat people in the air. Use this extremely early to stop people from jumping. You will need to get above the guy, so this is a better option for hoppers.

Jump C - Use this if you see an opening and want to tack on extra damage. This also works incredibly well if used early against Chang users that spam hop CDs. The 45 degree angle down, however, shows that its meant for offensive uses, and should be used as such. Once you got your opponent blocking you won't have to worry about jumping in with B's, and can use Cs to guard crush and build up pressure.

Jump D - I've had negative experiences with this normal. Kusanagi basically does the last hit of his Twilight wheel, which is an axe kick that lands on your head. The hit is NOT instant, so will lose in air to air wars where the opponent attacks early. Its most effective range is at the very tip of his foot. Do not use this as a direct jump in unless you are ABSOLUTELY SURE you got a free hit. It loses against ground attacks, especially crouch ground attacks. It DOES make good air to air if you jump backwards early with it, sort of like a reverse version of Takuma's jump CD. Don't use this too often, but use it enough to mix up your air game so as to keep the opponent guessing.

Jump CD - Kusanagi basically does an air version of his ground C. Good for building pressure and does okay in air to air battles. Don't spam this, as crouch turtling fags will be able to stuff you as you land from your attack.

Vertical Jump A - Same as his jump A. Do not use.

Vertical Jump B - Instead of extending his knee down, he extends it outwards, which widens the hitbox but makes it slightly more suceptible to crouchers. Use this when you need to win a clutch air to air battle, as it's pretty fast. You can also use this when an opponent is cornered and knocked down for an alternate jump in. For some reason the vertical jump B works better than regular Kyo's jump B, not sure why.

Vertical Jump C - It's his regular jump C. Use it as you normally would.

Vertical Jump D - Kusanagi does a hard roundhouse kick that is angled 50 degrees downwards. This move has ULTIMATELY priority against crouchers, and can be used to stuff jumpers if you use the tip of it. Use it early to stop hopfags, and use it late to get good meaty jump ins on those who are knocked down. Highly recommended for use.

Command Attacks:

air dwn + C - Naraku Otoshi - Hell Drop - Kusanagi does a two fisted chop downwards. Lost much of its priority compared to the 98 incarnation, but is MUCH better than regular Kyo's dwn + C. Use for pressure and as a clutch knockdown after a random juggle or Counter hit. Still good for air to air battles if used early.

f + B - Goufu You - Positive Roaring Axe (Axe Kick pretty much) - This is Kyo's old '98 f + B, back when it was actually useful. It's a two-hitter, and hits very meaty. First hit hits mid, and the second hit is an overhead. Use this from its maximum range when you have scored a knockdown for a free overhead hit. This also combos EXTREMELY well off a point blank crouch C or D, or after a crossover jump dwn + C or jump B. Unlike Kyo's crappy f + B, this one typically hits for two hits after its cancelled from a close C or D, and can easily followup into his hcb + B, for a B&B that hurts even more.

df + D - 88 Shiki - Style #88 - Kusanagi does a low two hit sweep. Finisher for his B&B off either a crouch B -> crouch A or a standing C or D. You can play high-low mixup games with his f + B to keep the opponent guessing, but be careful that both this move and the df + D is REALLY laggy. It hits more reliably and "harder" than Kyo's df + D, but as a compromise, has some lag, and therefore is harder to resume the pressure game after a connected one.

Moves:
rdp + K - Oboroguruma - Twilight Wheel - Kusanagi kicks upwards in a 40 degree angle. B version does 1 hit, D version does 3 and ends with a knockdown (if you can get the third hit to hit)

qcf + P - Yami Barai - Standard Kusanagi/Yagami fireball. Travels straight on the ground. Recovery for both is the same. A version travels slower than the C version. Use for free tick damage after a knockdown and to play zone games from afar.

qcf + K, K - 75 Shiki Kai - Style # 75 - Kyo's infamous two-hit launcher kick. B version is shorter, but recovers faster, however juggle point is VERY high, so very few moves can followup from it. D version is somewhat laggier (but can be "spaced out" to make it safe) and misses short crouchers, but is a setup for most of his special moves.

qcb + P - Nue Tsumi - Clipping Chimera - Kusanagi does a weird punch upwards with one fist. If done normally, it's just a regular hit (a really shitty hit btw, low priority), however if you time this move at the same time as an opponent does a normal or command attack, it will result in a reversal. Depending on the move and the timing, it will either knock them back, or knock them down. Knockdown = good. Use when you run into poke-friendly bitches, such as Athena, Billy, or Choi.

dp + P - Oniyaki - Demon Scorcher - '98 Kyo's old Shoryuken. BOTH A and C versions have autoguard, but at different points. A version is faster - you will most likely use this to hit early jumps, and therefore result in hitting with the FIER portion of the move. The C version stuffs deep jump-ins. It has high priority (think regular Kyo's C Oniyaki) and has HOLY SHIT TONS OF AUTOGUARD. The autoguard point is early on in the move, which makes it great for using as a reversal to say, a multi-hit move. Use and abuse.

hcb + K - Kototsuki You - Moon Koto Positive - Part of Kusanagi's B&B. Immune to low attacks and results in easy damage if you see a free opening or can hit confirm from a jump in. Highly reliable to combo off of. Again, use and abuse.

