The King of Fighters '98/Kensou: Difference between revisions

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=In-depth analysis=
=In-depth analysis=
==Normal Throws==
==Normal Throws==
'''b or f+C''' - Breakable, forward knockdown, face forward, un-rollable.
'''b or f+D''' - Breakable, forward knockdown, back turned, rollable.
C throw is preferred but neither of them are very good.
==Normal Moves==
==Normal Moves==


Standing A - Can be used as an anti-air vs short hop.
'''Standing A''' - Can be used as an anti-air vs short hop.


Standing B - An awesome fast/long range mid poke. Whenever Kensou is at the max range if his st.B, you should probably be doing st.B. Anti-air vs short hop.
'''Standing B''' - An awesome fast/long range mid poke. Whenever Kensou is at the max range if his st.B, you should probably be doing st.B. Anti-air vs short hop.


Standing C - 2nd hit is cancelable.  Usually this move happens on accident, since it's really slow on startup. But if it does come out, you can cancel the 2nd hit into anything (even on whiff). So if it gets blocked you can cancel into fireball or something, and on hit you can confirm into his B kick super (qcf,hcb+B).
'''Standing C''' - 2nd hit is cancelable.  Usually this move happens on accident, since it's really slow on startup. But if it does come out, you can cancel the 2nd hit into anything (even on whiff). So if it gets blocked you can cancel into fireball or something, and on hit you can confirm into his B kick super (qcf,hcb+B).


Standing D - Imagine his st.B, but a bit shorter range and more recovery, but a higher hitbox for anti-air. A good poke, just be aware of the recovery.
'''Standing D''' - Imagine his st.B, but a bit shorter range and more recovery, but a higher hitbox for anti-air. A good poke, just be aware of the recovery.


Standing CD - The startup looks much like his fireball, so you can use this to whiff cancel into a fireball or other moves as a fake-out.
'''Standing CD''' - The startup looks much like his fireball, so you can use this to whiff cancel into a fireball or other moves as a fake-out.


Close B - Good combo filler, chainable from lights and cancelable.
'''Close B''' - Good combo filler, chainable from lights and cancelable.


Close D - Kensou's fastest comboable heavy attack. The best close-up meaty as is it cancelable.
'''Close D''' - Kensou's fastest comboable heavy attack. The best close-up meaty as is it cancelable.


Crouching A - Your #1 in-close poking tool. Use this in block strings to push them back into a st.B, then mixup and zone from there.
'''Crouching A''' - Your #1 in-close poking tool. Use this in block strings to push them back into a st.B, then mixup and zone from there.


Crouching B - Well, it's low, but it's not very fast for a crouching B.
'''Crouching B''' - Well, it's low, but it's not very fast for a crouching B.


Crouching C - An okay move, but you're better off using cl.D for combos or cr.D for zoning.
'''Crouching C''' - An okay move, but you're better off using cl.D for combos or cr.D for zoning.


Crouching D - One of the best, arguably the best sweep in the game. Crouches extremely low like Leona's, and is cancelable. Easy to cancel in whiff as well. A prime zoning tool when used with fireballs.
'''Crouching D''' - One of the best, arguably the best sweep in the game. Crouches extremely low like Leona's, and is cancelable. Easy to cancel in whiff as well. A prime zoning tool when used with fireballs.


Jumping A - Cancelable. Use jumping B.
'''Jumping A''' - Cancelable. Use jumping B.


Jumping B - Crosses up, cancelable, good air-to-air.
'''Jumping B''' - Crosses up, cancelable, good air-to-air.


Jumping C - Most damaging followup to his Punchy Throw if you want a reset. Other than that, not notable.
'''Jumping C''' - Most damaging followup to his Punchy Throw if you want a reset. Other than that, not notable.


Jumping D - Non-knockdown jump-in of choice, crosses up.
'''Jumping D''' - Non-knockdown jump-in of choice, crosses up.


Jumping CD - Comes out fast for a CD. Very good air-to-air, especially from a super jump. Can even cross up (tight window).
'''Jumping CD''' - Comes out fast for a CD. Very good air-to-air, especially from a super jump. Can even cross up (tight window).


