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
- cl.A chains into cl.B
Standing
- s.A/C are cancellable
- s.B is EX Kensou's furthest poke
- s.C is a two hit move that is cancellable on the 2nd hit. Has very decent range and usually connects both hits.
Crouching
- cr.A/B chain into themselves
- cr.A chains into cr.B
- cr.A/C are cancellable
Jumping
- j.B remains EX Kensou's best crossup tool
- j.C is also a good crossup on crouching opponents and can be quite ambiguous.
- j.D has a better hitbox than normal Kensou and is yet another crossup tool
Blowback
- standing and jumping CD both cause soft knockdown
- s.CD is whiff cancellable
- j.CD has a nice downward angle and can be effective as preemptive air-to-air or jump in attack.
Throws
Inch Blast - (b/f + C)
- causes hard knockdown
Psychic Slam - (b/f + D)
- causes soft knockdown
Command Moves
Tiger Takedown Punch - (f + A)
- EX Kensou slams his fists downward on the opponent. Hits overhead.
- can combo into it and it becomes special cancellable, but loses the overhead property
- could be used in a frame trap like: cl.C, f+A, pause hcb+p
Reverse Mass Kick - (f + B)
- EX Kensou performs a hop-like flying kick. Hits mid.
- can combo into it and it special cancellable on hit even when not comboed into
- can use it as an advancing move with anti-hop properties.
- lacks low body armor enough to be super effective at beating out lows.
Special Moves
Arrow Dash Blast - (qcb + A/C)
- EX Kensou dashes forward with a fist, hitting twice and causing soft knockdown.
- hits mid
- can be combo into
- A version goes half the screen to hit. C version goes full screen so could be used as a punisher from many distances
- both versions are negative on block, but C version is extremely negative
- Super cancellable
Dragon Drubbing - (dp + A/C) (C rapidly)
- EX Kensou flings fist after fist at the opponent ending in an upward double strike causing soft knockdown
- hits mid
- can be combo into
- C version can be rapidly pressed to achieve two extra hits
- both versions are pretty negative on block
- Super cancellable
Dragon Scale Tackle - (rdp + A/C)
- EX Kensou throws out a damaging back hand to the opponent
- both versions cause soft knockdown
- A version is stationary and 1 hit whereas C version EX Kensou dashes forward a bit and is two hits.
- cannot be comboed into
- both versions have upper body armor able to absorb a hit and continue the attack
- use can use the frame of armor to absorb a mid fireball like Athena's
- no armor to lows so can be hit out of it if opponent guesses right
Earth Dragon Fang Nibble - (hcf + A)
- EX Kensou launches himself at the opponent in a flurry of punches & kicks
- it is a grounded horizontal attack that hits mid
- causes soft knockdown
- can be comboed into
- pretty negative on block
Heaven Dragon Fang Nibble - (hcf + C)
- an upward diagonal kick hitting multiple times
- hits high so will whiff on crouching opponents
- can be comboed into
- situational anti-air
Arrow Kick - (qcf + B/D)
- EX Kensou plants his palm and smashes the opponent upward with a vertical kick
- hits twice and causes a soft knockdown
- on hit creates a juggle state where EX Kensou can follow up with lots of options or a reset
- unlike normal Kensou can combo into this move. In the corner you can get more combo options into it
- the first part of the active frames of both versions will negate fireballs and continue to the upward kick
- not a very effective reversal or anti-air
Dragon Uppercut - (rpd + B/D)
- Kensou spins upward in a cyclone of kicks
- unlike normal Kensou you can't 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 EX Kensou's go to reversal
- Super cancellable
Dragon Talon Tear - (qcb + A/C) in air
- Kensou strike diagonally downward with his fists.
