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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 for 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)

Reverse Mass Kick - (f + B)

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


Discussion Threads

Discuss at Dream Cancel


Videos

Kensou Master Class


Navigation

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