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==== 100% Drive ==== | ==== 100% Drive ==== | ||
*''(jumping attack) cr.B cr.B cr.B BC cl.C [ | *''(jumping attack) cr.B cr.B cr.B BC cl.C [rdp+D (2-hits) (HDC) qcf+P x2 (HDC)]xn, qcf+K | ||
**Pretty straightforward HD combo looping Kensou's rekka and DP. The damage isn't too high but this is by no means Kensou's optimized HD combo, just something to start with. | **Pretty straightforward HD combo looping Kensou's rekka and DP. The damage isn't too high but this is by no means Kensou's optimized HD combo, just something to start with. | ||
Revision as of 07:07, 6 September 2011


Kensou
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
cancel
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown cancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown cancel
Unique Attacks
Back Ten
kof.lk + kof.sk
startupinv specialcancel
Throw
Ryuuhousui
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown
Special Moves
Choukyuudan
qcb + p
p : 65
ex : 120
ex : 120
supercancel
Ryuutouda
qcf + p
ex (1): qcf + kof.lp + kof.sp
ex (2): ex Ryutesshou (1), then qcf + p
ex (1): qcf + kof.lp + kof.sp
ex (2): ex Ryutesshou (1), then qcf + p
p : 30
ex : 45
ex : 45
drivecancel
- Ryuutesshou
Ryuutouda, then qcf + p
ex (1): ex Ryuutouda (1), then qcf + p
ex (2): ex Ryuutouda (2), then qcf + p
ex (1): ex Ryuutouda (1), then qcf + p
ex (2): ex Ryuutouda (2), then qcf + p
p : 30
ex : 45
ex : 45
drivecancel
- Hasei Shikkuu Zanryuukyaku
Ryuutesshou, then qcf + k
ex : ex Ryuutesshou (2), then qcf + k
ex : ex Ryuutesshou (2), then qcf + k
p : 75
ex : 100
ex : 100
hardknockdown
Ryuubokko
dp + p , press p repeatedly
ex : dp + kof.lp + kof.sp
ex : dp + kof.lp + kof.sp
p : 10×15+95+70×5
ex : 15×16+120
ex : 15×16+120
drivecancel
Last hit: softknockdown
Last hit: softknockdown
Ryuugakusai
rdp + k
kof.lk : 30+35(30)+30
kof.sk : 40+40(30)+30+30
ex : 60×2+35×5
kof.sk : 40+40(30)+30+30
ex : 60×2+35×5
drivecancel
Ryuusougeki
qcb + p
p : 50
ex : 15×n+50
ex : 15×n+50
aironly softknockdown drivecancel
Shikkuu Zanryuukyaku
qcf + k
k : 75
ex : 160
ex : 160
hardknockdown
Desperation Moves
Shinryuu: Choukyuudan
qcb qcb + p
p : 200
ex : 330
ex : 330
softknockdown
Shinryuu: Seikoushou
qcf hcb + p
(8+0)×24+20
hardknockdown maxcancel
Seigan: Senki Hakkei
qcf qcf + kof.lp + kof.sp
(16+0)×22+16+100
hardknockdown
Apprentice Combos
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) - A quick backfist and one of the few Standing
attacks that connects against crouching opponents. The player can use this attack as a standard anti-air answer against a hop, though Crouching
has a slightly higher hitbox for anti-airing.
- Standing Light Kick (
) - A low -hitting kick aimed at the opponent's feet. Fully cancelable, but can't be chained into any other normal. Seeing as Kensou's Crouching
hits low, chains into itself, cancels into specials, and leaves the player with a better frame advantage on block, Standing
doesn't have much use.
- Standing Heavy Punch (
) - A downward arm smash, or a ghetto Iori Standing
if you will. Unlike Iori, Kensou cannot cancel this normal into anything which reduces the effectiveness of his Far
. Occasionally works as a heavy poke to incorporate into a blockstring, but leaves both players at a more neutral spacing and equal advantage on block.
- Close Heavy Punch (Close
) - Standard fare Close Heavy normal. Deals heavy hitstun and blockstun and cancels into special moves nicely. Good in blockstrings, after a jump-in, or as a punish to start a combo.
- Standing Heavy Kick (
) - Kensou's high kick that cancels like a Close Heavy normal, i.e. it can be canceled on hit or whiff. This move is primarily an anti-air that covers the space just above and in front of Kensou's head. Most successful in anti-air attempts if Kensou's foot either hits the opponent early in a jump arc as a preventive anti-air, or if his foot hits deep inside an opponent's jumping attack. An easy way to set up a either anti-air respectively is to run forward at the opponent and press
if the player confirms a jump or hop, or to run forward underneath an aerial opponent before pressing
in order to attack under or behind the enemy's active hitbox.
