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The King of Fighters 2002 UM/Sie Kensou
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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 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)
- 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.
- 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.
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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