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==Normals== | |||
<p><b>Close</b> | <p><b>Close</b> | ||
</p> | </p> | ||
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<p>Overall a pretty mediocre set of normals with some upsides. | <p>Overall a pretty mediocre set of normals with some upsides. | ||
</p> | </p> | ||
==Throws== | |||
<p><b>Power Blast</b> - (f/b + C) | <p><b>Power Blast</b> - (f/b + C) | ||
</p> | </p> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
==Command Moves== | |||
<p><b>Tiger Takedown Punch</b> - (f + A) | <p><b>Tiger Takedown Punch</b> - (f + A) | ||
</p> | </p> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
==Special Moves== | |||
<p><b>Super Bullet Attack</b> - (qcb + A/C) | <p><b>Super Bullet Attack</b> - (qcb + A/C) | ||
</p> | </p> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
==Desperation Moves== | |||
<p><b>Dragon God Kick</b> - (qcf hcb + B) | <p><b>Dragon God Kick</b> - (qcf hcb + B) [25%] | ||
</p> | </p> | ||
<ul> | <ul> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
<p><b>Dragon God Drubbing</b> - (qcf hcb + D) | <p><b>Dragon God Drubbing</b> - (qcf hcb + D) [25%] | ||
</p> | </p> | ||
<ul> | <ul> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
<p><b>RESPECT Meat Dumplings</b> - (qcb | <p><b>RESPECT Meat Dumplings</b> - (qcb qcb + P) [-] | ||
</p> | </p> | ||
<ul> | <ul> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
==Super Desperation Move== | |||
<p><b>Hermit Power Blast</b> - close | <p><b>Hermit Power Blast</b> - (close, qcf qcf + AC) [33%] | ||
</p> | </p> | ||
<ul> | <ul> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
<p><b>Dragon Awakening</b> - (qcf | ==HSDM== | ||
<p><b>Dragon Awakening</b> - (qcf qcf +BD) [32%] | |||
</p> | </p> | ||
<ul> | <ul> | ||
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</li> | </li> | ||
</ul> | </ul> | ||
=Combos= | =Combos= | ||
0 Stock<br><br> | 0 Stock<br><br> |
Latest revision as of 11:09, 20 November 2020
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) [25%]
- 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) [25%]
- 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 qcb + P) [-]
- Kensou pulls a giant dumpling out to snack on
Super Desperation Move
Hermit Power Blast - (close, qcf qcf + AC) [33%]
- 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 qcf +BD) [32%]
- 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