Author Topic: Sie Kensou (Arcade Version)  (Read 43056 times)

Raynex

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Re: Sie Kensou
« Reply #90 on: November 29, 2011, 03:46:32 AM »
I've been noticing cr.C is getting stuffed a lot more than I would like.

And yeah, most know about Poongko, not because he's a "Daigo" slayer, but because he was a KOF player first, so it's no surprise how easily he ran people over people. Idk if he played Kensou at all in his set so feel free to keep looking.  I know for a fact he did not do so in the first 2 hours.

And I think his position on a team can lend itself more to matchup knowledge than anything.  If you see 2+ zoners on another team, don't hesitate to put him second to likely have some EX Fireballs loaded to deal with it.  Without meter, it could be annoying.

St.D is the better AA tool, but it has less reach. cr.C has to be done kind of early, but it works pretty well. St.D will never lose, but prepare to have it whiff on occasion.

My last post was kind of convoluted. I didn't mean to say Poongko played Kensou; just that watching high level matches is good to help your general improvement. It was a great set of matches that's definitely worth the watch. I'm also quite aware of Poongko's status within the KOF community. I was simply validating his identity to any new joiners/lurkers that stumbled onto my post. There is a huge wave of crossover players from the SF series, and I'm sure they'd appreciate some credible sources to learn from. :)
(Poongko's exploits in SF are also more notable than his accomplishments KOF. It'll take some getting used to...thinking of him as a KOF player haha)

Once a few more people start posting in this character spef, we can start adding to the wiki. Thanks for the vote of confidence Saitsu.
« Last Edit: November 29, 2011, 03:57:56 AM by Raynex »
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Saitsuofleaves

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Re: Sie Kensou
« Reply #91 on: November 29, 2011, 03:54:48 AM »
No, I know st.D was better, I was just saying cr.C was getting beat more than I would like, because I do like having the meaty pressure after an AA that cr.C xx QCF+A brings.

And, yeah, I watched most of Poongko's matches, at least for the first 2 hours, he was dominant.  It was good to study...unfortunately, he played none of the characters that I mained lol.

I do feel good with Kensou now, I've been landing my version of the HD loop consistently when I actually decide to hitconfirm.  I don't feel too confident in starting it with RDP, and with NEC so close, I'm not gonna risk it too hard.
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Re: Sie Kensou
« Reply #92 on: November 29, 2011, 04:00:47 AM »
*I edited my previous post, check it.


st.D is also cancellable. IF you're close enough to hit with it, it's better than cr.C in every way. Only reason I advised cr.C was because it was more consistent at more ranges. You're going to have to feel it out in terms of AA.

I was actually planning to go to NEC, but my ride flopped last minute. So disappointed...I was planning on entering KOF/SF4/AH3. I wish you the best of luck! Yeah, you should stick to the stuff you're comfortable with for tournaments. Can't risk giving up free damage.

In other news, cr.B, st.BC Target combo, cr.B xx qcfC, qcfC [DC] EX RDP K does craploads of damage and feels amazing. My lawd.
« Last Edit: November 29, 2011, 04:02:34 AM by Raynex »
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Re: Sie Kensou
« Reply #93 on: November 30, 2011, 12:49:19 AM »
I've made up a console combo list for Kensou seeing as the Wiki section is lacking on it... So here it goes :-


Standard B&B Combos -

(0 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, qcf+C, qcf+C, qcf+D = 280/240 dmg

(0 meter + 1 DC) - j.C/cr.B, s.B, s.C, s.B, rdp+D *4 hits*, DC, air qcb+C, qcb+C = 353/313 dmg

(1 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD = 382/342 dmg

(1 meter + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcb+C = 430/390 dmg

(2 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B, qcbx2+AC = 450/410 dmg

(2 meters + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, rdp+BD = 488/448 dmg

(3 meters + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcbx2+AC = 536/496 dmg

*...If "air qcb+C" takes them to the corner*

(0 meter + 1 DC) - j.C/cr.B, s.B, s.C, s.B, rdp+D *4 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 427/387 dmg

(1 meter + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 482/442 dmg


rdp+BD *7 hits* Combos -

(1 meter + 1 DC) - DC, air qcb+C, qcb+C = 326 dmg

(2 meters + 1 DC) - DC, air qcb+C, rdp+BD = 424 dmg

(3 meters + 1 DC) - DC, air qcb+C, qcbx2+AC = 485 dmg

*...If "air qcb+C" takes them to the corner*

(1 meter + 1 DC) - DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 411 dmg

(2 meters + 1 DC) - DC, air qcb+C, qcb+A, qcf+C,C, rdp+BD = 452 dmg

(3 meters + 1 DC) - DC, air qcb+C, qcb+A, qcbx2+AC = 507 dmg


Corner Throw Combos -

(0 meter + 0 DC) - rdp+B = 189 dmg

(1 meter + 0 DC) - rdp+BD = 340 dmg

(0 meter + 1 DC) - rdp+B *3 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 395 dmg

