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The King of Fighters 2002 UM/EX Kensou: Difference between revisions
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==Combos== | ==Combos== | ||
====2 stocks==== | ====2 stocks==== | ||
* j.X, cl.D, BC run, cl.D, (dp+C [3 hits], rdp+D [2 hits])x2, dp+C [3 hits] SC to any DM (anywhere) | * j.X, cl.D, BC run, cl.D/cl.A/cr.A, (dp+C [3 hits], rdp+D [2 hits])x2, dp+C [3 hits] SC to any DM (anywhere) | ||
* j.X, cl.D, BC run, cl.D/cl.A/cr.A, (dp+C [3 hits], rdp+D [2 hits])x2, qcb+C [1 hit] SC to any DM (anywhere) | * j.X, cl.D, BC run, cl.D/cl.A/cr.A, (dp+C [3 hits], rdp+D [2 hits])x2, qcb+C [1 hit] SC to any DM (anywhere) | ||
* j.X, cl.D, BC run, cl.A/cr.A, (rdp+D [2 hits], dp+C [3 hits])x2, rdp+D [2 hits] SC to any DM (anywhere) | * j.X, cl.D, BC run, cl.A/cr.A, (rdp+D [2 hits], dp+C [3 hits])x2, rdp+D [2 hits] SC to any DM (anywhere) |
Revision as of 14:17, 18 January 2020
Movelist
Normals
Close
- cl.A/B/C/D are all cancellable
- cl.A/B chain into themselves
- cl.A chains into cl.B
Standing
- s.A/C are cancellable
- s.B is EX Kensou's furthest poke
- s.C is a two hit move that is cancellable on the 2nd hit. Has very decent range and usually connects both hits.
Crouching
- cr.A/B chain into themselves
- cr.A chains into cr.B
- cr.A/C are cancellable
Jumping
- j.B remains EX Kensou's best crossup tool
- j.C is also a good crossup on crouching opponents and can be quite ambiguous.
- j.D has a better hitbox than normal Kensou and is yet another crossup tool
Blowback
- standing and jumping CD both cause soft knockdown
- s.CD is whiff cancellable
- j.CD has a nice downward angle and can be effective as preemptive air-to-air or jump in attack.
Throws
Inch Blast - (b/f + C)
- causes hard knockdown
Psychic Slam - (b/f + D)
- causes soft knockdown
Command Moves
Tiger Takedown Punch - (f + A)
- EX Kensou slams his fists downward on the opponent. Hits overhead.
- can combo into it and it becomes special cancellable, but loses the overhead property
- could be used in a frame trap like: cl.C, f+A, pause hcb+p
Reverse Mass Kick - (f + B)
- EX Kensou performs a hop-like flying kick. Hits mid.
- can combo into it and it special cancellable on hit even when not comboed into
- can use it as an advancing move with anti-hop properties.
- lacks low body armor enough to be super effective at beating out lows.
Special Moves
Arrow Dash Blast - (qcb + A/C)
- EX Kensou dashes forward with a fist, hitting twice and causing soft knockdown.
- hits mid
- can be combo into
- A version goes half the screen to hit. C version goes full screen so could be used as a punisher from many distances
- both versions are negative on block, but C version is extremely negative
- Super cancellable
Dragon Drubbing - (dp + A/C) (C rapidly)
- EX Kensou flings fist after fist at the opponent ending in an upward double strike causing soft knockdown
- hits mid
- can be combo into
- C version can be rapidly pressed to achieve two extra hits
- both versions are pretty negative on block
- Super cancellable
Dragon Scale Tackle - (rdp + A/C)
- EX Kensou throws out a damaging back hand to the opponent
- both versions cause soft knockdown
- A version is stationary and 1 hit whereas C version EX Kensou dashes forward a bit and is two hits.