Supers/DMs

qcb, hcf + P - Orochinagi - Serpent Wave - The whole reason why ON is here, and why Kyo/Kusanagi is my avatar. Giant ball of flame. Use to counter predicted jump ins, and most importantly, to combo off his 75 Shiki Kai. Has slight lag at the end, so be careful about doing this at point blank range.

SDM

qcb, hcf + PP - SDM Orochinagi - HEY, let's just give him an SDM where the Orochinagi gets even more uber! Throws three flames, which is VERY hard to roll if you decide to hold it. Also his body lights on fire, and those who try to hit him during this time will get burned. You can use this as a wakeup against weaker attacks too. You will usually connect with this after a MAX-cancel combo that ends with the 75 Shiki Kai juggle setup.

HSDM/MAX2/REALLY REALLY SUPER DESPERATION MOVE

qcf x 2 + PP - Final Showdown/Mu Shiki - The other reason why Kyo > all of you. This is his old 98 SDM version, and it works EXACTLY like it. Just like his '98 incarnation, can be comboed off a crouch B, crouch A. If you have fast aZn wrists, you can combo this after a MAX cancel combo, such as std C, f + B (1 hit), BC cancel, etc. Not completely invincible, but if you're anywhere near the corner and you see a jump, if you get this off you will juggle for most of the super. This also will stuff most normals and non-meaty attacks, so it can be used as a wakeup. One of the MAX2s out there that's ACTUALLY OF SOME USE. Of course, if you whiff with this, expect a PHAT combo coming your way, so use your brain.

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Post by Iie-Kyo » Mon Jan 07, 2008 09:21

I wanted to split this up in case gamespy decided to be a bitch to me and kill my post.

B&B's for Kusanagi:
1) jump B/C/D, std C/D, hcb + K
* B&B if you can hit confirm off the jump attack. Good damage, fairly quick.

2) crouch B, crouch A, df + D
* Need to do quick damage? Here's your option.

3) std C/D, df + D
* For when you see an opening but are too scared to do anything else.

4) (opponent cornered), jump B/C/D, std C/D, qcf + D, D, then Orochinagi, or rdp + D or hcb + D
* Be careful if you try to combo the hcb + D, it whiffs very easily in the corner and requires precise timing. You may want to use the RDP + D if you don't have a DM stock so you can get a knockdown.

6) (outside corner), std C/D, qcf + D D, run forward for 2 steps, rdp + D
* This combo makes you look like a pro. Make absolutely sure you hit with the second hit of the 75 Shiki Kai as LATE as possible. After you confirm the hit, run for a couple steps, then immediately input the rdp + D. If you do it correctly, all three hits will hit, resulting in a free knockdown and more pressure games for Kusanagi

7) crossover jump B or dwn + C, std C/D, qcf + D, D, then Orochinagi, or run 2 steps, rdp + D, or hcb + D
* Pretty much the same as #4, but you do it outside the corner. Crossover B/dwn + Cs require practice and skill, there's nothing more to it.

8) std C, f + B, hcb + D or DM or rdp + K (if opponent is cornered)
* Use this if you see a free opening and you want to tack on a bit of extra damage. The f + B does not work with all characters, so you may want to practice this combo in practice mode to see who is immune to this combo.

9) crossover jump B or dwn + C, std C/D, f + B, hcb + D, or DM, or rdp + K
* Same as #9, but requires more skill.

*** These will be your main 9 combos that you will be using as Kusanagi, the rest of these are useless shit you probably don't want to use unless you want to be an ass.

1) (opponent waking up), crouch B, std C, hcb + K or DM
* Very much like old Kyo's link combo, but you need the opponent getting up for it to be of any use.

2) (opponent cornered), std C/D, qcf + D, D, rdp + B, dp + C
* This combo does the same damage as just ending it with a rdp + D, but its a good way of taunting your opponent if they pissed you off with their cheapass Billy or Athena. This combo does not give you a free knockdown, so you may want to reconsider in a tourney match.

3) close std B, crouch A, df + D
* Seeing how worthless the close std B is, don't use this.

4) close std C/D, qcb + A
* This does shit damage.

*** I'm wasting my breath here posting useless combos, so lets get to our MAX2/HSDM combos.

1) std C/D, (OPTIONAL) f + B (1 hit) or df + D (1 hit), MAX cancel, run, std C/D, f + B (2 hits), hcb + D, dp + C (1 hit), qcf + D, D, then either, DM Orochinagi, SDM Orochinagi, or hcb + D (1 hit) --> rdp + D
* This is Kusanagi's only "real" MAX2 combo. This is also how you pull an SDM Orochinagi out of your ass when you see a free hit. You can also start the combo off a crouch A, df + D (1 hit) if you need something a bit faster. Parts of this combo can be skipped if you're unsure about the length and/or distance of the hits. i.e. std C, BC cancel, run, std C, hcb + D, dp + C, qcf + D, D.

You may have to skip the dp + C on smaller/shorter characters such as Athena and Choi. Be VERY careful about ending it with a hcb + D (1 hit) --> rdp + D. It looks incredibly flashy but is also a great way to give your opponent a free phat combo.

2) dwn B, dwn A, MAX2 Mu Shiki
* Classic, classic combo, and another reason why I play Kusanagi.