- Crouching Light Punch (
+
) - A unique Crouching
that doesn't have much use up close to the opponent due to the poor horizontal range. Instead, Kensou performs a jab similar to Standing
but at a higher vertical angle while crouching down and reducing his vulnerable hitbox. The extra size reduction and upward attack angle makes this normal better suited for anti-airing hops, where Standing
's horizontal range makes for a better offensive move.
- Crouching Light Kick (
+
) - The player's fastest and safest low-hitting attack. Kensou has the benefit of having a directly cancelable Crouching
which makes for an easy hitconfirm when chained into itself. A good light attack for dealing guard damage, gaining frame advantage, canceling into specials, and opening up an opponent along with Standing
. Easily converts a tripguard meaty into a knockdown, so punish poor jumping attacks with this attack for a combo.
- Crouching Heavy Punch (
+
) - Odd-looking diagonal double-fist thrust, as if Kensou is trying to fire a beam from his hands. Functions as an anti-air similar to other Crouching
uppercuts, though the vertical reach isn't quite as long as other uppercuts. The player can use Standing
for vertical reach, where Crouching
has more horizontal length. A neat move in blockstrings due to the heavy hitstun making for tighter blockstrings into Choukyuudan (
+
) and also because Kensou doesn't have many other horizontally-reaching and cancelable normals.
- Crouching Heavy Kick (
+
) - A fundamentally good sweep with an modest range; Kensou's longest grounded normal. More importantly, the player can thankfully cancel the sweep on hit of whiff into a special (namely Choukyuudan (
+
)). A strong option on the offensive for locking an opponent down with projectiles, normals, and normals 2-in-1'd into Choukyuudan to bait an impatient mistake or roll. Canceling on whiff from midscreen can bait an opponent to jump over the sweep, only to be anti-aired by Choukyuudan (
+
).
- Blowback Attack (
+
) - Kensou scoots forward and attacks with both his fists. Like most Blowback Attacks, the active hitbox is large and cancelable which makes for an occasional anti-air if timed correctly against jumps, on reaction. There's too much startup and not enough range for a player to safely use this attack as a poke outside of a sort of anti-air. Once in on an opponent with a little frame advantage, this attack becomes much more useful as a heavily blockstunning tool for canceling into Choukyuudan (
+
). The forward movement and big hitbox keep Kensou close enough for the attack to connect even after being pushed back from a few blocked light attacks, while the opponent can be counterhit and knocked down out of a poorly-placed attack or hop.
- Kensou's front leg sticks out in front of the active hitbox, increasing the vulnerability to low attacks at all times. This doesn't apply too much if the player uses the Blowback Attack up close, though it increases the already significant risk of whiffing the attack from midscreen.
- Jumping Light Punch (Air
) - Downward punch with a deep vertical hitbox that hits close in to Kensou. Decent enough hitstun to be used as a jump-in into a combo or blockstring, and canelable into Ryuusougeki (
+
).
- Jumping Light Kick (Air
) - A slightly downward-angled horizontal kick that has the most horizontal reach of all of Kensou's jumping normals. The kick's range can help in air-to-air situations against horizontally adjacent players, though if the opponent is approaching from above Kensou's leg then Jumping
would work better as an air-to-air. This attack works great for tipping the opponent with the end of Kensou's foot to get in, though the hitstun induced is lengthy enough for the player to land and combo if done up close or 'deep'. The vertical hitbox doesn't reach deep enough to hit very low-to-ground attacks or beat out any anti-airs, though it still functions decently from a close-up hop.
- Works as a crossup.
- Jumping Heavy Punch (Air
) - A flying elbow drop that reaches further horizontally that Jumping
. Deals an average amount of block and hitstun, but the attack has a bit of startup and lacks a large active frame window unlike Jumping
or
. Good as an air-to-ground attack against further out opponents Cancels into Ryuusougeki (
+
).
- Jumping Heavy Kick (Air
) - Kensou kicks his foot with an absolute upward vertical angle. This move best works as an air-to-air attack against opponents above the player though it can sometimes work in a horizontal approach if the opponent uses a poor air-to-air. The poor downward vertical range allows the opponent to crouch and meaty a whiffed Jumping
with a low attack.
