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The King of Fighters 2002 UM/Sie Kensou
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Movelist
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 mid.
- 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.
- hit mid
- 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.
- the first part of the active frames of both versions will negate fireballs and continue to the upward kick
Desperation Moves
Dragon God Kick - (qcf hcb + B)
- super version of Kensou's hcf+A move, ends with his dp kick.
- can combo into it as a decent ender
- causes soft knockdown
Dragon God Drubbing - (qcf hcb + D)
- super version of Kensou's hcf+C move, ends in dp kick
- can combo into it as an ender or for aerial punishes
- causes soft knockdown
RESPECT Meat Dumplings - (qcb x 2 + A/C)
- Kensou pulls a giant dumpling out to snack on
Super Desperation Move
Hermit Power Blast - close (qcf x 2 + AC)
- Kensou grabs the opponent and fills them with fireballs.
- Causes 34% damage to the opponent
- unblockable command grab, but also can combo into
- causes soft knockdown
HSDM
Dragon Awakening - (qcf x 2 +BD)
- Kensou throws out a fireball the causes soft knockdown on hit.
- a follow up energy ball floats back on screen from the opposite direction which if Kensou hits he goes into a powered up mode.
- Kensou does about 50% more damage when he is in his powered up state.
- powered up state lasts until the next round or Kensou dies.
Combos
0 stock
- (j.D) cl.D, hcf+A
- cl.C/cl.D, f+B/f+A
- cr. B, cr. Ax2/cr.Ax3 far B
- crossup j.B, cl. B, rdp+D
- hop B/C/D, cl. B, rdp+D
1 stock
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