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This page covers [[Kenshiro]]'s normal moves. His special and super moves are explained [[Kenshiro/Special_Moves|here]]. | |||
==Standing== | ==Standing== | ||
===Close A=== | ===Close A=== | ||
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[[Image:Kenshiro-A.png]]<br> | [[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> | ||
<br> | |||
===Close B=== | ===Close B=== | ||
[[Image:Kenshiro-c.B.png]]<br> | [[Image:Kenshiro-c.B.png]]<br> |
Revision as of 11:34, 29 March 2012
This page covers Kenshiro's normal moves. His special and super moves are explained here.
Standing
Close A
A quick jab. Not very useful for pressure or zoning, but used in some combos.
Far A
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
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
An overhead chop. Aside from being quite slow with a 27 frame startup, Kenshiro screaming 'GANZANRYOUZANHA!' at the top of his lungs doesn't help make this move less telegraphed either. Still, the ability to follow up with a combo on a successful hit or a quick low on guard using Boost makes this move worth using every once in a while.
6B
A backhand punch. Jump cancelable and possesses Super Armor. Knocks opponent into the air on normal hit and causes wall bounce on counter. Very useful for dealing with Guard Cancels.