- Jumping Blowback Attack (Air
+
) - 45° downward kick with a big hitbox that inflicts a large amount of blockstun, but does not hit as an overhead. The angle of Kensou's Jumping Blowback Attack suits it for going on the offense to beat an opponent's attempted anti-air or to set up for Kensou's close pressure game if the opponent blocks the attack. Covers the lower horizontal area stronger than any of Kensou's other jumping attacks.
- Unlike other Jumping Blowback Attacks, the downward angle makes it difficult to set up a for a situation where the player can air-to-air and capitalize off of a counterhit for a juggle.
Unique Attacks
- Back Ten (
+
) - Kensou performs a backflip similar to Vega/Claw's backflip in Street Fighter. Similarly, Kensou is invincible during the startup of the backflip though the invulnerability window runs out halfway through the first flip. It should be noted that this maneuver can be broken down into two parts or flips; the initial, longer flip that ends with Kensou doing a handstand that can be canceled into specials and DMs, and the following short flip that ends with him standing on his feet again.
- The first half is the real important and practical feature of Kensou's Back Ten. The initial invuln window can be used to escape backwards out of pressure, similarly to a roll, but in with less recovery if canceled into a special move. Doing a Back Ten to fake out an opponent and then canceling into Choukyuudan (
+
) is an alright idea occasionally to mess with an opponents reactions to bait a jump and then anti-air with the following projectile. The opponent could of course delay their jump and punish either the Choukyuudan or the remainder of the Back Ten, or even use an invulnerable DM or EX Special move to plow forward through any option Kensou can follow with. Another risky setup would involve the Kensou player doing a Back Ten and confirming that the opponent jumped and then canceling into Ryuugakusai (
+
) to anti-air.
- The remaining flip leaves Kensou vulnerable, but the somewhat fast recovery could go unpunished against an cautious opponent that knows of the aforementioned traps, or simply one who misses a punish against the player. Uncanceled, the backflip moves the player halfway across the screen, while canceling on the first hit moves the player some 2/5 the screen backward. And finally, Kensou is pushed back even further if Back Ten is canceled into from a normal attack.
- Another practical use of this move is to punish a Guard Cancel Attack. If the player feels a 'GCCD' counter is coming he could attack with a cancelable grounded normal and then cancel the attack into Back Ten. If the read was successful, Kensou will avoid the counter and be in the position to punish the recovery of the whiff by canceling into any of his special moves or a DM of choice. In the case of an unsuccessful read, the player has the threat of canceling the backflip into Choukyuudan (
+
) to cover his vulnerability.
- The first half is the real important and practical feature of Kensou's Back Ten. The initial invuln window can be used to escape backwards out of pressure, similarly to a roll, but in with less recovery if canceled into a special move. Doing a Back Ten to fake out an opponent and then canceling into Choukyuudan (
Throw
- Ryuuhousui (
or
+
or
[while close]) - Kensou tosses the opponent a little under 1/2 the screen's length. If the opponent techs the soft knockdown, the distance made increases to 3/4 of the screen's distance. Landing a throw from midscreen resets the spacing for the opponent, giving the player the opportunity to zone and force the opponent back in. If the opponent is thrown in the corner, then the player can hop in for a non-safejump meaty or simply remain up close to the cornered opponent.
Special Moves
- Choukyuudan (
+
) - Kensou's staple projectile and primary zoning tool though also an important backbone when pressing the advantage on offense.
- The
version is safer from fullscreen as the projectile travels slower and Kensou recovers in time to move freely as the projectile travels half the screen. This version is riskier for the opponent to roll through due to Kensou's recovery, and in instances where the opponent jumps the player may have time to recover and anti-air with Ryuugakusai (
+
). The slow speed also controls the screen for much longer and can be delayed or simply mixed up enough to anti-air an opponent. Up close the player can cancel normals into this special to keep opponents from counterpoking or jumping forward, while leaving Kensou with the initiative afterward.
- Kensou's
+
travels faster and combos from his Heavy attacks. The speed increase can be useful for quickly attacking the opponent or mixing up with the
version, but the opponent can more easily jump over and punish Kensou. Canceling into this version up close creates a tigher blockstring which reduces the window for the opponent to attack between hits, but at the cost of leaving the player at less of an advantage on block.
