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The King of Fighters 2002 UM/EX Kensou
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 extra meterless 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), (C) rdp+D(2))x2, (C) dp+C(3~4), (SC) any DM
( A fairly simple but damaging route. If you use cl.D after BC run against middle crouchers, you have to cancel the first rdp+D on the first hit or the combo drops. If you add a jump-in, you should stick to st.A/cr.A after max. )
- 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
( Optimized version of the previous and highest 2 bar damage with qcfx2+P as ender. Same issue with middle crouchers but if you do at least 4 hits with the first dp+C it works without a need to cancel rdp+D early. )
- 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
( Less damage but the easiest and most consistent route. 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
- j.X, cl.D, BC run, cl.D/st.A/cr.A, (dp+C(3), (C) rdp+D(2))x2, (C) qcf+B, qcf,b,f+AC
( In dead corner you have to delay HDSM so that it comes out right as the falling opponent is at your height. To have enough max left for that, you need to cancel the last rdp+D on the first hit and not the second. )
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. )
Videos
External Links
Check EX Kensou's frame data
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