Difference between revisions of "The King of Fighters '94/Sie Kensou"
(→Ryurenga: typo) |
|||
(2 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
==Introduction== | ==Introduction== | ||
Kensou is probably the best part of the China Team, which is sad, cause he's not very good. | Kensou is probably the best part of the China Team, which is sad, cause he's not very good. He can get the job done, though. | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
*Has a real dp | |||
*Super is very easy to combo into and drastically improves his damage | |||
| cons= | | cons= | ||
*Pretty bad suite of normals: slow, small, and unrewarding | |||
*Unimpressive meterless damage, no easy routing into death | |||
*Fairly slow, short-ranged specials give him a middling set of guard cancels | |||
*Just generally an unremarkable character | |||
}} | }} | ||
Line 40: | Line 46: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_cla | | moveId = Kensou_cla | ||
| description = | | description = Identical to f.A. No cancel ability whatsoever. Not useful. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_clb | | moveId = Kensou_clb | ||
| description = | | description = Close light that you can't chain. Not worth it. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_clc | | moveId = Kensou_clc | ||
| description = | | description = Worse version of cl.D. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_cld | | moveId = Kensou_cld | ||
| description = | | description = Not a low. Better in every way than cl.C. Still probably not worthwhile compared to relying on your chainable lights in close-range. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_fa | | moveId = Kensou_fa | ||
| description = | | description = Identical to cl.A. Still a bad normal. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_fb | | moveId = Kensou_fb | ||
| description = | | description = Somewhat small, uncancellable poke that doesn't reliably anti-air and has less range than 2B. Not useful. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_fc | | moveId = Kensou_fc | ||
| description = | | description = Slow and stubby poking normal. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_fd | | moveId = Kensou_fd | ||
| description = | | description = Slow and less stubby poking normal. Ok to throw out due to its range and frame advantage. | ||
}} | }} | ||
Line 75: | Line 81: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_2a | | moveId = Kensou_2a | ||
| description = | | description = Standard chainable 2A. Mashable up-close. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_2b | | moveId = Kensou_2b | ||
| description = | | description = Very slow for a 2B. Still a chainable 2B with plus frames and a special that can combo out of it, though. Abuse it. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_2c | | moveId = Kensou_2c | ||
| description = | | description = Another slow, stubby poke. Just use 2B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_2d | | moveId = Kensou_2d | ||
| description = | | description = Actually kinda good. Decent range and low profile, knocks down, and is special cancellable for safety. | ||
}} | }} | ||
Line 93: | Line 99: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_ja | | moveId = Kensou_ja | ||
| description = | | description = Standard air to air. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_njb | | moveId = Kensou_njb | ||
| description = | | description = Ridiculously slow for this type of move. Stick to nj.CD for air-to-airs: same speed, more reward. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_jb | | moveId = Kensou_jb | ||
| description = | | description = Also very slow for this kind of move. If you need a fast air normal while jumping back, use j.A. Otherwise, use j.D or j.CD. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_jc | | moveId = Kensou_jc | ||
| description = | | description = Ok jump-in. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_njd | | moveId = Kensou_njd | ||
| description = | | description = Slow air-to-air with a solid hitbox and good damage. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_jd | | moveId = Kensou_jd | ||
| description = | | description = Another ok jump-in. | ||
}} | }} | ||
Line 119: | Line 125: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_cd | | moveId = Kensou_cd | ||
| description = | | description = Really slow for a CD and not cancellable. Risky and probably not worth it. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_jcd, Kensou_njcd | | moveId = Kensou_jcd, Kensou_njcd | ||