==Command Normals==
==Command Normals==


f+A - Overhead. Faster, cancelable, and non-overhead when chained. This is good for block strings when chained, as it'll push very fast back to cancel into a fireball.
'''f+A''' - Overhead. Faster, cancelable, and non-overhead when chained. This is good for block strings when chained, as it'll push very fast back to cancel into a fireball.


f+B - Jumping kick move, knocks down if it his an airborne opponent. This also sets up for his pseudo-combos into his proximity unblockables if it hits (dp+P and qcf,qcf+P).
'''f+B''' - Jumping kick move, knocks down if it his an airborne opponent. This also sets up for his pseudo-combos into his proximity unblockables if it hits (dp+P and qcf,qcf+P).


==Special Moves==
==Special Moves==

Revision as of 16:34, 27 December 2007

Introduction

Kensou is Chinese, which means he's really cheap in fighting games. That's good, because he's in a fighting game. This one. KOF98. His favorite food is giant dinosaur eggs, which he eats during one of his supers. He can unleash the power of the dinosaur with various dinosaur moves, like his Dinosaur Kick or Dinosaur Fireball or Dinosaur Sweep.

Gameplay Overview

Kensou is very good zoning/poking character. He has some decent combo and mixup ability, but this is hankered by his slow jump and short hop. Still, he has enough close range tools to keep opponents out and mixup when they have a counter to his strong zoning with fireballs. He is a mid tier character and a good choice for a beginner.

Combos

cr.A/B,st.A/B xx Punchy Throw (dp+P, tap P rapidly), hcf+C/forward sj.CD/forward sj.C (for reset)

cr.A/B,cr.A,cr.A,st.B

cl.D,f+A xx B Kick Super (qcf,hcb+B)

st.C (2 hits) xx B Kick Super (qcf,hcb+B)

cl.D xx Ball Blast (qcf,qcf+P)/Punchy Throw (dp+P, tap P rapidly), hcf+C/forward sj.CD/forward sj.C (for reset)

dp+P [tap P rapidly], hcf+C/forward sj.CD/forward sj.C (for reset)

[pseudo combo, corner only] cl.D,f+B, Ball Blast (qcf,qcf+P)/Punchy Throw (dp+P, tap P rapidly), hcf+C/forward sj.CD/forward sj.C (for reset)

In-depth analysis

Normal Throws

b or f+C - Breakable, forward knockdown, face forward, un-rollable.

b or f+D - Breakable, forward knockdown, back turned, rollable.

C throw is preferred but neither of them are very good.

Normal Moves

Standing A - Can be used as an anti-air vs short hop.

Standing B - An awesome fast/long range mid poke. Whenever Kensou is at the max range if his st.B, you should probably be doing st.B. Anti-air vs short hop.

Standing C - 2nd hit is cancelable. Usually this move happens on accident, since it's really slow on startup. But if it does come out, you can cancel the 2nd hit into anything (even on whiff). So if it gets blocked you can cancel into fireball or something, and on hit you can confirm into his B kick super (qcf,hcb+B).

Standing D - Imagine his st.B, but a bit shorter range and more recovery, but a higher hitbox for anti-air. A good poke, just be aware of the recovery.

Standing CD - The startup looks much like his fireball, so you can use this to whiff cancel into a fireball or other moves as a fake-out.

Close B - Good combo filler, chainable from lights and cancelable.

Close D - Kensou's fastest comboable heavy attack. The best close-up meaty as is it cancelable.

Crouching A - Your #1 in-close poking tool. Use this in block strings to push them back into a st.B, then mixup and zone from there.

Crouching B - Well, it's low, but it's not very fast for a crouching B.

Crouching C - An okay move, but you're better off using cl.D for combos or cr.D for zoning.

Crouching D - One of the best, arguably the best sweep in the game. Crouches extremely low like Leona's, and is cancelable. Easy to cancel in whiff as well. A prime zoning tool when used with fireballs.

Jumping A - Cancelable. Use jumping B.

Jumping B - Crosses up, cancelable, good air-to-air.

Jumping C - Most damaging followup to his Punchy Throw if you want a reset. Other than that, not notable.

Jumping D - Non-knockdown jump-in of choice, crosses up.

Jumping CD - Comes out fast for a CD. Very good air-to-air, especially from a super jump. Can even cross up (tight window).

Command Normals

f+A - Overhead. Faster, cancelable, and non-overhead when chained. This is good for block strings when chained, as it'll push very fast back to cancel into a fireball.

f+B - Jumping kick move, knocks down if it his an airborne opponent. This also sets up for his pseudo-combos into his proximity unblockables if it hits (dp+P and qcf,qcf+P).

Special Moves

Desperation Moves