(1 meter + 1 DC) - rdp+BD *7 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 479 dmg


Air qcb+A/C Combos -

(0 meter + 0 DC) - qcf+D = 117 dmg

(1 meter + 0 DC) - rdp+BD = 245-290 dmg *depends on how deep you land*

(2 meters + 0 DC) - qcbx2+AC = 363 dmg


HD Combos -

(0 meter) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, (qcf+C, qcf+C, DC, rdp+D *2 hits*) x 3, qcf+C, qcf+C, DC, rdp+D *4 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 503/463 dmg

(2 meters) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, (qcf+C, qcf+C, DC, rdp+D *2 hits*) x 4, DC, Neomax = 720/680 dmg

(2 meters) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, rdp+D *2 hits*, DC, Neomax = 621/581 dmg (easy version)


HD Bypass "Custom Grab Neomax" Combo -

(3 meters) - jump, buffer "qcf+BC" right before landing, input "hcb+C" right after landing, "Max Cancel" to "Neomax" on "50th" hit = 688 dmg
« Last Edit: December 02, 2011, 11:48:50 PM by t3h mAsTarOth...! »
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desmond_kof

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Re: Sie Kensou
« Reply #94 on: November 30, 2011, 12:51:14 AM »
^^^ Thanks a lot
I've made up a console combo list for Kensou seeing as the Wiki section is lacking on it... So here it goes

I'm starting to like Kensou myself, so I will be trying and testing all of those out...I suggest anyone other Kensou players should do so as well.
« Last Edit: November 30, 2011, 12:55:08 AM by Desmond Delaghetto »
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Gimnbo

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Re: Sie Kensou
« Reply #95 on: November 30, 2011, 02:00:21 AM »

HD Bypass Combo -

(3 meters) - hop/jump, buffer "qcf+BC" right before landing, input "hcb+C" right after landing, "Max Cancel" to "Neomax" on "49th" hit = 668 dmg

You can also cancel qcf, hcb + BC off a hop C -> Cl. C. ~730 dmg

EDIT: And off of the hop C -> St. B -> C target combo! ~710 dmg

MORE EDITS: St. B -> C -> qcbx2 + ABC -> qcfx2 + AC for 815 dmg. HD BYPASS TOO MUCH FUN.
« Last Edit: November 30, 2011, 02:10:42 AM by Gimnbo »

shinefist

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Re: Sie Kensou
« Reply #96 on: November 30, 2011, 11:57:03 AM »
Had a quick go with kensou last night, found this out but peeps have beat me to it it sems.

Its just a variation of t3h's

cB, sB, sC, sB, sC, HD, sB, sC, sB, sC----- etc etc into what combo you want.

The point is you can do sB, sC then link it again. So its sB, sC, sB, sC------



Saitsuofleaves

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Re: Sie Kensou
« Reply #97 on: November 30, 2011, 05:25:25 PM »
Yeah, I noticed you could do that the other night, but you usually have to be decently close to start it so it can be a pain.
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Re: Sie Kensou
« Reply #98 on: November 30, 2011, 05:43:45 PM »
@Gimnbo - The reason I mentioned that is cause it gives Kensou a "custom grab Neomax"... It pretty much lets you do a 1 frame super throw into Neomax... So he gains a new deadly option...

@shinefist - That will scale the combo afterwards way too much so i would say it's not worth doing it... You get enough time to hit confirm with just j.C/cr.B, s.B, s.C for regular combos... and j.C/cr.B, cr.B, s.B, s.C for HD combos...
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Re: Sie Kensou
« Reply #99 on: December 01, 2011, 09:18:23 AM »
Alright one thing I'm having some problems with.  Sometimes when I dash in with kensou and do cr.B into rekkas his dp is coming out.  I know this is an execution problem, but it seems like there is a long time after inputing f,  that a dp will come out rather then a rekka.  What do you guys usually do for this? hcf+p?

Raynex

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Re: Sie Kensou
« Reply #100 on: December 01, 2011, 09:28:01 AM »
edit: You're probably holding  ;df after you run in and hit cr.B, which is adding to the problem. Make sure when you dash into cr.B you're holding down, and doing at least two cr.B to let the forward input dissipate. Running QCFs turning into DPs is a problem in every fighter, it's a system mechanic that you have to overcome via muscle memory. From what I understand you're running in and doing a single cr.B into rekkas? You should be hit confirming them anyways, so if you run in and do two cr.B you won't shortcut DP. Or you could do what the new kids are doing and run in st.B, st.C target combo hit-confirm. Safe if it's blocked, free cr.B xx Rekkas if it hits (plus st.B hits low so it's essentially cr.B).


