Ura Sie Kensou (KoF '02 UM): Difference between revisions

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<h2><span class="mw-headline" id="Normals">Normals</span></h2>
==Normal Moves==
<p><b>Close</b>
 
</p>
==Normal Throws==
<ul>
 
<li>cl.A/B/C/D are all cancellable
==Command Normals==
</li>
 
<li>cl.A/B chain into themselves
==Special Moves==
</li>
 
<li>cl.A chains into cl.B
==Desperation Moves==
</li>
 
</ul>
==Max Desperation Moves==
<p><b>Standing</b>
 
</p>
==Max 2==
<ul>
<li>s.A/C are cancellable
</li>
<li>s.B is EX Kensou's furthest poke
</li>
<li>s.C is a two hit move that is cancellable on the 2nd hit. Has very decent range and usually connects both hits.
</li>
</ul>
<p><b>Crouching</b>
</p>
<ul>
<li>cr.A/B chain into themselves
</li>
<li>cr.A chains into cr.B
</li>
<li>cr.A/C are cancellable
</li>
</ul>
<p><b>Jumping</b>
</p>
<ul>
<li>j.B remains EX Kensou's best crossup tool
</li>
<li>j.C is also a good crossup on crouching opponents and can be quite ambiguous.
</li>
<li>j.D has a better hitbox than normal Kensou and is yet another crossup tool
</li>
</ul>
<p><b>Blowback</b>
</p>
<ul>
<li>standing and jumping CD both cause soft knockdown
</li>
<li>s.CD is whiff cancellable
</li>
<li>j.CD has a nice downward angle and can be effective as preemptive air-to-air or jump in attack.
</li>
</ul>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<p><b>Inch Blast</b> - (b/f + C)
</p>
<ul>
<li>causes hard knockdown
</li>
</ul>
<p><b>Psychic Slam</b> - (b/f + D)
</p>
<ul>
<li>causes soft knockdown
</li>
</ul>
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2>
<p><b>Tiger Takedown Punch</b> - (f + A)
</p>
<ul>
<li>EX Kensou slams his fists downward on the opponent. Hits overhead.
</li>
<li>can combo into it and it becomes special cancellable, but loses the overhead property
</li>
<li>could be used in a frame trap like: cl.C, f+A, pause hcb+p
</li>
</ul>
<p><b>Reverse Mass Kick</b> - (f + B)
</p>
<ul>
<li>EX Kensou performs a hop-like flying kick. Hits mid.
</li>
<li>can combo into it and it special cancellable on hit even when not comboed into
</li>
<li>can use it as an advancing move with anti-hop properties.
</li>
<li>lacks low body armor enough to be super effective at beating out lows.
</li>
</ul>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
<p><b>Arrow Dash Blast</b> - (qcb + A/C)
</p>
<ul>
<li>EX Kensou dashes forward with a fist, hitting twice and causing soft knockdown.
</li>
<li>hits mid
</li>
<li>can be combo into
</li>
<li>A version goes half the screen to hit. C version goes full screen so could be used as a punisher from many distances
</li>
<li>both versions are negative on block, but C version is extremely negative
</li>
<li> Super cancellable
</li>
</ul>
<p><b>Dragon Drubbing</b> - (dp + A/C) (C rapidly)
</p>
<ul>
<li>EX Kensou flings fist after fist at the opponent ending in an upward double strike causing soft knockdown
</li>
<li>hits mid
</li>
<li>can be combo into
</li>
<li>C version can be rapidly pressed to achieve two extra hits
</li>
<li>both versions are pretty negative on block
</li>
<li> Super cancellable
</li>
</ul>
<p><b>Dragon Scale Tackle</b> - (rdp + A/C)
</p>
<ul>
<li>EX Kensou throws out a damaging back hand to the opponent
</li>
<li>both versions cause soft knockdown
</li>
<li>A version is stationary and 1 hit whereas C version EX Kensou dashes forward a bit and is two hits.
</li>
<li>cannot be comboed into
</li>
<li>both versions have upper body armor able to absorb a hit and continue the attack
</li>
<li>use can use the frame of armor to absorb a mid fireball like Athena's
</li>
<li>no armor to lows so can be hit out of it if opponent guesses right
</li>
</ul>
<p><b>Earth Dragon Fang Nibble</b> - (hcf + A)
</p>
<ul>
<li>EX Kensou launches himself at the opponent in a flurry of punches &amp; kicks
</li>
<li>it is a grounded horizontal attack that hits mid
</li>
<li>causes soft knockdown
</li>
<li>can be comboed into
</li>
<li>pretty negative on block
</li>
</ul>
<p><b>Heaven Dragon Fang Nibble</b> - (hcf + C)
</p>
