Kenshiro/Normal Moves: Difference between revisions

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===Standing===
==Standing==
'''Close A'''<br>
===Close A===
A quick jab. Not very useful for pressure or zoning, but used in some combos.<br>
A quick jab. Not very useful for pressure or zoning, but used in some combos.<br>


'''Far A'''<br>
===Far A===
[[Image:Kenshiro-A.png‎]]<br>
A straight punch. Mostly the same as close A but perhaps slightly more useful as an anti-air.<br>
A straight punch. Mostly the same as close A but perhaps slightly more useful as an anti-air.<br>


'''Close B'''<br>
===Close B===
A low kick. Decent but lacking in comparison to 2B.<br>
A low kick. Decent but lacking in comparison to 2B.<br>
'''Far B'''<br>
 
===Far B===
A straight kick. Gives advantage on guard and cancelable into itself. Very useful for mid-range zoning.<br>
A straight kick. Gives advantage on guard and cancelable into itself. Very useful for mid-range zoning.<br>


'''Close C'''<br>
===Close C===
Two quick punches. No real use, seen mostly when missing with a throw attempt.<br>
Two quick punches. No real use, seen mostly when missing with a throw attempt.<br>
'''Far C'''<br>
 
===Far C===
A two-handed punch. Long active frames and good range. Very useful for zoning, can hit confirm Boost into a combo.<br>
A two-handed punch. Long active frames and good range. Very useful for zoning, can hit confirm Boost into a combo.<br>


'''Close D'''<br>
===Close D===
An upward kick. Its quick startup and a wide range make it a very good anti-air. Also useful in combos.<br>
An upward kick. Its quick startup and a wide range make it a very good anti-air. Also useful in combos.<br>


'''Far D'''<br>
===Far D===
A strong kick. With 7 frame startup, great range, and good comboability, this is without a doubt one of Kenshiro's best normals.<br>
A strong kick. With 7 frame startup, great range, and good comboability, this is without a doubt one of Kenshiro's best normals.<br>


===Crouching===
==Crouching==
'''A'''<br>
===A===
A crouching jab. Fast startup, used at close range and in combos.<br>
A crouching jab. Fast startup, used at close range and in combos.<br>


'''B'''<br>
===B===
A low crouching kick. 8 frame advantage on block, allowing for mixup with another 2B or air dash B. Very useful.<br>
A low crouching kick. 8 frame advantage on block, allowing for mixup with another 2B or air dash B. Very useful.<br>


'''C'''<br>
===C===
A crouching straight punch. Cancelable into itself, but it's slow startup and short range makes it not very useful.<br>
A crouching straight punch. Cancelable into itself, but it's slow startup and short range makes it not very useful.<br>


'''D'''<br>
===D===
A sweep kick. Fairly long range but slow startup.
A sweep kick. Fairly long range but slow startup.


===Air===
==Air==
'''A'''<br>
===A===
A quick air jab. Used mostly for getting out of pressure and as a mixup option after an air dash B.<br>
A quick air jab. Used mostly for getting out of pressure and as a mixup option after an air dash B.<br>


'''B'''<br>
===B===
An air kick. Its long range and quick execution make this move Kenshiro's main overhead.<br>
An air kick. Its long range and quick execution make this move Kenshiro's main overhead.<br>


'''C'''<br>
===C===
A strong air punch. Fairly slow startup but decently strong against grounded opponents. Used mostly in combos.<br>
A strong air punch. Fairly slow startup but decently strong against grounded opponents. Used mostly in combos.<br>


'''D'''<br>
===D===
A 3-hit air kick. Good range to the side but not great against opponents below you. Use mostly in combos or for long range zoning.
A 3-hit air kick. Good range to the side but not great against opponents below you. Use mostly in combos or for long range zoning.


===Other===
==Other==
'''6A'''<br>
===6A===
'''6B'''<br>
===6B===


[[Category:Hokuto no Ken]]
[[Category:Hokuto no Ken]]

Revision as of 08:34, 29 March 2012

Standing

Close A

A quick jab. Not very useful for pressure or zoning, but used in some combos.

Far A

Kenshiro-A.png
A straight punch. Mostly the same as close A but perhaps slightly more useful as an anti-air.

Close B

A low kick. Decent but lacking in comparison to 2B.

Far B

A straight kick. Gives advantage on guard and cancelable into itself. Very useful for mid-range zoning.

Close C

Two quick punches. No real use, seen mostly when missing with a throw attempt.

Far C

A two-handed punch. Long active frames and good range. Very useful for zoning, can hit confirm Boost into a combo.

Close D

An upward kick. Its quick startup and a wide range make it a very good anti-air. Also useful in combos.

Far D

A strong kick. With 7 frame startup, great range, and good comboability, this is without a doubt one of Kenshiro's best normals.

Crouching

A

A crouching jab. Fast startup, used at close range and in combos.

B

A low crouching kick. 8 frame advantage on block, allowing for mixup with another 2B or air dash B. Very useful.

C

A crouching straight punch. Cancelable into itself, but it's slow startup and short range makes it not very useful.

D

A sweep kick. Fairly long range but slow startup.

Air

A

A quick air jab. Used mostly for getting out of pressure and as a mixup option after an air dash B.

B

An air kick. Its long range and quick execution make this move Kenshiro's main overhead.

C

A strong air punch. Fairly slow startup but decently strong against grounded opponents. Used mostly in combos.

D

A 3-hit air kick. Good range to the side but not great against opponents below you. Use mostly in combos or for long range zoning.

Other

6A

6B