Choukyuudan (
+
+
) - This EX projectile travels across the screen at a very fast rate and causes a soft knockdown on hit. The opponent can't be additionally comboed afterward in a ground combo, and for one Super Meter the player could anti-air with Shinryuu: Choukyuudan (
+
) or even
Ryuugakusai (
+
+
). This move boils down to only having a practical use in projectile wars where it will pass through normal projectiles and knock the opposing player down.
- The
- Ryuutouda (
+
) - The first hit of Kensou's 'rekka' chain series. The hitbox isn't anything special, nor is the startup particularly fast, making the move best kept for combos exclusively. This attack combos from Kensou's Light attacks and can be followed through on hit into the finisher for a hard knockdown, or be Drive Canceled on the second hit into another special move.
- The first hit of the rekka leaves Kensou vulnerable to a counterattack, though the player's safety is increased the further out Kensou is spaced on block.
Ryuutouda (
+
+
) - Kensou's EX Rekka series can chain four hits before ending with Hasei Shikkuu Zanryuukyaku (
+
). Overall, the damage dealt is increased into the 30% range from a basic combo, and the opponent is pushed back further into the corner from the extra hits.
- Ryuutesshou (Ryuutouda, then
+
) - The second hit of Kensou's rekka series that can be Drive Canceled to extend a combo or simply ended with (
+
). This second hit moves Kensou forward and always connects from the first rekka, but the added range makes this hit even more punishable on block. Hitconfirm.
- Hasei Shikkuu Zanryuukyaku (Ryuutesshou, then
+
) - The final hit of Kensou's rekka series which launches the opponent fullscreen for a hard knockdown; this hit ends all possible combo followup options. From midscreen, the player can use the newly-earned space to zone the opponent and play a strong neutral game. Against a cornered opponent, the player has enough frame advantage to perform a safejump, empty jump, or grounded meaty to immediately start with Kensou's corner pressure options. This attack is very punishable on block.
- Hasei Shikkuu Zanryuukyaku (Ryuutesshou, then
- Ryuubokko (
+
, press
repeatedly) - A 'mashable' special move with four different outcomes depending on how many punch buttons are pressed during the move. This attack combos from Heavy attacks and can be Drive/Super Canceled on the final hit.
- 1-5 inputs results in Kensou attacking with 5 punches with no finishing hit. This leaves Kensou close to the opponent with a frame advantage to continue attacking afterward. Good for offensive strings and guard damage.
- 6-8 inputs causes 9 hits and leaves Kensou with slightly less frame advantage than in the 5-hitter.
- 9-10 inputs will make Kensou punch and end the series with a punch that causes a soft knockdown that can be Drive/Super Canceled. The final hit is punishable if blocked.
- 11+ punches or 'overmashing' makes Kensou slowly tire out at the end as he runs out of breath. This can be heavily punished on block or hit every time. In certain cases, this version could be used to cause a guardbreak from the heavy guard damage it deals, or even end out a match as the blocking opponent will lose 10% of their life in chip damage. However, the opponent can Guard Cancel Roll out of this setup with one meter, reducing the practicality of this setup.
Ryuubokko (
+
+
) - Kensou automatically performs all the hits in this series and ends with a knocking down, Drive Cancelable blow. This version, too, is unsafe on block.
- Ryuugakusai (
+
) - Kensou moves forward and upward with a spinning kick. This is Kensou's 'DP' or Reversal or main special anti-air tool with startup invulnerability. To get the most damage, it helps to anti-air the opponent closer to the ground so that more hits connect.
- The
version moves Kensou upward with some forward aerial movement. The immediate upward motion makes this move effective against aerial opponents that are moving in close or deep to Kensou. The more consistent anti-air version.
- When done with
, Kensou moves forward on the ground and then moves higher into the air, hitting four times. This can anti-air and all hits can connect as an anti-air if the opponent is hit deep and low to the ground., but the opponent could possibly jump over the initial forward movement and cause the move to whiff at close ranges. In return, the first two hits are grounded and can be Drive and Super Canceled on hit so this version is the stronger grounded reversal option. Additionally, the forward movement helps inside ground combos and the move can even connect from Light attacks. Lastly, this version can be Drive Canceled on the fourth hit into Ryuusougeki (Air
+
) to lengthen a combo.
Ryuugakusai (
+
+
) - Hits seven times and has a longer window of invulnerability. The arc is a sort of mix between both versions, so the opponent is unlikely to avoid it. Deals more damage as an anti-air and also easily Drive Cancels into Ryuusougeki (Air
+
).
