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The King of Fighters 2002 UM/EX Kensou: Difference between revisions
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* j.X, cr.A, qcb+A/rdp+D | * j.X, cr.A, qcb+A/rdp+D | ||
( Forfeits some damage for an easier air-to-ground link. rdp+D does more than qcb+A but lacks horizontal range so you want a deep jump-in. ) | ( Forfeits some damage for an easier air-to-ground link. rdp+D does more than qcb+A but lacks horizontal range so you want a deep jump-in. ) | ||
* cl.D, (delay) qcf+B, run, rdp+D/hcf+C | * cl.D, (delay) qcf+B, run, rdp+D/hcf+C | ||
( Best midscreen meterless damage without jump-in. ) | ( Best midscreen meterless damage without jump-in. ) | ||
* cl.D, (delay) qcf+B, qcb+C | |||
( Easier but less damaging version of the previous. ) | |||
''Corner'' | ''Corner'' |
Revision as of 06:36, 14 November 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 version of his (hcf+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 (hcf+C) move
- Hits pretty high, completely whiffs on low crouchers
- 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 qcf,hcb+D
- Hits pretty high, completely whiffs on low crouchers
- 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
- combos from most of his cancelable normals
Combos
- You can often replace cr.A by other buttons but note that cr.A is your fastest and safest button.
0 stock
Anywhere
- cr.B/j.X, cr.Ax1~2, st.B
( A safe 4 hits string useful for some chip. )
- cr.B, cr.A, qcb+A/dp+C(6)
( The main low bnb you can default to. qcb+A does more damage but dp+C is slightly safer and mostly better to confirm into a Super Cancel and for extra damage close to corner. )
- j.X, cl.D, hcf+A
( Good jump-in conversion. cl.D is a bit slow so make sure your jump-in is deep enough, hcf+A is bad on block. )
- j.X, cr.A, qcb+A/rdp+D
( Forfeits some damage for an easier air-to-ground link. rdp+D does more than qcb+A but lacks horizontal range so you want a deep jump-in. )
- cl.D, (delay) qcf+B, run, rdp+D/hcf+C
( Best midscreen meterless damage without jump-in. )
- cl.D, (delay) qcf+B, qcb+C
( Easier but less damaging version of the previous. )
Corner
- cl.D, (delay) qcf+B, TK j.qcb+A, rdp+D/hcf+C
( More damaging corner version of the previous route. The TK isn't tight. )
- j.X, cl.D/cr.Ax1~2, dp+C(6), rdp+D/hcf+C
( Most damaging meterless combo. )
- cr.B, cr.A, dp+C(6), rdp+D/hcf+C
( Low version of the previous combo. )
1 stock
Anywhere
- cr.B, cr.A, cr.A/st.A, qcfx2+P
( Good low 3 hit confirm into super. Input it as cr.B, cr.A, qcf+A/qcf,d+A -comes out as st.A/cr.A with the right timing- then qcf+P triggers super. )
- j.X, cr.Ax1~2, st.A, qcfx2+P
( Jump-in version of the previous. )
- cl.D, (delay) qcf+B, qcf,hcb+D
( Not much damage but nice and easy. )
2 stocks
Anywhere
- cl.D or (cr.B, cr.A), qcb+A(1)/dp+C(6), (SC) DM
( Main grounded SC conversion. Only qcf,hcb+D will connect after dp+C(6) but it won't fully connect off qcb+A(1) if not close to corner. )
- j.X, cr.A, qcb+A(1)/rdp+D(2), (SC) any DM
( Main jump-in SC conversion. )
- rdp+D(2), (SC) qcf,hcb+D
( SC conversion from rdp+D anti-air. Super can miss even if rdp+D properly did two hits. )
