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Sie Kensou (Arcade Version)

Started by nilcam, July 27, 2010, 03:47:55 AM

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nilcam



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Backflip Feint - ;b ;d

Special Moves
Chokyudan - ;qcb ;a / ;c *

Ryutouda - ;qcf ;a / ;c
 ∟ ;qcf ;a / ;c (Ryutetsushou)
         ∟ ;qcf ;b / ;d (Hasei Shitsukuu Zanryuu)

Ryubokko - ;dp ;a / ;c *

Ryugakusai - ;rdp ;b / ;d *

Ryusogeki - ;qcb ;a / ;c (in air) *

Sikuzanryukyaku - ;qcf ;b / ;d *

Desperation Moves
Super Chokyudan - ;qcb ;qcb ;a / ;c *

Super Punch Drill - ;qcf ;hcb ;a / ;c

Neomax
Seigan Senki Hakkei - ;qcf ;qcf ;a ;c


Kensou's Wiki entry.

Console changes:
*Air EX qcb.P starts up faster
*s.B>C is now a target combo. Follow ups possible after it hits.
*His punch super is now a 1 frame throw
*When air qcb.P hits, it can be canceled with a special or greater
*His fb’s recovery time is improved

Yamamoto:
Aside from being a good way to disrupt guard, his punch super can be used effectively to catch opponents who roll past his fb. His fb game has improved and can be used as a central strategy now that the recovery is better. His air qcb.P can be cancelled with any special and the new s.B>C target combo can be linked by following with c.B or s.D. I recommend using these changes aggressively along with his fb whilst minding distances.

Gravelneed

Wow no love for Kensou.

Anyway, does Kensou's NeoMAX move foward like his Chokyudan specials?

Kane317

I don't think it moves forward, but this is really a thread for THE ANSWER coz he mains him.

krazykone123

#3
Combos

No Gauge
- cr. B, qcf+P~qcf+P~qcf+K
- cr. A×1~2, qcf+P~qcf+P~qcf+K

1 Meter/50% Drive
- cr. Bx2, qcf+P~qcf+P, (DC) qcf+AC~qcf+P~qcf+P~qcf+P~qcf+K
- cr. Bx2, rdp+BD (7), (DC delay) qcb+C, qcb+A, qcf+P~qcf+P~qcf+K

HD Combo
- st. C, [HD] st. C, qcf+P~qcf+P, [HDC] (rdp+D (2), [HDC] qcf+P~qcf+P)x2, [HDC] qcf+P~qcf+P, [HDC] rdp+D (4), [HDC delay] qcb+C, qcbx2+AC

YMK

Quote from: Gravelneed on August 19, 2010, 08:28:16 AM
Wow no love for Kensou.

Anyway, does Kensou's NeoMAX move foward like his Chokyudan specials?

barely, if at all. the overall HUGENESS of his neomax covers the need for the range.

at first I hated this kensou, but hes growing on me

krazykone123

http://www.youtube.com/watch?v=J4UXqvRAnSg

Some good Kensou footage here, his backstep command looks pretty cool since he can use it to quickly cancel st./cr. normals, anyone got some information to share?

SAB-CA

So, with all the play of Sie from yesterdays videos, a few questions came to mind:

>> Are his EX Rekka's worth using? You really don't see it that often, and I guess this is just because they use him as a battery, but it's a shame to see so underutilized.

>> No one uses Ryubokko: ;fd ;dn ;df  ;a;c or the DM variant (Super Punch Drill). Why not? They easily seem like easy/cheap give Kensou solid ways to stuff on some damage, and cancelling from the regular version into DM version seems like it's be a great way to cause even serious pain. or Maybe from the Rekka's into the EX version of Ryubokko?

>> Can he combo any jump-ins on grounded opponents into Ryusogeki ( ;dn ;db ;bk  ;a;c in air ), especially EX? Or is the start up too slow? Any Post-EX version combo possibilities on grounded opponents, or is this only possible when it's used to juggle aerial opponents?

And a random note, in this vid, a Kensou hit a bit more than a character space away, hit with Chokyudan, and then used Sikuzanryukyaku ( ;dn ;df ;fd ;b;d) to land a quick 3 hit combo. No cancels or anything. Didn't think his fireball recovery was fast enough to pull something like that off. Makes me wonder if he has eny other potential with moves on fireball hit.

Any insights into any of this, or more, would be good! ^_^


Rex Dart

Quote from: SAB-CA on October 27, 2010, 07:34:30 AM

>> Are his EX Rekka's worth using? You really don't see it that often, and I guess this is just because they use him as a battery, but it's a shame to see so underutilized.

I can't answer most of your questions, but I think his "normal rekkas -(DC)-> ex rekkas -> kick finish" is a useful combo. Decent damage for mid-screen, one bar and 50% drive, and does a lot to push the opponent back.

Rex Dart

#8
So I'm adding some info to the Wiki, and realize I don't know the name of Kensou's throw. I've looked around, but can't find it anywhere.

Would anyone be able to help out?

Edit: Here's the current Kensou page:

http://www.dreamcancel.com/wiki/index.php?title=Sie_Kensou_%28XIII%29

krazykone123

Quote from: Rex Dart on November 21, 2010, 07:28:24 PMSo I'm adding some info to the Wiki, and realize I don't know the name of Kensou's throw.

It's Ryuhoutsu.

StolenHope

Sup everyone!! I need some help with Kensou for some reason i can't pull off his basic  cr. B, qcf+P~qcf+P~qcf+K.
If anyone have any tips and combos that i can work on please let me know.

Ash

Quote from: StolenHope on March 18, 2011, 01:53:05 AM
Sup everyone!! I need some help with Kensou for some reason i can't pull off his basic  cr. B, qcf+P~qcf+P~qcf+K.
If anyone have any tips and combos that i can work on please let me know.


You'll need to cancel the d.B a little faster if that's the case. You might wanna try d.B, s.B -> qcf+A instead.

StolenHope

Ah i see i will give it a try later on tonight, But thanks for the Tip Ash!

Aenthin

Or cr.B, cr.A > qcf+P

Kane317

Quote from: StolenHope on March 18, 2011, 01:53:05 AM
Sup everyone!! I need some help with Kensou for some reason i can't pull off his basic  cr. B, qcf+P~qcf+P~qcf+K.
If anyone have any tips and combos that i can work on please let me know.

I always had trouble canceling off d.Bs like Beni, Kensou etc...and hence always preferred canceling off d.As if possible.  For me at least, a lot of times I kept using the timing for chaining (which is after the d.B finishes) because that what most characters do with d.B, they chain (into d.A) and not cancel.  Just remind yourself you're interrupting the d.B frame into qcf+P.