- The
- Ryuusougeki (Air
+
) - This special causes Kensou to stop his aerial momentum and dive diagonally downward at a 45° angle with his hand. This attack is not an overhead and leaves Kensou at a large disadvantage if blocked at any range, period. Outside of combos or odd gimmicks, this move is only somewhat viable as an air-to-air by getting above the opponent from a neutral or backwards jump.
Ryuusougeki (Air
+
+
) - The good version of the special. Kensou staggers for a second and then dives downward while hitting multiple times, with more hits connecting against a standing opponent. On hit against a grounded opponent the player can link a Close
into a combo, while on block the player recovers much faster and is less likely to be punished than in the standard dive. An airborne opponent will typically be hit multiple times and can be juggled afterwards as per the standard version.
- The multiple hits can deal around 30% of the opponent's guard meter.
- Shikkuu Zanryuukyaku (
+
) - The final hit of Kensou's rekka, but done on command. From a distance Kensou will run forward and then perform his jumping kick once reaching a close range. The
version causes Kensou to run forward for a short distance before stopping or committing to the flying kick, and the
version will cause Kensou to run further before triggering either ending. This could be used to go over a sweep but the player could simply run forward and hop in the same situation to score a combo and gain frame advantage on block instead of being highly punishable on block. Pretty much a gimmick move if done from neutral.
Shikkuu Zanryuukyaku (
+
+
) - Kensou immediately goes into the jumping kick from any range while traveling at a higher and longer arc. The faster speed and lack of range restriction makes this move better for 'throwing out' though it is still as punishable and lacks any sort of invulnerability. In odd instances it could be used to punish moves such as Kyo's 108 Shiki: Yamibarai (
+
).
Desperation Moves
- Shinryuu: Choukyuudan (
+
) - A huge and sparking projectile DM. The startup is too slow to combo from any of Kensou's normals and can only be incorporated into a combo from a juggle. The
version of the DM launches a slow-traveling projectile across the screen, which is better suited for filling the screen or punishing early roll attempts in anticipation of the faster version. For more practical purposes, the
DM travels much faster so it can work as a fullscreen punish against oncoming projectiles or distant large whiffs or anti-air an opponent's jump. Both versions can be rolled through or punished with certain invincible moves, so be warned.
- The opponent has to properly time a full or super jump to get over the projectile, as any hop wont cut it.
Shinryuu: Choukyuudan (
+
+
) - An overall improved projectile; Kensou's EX DM is three times better than the usual version. The startup is improved enough to combo off of Heavy attacks and off of more juggles and once active the projectile moves as fast as the
version DM. An even stronger combo tool, fullscreen punish, and anti-air.
- Shinryuu: Seikoushou (
+
) - A DM-version of Kensou's Ryuubokko (
+
) that combos off of Heavy attacks and works in certain juggle combos. Causes hard knockdown and leaves the player with a slight frame advantage.
- Deals no guard damage, but causes 10% life in chip damage.
- Seigan: Senki Hakkei (
+
+
) - Kensou creates a spinning circle of energy in front of him. The hitbox is similar in size as Shinryuu: Choukyuudan (
+
) but without traveling full screen, while the startup speed is on par with
Shinryuu: Choukyuudan. The player can use this attack as a heavy-damaging anti-air or combo ender.
Tips and Tricks
- Kensou's taunt can be used as a fireball feint. He'll mimic his projectile startup and toss a meat bun while recovering faster and leaving the time to anti-air if the opponent was baited into jumping.
Combos
0% Drive
0 Bar
- (jumping attack)/cr.B cr.B cr.B xx qcf+P x2, qcf+K
- A simple hitconfirm into rekkas and a hard knockdown.
50% Drive
- [corner](jumping attack)/cr.B cr.B cr.B xx rdp+D (DC) air qcb+C, qcb+A qcf+P x2, qcf+K
- A basic corner drive cancel combo that could be added upon with more meter. Time the drive cancel late on the fourth hit of rdp+D for the dive to connect. With enough meter for a drive cancel, the player can try to combo into rdp+D off of cr.B to up Kensou's damage though the cancel must be done fast as otherwise he can whiff or drop the combo.
100% Drive
- (jumping attack) cr.B cr.B cr.B BC cl.C [rdp+D (2-hits) (HDC) qcf+P x2 (HDC)]xn, qcf+K
- Pretty straightforward HD combo looping Kensou's rekka and DP. The damage isn't too high but this is by no means Kensou's optimized HD combo, just something to start with.
Basic Strategy
Offense
Neutral/Defense
Advanced Strategy
Eat meat bun.