3) std C/D (OPTIONAL) f + B (1 hit) or df + D (1 hit) MAX cancel, run, crouch b, crouch A, MAX2 Mu Shiki
* This requires precise skill and fapping to do. I know this works, but I've yet to do it myself. If you can master this then I bow before you as a Kusanagi god. This combo does ridiculous amounts of damage for only two stock.

That's about it. He's not as combo friendly as Kyo 2k2, but he doesn't really need more than what he has, you'll see why in the strategies section.

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Post by Iie-Kyo » Mon Jan 07, 2008 21:52

Strategy:

Kusanagi is a very sporadic character. He's a hybrid between a shotokan and Kyo's normal style, and as such should be played that way. He can play zoning games because of his fireball, which gives him the long range that regular Kyo does not have. He has an easy answer to jump attacks, but also can mix it up from close range because essentially, he has Kyo's priority and speed.

I will discuss your options from three ranges: Long, Mid (~1 1/2 character widths away from the opponent), and Close.

--- Long
There's a few things Kusanagi can do from this range to harass the opponent. Obviously your best bet is the fireball, preferably the A version. You want to throw this out to see what your opponent's normal reaction to a fireball is. Smart opponents will either block or hop over it, but most opponents will find some way to counter it, whether it is through a reflector (Athena) or to simply jump over it. At this range most of the time you will want to throw the A version fireball. After you do, run with it and see what your opponent's reaction is. If you see them hop or jump, do Kusanagi's C Oniyaki for a free hit. If you see them roll, hit them while they are recovering from the roll. If you see them do nothing, you automatically closed the distance between you and your opponent and you can start going on the offensive.

You may also want to *place* yourself at this range by using the infamous backstep dwn + C trick. Press bk bk, and quickly input dwn + C to do his air dwn + C while hopping back. This will place you far, far away from your opponent, in which you can "reset" your zoning game with them. Most of the time you will want to be like an Iori scrub and throw a fireball after you do this, but gauge what your opponent will do after they see you back hop.

Another fun trick to use is to do his 75 Shiki Kai at this range. Opponents will underestimate the WIDE hitbox of the move and get hit by the second hit of the Shiki Kai. If they get hit by this = you get a free juggle opportunity. Don't be predictable with this, as it has enormous recovery time when it is not blocked.

--- Midrange
This is Kusanagi's sweet spot. At this range you have a variety of options. You can begin your offense by hopping at them with a jump B, or you can continue to throw (cautiously calculated) fireballs at this range. You can stick out pokes to keep them from moving and to bait roll attempts. You might want to go into MAX mode at this point, if you can bait a roll or a jump, you can hit them with an SDM Orochinagi for free. The ideal situation here is to keep your opponent cornered while floating in and out of this range, you do not want to STAY here forever, as then that will make you a predictable target.

--- Close range
Kusanagi turns into Kyo at this range. This is when you start to pressure your opponent with hop dwn + C's and B's. Again, the ideal situation for you is to corner your opponent, and you'll be surprised as to how your opponent will back itself into the corner if you play Kusanagi correctly. At this range you will want to use pressure strings involving his f + B. Try to force them to block high and low, and if you see an opening, sneak in a df + D combo. You do not want to be a hop abuser at this range, as his hop pressure game is not as solid as Kyo's, but at the same time staying grounded all day will give your opponent an opportunity to counter you.

Try to bait attacks at this range and use CD Counters liberally to keep your opponent pinned. If you see them try to roll out, use Kusanagi's D throw to throw them back into the corner for a free knockdown. You will want to use moves that either keep the opponent on their feet (i.e. combos with df + D) or knocks them down where they are unable to recovery roll. Most of the time after a knockdown you will be coming in with a hop B or dwn + C, where you can continue the pressure. Use blocked pressure strings to build bar. Vertical hop D's and B's are also excellent for stuffing their attempts at using their own high priority moves to stop you. Be wary of invincible moves and high priority moves at this range. Bait them if you can - most are incredibly risky which gives you a free combo opportunity.

Do not forget that you are not FORCED to stay at this range. Sometimes it's ideal to get out of the opponents face and give them the illusion that they have breathing room. Back step hop back (bk bk) and go back into your midrange tactics. Or you may want to use the backstep dwn + C trick to entice the opponent to come to you, which gives you an opportunity to stuff them with Kusanagi's uber C Oniyaki.

--- Okizeme (wakeup) games
Rather stupid term in my opinion, but basically this is stuff you can do when the opponent's getting up from a knock down to play mind games on them.

1) Nothing
* If you know your opponent likes using high priority/invincible moves to stop you at this range, this is the best way to bait them out.

2) Early normal attacks
* Once you get the hang of the recovery time of Kusanagi's normals, this is another way to bait their wakeup move. Do a quick dwn + B early before they get up, then punish them when they try to counter you.

3) Tick throws
* Asian players frown upon these, but hey, I'm an American first. Tick throws are great to use against Asian players since they are not used to the abuseability of throws. There's different ways to tick throw your opponent. Hop in with a random normal attack move back a centimeter, then walk up to them and hit the D button. Simply walk up to them, press dwn + B to make them start blocking, then grab them. You can even RUN at them, stop, then do your throw (this is very difficult to do btw). It's free, easy damage and if you use the D version on your opponent, you can keep them cornered.