Good games Masteroth. Dat Kensou technology! I'm of the opinion that st.D is his best AA. Sure, it trades if they hop in from far away, but its better than cr.C -_-

If you connect a cr.D (sweep) and cancel into A fireball, it hits meaty if your opponent techs. Good for pressure, and you get a run in -> combo if the fireball hits. You're still safe even if they decide NOT to tech, so you should pretty much always cancel the sweep it seems.

Gotta find more applications for the backflip. I started using it to buffer qcbx2 motions to catch full screen hops/jumps. If they jump while I'm flipping, EX Fireball DM!

« Last Edit: December 01, 2011, 09:32:36 AM by Raynex »
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Re: Sie Kensou
« Reply #101 on: December 01, 2011, 05:33:23 PM »
Good games Masteroth. Dat Kensou technology! I'm of the opinion that st.D is his best AA. Sure, it trades if they hop in from far away, but its better than cr.C -_-

If you connect a cr.D (sweep) and cancel into A fireball, it hits meaty if your opponent techs. Good for pressure, and you get a run in -> combo if the fireball hits. You're still safe even if they decide NOT to tech, so you should pretty much always cancel the sweep it seems.

Gotta find more applications for the backflip. I started using it to buffer qcbx2 motions to catch full screen hops/jumps. If they jump while I'm flipping, EX Fireball DM!
ya good games man... it's good to have people in Toronto who know the game as well... but ya Kensou is awesome... if your reaction is good enough, you can AA with DPs... i've seen japanese players reading and punishing close/far ranged hops with rdp.B... rdp.D or rdp.BD would be better if they are a little further away...

ya that's a very good strategy... if you are in the corner, u can do the same setup... just sweep from near max range, BD cancel, A fireball... then run/hop in ...w/e...

umm the first flip of the Backflip is invincible... and you can cancel backflip with an invincible move... aka EX shoryu... backflip is very good for fake outs... often you can run in on them, do s.D, qcb+A, then run in on the opponent and pressure... then at times you can do s.D, BD, qcb+A, then hyper hop in and pressure... another scary thing is s.D, BD gives you enough time to "READ" a reaction of the opponent... you can do s.D, BD and see what the opponent is doing... IF the opponents "hops at you", "does ANY normals" or "throws a FB at you", cancel into rdp+BD... you will beat EVERYTHING... lol...

Kensou's rdp+BD is like the best EX move in the game... :D
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Raynex

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Re: Sie Kensou
« Reply #102 on: December 01, 2011, 07:49:27 PM »
Good games Masteroth. Dat Kensou technology! I'm of the opinion that st.D is his best AA. Sure, it trades if they hop in from far away, but its better than cr.C -_-

If you connect a cr.D (sweep) and cancel into A fireball, it hits meaty if your opponent techs. Good for pressure, and you get a run in -> combo if the fireball hits. You're still safe even if they decide NOT to tech, so you should pretty much always cancel the sweep it seems.

Gotta find more applications for the backflip. I started using it to buffer qcbx2 motions to catch full screen hops/jumps. If they jump while I'm flipping, EX Fireball DM!
ya good games man... it's good to have people in Toronto who know the game as well... but ya Kensou is awesome... if your reaction is good enough, you can AA with DPs... i've seen japanese players reading and punishing close/far ranged hops with rdp.B... rdp.D or rdp.BD would be better if they are a little further away...

ya that's a very good strategy... if you are in the corner, u can do the same setup... just sweep from near max range, BD cancel, A fireball... then run/hop in ...w/e...

umm the first flip of the Backflip is invincible... and you can cancel backflip with an invincible move... aka EX shoryu... backflip is very good for fake outs... often you can run in on them, do s.D, qcb+A, then run in on the opponent and pressure... then at times you can do s.D, BD, qcb+A, then hyper hop in and pressure... another scary thing is s.D, BD gives you enough time to "READ" a reaction of the opponent... you can do s.D, BD and see what the opponent is doing... IF the opponents "hops at you", "does ANY normals" or "throws a FB at you", cancel into rdp+BD... you will beat EVERYTHING... lol...

Kensou's rdp+BD is like the best EX move in the game... :D

Yeah, i abuse the invincibility. I didn't think to use the EX DP though. I'm generally pretty conservative and don't like to take huge risks...but if it beats everything, why not? You showed me the magic of EX DP yesterday. Still can't believe it does more damage than his DM lol.
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Saitsuofleaves

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Re: Sie Kensou
« Reply #103 on: December 01, 2011, 08:25:34 PM »
Well it's not like we used his DM much anyway.
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Raynex

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Re: Sie Kensou
« Reply #104 on: December 01, 2011, 08:30:20 PM »
Well it's not like we used his DM much anyway.

Speak for yourself :p

I used to do hit-confirms -> RDP K [DC] Dive, land, Fireball DM. I'd also end combos in the corner with it sometimes. But never again! EX DP is gawdlike.
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