Kenshiro/Normal Moves

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< Kenshiro
Revision as of 08:19, 29 March 2012 by Matt Cowan (talk | contribs) (Created page with '===Standing=== '''Close A'''<br> A quick jab. Not very useful for pressure or zoning, but used in some combos.<br> '''Far A'''<br> A straight punch. Mostly the same as close A b...')
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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
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