The King of Fighters 2002 UM/Sie Kensou

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Quick Starter Combo Reference

0 Bar



cr.B, cr.Ax2, st.B = 13%

(jump-in), cl.D, hcf+A = 21%

1 Bar



cr.B, cr.A, qcf,hcb+D = 31%
• Note: You can do this as cr.B, qcf, cr.A, qcb+D

(jump-in), cl.D, qcf,hcb+D = 33%

3 Bar



cr.B, cr.A, qcfx2+AC = 41%

(jump-in), cl.D, qcfx2+AC = 42%



  • cl.A/B/C/D are all cancellable
  • cl.A/B chain into themselves and each other


  • s.A is cancellable
  • s.B is Kensou's furthest reaching normal and a decent hop killer
  • s.C hits twice and is cancellable on the 2nd hit. It will connect both hits from a pretty far distance
  • s.D is slow, but a decent anticipatory anti-air


  • cr.A/C are cancellable
  • cr,A/B chain into themselves and each other.


  • j.A/D are very solid jump in/combo starters
  • j.B crosses up on standing opponents, but misses frequently on crouching ones
  • Kensou lacks a solid crossup normal, but j.D acts as a fake crossup til the opponent understand there is nearly no risk of being crossed up.
  • poor jump normals are mildly augmented by Dragon Tear special


  • s.CD is whiff cancellable
  • j.CD has an interesting downward hitbox for jump ins.

Overall a pretty mediocre set of normals with some upsides.


Power Blast - (f/b + C)

  • Soft knockdown

Psychic Slam - (b/f + D)

  • Soft knockdown

Command Moves

Tiger Takedown Punch - (f + A)

  • Kensou slams both fist into the opponent. Hits overhead
  • can be comboed into, then becomes cancellable, but moves Kensou pretty far back so usually can't connect afterwards.
  • can cancel into BC mode

Reverse Mass Kick - (f + B)

  • Kensou hop forward with a short flying kick. Hits mid.
  • can be comboed into and then becomes cancellable
  • good spacing tool
  • slightly negative on block

Special Moves

Super Bullet Attack - (qcb + A/C)

  • Kensou's fireball move.
  • A version is much slower to move across the screen allowing time to position
  • A version is even on block point blank, C version is pretty negative on block

Earth Dragon Fang Nibble - (hcf + A)

  • Kensou dashes in with an elbow then a two kick combo.
  • causes soft knockdown
  • good combo ender
  • very unsafe on block

Heaven Dragon Fang Nibble - (hcf + C)

  • Kensou kicks the opponent into the air with an ascending kick combo
  • whiffs on crouching opponents
  • can be comboed into
  • with correct spacing can be used as an anti-air

Dragon Talon Tear - in air, (qcb + A/C)

  • Kensou strike diagonally downward with his fists.
  • hit mid
  • can be comboed into
  • A version is faster
  • C version has a longer pause before descending and hit for 1 more hit than A version
  • both versions be tiger kneed (qcb+ub)
  • both versions a relatively safe on block

Dragon Uppercut - (rdp + B/D)

  • Kensou spins upward in a cyclone of kicks
  • can combo into them
  • B version is faster and covers less vertical space
  • C version moves Kensou forward a bit more and covers more vertical space
  • both versions are unsafe on block
  • B version is Kensou's go to reversal

Arrow Kick - (qcf + B/D)

  • Kensou flips on his hand and send the opponent flying with a double kick
  • both versions allow a juggle state on hit that you can combo into lots of specials, supers or reset
  • cancellable into, but not comboable.
  • the first part of the active frames of both versions have autoguard.