4) Hop/jump attack
* B if you want a guaranteed jump attack. Air CD if you want to build meter. Different ways to keep the opponent blocking, but as usual you want to keep an eye out for anti-air attempts (i.e. Ryo's dp + A). After your hop attack you can followup with a pressure string (depending on the character and how far you are from them) or resort to other tactics to keep your game mixed up.

5) Standing attacks
* I don't do these too often, because most characters have easy answers to this on wakeup - especially grabbers, but if you have your opponent on the defensive, you will want to use these every once inawhile as a means of keeping them down.

6) Midranged tactics
* After knocking them down, instead of staying in their face, hop back and start with your midranged attacks. Far B's, fireballs, vertical hop attacks, etc.

7) Forced wakeup into fireball
* Iori abusers know what this is. After a knockdown, you can force them to eat tick damage from a fireball by simply throwing it on their character as they are getting up. You can followup with a second C version fireball to keep them blocking, or do other okizeme tactics to mix it up.

8) Longranged tactics
* Frustrate your opponent by using Kusanagi's backhop dwn + C and playing keepaway. This works well after #7. They will want to come after you because you forced them to block a special move. Capitalize on this with antiairs and/or anti rolling tactics.

9) f + B
* Vary the timing of the f + B when they wake up. The second hit is an overhead, so you can force them to wake up into the second hit, or screw up their timing by making them block the FIRST hit high, only to eat the second hit. Don't use this too often - the f + B does not have much priority and is grab bait material.

10) df + D
* Once you got them blocking high, run at the opponent and do his df + D. It hits low INSTANTLY, and if they're not blocking down before it gets executed, they end up eating a two hitter. The first hit can be MAX cancelled into a combo, which means free Orochinagi SDM for you.

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Post by Iie-Kyo » Mon Jan 07, 2008 22:11

MAX cancel strategies:
* This new SFA3-ish Vism system is a welcome addition to 2k2. The system requires 100% execution skill, and is not as scrubby and abuseable as 98's PowerMAX system.

Kusanagi has a few ways to capitalize off this system. He doesn't compare to 2k2 Kyo, of course, but what few options he has gives him instant access to his SDM Orochinagi.

1) df + D or f + B --> MAX cancel --> then df + D (1 hit) into qcf + D, D or f + B (1 hit) into qcf + D, D
* Keep them guessing as to which way to block, then capitalize.

2) MAX mode. hcb + K --> MAX cancel into qcf + D, D. Hit confirm, if no hit, dp + C (1 hit) into qcf + D, D.
* This trick allows you to abuse the safety of a blocked qcf + D, D. After they block it and you confirmed that they did not get hit by it, your opponent will more than likely try to counter you with a normal attack. The C Oniyaki's autoguard will stuff their counter attempt, and you can again go into the qcf + D, D for a free Orochinagi combo.

3) df + D or f + B --> MAX cancel --> crouch B, crouch A --> Mu Shiki
* No explanation required.

4) MAX cancel off a blocked attack, run, repeated dp + C, qcf + D, D at close range
* Similar to trick #2. Bait the punishment attempt and make them eat fire. MAX cancel is optional - sometimes I just go into MAX mode randomly and attempt to do this.

5) MAX mode. Cancel far D into fireball or qcf + D, D.
* Good way to stuff rollers. We're trying to concentrate on getting free hits, and to basically break their guard open to get a free juggle opportunity.

You can combine these tactics with your Okizeme, long, mid, and short range tactics to create a nightmare of a game for your opponent. Do not forget you can also use his Nue Tsumi during the middle of any of this to get a free knockdown and extra damage.

Defensive strategy:

Kusanagi has a few defensive options he can use if he starts being pressured or pushed back.

1) CD Counter: This is your universal "GTFO" if you are getting hammered. Do NOT be afraid to use this.

2) AB Roll/Block into AB Roll: Smart players know how to use this. Great way to force a hiccup in their pressure game, which may allow you to get in a free combo. Beware of baited AB Rolls. Those = free combo for your opponent.

3) Oniyaki: Works better than a shoryuken because of its autoguard. Learn its autoguard points and ABUSE. Your opponent will attempt to bait this, so know their patterns so that you can use it to stuff their offensive attempts.

4) Moon Koto Positive: If your opponent likes crouching a lot and using low attacks, you can use this to stop them in their tracks as it has low invincibility.

5) Nue Tsumi: Good STFU counter. Use this if your opponent is harassing you with poke attacks. If it catches, you will get a free knockdown and will look 1337.

6) Stand/Far A: If they're hopping a lot, but you are noticing "spaces" in between the hops (i.e. you notice your blockstun is varying), stick this out to stop them. Safer than an uppercut but not as satisfying.

7) Fireball: Be VERY careful using this if the momentum is on their side. It can and will be baited by your opponent. However, this is another option you can use to stop them cold (or hot?) on their tracks if they're trying to run at you.

So in summary:
1) Abuse his shotokan ways. High priority uppercut + fast fireball = options for you.

2) Abuse his far pokes.

3) When close, start rushdown like normal Kyo.

4) Don't let the opponent control what range you are in. YOU should be in control of it with his backstep dwn + C trick.

5) MAX mode is your friend.

6) Learn his B&Bs. They are not hard.

7) Learn his run after qcf + D, D, rdp + D B&B. You will look 1337 when you use it properly.

8) Be flexible when you fight opponents. You may be forced into defense as Kusanagi. He has decent defensive options too so don't be afraid to block.

