Sie Kensou (KoF '02 UM)

From Shoryuken Wiki!
Jump to: navigation, search

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 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.
  • unblockable command grab, but also can be 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

cr.A×1~3>far B

cr.B>cr.A×1~2>far B

j.X>cl.D>hcf+A

j.X>cl.B>hcf+C or rdp+B


1 Stock

cr.Borcr.A>cr.A>qcf,hcb+D

j.X>cl.D>qcf,hcb+B

j.X>cr.A>qcf,hcb+D

far C(2 hit)>qcf,hcb+B

(Corner)cl.C or cl.D or cr.C>6A>qcf,hcb+B


1 Stock(MAX BC)

rdp+D(2 hit)>DCqcf,hcb+D

2 Stock

cr.A×2> BC > cr.C>qcf,hcb+B

rdp+D(2 hit)>SC qcf,hcb+D

cl.D> BC>run cr.A>rdp+D 1~2>qcf+B>run rdp+K(2 hit)(DC)>qcf,hcb+D

2 Stock(MAX BC)

(MAX BCCorner)cl.D>[hcf+A(2 hit)(DC)>j.qcb+P]×2>close qcf,qcf+P>far B or qcf,qcf+BD

(MAX BCCorner)cr. A or cl.B>rdp+D(2 hit)(DC)>close qcf,qcf+P or (qcf+B>run rdp+K(2 hit)(DC)>qcf,hcb+D)

(MAX BC)6A>DC close qcf,qcf+P

(MAX BC)cr.B>DC close qcf,qcf+P


3 Stock

cr.B>cr.A>close qcf,qcf+P or qcf,qcf+BD

cl.C or cl.D or cr.C>6A>qcf,qcf+BD

cl.D>f+B>cl.D>(BC)cr.C>hcf+C>DCj.qcb+P>qcf,qcf+BD

qcf+B(2 hit)> qcf,hcb+D

(Corner)qcf+K>j.qcb+A>rdp+D(2 hit)>SC qcf,hcb+D


6A>(BC)

6A>(BC)>qcf,hcb+B

6A>(BC) stand BC&run >cr.C>qcf,hcb+B

6A>(BC)>close qcf,qcf+P

6A>(BC) stand BC&run >cr.C>close qcf,qcf+P or qcf,qcf+BD

Strategies

Combos

The Basics

Advanced Strategy

Match-Ups