| description2 = | | description2 = j.D but it knocks down. Ok air-to-air. | ||
}} | }} | ||
Line 130: | Line 136: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_cthrow | | moveId = Kensou_cthrow | ||
| description = | | description = There is no back throw version of this move: both 4C and 6C send the opponent forward. | ||
Does 1 less damage than Tomoe Nage, has less frame advantage, and has an identical hitbox. Throw with D instead. | |||
}} | }} | ||
===Tomoe Nage=== | ===Tomoe Nage=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_dthrow | | moveId = Kensou_dthrow | ||
| description = | | description = Pretty regular throw. Chucks them far, which can help you gain the corner. | ||
}} | }} | ||
Line 141: | Line 149: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = kensou_defensiveattack | | moveId = kensou_defensiveattack | ||
| description = | | description = God awful defensive attack. In addition to being very slow, Kensou's collision is actually in front of the hitbox, meaning this move can only hit grounded opponents when used as a counterpoke. Not useful for anti-airing due to the much more reliable and rewarding dp being faster. | ||
}} | }} | ||
Line 149: | Line 157: | ||
|moveId=Kensou_214a,Kensou_214C | |moveId=Kensou_214a,Kensou_214C | ||
|input = 214A/C | |input = 214A/C | ||
|description2= | |description2= Both versions are identical aside from travel speed. Actually quite good. Very solid frame advantage, low recovery, and decent damage. Good for everything a fireball is usually good for. | ||
}} | }} | ||
Line 156: | Line 164: | ||
|moveId=Kensou_41236a, Kensou_41236c | |moveId=Kensou_41236a, Kensou_41236c | ||
|input = 41236A/C | |input = 41236A/C | ||
|description2= | |description2= Both versions are identical aside from the C version travelling farther/faster. The C version is the only particularly useful one due to this. Solid combo ender out of everything special cancellable. | ||
}} | }} | ||
Line 163: | Line 171: | ||
|moveId= Kensou_421b, Kensou_421d | |moveId= Kensou_421b, Kensou_421d | ||
|input = 421B/D | |input = 421B/D | ||
|description2= | |description2= A real 1f invuln dp! Good for anti-airing or as a wakeup option. Pretty slow for a dp, however, making it harder to use on reaction or as a guard cancel. The D version has a nasty tendency to have opponents fall out of it on ground hit, so if you want to use it vs grounded opponents, the B version is better. | ||
As an aside, the input for this move is bizarre. 4214B/D and 4215B/D are both valid inputs, but if you make a clean stop on 1, the move won't come out. Keep this in mind when you try to dp. | |||
}} | }} | ||
Line 170: | Line 180: | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Kensou_23646d | | moveId = Kensou_23646d | ||
| description = | | description = Actually a really good super. Easy to combo into and does a lot of damage. Makes Kensou actually pretty threatening if he has meter to burn. Purely combo filler with no other applications. | ||
| phases = | | phases = | ||
}} | }} |
Latest revision as of 02:50, 15 August 2023
The King of Fighters '94 | |
Introduction
Kensou is probably the best part of the China Team, which is sad, cause he's not very good. He can get the job done, though.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
|
---|
Close B
cl.B
cl.B |
|
---|
Close C
cl.C
cl.C |
|
---|
Close D
cl.D
cl.D |
|
---|
Far Standing Normals
Far A
f.A
f.A |
|
---|
Far B
f.B
f.B |
|
---|
Far C
f.C
f.C |
|
---|
Far D
f.D
f.D |
|
---|
Crouch Normals
Crouching A
2A
2A |
|
---|
Crouching B
2B
2B |
|
---|
Crouching C
2C
2C |
|
---|
Crouching D
2D
2D |
|
---|
Jump Normals
Jumping A
j.A
j.A |
|
---|
Neutral Jump B
nj.B
nj.B |
|
---|
Jumping B
j.B
j.B |
|
---|
Jumping C
j.C
j.C |
|
---|
Neutral Jump D
nj.D
nj.D |
|
---|
Jumping D
j.D
j.D |
|
---|
Blowback Normals
Standing CD
5CD
5CD |
|
---|
Jumping CD
j.CD
j.CD |
|
---|
Universal Mechanics
Hakki
Hakki
4/6 C when close
4/6 C when close |
|
---|
Tomoe Nage
Tomoe Nage
4/6 D when close
4/6 D when close |
|
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
|
---|
Special Moves
Choukyudan
Choukyudan
214A/C
214A/C |
|
---|
Ryurenga
Ryurenga
41236A/C
41236A/C |
|
---|
Ryugakusai
Ryugakusai
421B/D
421B/D |
|
---|
Desperation Moves
Shinryu Tenbukyaku
Shinryu Tenbukyaku
23646D
23646D |
|
---|
Navigation
The King of Fighters '94 | |
System | |
Characters |
|