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The King of Fighters 2002 UM/EX Kensou
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
- not a very effective reversal or anti-air
Dragon Uppercut - (rpd + B/D)
- Super cancellable
Dragon Talon Tear - (qcb + A/C) in air
Desperation Moves
Dragon God Kick - qcf, hcb + B
Dragon God Drubbing - qcf, hcb + D
Super Dragon Fist - qcf x 2 + A/C
Super Desperation Moves
Dragon God Drubbing - qcf, hcb + BD
HSDM
Arrow Dash Dragon Crunch - qcf, b, f + AC
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