Kenshiro/Normal Moves: Difference between revisions

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==Standing==
==Standing==
===Close A===
===Close A===
[[Image:Kenshiro-c.A.png‎]]<br>
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>


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===Close B===
===Close B===
[[Image:Kenshiro-c.B.png‎]]<br>
A low kick. Decent but lacking in comparison to 2B.<br>
A low kick. Decent but lacking in comparison to 2B.<br>


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===Close C===
===Close C===
[[Image:Kenshiro-c.C.png‎]]<br>
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===
===Far C===
[[Image:Kenshiro-C.png‎]]<br>
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===
===Close D===
[[Image:Kenshiro-c.D.png‎]]<br>
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===
===Far D===
[[Image:Kenshiro-D.png‎]]<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>
A strong kick. With 7 frame startup, great range, and good comboability, this is without a doubt one of Kenshiro's best normals.<br>



Revision as of 09:02, 29 March 2012

Standing

Close A

Kenshiro-c.A.png
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

Kenshiro-c.B.png
A low kick. Decent but lacking in comparison to 2B.

Far B

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

Close C

Kenshiro-c.C.png
Two quick punches. No real use, seen mostly when missing with a throw attempt.

Far C

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

Close D

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

Far D

Kenshiro-D.png
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