- cl.D, (delay) qcf+B, run, rdp+D(2), (SC) qcf,hcb+D
( Best midscreen 2 bars non-max damage without jump-in. )
- j.X, cl.D, BC run, cl.D/st.A/cr.A, dp+C(3~5), (C) rdp+D(2), dp+C(3~4), (C) rdp+D(2), (C) qcb+C(1), (SC) any DM
( Highest 2 bar damage with qcfx2+P as ender. If you add a jump-in and it's not in corner, the BC run into cl.D becomes very tight, use cr.A/st.A in that case. )
- j.X, cl.D, BC run, cl.D/st.A/cr.A, (dp+C(3), (C) rdp+D(2))x2, (C) dp+C(3~4), (SC) any DM
( Slightly less damaging but easier version of the previous route. )
- j.X, cl.D, BC run, st.A/cr.A, rdp+D(2), (C) dp+C(3~5), rdp+D(2), (C) dp+C(3), (C) rdp+D(2), (SC) any DM
( Easier max run for still good damage. A nice and easy one to default to. )
Corner
- cl.D, (delay) qcf+B, TK j.qcb+A, rdp+D(2), (SC) qcf,hcb+D
( More damaging corner version of the previous non-max combo. )
- j.X, (cr.A, cr.A/st.A) or cl.D, dp+C(6), rdp+D(2), (SC) qcf,hcb+D
( Most damaging 2 stocks non-max combo. )
- j.X, cl.D, BC run, st.A/cr.A, rdp+D(2), (C) dp+C(3~5), (C) rdp+D(2), (C) dp+C(6), (link) rdp+D(2), (SC) qcf,hcb+D
( Easy max route you can default to in corner. )
3 stocks
Anywhere
- j.X, (cr.A, st.A/cr.A) or cl.D, qcf,b,f+AC
( Simple jump-in confirm into HDSM )
- (cr.B, cr.A, st.A/cr.A) or (cl.D,f+A), qcf,b,f+AC
( Grounded version. )
- cl.D, (delay) qcf+B, qcf,b,f+AC
- In 2 stocks max combo listed under Anywhere, replace the DM ender by qcf,hcb+BD
- In 2 stocks max combo listed under Anywhere, replace the last two moves by (C) qcf+B, qcf,b,f+AC
Corner
- cl.D, f+A, qcf,hcb+BD
- cl.D, (delay) qcf+B, TK j.qcb+A, qcf,b,f+AC
( In the corner, you need to time the HDSM so that it starts right as the falling opponent is at your height. )
- In 2 stocks max combo listed under Corner, replace the DM ender by qcf,hcb+BD
4 stocks
Anywhere
- (cr.B, cr.A) or cl.D, dp+C(6), (SC) qcf,hcb+BD
( Must Super Cancel as soon as possible after the hit or super doesn't fully connect midscreen. )
- j.X, st.A/cr.A, qcb+A(1)/rdp+D(2), (SC) qcf,hcb+BD
( Main jump-in SC conversion. )
- rdp+D(1), (SC) qcf,hcb+BD
( SC conversion from rdp+D anti-air. On top of being stupidly hard, this one whiffs rather easily, to avoid. )
- cl.D, (delay) qcf+B, run, rdp+D(1), (SC) qcf,hcb+BD
( Again, too hard despite the odds of the super not fully connecting, to avoid. )
- In 2 stocks max combo listed under Anywhere, replace the last two moves by (C) qcf+B, run, rdp+D(2), (SC) qcf,hcb+D
Corner
- j.X, (cr.A, cr.A/st.A) or cl.D, dp+C(6), rdp+D(2), (SC) qcf,hcb+BD
( Most damaging 4 stocks combo. )
- cl.D, (delay) qcf+B, TK j.qcb+A, (delay) rdp+D(2), (SC) qcf,hcb+BD
( If the first hit of the super doesn't connect, it'll whiff altogether so you need to delay rdp+D so that the opponent is low enough for the 1st hit to connect. )
- In 2 stocks max combo listed under Anywhere, replace the last two moves by (C) qcf+B, TK j.qcb+A, rdp+D(2), (SC) qcf,hcb+D
5 stocks
Corner
- j.X, cl.D, BC run, st.A/cr.A, rdp+D(2), (C) dp+C(3~5), rdp+D(2), (C) dp+C(3), (C) rdp+D(2), (C) dp+C(6), rdp+D(2), (SC) qcf,hcb+BD
- j.X, cl.D, BC run, cl.D/st.A/cr.A, (dp+C(3), (C) rdp+D(2))x2, (C) dp+C(3~4), (C) qcf+B, TK j.qcb+A, qcf,b,f+AC
( Most damaging combo. )
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