9) CD Counters = instant momentum change. Always remember this.

10) Abuse his D throw.

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Post by Iie-Kyo » Mon Jan 07, 2008 22:57

Final Section:

Versus character strategies (work in progress)

How to counter characters, in no particular order

Kusanagi vs. Choi - 6 : 4

Patience is a virtue against Choi players. You will want to keep yourself grounded at all times. Don't let Choi cross you up with his jump C, but if you see the mofo jumping and you want to stop him, you can easily hit him with a C Oniyaki. Stay patient and most importantly, stay on the ground. Choi users like to fly around a lot, so the best way to stop them is turtle and bait jump and/or flying attacks (i.e. his sonic boom with P) and answer with an uppercut.

Once you got the Choi to stop flying around like a roach, begin a guarded but offensive pressure game. Hop in with B's, and be conservative with your combos (do not try to add extra hits). If he's getting too many anti hop in attacks on you, back out and resume your defensive game against him.

Kusanagi vs. Athena - 3 : 7

Kusanagi will have a very hard time against her because of her sheer speed. She can do the backstep trick too, and 90% of her moves have absolutely no lag. You will end up in a LOT of fireball fights against her, and you will lose because of the speed of her fireballs. The ironic part here is that you want to keep her AWAY from you, midrange at worst, long range at best and keep a lookout for any jump attempts to stuff her with an Oniyaki. You will not be able to rush her down because she has an easy option to stopping you (Shining Crystal Bit) that will knock you back to long range anyway. Her mixup options are better than yours, so it is best you abuse his backstep trick and keep her in FRONT of you.

Kusanagi vs. Iori - 5 : 5

Be thankful that 2k2 Iori was nerfed. He is pretty much an evil version of you with a grab. A lot of his normals are slower than yours, and you have better range and speed than he does. You will end up in air to air battles a lot against him, and in order to win them you will have to know how all your jump attacks hit. His backstep trick sends him farther back than yours does, and therefore he will have an edge in controlling the field, however your moves are generally faster. His only safe move is the fireball, and even that's not safe from midrange. You have the Nue Tsumi (which will stop his poke attempts), your own fireball, and the 75 Shiki Kai.

This is more or less a test of skill, as he can do pretty much the same things to you that you can do to him. However, if you DO score a knockdown, his C Oniyaki is weaker than yours - if you jump in with a hop B when he's waking up, you may be able to stuff him and give him the illusion that he does not have wakeup options like you do.

Kusanagi vs. Kyo - 7 : 3

Kusanagi is better than 2k2 Kyo because this is the version of Kyo BEFORE the nerfings from 99 - 2k1. If Kyo attempts a rushdown game, stop it with a C Oniyaki. If he tries to outpoke you, use the Nue Tsumi. Keep him out of your face with CD counters and fireballs, and get back in HIS face with your own rushdown options. He has weak defensive options when he's getting up, so feel free to use your Okizeme tricks on him. Air to air battles is a rock-paper-scissors game since his normals are the same as yours. You have one HUGE edge over him (other than the fireball), your damage output is better than his. Pound for pound, combo for combo, you will outdamage him, so if it simply turns into a slugfest between you and him, you will come out the victor.

Kusanagi vs. Shermie - 5 : 5

Most of your okizeme will not work on Shermie. Shermie users like to wake up with grabs, so anything that extends your hitframe into her will result in a free grab for them. Be careful in air to air fights, her jump CD is incredibly scrubby and easy to stuff people with. To meet her in the air, you will have to do early jump A, B's or C's, which can be baited by the Shermie user into her qcb + P. When you score a knockdown on her, NEVER jump in with a C or a D, Shermie users will attempt to anti-air you with her qcb + P, and that thing will stuff anything that does not hit crouchers.

Also beware of random Shermie running grabs. Stick pokes out like the Far B to keep her from running at you. Rolls will always be followed up with a grab, so watch out. Also be conservative with your wakeup game. Shermie can play her own high-low okizeme on you, so if you have an opportunity to get out of there, GET OUT OF THERE.

Kusanagi vs. Daimon - 4 : 6

Daimon isn't as much of a threat as he was in 98 and 2k1. He has no PowerMAX system to abuse, and the df + C glitch can only be used in MAX mode, which reduces his overall damage. Again, most of your okizeme will not work on him because he's a grabber, but his size will allow you to cross him up easily after a knockdown. He will attempt to ground you with his far D and far C. Your two best answers to this is Kusanagi's air dwn + C or crouching D. Do not attempt to roll too much against Daimon - that begs for a grab from him. If you find him spamming he far D and far C too much, use the Nue Tsumi to shut him up. Once he goes hop crazy with the D button, respond with your own C Oniyaki to put him back on the ground.

Only start rushdowns after a knockdown. This is the only time you'll be able to safely jump in on Daimon. All other times will result in you getting a far D to the face. Watch out for tick dwn A's into his dp + K and also watch out for empty hops into grabs.

