Hokuto no Ken/Kenshiro: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 44: Line 44:


===Hikou Seieikou===
===Hikou Seieikou===
'''236C'''
'''236C'''<br>
A short-ranged move in which Kenshiro strikes his opponent's pressure point, stunning them and taking off one star. Connecting with Seieikou also causes the victim to take chip damage from normal moves for a short duration. Due to its short range it is considered a combo-only move.
 
===Tenha no Kamae===
===Tenha no Kamae===
'''214C'''
'''214C'''

Revision as of 10:22, 27 March 2012

Introduction

Kenshiroportrait.png

Kenshiro's play-style is quite standard, as one might expect from the main character of a fighting game. He has good normals, well-balanced specials, and his bread and butter combos are very easy to master, making him a good beginner character. His mixup abilities are very decent as well thanks to his extremely fast instant air dash B, and he is capable of applying a lot of pressure in the corner. On the defense he is not lacking either, having both an invincible uppercut and Musou Tensei that he can use to get out of bad spots. Kenshiro's only real weaknesses are his big hitbox(seriously, it's huge), and bad matchups against Toki and Juda - overall he is a great character for players of any level.


Normal Moves

Standing

Close A
Far A
Close B
Far B
Close C
Far C
Close D
Far D

Crouching

A
B
C
D

Air

A
B
C
D

Other

6A
6B

Special Moves

Touki

236A
A small fireball that travels roughly half-screen. Used mostly for putting out other fireball moves and applying pressure.

Hokuto Ujou Moushouha

(Land or Air) 623A or C
A dragon punch move with two versions - the A version does a quick uppercut and Kenshiro remains grounded, while the C version rises into the air. The ground A version has upper-body invulnerability and takes off a star on hit. On counterhit it takes off 2 stars, and the opponent is launched high into the air. It cannot be air guarded, even with the use of Aura Guard.

The ground C version of the uppercut is your classic invulnerable dragon punch, and takes one star on counter hit. An interesting bug exists in which it is possible to cancel the uppercut into ground moves, even though you are in the air. This makes Kenshiro's reversals particularly deadly when he has meter. While very unpractical, it is possible to perform some extremely confusing mixups using this bug. See this video for an some examples.

For the most part it is best to forget that the air versions of the uppercut exist as they have absolutely no use whatsoever.

Hokuto Hieiken

623B
A diagonal rising kick move similar in appearance to Shin's Gokutoken, but lacking any invulnerability. Used mostly as a combo ender when it isn't possible to continue into anything else and as a very situational anti-air. Connecting with an airborne opponent causes wall bounce and can lead to some very big combos.

Hikou Seieikou

236C
A short-ranged move in which Kenshiro strikes his opponent's pressure point, stunning them and taking off one star. Connecting with Seieikou also causes the victim to take chip damage from normal moves for a short duration. Due to its short range it is considered a combo-only move.

Tenha no Kamae

214C

Hokuto Jyaraikou

236D

Hokuto Shichishiki Heizan

(Air) 214A

Hokuto Ryugekiko

214A

Musou Tensei

214214B

Tenha Kassatsu

236236A

Hokuto Zankaiken

214214C

Hokuto Hyakuretsuken

236CD

Combos