- cannot be comboed into
- both versions have upper body armor able to absorb a hit and continue the attack
- use can use the frame of armor to absorb a mid fireball like Athena's
- no armor to lows so can be hit out of it if opponent guesses right
Earth Dragon Fang Nibble - (hcf + A)
- EX Kensou launches himself at the opponent in a flurry of punches & kicks
- it is a grounded horizontal attack that hits mid
- causes soft knockdown
- can be comboed into
- pretty negative on block
Heaven Dragon Fang Nibble - (hcf + C)
- an upward diagonal kick hitting multiple times
- hits high so will whiff on crouching opponents
- can be comboed into
- situational anti-air
Arrow Kick - (qcf + B/D)
- EX Kensou plants his palm and smashes the opponent upward with a vertical kick
- hits twice and causes a soft knockdown
- on hit creates a juggle state where EX Kensou can follow up with lots of options or a reset
- unlike normal Kensou can combo into this move. In the corner you can get more combo options into it
- the first part of the active frames of both versions will negate fireballs and continue to the upward kick
- not a very effective reversal or anti-air
Dragon Uppercut - (rpd + B/D)
- Kensou spins upward in a cyclone of kicks
- unlike normal Kensou you can't 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 EX Kensou's go to reversal
- Super cancellable
Dragon Talon Tear - (qcb + A/C) in air
- Kensou strike diagonally downward with his fists.
- hits mid
- unlike normal Kensou can't be comboed into
- A version is faster
- C version has a longer pause before descending and hits for 1 more hit than A version
- both versions be tiger kneed (qcb,ub+p)
- both versions are negative on block another difference from normal Kensou
Desperation Moves
Dragon God Kick - (qcf, hcb + B)
- super verison of his (qcf+A) move ending with an upward kick
- hits mid
- soft knockdown
- can combo into it
- first hit of the super hits from 1/3 the screen away for punishing purposes
- great way to end a combo if you have stock
Dragon God Drubbing - (qcf, hcb + D)
- super version of his (qcf+C) move
- first hit hits high, second grounded part of the combo hits mid
- can combo into it
- connects from about 1/3 screen for punishing purposes
Super Dragon Fist - (qcf x 2 + A/C)
- EX Kensou clobbers his opponents with a super version of his (dp+A/C) moves
- unlike the special there is no difference between the two moves.
- hits mid
- causes hard knockdown
- can combo into it
Super Desperation Moves
Dragon God Drubbing - (qcf, hcb + BD)
- EX version of his D aerial super
- first hit hits high, follow up grounded hits hit mid
- causes soft knockdown
- for punishing purposes it has the same range as his (qcf,hcb+D) super
- can combo into it
- great way to add damage to finish a match
HSDM
Arrow Dash Dragon Crunch - (qcf, b, f + AC)
- EX Kensou dashes fist first into the opponent and upon hitting unleashes a wave of energy through them
- causes hard knockdown
- will connect from full screen as a punish
- can combo into it with close A/D
Combos
2 stocks
- j.X, cl.D, BC run, cl.D/cl.A/cr.A, (dp+C [3 hits], rdp+D [2 hits])x2, dp+C [3 hits] SC to any DM (anywhere)
- j.X, cl.D, BC run, cl.D/cl.A/cr.A, (dp+C [3 hits], rdp+D [2 hits])x2, qcb+C [1 hit] SC to any DM (anywhere)
- j.X, cl.D, BC run, cl.A/cr.A, (rdp+D [2 hits], dp+C [3 hits])x2, rdp+D [2 hits] SC to any DM (anywhere)
- j.X, cl.D, BC run, cl.A/cr.A, rdp+D [2 hits], dp+C [3 hits], rdp+D [2 hits], dp+C [6 hits], (link) rdp+D [2 hits] SC to qcf,hcb+D DM (approaching corner)
3 stocks
- In 2 stocks combo, replace DM by qcf,hcb+BD SDM
- In anywhere 2 stocks combo, replace the last two moves by qcf+D, (link) qcf,b,f+AC
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