Kusanagi vs. Benimaru - 7 : 3

Benimaru can no longer cross you up with his jump D. This makes it easier for you to defend against him. He will want to hop in on you a lot with the jump D anyway, and will keep you blocking high and low with his Low B's and jump attacks. Stop crouch B attempts with either a Nue Tsumi, or a quick hop into a hop B combo. He has a grab special, but it's ineffective if it's not combo'd into. Most of the time you will get hit by it if Benimaru ticks into it, but he's not a true grabber, so you don't have to worry about eating one when you start your okizeme on him. Benimaru is weak at two ranges: long range (no long ranged attack other than a DM) and short ranged (low priority on most of his attacks). You will want to capitalize on this. Fireball/shoryuken strategies won't be too effective against Benimaru because of his high jump speed, but it is still an option. You will want him to jump at this range - C Oniyaki will easily beat him. When you get in his face, stay in his face and hop a lot. He will attempt to defend with his C Raikoken DM, but if he has no stock, he will break in the face of your endless volley.

Kusanagi vs. Clark - 6 : 4

Again, because he's a grabber, you will have fewer okizeme options against him. However, he has only one wakeup option against you that is not universal - his Frankensteiner (dp + K). It is an invincible move that leaves him wide open if he whiffs. Because of this, once you get in Clark's face, you will want to hop a lot and keep a lookout for this move. Once you scare him into not using it anymore, you will have free reign at him at close range. Poke attempts (that will lead into a command grab from him) and be stopped with a CD Counter, Nue Tsumi, or A Oniyaki. You may want to occasionally frustrate him from far away with fireball/shoryuken traps.

He will use three buttons when he jumps at you: A button for combos (stuffed by Oniyaki). Hop/jump CD spams for pressure (stuffed by Oniyaki), and early jump D's to beat your air attempts (baitable and leaves him wide open). Again, his hop/jump CD can be beaten by air moves but only if Kusanagi jumps early with a button. His early jump D is nearly unbeatable. You will want to generally stay grounded and counter with uppercuts.

Kusanagi vs. Kula - 5 : 5

Kula has a game very similar to yours: Use of high priority specials and normals and a mixed zoning/rushing game. She is slightly slower than you (her jumps and hops "float" more than yours) but is made up for with her higher priority. This will be a tough match for Kusanagi. She can reflect all of your fireball attempts, uppercut any of your mixup attempts, and rush you down with stand B's and hop C's.

You will be mostly on the defensive in this one. Although her uppercut can be baited, it's more of a 50/50 thing where if you bait it, you'll get a phat combo opportunity, but if she stuffs you, she'll be able to rush you down. Because of this, you may want to avoid this situation and play cautiously when you attempt your okizeme. You will not be able to scare her into stopping the uppercuts any more than she will be able to scare you. If she because a whore with the far B's, Nue Tsumi or CD counter that shit. If you throw out a fireball, confirm that it is blocked while you're running with it. You will have to wear her down to beat her and punish missed moves with a quick std C, hcb + K and/or a std + C, qcf + D, D --> DM. Play slowly against her and try to control the momentum in your favor if she attempts to speed it up.

Kusanagi vs. Orochi Yashiro - 7 : 3

Orochi Yashiro was nerfed, Kusanagi was not. This automatically makes Kusanagi stronger than Orochi Yashiro. Orochi Yashiro's mixup game is much weaker. He does not get a free DM off a hcf + P, and he loses any threat from being in PowerMAX mode besides his throw SDM. He has lower priority on most of his normals compared to his '98 incarnation, and therefore is much easier to rush down.

You will initially start the match in a defensive position. Orochi Yashiro has some anti-rushdown options that are effective if he's not knocked down (i.e. dwn + C). You will want him to start jumping with his jump D so that you can hit him with an Oniyaki to score a knockdown. Once you do, you can jump in with Kusanagi's B and start your own mixup games, taking note that you have fewer okizeme options since he's a grabber. Orochi Yashiro has almost no answer to long range fireball/shoryuken traps, so if you feel like being a wimp, you can zone him to death.

You will want to watch out mainly for his hcb + P. This is where most of Orochi Yashiro's damage will come from (since you shut down his ability to jump in on you). This will be tick thrown off of a blocked std C --> f + A. Always be ready to jump when you see this. Evaded hcb + P = FREE combo for you. If he starts trying to stop you with crouch A's and far B's, CD Counter or Nue Tsumi him to stop him and begin your rushdown. Midrange against him is dangerous since he can hcb + P over most of it, so you will want to be in his face or AWAY from him when you can.

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Post by Iie-Kyo » Tue Jan 08, 2008 01:19

Kusanagi vs. Vanessa - 2 : 8

You will have a very hard time against her because of her insane speed and damage output in MAX mode. Take note most of her mixup attempts will leave her vulnerable to low attacks, so you will want to spam crouch B's and D's to stop her. Her rushdown is much faster than yours, so you will be definitely on the defensive for most of the match. She has a multitude of anti-rushdown options too, even from an okizeme, so your rushdown ability will be limited. Stay as far away as you can and zone with fireballs and far qcf + D, D's. If you can get her to burn her DM stocks, then you have a chance at rushing her down. If you find she moved/teleporter herself into a corner, capitalize and try to keep her there with CD counters, Nue Tsumis, Oniyakis, etc. Have a damn good reason for sticking out normals, because she can slide right under them and hit you if you're not careful. Play defensively and play conservatively. She has the luxury of screwing up, you do not.

