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The King of Fighters 2002 UM/EX Kensou

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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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