- hits mid
- unlike normal Kensou can't be comboed into
- A version is faster
- C version has a longer pause before descending and hits for 1 more hit than A version
- both versions be tiger kneed (qcb,ub+p)
- both versions are negative on block another difference from normal Kensou
Desperation Moves
Dragon God Kick - (qcf hcb + B) [25%]
- super verison of his (qcf+A) move ending with an upward kick
- hits mid
- soft knockdown
- can combo into it
- first hit of the super hits from 1/3 the screen away for punishing purposes
- great way to end a combo if you have stock
Dragon God Drubbing - (qcf hcb + D) [25%]
- super version of his (qcf+C) move
- first hit hits high, second grounded part of the combo hits mid
- can combo into it
- connects from about 1/3 screen for punishing purposes
Super Dragon Fist - (qcf qcf + P) [26%]
- EX Kensou clobbers his opponents with a super version of his (dp+A/C) moves
- unlike the special there is no difference between the two moves.
- hits mid
- causes hard knockdown
- can combo into it
Super Desperation Moves
Dragon God Drubbing - (qcf hcb + BD) [40%]
- EX version of his D aerial super
- first hit hits high, follow up grounded hits hit mid
- causes soft knockdown
- for punishing purposes it has the same range as his (qcf,hcb+D) super
- can combo into it
- great way to add damage to finish a match
HSDM
Arrow Dash Dragon Crunch - (qcf b f + AC) [42%]
- EX Kensou dashes fist first into the opponent and upon hitting unleashes a wave of energy through them
- causes hard knockdown
- will connect from full screen as a punish
- can combo into it with close A/D
Combos
- cl.D >
- f + A > (Corner.)
- (S)DM qcf hcb + K/BD
- qcf + D,
- j.CD
- air qcb + P,
- rdp + D (Corner.)
- rdp + R
- HSDM qcf b f + AC
- dp + P,
- rdp + D (Corner.)
- (S)DM qcf hcb + K/BD
- DM qcf qcf + P
- hcf + C/A
- qcb + P
- f + A > (Corner.)
- cr.B, cr.A >
- qcb + A
- dp + P...
- DM qcf qcf + P
ノー Stock
JD>cl.D>hcf+A
cr.B>cr.A>qcb+A or dp+P
cr.B>cr.A>qcb+A or hcf+A or dp+P>far 距離B(Cornerならrdp+D)
cl.D>Delay qcf+B>各種追い討ち
1 Stock
cr.B>cr.A×1~2>qcf,qcf+A
cl.D>f+A>神龍凄煌裂脚
(Corner)cl.D>qcf+B>stand BC >rdp+D>SCqcf,hcb+D
2 Stock
cr.B>cr.A>qcb+A×1>SC qcf,hcb+D or SC qcf,qcf+A
前A>QMqcf,hcb+D
cl.D>Delay qcf+B>run rdp+D>SCqcf,hcb+D
(Corner)JD>cr.A>dp+P>rdp+D>SCqcf,hcb+D
rdp+D>SCqcf,hcb+D
(Corner、少し間合いを開けて)cl.D or cl.C or far C>6+B>cr.A>dp+P>rdp+K(SC)>qcf,hcb+D
(Corner)cl.D>qcf+B>qcb+A>rdp+D>SCqcf,hcb+D
3 Stock
cl.D>f+A>絶招歩法 臥龍砕
cr.B>cr.A>far 距離A>絶招歩法 臥龍砕
発動コンボ2~3 Stock
(Corner・MAX発動中)dp+P(5段目まで)>穿弓腿>龍爪撃>(rdp+K>qcf,hcb+D) or 絶招歩法 臥龍砕
cl.D or f+A>(BC)>run cr.A>dp+P>rdp+D>dp+P>rdp+D>強箭疾歩(1段目)>各種超必殺技
(Corner意外)cl.D or f+A>(BC)>run cr.A>dp+P×3>rdp+D×1>dp+P×3>rdp+D×1>穿弓腿>MAX2
(Corner)cl.D or f+A>(BC)>run cr.A>rdp+D×1>dp+P×3>rdp+D×1>dp+P×6>rdp+D×2>MAX天舞