Kusanagi vs. Billy - 4 : 6

You are lucky that you have a fireball. Without the fireball, Kusanagi would have a hell of a time against Billy. As much as you hate it, Billy will be controlling most of the playing field, and will therefore be pushing you around to where he wants you to be. At long range, be prepared for him to jump over your fireball attempts; Oniyaki his jump attacks. Nue Tsumi his crouch A pokes. At midrange, Kusanagi will not be able to do much since Billy will be able to outprioritize him. You will have to bash your way to close ranged combat, where Billy is weak at. His only answer to your rushdown attempts will be his counter, and that can be easily baited for easy combos. If he CD counters you to push you away, CD counter him back and continue the assault. Be wary of his qcf, hcb + P fire DM and his qcf x 2 + P DM, as both will also be his costly attempts at keeping you away. Bait these and you can get free hits in.

Patience is a virtue against Billy. Billy players will capitalize on impatient and reckless players, and therefore you will have to know how to force yourself into his undesirable range (close range) without making it obvious you want to be there. Play conservatively.

Kusanagi vs. Chris - 6 : 4

Chris is a slightly bigger and slipperier version of Choi with a grab. He will be flying all over the place with his jump D's and CD's. Both of these attacks are C Oniyaki bait. He will also attempt to abuse his slide and his scum spider (dp + P) against you. If you run into Chris's that like to slide, jump in with Kusanagi's B, use his far D, or use his hcb + K to stop him. Chris's will attempt to use the scum spider against you as a wakeup option. Bait this and jump when they're getting up. In fact, you'll want to jump anyway, Chris' only other two wakeup options against you will be his DM (which does pitiful damage if it only hits with the tail end) and his uppercut, which loses against Kusanagi's vertical jump D.

Once you have Chris scared to attack, you should be able to rush him down and/or poke him down to death. Chris is extremely weak at long range, and not too effective at midrange. His only answer against you when you are at midrange is his grab, which is risky, and his df + B, which can be baited. Move between the different parts of the screen to screw up his game - he does not have the back hop trick like you do so you actually have better transportation options than he does. Don't be afraid to Oniyaki his rushdown attempts. He can mix you up just as easily if he corners you, so avoid that situation at all costs.

Kusanagi vs. Ryo - 3 : 7

Ryo has no long range options except for his DM, but he is better than you at both close range and mid ranged fighting. He has extremely high priority that can stop most of your rushdown cold. He has an incredibly simple but effective high-low game and an unbeatable wakeup move (that is baitable, however).

It's mostly a game where you will be baiting each other into each other's uppercuts, however your edge is your long range, i.e. your fireball. You will be able to control your long range space with this move, but should you try to mix it up against Ryo at mid or close range, you will run into problems. His dwn C beats most of your normals, and his A shoryuken WILL kill everything you have. You will have to cautiously stick out normals to bait his uppercut and counter with a big combo afterwards. Even zoning with the fireball is dangerous, because if you fail to use it at its maximum range, Ryo can simply qcf + D OVER it. Good Ryo players will know how to abuse the safety of his moves, and will try to bait you into his dp + A, so don't be so eager to counter him if you think you see an opening.

Kusanagi vs. K' - 6 : 4

K' this year is extremely weak. His damage output is on par with yours, but he lacks much, if any speed. His priority is mediocre at best, and he lacks any real form of rushdown. Your long range game won't be as effective as his, since he has several moves that easily closes the gap between him and you, and also he will easily win fireball fights. That's fine, you can let him come to you, because that actually places him at a disadvantage. At midrange, he has no quick pokes, so you can harass him there. His only character-specific answer to your pokes is his C Crow Bites, which of course, leaves him WIDE open for an easy combo. Once you get in his face, he will have trouble getting you off him. His A Crow Bites kinda sucks, and tends to trade hits with your jump B, and stuffing C's in his face will usually result in a stuffed wakeup move. You can play an okizeme game easily with him, so stay fairly close to him if you can.

Kusanagi vs. Yuri - 4 : 6

This incarnation of Yuri is a pain in the ass. She has a good air to ground attack (jump D), incredibly long range low pokes (crouch B, crouch D), a couple good far range pokes, (far B, far D) and an air fireball that will keep you guessing. You will have to learn to go in and out of her range quickly because if you don't, she will start putting you where she wants you to be. She has a good empty cancel fakeout (crouch D into qcf + A, held), a decent priority uppercut to stop your jump ins and okizeme, and an incredibly annoying dwn B combo ending with a damage move.

Go for quick strikes at close range. After you get a knockdown of some sorts, start a short rushdown game, but stop after a reptition or two and see what her response is. You want to gauge what type of Yuri player this is so that you can adjust accordingly. Hop-crazy players will eat C Oniyaki's, pokers will need to be countered by A Oniyakis or Nue Tsumis. Air fireball whores will need to be rushed down with hcb + B as a means of transportation and his fireball as means of stopping her for jumping.

As for some characters, if she starts her rushdown mixup game (watch out for that butt overhead into the A uppercut), your best bet is to CD counter her out of the way. Do not get cornered, as it's the worst place to get attacked by her. You will want to corner her, of course, but be careful of the options she has when she's waking up.

The smartest player will win this one. You will hit harder, but she will hit more often. Caveat emptor.

Kusanagi vs. Leona - 7 : 3

FIRST thing to know when fighting Leona, when in doubt, BLOCK HIGH. Leona has an instant overhead into DM that will net her an easy 25% damage if she catches you with her pants down. Leona is an incredibly defensive character, one that has a good counter to most of Kusanagi's tricks. She will attempt to keep you away from her, yet bait you into running at her so that she can hit you with her own setups. Her standing far pokes are weak, so she will be heavily reliant upon her dwn B. If she starts getting predictable with these, feel free to hop over them and hit her from above, or Nue Tsumi for a free knockdown.

