

It combos into the same Special Moves as Close C but keep in mind that there is a tad more push back upon hit with Close D and could push the opponent out too far for a knockdown hit. How this makes this move useful is as a frame trapping tool due to the slower start up speed. In terms of application, this kick is like a slower Close C with less vertical range.

Compared to the "original" Kyo, this move has a smaller activation range so Crouch A/B doesn't link into Close C.Ĭl.D – Weird, stanky looking kick. It's common to see Kyo players running forward with confidence and pressing Close C to continue momentum or anti-air upon reaction against a misplaced hop or jump. Opponents that get antsy and try to hop out from a throw situation would be caught by the Close C instead. It functions as a great anti-air and as a pressure tool. This is one of Kyo's strongest tools in his move set. Close B is also cancelable.Ĭl.C – Lightning fast uppercut. A classic attack string is starting with Close B > Crouching B > Close C. Close B can chain into other light normals and vice versa. This attack hits low and is an alternative to using Crouching B. Close A is also cancelable.Ĭl.B – Fast kick to the shins. Close A could hit most characters upon their crouch but has a tendency to whiff upon smaller crouching characters such as Bao and Choi. Upon hit from point blank, Kyo could link a Close C from Close A. It's one way of establishing pressure from close up without much committal. He still makes for a solid filler on any team.Ĭl.A – Quick jab with the elbow. It doesn't patch his defensive weakness by any means, but it means he makes a better middle or even point character than he was before. As a good middle ground between Kyo and Iori, he is a great character for a beginner, but will prove difficult to use to his full potential due to the complexity of his max mode usage.įor the veterans, Kusanagi's cross-up/corner damage is still as ridiculous as it was in vanilla 2002, but the new DM in 02 UM gives him more flexibility with his meter and improves his 1-bar conversions off of lights.

He can be played in a number of ways, but due to his glaring weakness against short hops, you'll see Kusanagi players more often play aggressive and look to convert his air d+C into big damage rather than try to zone, reserving his fireball just for pressure. The big thing this version of Kyo gained in 2002 is the addition of a bizarre counter move, giving him a new way to score a knockdown on defense without resorting to his much-less-safe DP. Kusanagi has, for the most part, the same moveset as '95 Kyo this means he's a well-rounded character with a variety of combo tools, great normals and a couple of strong reversals, essentially giving him all the tools he needs to win. Hallelujah brother, you've just found one of the easiest characters in the game.
