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The King of Fighters 2002 UM/Sie Kensou: Difference between revisions
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*In corner 2 stocks combo, replace qcf,hcb+K by qcfx2+AC SDM | *In corner 2 stocks combo, replace qcf,hcb+K by qcfx2+AC SDM | ||
== | ==Videos== | ||
{{#ev:youtube|oc28GRHlpSU|||'''Kensou Master Class'''|frame}} | |||
==External Links== | |||
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=673052173 {{SUBPAGENAME}}'s frame data] | |||
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] | Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] | ||
Discuss at [http://dreamcancel.com/forum/index.php?topic=435.0 Dream Cancel] | Discuss at [http://dreamcancel.com/forum/index.php?topic=435.0 Dream Cancel] | ||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]] | [[Category:The King of Fighters 2k2UM]] |
Revision as of 02:41, 25 November 2020
Movelist
Normals
Close
- cl.A/B/C/D are all cancellable
- cl.A/B chain into themselves and each other
Standing
- 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
Crouching
- cr.A/C are cancellable
- cr,A/B chain into themselves and each other.
Jump
- 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
Blowback
- 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.
Throws
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
HSDM
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.
Combos
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
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 )
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) hcf+A(2), (C) qcb+A(1) ]x2, (SC) qcf,hcb+K (corner)
- cl.D, BC, f+B, qcb+A(2), [ (C) hcf+A(2), (C) qcb+A(1) ]x2, (SC) qcf,hcb+K (corner)
3 stocks
- In corner 2 stocks combo, replace qcf,hcb+K by qcfx2+AC SDM
Videos
External Links
Check Sie Kensou's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel