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The King of Fighters 2002 UM/Sie Kensou: Difference between revisions
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==Command Moves== | ==Command Moves== | ||
'''Tiger Takedown Punch''' - (f + A) | '''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) | '''Reverse Mass Kick''' - (f + B) | ||
*Kensou hop forward with a short flying kick. Hits High so whiffs on crouching opponents | |||
*can be comboed into and then becomes cancellable | |||
*good spacing tool | |||
*slightly negative on block | |||
==Special Moves== | ==Special Moves== |
Revision as of 22:04, 7 November 2014
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
- 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 High so whiffs on crouching opponents
- can be comboed into and then becomes cancellable
- good spacing tool
- slightly negative on block
Special Moves
Super Bullet Attack - qcb + A/C
Earth Dragon Fang Nibble - hcf + A
Heaven Dragon Fang Nibble - hcf + C
Dragon Talon Tear - in air, qcb + A/C
Dragon Uppercut - rdp + B/D
Arrow Kick - qcf + B/D
Desperation Moves
Dragon God Kick - qcf hcb + B
Dragon God Drubbing - qcf hcb + D
RESPECT Meat Dumplings - qcb x 2 + A/C
Super Desperation Move
Hermit Power Blast - close qcf x 2 + AC
HSDM
Dragon Awakening - qcf x 2 +BD
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