Good Leona players will hug the corner. This is where you want them to be, but this is also where THEY want to be. Take advantage of the fact you have a projectile. Keep them over there, and start throwing a few. If you make them block enough fireballs, they will start to get antsy and will want to get out of their turtle shell. Once you see a jump, C Oniyaki but beware of her V slasher. Once you get a knockdown, start rushing her down.

Don't try to play midrange footsies with her. Her range is better than yours, so a lot of your attempts will either be tripped up or stuffed by her Moon Slasher. Once you get in range, try to bait the Moon Slasher, as this will be her only option against your rushdown attempts. If she CD counters you or stuffs your jump in, do NOT try to jump in on her again - you WILL get stuffed by a Moon Slasher. In fact, you can fake a retaliation attempt to bait it so you can stuff her. If you manage to scare her enough, you can start rushing down on her and attempt to break her guard, she'll be forced to get out of the corner or CD counter you, both of which you can look out for and take advantage of.

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Post by Iie-Kyo » Tue Jan 08, 2008 19:26

Kusanagi vs. Kim - 4 : 6

This one is a doozy. Kim has insane speed and priority compared to Kusanagi, and he is very good at closing the distance against you with his air Hishou Kyaku (qcf + K) should you try to play a long range game with him. Be very careful when you are next to him, his Hienzan (razor kick + K) has insane priority. It can be baited, but it's tough to bait against smart players. Watch out for his stand C, it's faster and higher priority than yours. Use A Oniyakis against him, C ones can easily be baited by him, and if he baits them from you, he WILL punish you with a combo that will hurt.

You will have to float between midrange and close range against Kim. This will be a see-saw match with you and him being in each other's face after knockdowns. When you're midranged, stick out far B's, but if he has a DM, don't spam it as much. Jump less when he has a DM, his qcf x 2 + K is near-instant, and will at worst hit you cleanly out of your hop attempt, and at worst trade with you (with him getting the better end) and giving him a FREE juggle. Be totally sure should you decide to take to the air, he's stronger you up there than you are, and has better antiair options than you do.

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Post by Perfect Stranger » Wed Jan 09, 2008 17:44

I'd just like to thank Iie-Kyo for taking the time to post constructive, useful and detailed posts like this one. I don't play 2k2 any more, but for those who do I'm sure this is the kind of insightful analysis that helps players make the jump between knowing what can be done with a character and knowing what should be done with that character.

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Post by ettsuki » Sat Feb 16, 2008 20:46

There is one thing you missed about his f+B. If the non-cancelled version is blocked, it does a HUGE amoutn of guard crush. I believe just three of these will cause a guard crush. Also, it does a lot of damage by itself so, whether it's blocked or it hits, you get a lot of out of it. If you do land a guard crush, I'd BC cancel it then run in for a max combo.

Generally I put Kusanagi first because I don't want opponents being able to roll/cd counter the f+B. The f+B even works as an anti-air (assuming the opponent is not right over your head.

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Post by Iie-Kyo » Wed Oct 01, 2008 00:19

Wow. Haven't touched this topic in a long time.

Yeah - Kusanagi's f + B is good. The problem I have with doing it just by itself is the fact that you lose your momentum. It kinda places you and your opponent back "to square one". However doing a f + B into max mode and another f + B might not be a bad idea.

Anyway, more character matchups. I addressed a lot of the "characters everyone and their mom plays". I ran into a new faggot favorite amongst Mexicans - Angel.

Kusanagi vs. Angel - 3 : 7

This cunt is a slippery little bitch. All her strings start from an incredibly high priority and long ranged poke. The only time Angel will be vulnerable for you to get in her face with is if you score a knockdown. She only has two ways of getting you off her if you do manage to knock her down - CD Counter or her rdp + K grab (which has some recovery at the end). Do not - I repeat, do NOT leave yourself open. Angel fags can and will set you up for her infinite. You do not want to place yourself in a position where l33t players will attempt to hit you with this.

Easier said than done of course. She's good at high-low mixups, and she has a bunch of moves that can evade your attempts at punishing you. If you see an Angel randomly throwing moves at you from the other end of the screen, do NOT take the bait. Throw a fireball or cautiously move forward, but do not try to run at her or jump at her.

Two places where you're most safest - close range when you're in her face (she won't be able to get you off her) and EXTREMELY far away. Get in close range when you have the momentum, but if she's gaining momentum on you at close range, GTFO there and slow the game down. Do not let her control the pace of the game. That's where she'll fuck you up. Oniyaki any and all jump attempts and watch out for crossover C's. Capitalize missed combos with your B&B Orochinagi combo. Keep it simple.

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Post by Kain » Wed Oct 15, 2008 08:12

This is one of the best topics/character discussions I've read in years. It's so complete and detailed... *fap fap fap* Oh, yeah, baby!

So, you've finally met Angel and the reason why I don't play 2k2 online. Yeah, she's all the rage in Mexico and she's so annoying in spite of people who don't use her infinite. Thanks a lot for, among some other stuff, specifying Kusanagi's differences with Kyo. :kiss:

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