Sie Kensou (KoF '02 UM): Difference between revisions

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<h2><span class="mw-headline" id="Normals">Normals</span></h2>
==Normal Moves==
<p><b>Close</b>
 
</p>
==Normal Throws==
<ul>
 
<li>cl.A/B/C/D are all cancellable
==Command Normals==
</li>
 
<li>cl.A/B chain into themselves and each other
==Special Moves==
</li>
 
</ul>
==Desperation Moves==
<p><b>Standing</b>
 
</p>
==Max Desperation Moves==
<ul>
 
<li>s.A is cancellable
==Max 2==
</li>
 
<li>s.B is Kensou's furthest reaching normal and a decent hop killer
</li>
<li>s.C hits twice and is cancellable on the 2nd hit. It will connect both hits from a pretty far distance
</li>
<li>s.D is slow, but a decent anticipatory anti-air
</li>
</ul>
<p><b>Crouching</b>
</p>
<ul>
<li>cr.A/C are cancellable
</li>
<li>cr,A/B chain into themselves and each other.
</li>
</ul>
<p><b>Jump</b>
</p>
<ul>
<li>j.A/D are very solid jump in/combo starters
</li>
<li>j.B crosses up on standing opponents, but misses frequently on crouching ones
</li>
<li>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.
</li>
<li>poor jump normals are mildly augmented by Dragon Tear special
</li>
</ul>
<p><b>Blowback</b>
</p>
<ul>
<li>s.CD is whiff cancellable
</li>
<li>j.CD has an interesting downward hitbox for jump ins.
</li>
</ul>
<p>Overall a pretty mediocre set of normals with some upsides.
</p>
<h2><span class="mw-headline" id="Throws">Throws</span></h2>
<p><b>Power Blast</b> - (f/b + C)
</p>
<ul>
<li>Soft knockdown
</li>
</ul>
<p><b>Psychic Slam</b> - (b/f + D)
</p>
<ul>
<li>Soft knockdown
</li>
</ul>
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2>
<p><b>Tiger Takedown Punch</b> - (f + A)
</p>
<ul>
<li>Kensou slams both fist into the opponent. Hits overhead
</li>
<li>can be comboed into, then becomes cancellable, but moves Kensou pretty far back so usually can't connect afterwards.
</li>
<li>can cancel into BC mode
</li>
</ul>
<p><b>Reverse Mass Kick</b> - (f + B)
</p>
<ul>
<li>Kensou hop forward with a short flying kick. Hits mid.
</li>
<li>can be comboed into and then becomes cancellable
</li>
<li>good spacing tool
</li>
<li>slightly negative on block
</li>
</ul>
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2>
<p><b>Super Bullet Attack</b> - (qcb + A/C)
</p>
<ul>
<li>Kensou's fireball move.
</li>
<li>A version is much slower to move across the screen allowing time to position
</li>
<li>A version is even on block point blank, C version is pretty negative on block
</li>
</ul>
<p><b>Earth Dragon Fang Nibble</b> - (hcf + A)
</p>
<ul>
<li>Kensou dashes in with an elbow then a two kick combo.
</li>
<li>causes soft knockdown
</li>
<li>good combo ender
</li>
<li>very unsafe on block
</li>
</ul>
<p><b>Heaven Dragon Fang Nibble</b> - (hcf + C)
</p>
<ul>
<li>Kensou kicks the opponent into the air with an ascending kick combo
</li>
<li>whiffs on crouching opponents
</li>
<li>can be comboed into
</li>
<li>with correct spacing can be used as an anti-air
</li>
</ul>
<p><b>Dragon Talon Tear</b> - in air, (qcb + A/C)
</p>
<ul>
<li>Kensou strike diagonally downward with his fists.
</li>
<li>hit mid
</li>
<li>can be comboed into
</li>
<li>A version is faster
</li>
<li>C version has a longer pause before descending and hit for 1 more hit than A version
</li>
<li>both versions be tiger kneed (qcb+ub)
</li>
<li>both versions a relatively safe on block
</li>
</ul>
<p><b>Dragon Uppercut</b> - (rdp + B/D)
</p>
<ul>
<li>Kensou spins upward in a cyclone of kicks
</li>
<li>can combo into them
</li>
<li>B version is faster and covers less vertical space
</li>
<li>C version moves Kensou forward a bit more and covers more vertical space
</li>
<li>both versions are unsafe on block
</li>
<li>B version is Kensou's go to reversal
</li>
</ul>
<p><b>Arrow Kick</b> - (qcf + B/D)
</p>
<ul>
<li>Kensou flips on his hand and send the opponent flying with a double kick
</li>
<li>both versions allow a juggle state on hit that you can combo into lots of specials, supers or reset
</li>
<li>cancellable into, but not comboable.
<ul>
<li>the first part of the active frames of both versions will negate fireballs and continue to the upward kick
</li>
</ul>
</li>
</ul>
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2>
<p><b>Dragon God Kick</b> - (qcf hcb + B)
</p>
<ul>
<li>super version of Kensou's hcf+A move, ends with his dp kick.
</li>
<li>can combo into it as a decent ender
</li>
<li>causes soft knockdown
</li>
</ul>
<p><b>Dragon God Drubbing</b> - (qcf hcb + D)
</p>
<ul>
<li>super version of Kensou's hcf+C move, ends in dp kick
</li>
<li>can combo into it as an ender or for aerial punishes
</li>
<li>causes soft knockdown
</li>
</ul>
<p><b>RESPECT Meat Dumplings</b> - (qcb x 2 + A/C)
</p>
<ul>
<li>Kensou pulls a giant dumpling out to snack on
</li>
<li>
</li>
</ul>
<h2><span class="mw-headline" id="Super_Desperation_Move">Super Desperation Move</span></h2>
<p><b>Hermit Power Blast</b> - close (qcf x 2 + AC)
</p>
<ul>
<li>Kensou grabs the opponent and fills them with fireballs.
</li>
<li>unblockable command grab, but also can be combo into
</li>
<li>causes soft knockdown
</li>
</ul>
<h2><span class="mw-headline" id="HSDM">HSDM</span></h2>
<p><b>Dragon Awakening</b> - (qcf x 2 +BD)
</p>
<ul>
<li>Kensou throws out a fireball the causes soft knockdown on hit.
</li>
<li>a follow up energy ball floats back on screen from the opposite direction which if Kensou hits he goes into a powered up mode.
</li>
<li>Kensou does about 50% more damage when he is in his powered up state.
</li>
<li>powered up state lasts until the next round or Kensou dies.
</li>
</ul>
=Combos=
=Strategies=


=Combos=
=Combos=

Revision as of 03:13, 12 December 2015

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)

  • 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)

  • 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 x 2 + A/C)

  • Kensou pulls a giant dumpling out to snack on

Super Desperation Move

Hermit Power Blast - close (qcf x 2 + AC)

  • 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 x 2 +BD)

  • 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

Strategies

Combos

The Basics

Advanced Strategy

Match-Ups