Desperation Moves

Dragon God Kick - (qcf hcb + B)

  • super version of Kensou's hcf+A move, ends with his rdp kick.
  • Second and third hits are overheads
  • can combo into it as a decent ender
  • causes soft knockdown

Dragon God Drubbing - (qcf hcb + D)

  • super version of Kensou's hcf+C move, ends in rdp kick.
  • Hits high, whiffs on low crouchers.
  • can combo into it as an ender or for aerial punishes
  • causes soft knockdown

RESPECT Meat Dumplings - (qcb x 2 + A/C)

  • Kensou pulls a giant dumpling out to snack on
  • 3 possible outcomes:
    • Kensou cries in a long and fully vulnerable animation, no health gained. Probability: 50%
    • Kensou dances in a long and fully vulnerable animation while recovering health, up to 25% if he's not interrupted. Probability: 47%
    • Kensou leans back and clenches his fists in a very short animation with full invuln. If he's not interrupted, only grabs, he recovers all his life. Probability: 3%

Super Desperation Move

Hermit Power Blast - close (qcf x 2 + AC)

  • Kensou put his hands towards the opponent and fills them with 4 rapid energy blasts then a last stronger one that sends them away.
  • Causes 34% damage to the opponent.
  • proximity unblockable that can be combo'ed into.
  • causes soft knockdown


Dragon Awakening - (qcf x 2 +BD)

  • Kensou throws out a projectile that causes soft knockdown on hit.
  • It destroys most meterless projectiles but just phases through super ones. Essentially if you use it against a DM projectile, you'll get hit.
  • After it hits/phases through something, it also phases through the opponent without dealing any damage.
  • A follow-up projectile floats back on screen from the opposite direction and if it hits Kensou he goes into a powered-up mode after a fully invuln non throwable animation.
  • The follow-up projectile explodes if Kensou gets hit, blocks it, or destroys it with his own qcb+P projectile or the autoguard part of his qcf+K.
  • While the follow-up projectile is on screen, the opponent can't throw projectiles anymore.
  • Kensou does about 50% more damage when he is in his powered-up state and can't use his HDSM anymore.
  • powered up state lasts until the next round.


0 stock

  • (j.D) cl.D, hcf+A
  • cl.C/cl.D, f+B/f+A
  • cr. B/cr.A, cr. Ax2, far B
  • crossup j.B, cl. B, rdp+D
  • hop B/C/D, cl. B, rdp+D
  • (Corner) cl.C/cl.D, f+B, air qcb+A
f+B whiffs on low crouchers and crouching Bao.

1 stock

  • cl.D/cl.A/cr.A, qcf,hcb+D
  • qcf+K, qcf,hcb+D
You can delay the DM to get more hits.
  • (Corner) cl.C/cl.D, f+A, qcf,hcb+B
f+A doesn't combo on crouching Bao.

2 stocks

  • qcf+K, run, rdp+D(2), (SC) qcf,hcb+D
  • cl.D, BC run, cl.A/cr.A, rdp+D(2), qcf+K, run, rdp+D(2), (SC) qcf,hcb+D
  • cl.D, BC run, cl.D, [ (C) hcf+A(2), (C) qcb+A(1) ]x2, (SC) qcf,hcb+K (corner)
  • cl.D, BC run, cl.A/cr.A, rdp+D(2), (C) qcf+B, air qcb+A(1-2), rdp+(2), (SC) qcf,hcb+D (corner)
You can either TK the air qcb+A or jump then do it.
  • cl.D, BC run, cl.A/cr.A, rdp+D(2), [ (C) hcf+A(2), (C) qcb+A(1) ]x2, (SC) qcf,hcb+K (corner)
This is the only max combo that works on crouching (Bao, Vice, Mature)
  • cl.D, BC, f+B, qcb+A(2), [ (C) hcf+A(2), (C) qcb+A(1) ]x2, (SC) qcf,hcb+K (corner)
f+B whiffs on low crouchers and crouching Bao.

3 stocks

  • cl.D, BC run, cl.A/cr.A, rdp+D(2), (C) qcf+B, air qcb+A(1-2), qcfx2+BD (near corner)
You can TK qcb+A but jumping forward then doing it gives you more range. Remove air qcb+A if you're not near the corner.
  • In any other corner 2 stocks combo, replace qcf,hcb+K by qcfx2+AC SDM


阿澤.Aze (Kensou Best Rounds)
Kensou Master Class

External Links

Check Sie Kensou's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

The King of Fighters 2002 Unlimited Match



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