<ul>
<li>an upward diagonal kick hitting multiple times
</li>
<li>hits high so will whiff on crouching opponents
</li>
<li>can be comboed into
</li>
<li>situational anti-air
</li>
</ul>
<p><b>Arrow Kick</b> - (qcf + B/D)
</p>
<ul>
<li>EX Kensou plants his palm and smashes the opponent upward with a vertical kick
</li>
<li>hits twice and causes a soft knockdown
</li>
<li>on hit creates a juggle state where EX Kensou can follow up with lots of options or a reset
</li>
<li>unlike normal Kensou can combo into this move. In the corner you can get more combo options into it
</li>
<li>the first part of the active frames of both versions will negate fireballs and continue to the upward kick
</li>
<li>not a very effective reversal or anti-air
</li>
</ul>
<p><b>Dragon Uppercut</b> - (rpd + B/D)
</p>
<ul>
<li>Kensou spins upward in a cyclone of kicks
</li>
<li>unlike normal Kensou you can't combo into them
</li>
<li>B version is faster and covers less vertical space
</li>
<li>C version moves Kensou forward a bit more and covers more vertical space
</li>
<li>both versions are unsafe on block
</li>
<li>B version is EX Kensou's go to reversal
</li>
<li> Super cancellable
</li>
</ul>
<p><b>Dragon Talon Tear</b> - (qcb + A/C) in air
</p>
<ul>
<li>Kensou strike diagonally downward with his fists.
</li>
<li>hits mid
</li>
<li>unlike normal Kensou can't be comboed into
</li>
<li>A version is faster
</li>
<li>C version has a longer pause before descending and hits for 1 more hit than A version
</li>
<li>both versions be tiger kneed (qcb,ub+p)
</li>
<li>both versions are negative on block another difference from normal Kensou
</li>
</ul>
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
<p><b>Dragon God Kick</b> - (qcf, hcb + B)
</p>
<ul>
<li>super verison of his (qcf+A) move ending with an upward kick
</li>
<li>hits mid
</li>
<li>soft knockdown
</li>
<li>can combo into it
</li>
<li>first hit of the super hits from 1/3 the screen away for punishing purposes
</li>
<li>great way to end a combo if you have stock
</li>
</ul>
<p><b>Dragon God Drubbing</b> - (qcf, hcb + D)
</p>
<ul>
<li>super version of his (qcf+C) move
</li>
<li>first hit hits high, second grounded part of the combo hits mid
</li>
<li>can combo into it
</li>
<li>connects from about 1/3 screen for punishing purposes
</li>
</ul>
<p><b>Super Dragon Fist</b> - (qcf x 2 + A/C)
</p>
<ul>
<li>EX Kensou clobbers his opponents with a super version of his (dp+A/C) moves
</li>
<li>unlike the special there is no difference between the two moves.
</li>
<li>hits mid
</li>
<li>causes hard knockdown
</li>
<li>can combo into it
</li>
</ul>
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2>
<p><b>Dragon God Drubbing</b> - (qcf, hcb + BD)
</p>
<ul>
<li>EX version of his D aerial super
</li>
<li>first hit hits high, follow up grounded hits hit mid
</li>
<li>causes soft knockdown
</li>
<li>for punishing purposes it has the same range as his (qcf,hcb+D) super
</li>
<li>can combo into it
</li>
<li>great way to add damage to finish a match
</li>
</ul>
<h2><span class="mw-headline" id="HSDM">HSDM</span></h2>
<p><b>Arrow Dash Dragon Crunch</b> - (qcf, b, f + AC)
</p>
<ul>
<li>EX Kensou dashes fist first into the opponent and upon hitting unleashes a wave of energy through them
</li>
<li>causes hard knockdown
</li>
<li>will connect from full screen as a punish
</li>
<li>can combo into it with close A/D
</li>
</ul>





Revision as of 22:46, 11 December 2015

Introduction

Move list

Normal Throws
Command Moves
Special Moves
Desperation Moves
Max Desperation Moves
Max 2

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 verison of his (qcf+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 (qcf+C) move
  • first hit hits high, second grounded part of the combo hits mid
  • 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 D aerial super
  • first hit hits high, follow up grounded hits hit mid
  • 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
  • can combo into it with close A/D


Combos

The Basics

Advanced Strategy

Match-Ups