Author Topic: Sie Kensou  (Read 3350 times)


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Sie Kensou
« on: August 05, 2016, 03:25:06 AM »

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

(*) = EX OK
(!) = MAX OK

Ryuu Housui - (close) ;bk/ ;fd + ;c
Tomoe Nage - (close) ;bk/ ;fd + ;d

Command Normals
Kobokushu  - ;fd + ;a
Kosentai - ;fd + ;b

Special Moves
Choukyuudan - ;qcb + ;a/ ;c (*)
Ryuugaku-Sai - ;rdp + ;b/ ;d (*)
Ryuurenga • Chiryu - ;hcf + ;a
Ryuurenga • Tenryu - ;hcf + ;c (*)
Ryuusou-Geki - (in air) ;qcb + ;a/ ;c (*)
Senkyuu-Tai - ;dp + ;b/ ;d (*)

Super Special Moves
Shinryuu • Choukyuudan - ;qcb ;qcb + ;a/ ;c (!)
Shinryuu Seio Rekkyaku - ;qcf ;hcb + ;b/ ;d (!)

Climax Super Special Move
Zesshou Chirinshouha -  ;qcf ;qcf + ;b ;d
« Last Edit: May 13, 2017, 07:17:41 PM by desmond_kof »


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Re: Sie Kensou
« Reply #1 on: August 25, 2016, 05:35:24 AM »
some early combo stuff. Will add more as I have time. Please let me know if there's better stuff I could be doing!

far A - plus, cancellable
far B - minus
far C - plus
far D - even
close A - even, special cancellable
close B - minus, special cancellable
close C - plus, special cancellable
close D - minus, special cancellable
crouch A - even, special cancellable
crouch B - minus
crouch C - minus, special cancellable
crouch D - very minus, special cancellable

safe jumps
corner C throw, short hop B/C - safe against all of Kyo's DPs, including EX.Inconsistent.

1. cr.B xx cr.B xx f.A
2. st.C xx f.A

Enders Midscreen
hcf A (195/224)
rdp D (203/233)
1 bar - qcb C xx qcb2x C (starter 1 only, 309)
1 bar - MAX dp BD > rdp BD (270/318)
2 bars - Starter 1 or 2 xx MAX dp BD > qcb A xx qcf~hcb BD (416/469)
3 bars - qcb C xx qcb2x C xx qcf~hcb BD (starter 1 only, 553)

Enders Corner
1 bar/standing only- Starter 1 or 2 xx MAX st.D xx f.B xx qcb A/C > dp BD > qcb A > rdp BD (368/438)
2 bars/standing only - Starter 1 or 2 xx MAX st.D xx f.B xx qcb A/C > dp BD > qcb A > rdp D xx qcf~hcb BD (519/573)
5 bars/standing only - Starter 1 or 2 xx MAX st.D xx f.B xx qcb A/C > dp BD > qcb A > rdp D xx qcbx2 AC xx qcfx2 BD (724/778)

« Last Edit: August 27, 2016, 08:41:12 AM by oldboy »


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Re: Sie Kensou
« Reply #2 on: August 29, 2016, 10:26:24 AM »
Kensou has a couple of ways to deal with Nakoruru. Here's Norcal local, Gen D, showing off some ways to deal with her slide pressure.

Also, same player, going over some combo attacks and setups to get that hit in.


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Re: Sie Kensou
« Reply #3 on: September 03, 2016, 11:43:11 PM »
I'm a noob but I like jmp C, std+C, qcb C does a paltry 194dmg, you can even cancel qbc+C into qcbx2+C
« Last Edit: September 04, 2016, 12:09:50 AM by Varmintbaby »


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Re: Sie Kensou
« Reply #4 on: September 16, 2016, 08:30:57 PM »
For some reason Kensou's cl.C counts as 0 hits for scaling purposes(!).

Raw qcb+P does 65
cl.C xx qcb+P does 70+65
cr.C xx qcb+P does 70+61, as it should.

Personally I haven't gotten more than a 40 damage difference in longer combos, but it's certainly something to be aware of.


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Re: Sie Kensou
« Reply #5 on: September 17, 2016, 05:58:58 AM »
Kensou feels really strong but I can tell he'll take some finesse to use effectively.

- cl. C feels really fast. cr. B xx f. A will be your primary hit confirm.
- dp K has some upper body armor to it. You get some nice damage if it connects, but it's unsafe and fairly slow. I wouldn't go out of your way to combo into it either; it doesn't do a whole lot of damage. It's great against Nako's bird cling though.
- CD is a good poke, as well as cr. D. st. C is a good whiff punish tool.
- His Max combos are tricky midscreen, but are simple and very damaging in the corner. However, it's harder to combo after air qcb P against small characters, so compensate as needed.

List of combos I put together.
I do nothing but post KOFXIV tech so gimme a follow if you like that


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Re: Sie Kensou
« Reply #6 on: September 30, 2016, 02:49:12 AM »
From Prince Thabet on Facebook:

"Another one~ this one for a severly underrated character imo, Kensou
Kensou, one of the OG hit-and-run style characters, lost his XIII moveset while keeping his shitty idle pose and returns to his original moveset regaining his command normals, his dp+K upkick and his 3 hit horizontal and vertical Ryuurenga.
With tools for zoning, multiple guard-point options, and decent pokes, He can play at any range well but excels from far away.
Kensou's playstyle revolves around his fireball, and his ridiculous amount of anti-air options to keep the opponent grounded.
Having vastly different fireball speeds to harass his opponents and cover his offense, as well as now having mixup options with his f+A overhead.
Kensou imo is one of the best point characters, mainly because he doesn't need meter for his gameplan to work and it helps his zoning if the opponent doesn't have meter to spend either. He gets to abuse his fireball zoning and pressure more and a lot of characters have to hold that.
There's also that his MAX combos are total ass outside of the corner... But that, imo is his only "weakness".
Kensou has a crazy amount of anti-airs including normals, specials and supers.
His normals are better vs hops as they're less risky. he has cr.C, far B, far D, far C and close D.
Far B and close D are the most consistent from my experience, far B is for further hops and close D is his XIII stand D which covers the area right above him pretty well.
his C normals in general are iffy as they don't have many active frames and cr C's hitbox fails at times.
He also has j.B and j.CD which are great for air to airs.
His anti-air specials and supers are better for normal jumps, but you can anti-air hops too if you're quick enough.
Anti-air specials are Rdp+K, dp+K and hcf+C.
Rdp+K is his signature upside-down DP, light is invincible and 3 hits. Heavy has a dash before it and it's not invincible but has more hits.
EX is B's speed with D's extra hits and height.
Dp+K is a slow upkick, moves a bit forward before he does the upkick part. Has a guard point but not from frame 1, it's active around when he lifts his legs up.
Can be used to anti-air but needs to be done super early, otherwise you can autoguard the jump-in but they'll have enough time to land and block.
EX pops up and useful in corner juggles. Can combo A fireball after it into more stuff.
Hcf+P is his OG triple attack, Ryuurenga. A version goes horizontal, his best meterless combo ender. If the first hit whiffs he won't finish the sequence but he still has some recovery.
C version is vertical, has autoguard and is mainly to cover the area above him where Rdp+B won't reach.
Both versions are not safe so don't do them unless you know for sure that they'll hit.
EX is similar to the C version, can be used in some corner combos.
He also has anti-airs with meter, EX fireball super and qcf hcb+D.
These are obviously more rewarding but generally you need to be anticipating the jump to do them and they're harder to do on pure reaction.
As said earlier, Kensou's gameplan is based around his fireball.
A fireball is a slow fireball with long startup and fast recovery.
C fireball is a fast fireball with quick startup and slow recovery.
Knowing when to use which fireball is important and takes practice.
A fireball is generally the go-to, you recover quick enough to run behind it and start your pressure with the fireball as your cover. The slow travel time is also useful to bait stupid stuff once people see you closing in and there's a fireball on the screen as well.
This way you can also be close enough to punish escape attempts from the fireball like roll or a neutral jump.
It's in Kensou's favor whether people decide to respect the fireball and block or if they try to avoid it and jump/roll.
If they respect it you run in after it and start your pressure with hops, f+A/cr.B mixup, poke them with cr.D, push them to the corner with CD/j.CD etc.
if they jump it should practically be free damage for you, punish with Rdp+B/hcf+C or with a super if you have the bar.
C version is for fullscreen zoning and to throw off their escape timing, it's also easier to combo into and works as a low risk blockstring ender.
Keep in mind that there's a small gap if you cancel into A version but you're even (or sometimes plus if you're far enough) if they block it. C fireball leaves no gap but you're negative after.
EX is a super quick fireball that eats other projectiles. Knocks down. Nothing special but it can help against some zoners.
Other than fireball and anti-airs, Kensou has some decent pokes.
Far B is neat, not 98 far B but it's useful as a poke and a hop "check".
Far D is basically a slower, more damaging far B.
His CD moves him forward and has a nice hitbox, you can also combo into C fireball from anywhere if it hits. EX fireball super and Climax also combo from anywhere.
Cr D is his furthest reaching and imo best poke, cancellable too. Cr D xx A fireball will make it hit meaty if they tech roll.
It's only downside is that it's open to hops so don't completely rely on it.
His j.CD deserves a mention mainly coz of it's crazy hitbox, it's a tad slow but once it's out that thing is a beast. Neutral hop j.CD is a nice, low risk, annoying poke. If you're quick enough on CH you can combo EX fireball super or even Climax.
His air qcb+P is a dive that stops him in the air for a bit, can combo off of it in the corner.
Need to be spaced otherwise it's not safe.
EX is hella hits and leaves them standing, but you can't combo/link after it. It's also safer.
His main super is the fireball one, can be used to cover regular fireball and EX can punish a lot of projectile attempts from fullscreen on reaction.
Other super is his OG super, starts with a Ryuurenga. B goes forward and D upwards. D version can be used as a high risk/high reward anti-air, just make sure it hits coz if it doesn't you'll get shit for it.
EX is same as D but more hits/damage.
His Climax is his XIII qcf+K animation.
mainly a combo ender or to punish fireballs, it can also anti-air in some situations but you have better, less expensive options that can do that.
I mentioned it earlier, Kensou's combos midscreen are bleh, even with MAX mode. He can get alright damage but it's all basic shit really.
In the corner he gets a few real combos
Cr.B cl.B f.A hcf+A
Cr.B cr.B f.A hcf+A
Cl.C f.A hcf+A
(f+A or cl.C f.A) MAX cl.C f.A Super
Corner: (f+A or cl.C f.A) MAX cl.D f.B qcb+C EX dp+K qcb+A Rdp+B xx super
Corner alt: EX dp+K EX hcf+P Rdp+B
Hcf+A ender can be replaced with qcb+C which is cancellable into super if you want more damage for some meter.
-Cr.B wasn't mentioned but it's really good. Has crazy range.
-Cl.B is a low, he has better lows but it's good to keep in mind
-Anti-air fireball can combo into EX fireball super or Climax if you're quick enough.
-Can't combo from throw anymore, but that's universal as no one can afaik."
"Do not place so much importance on winning. The fight itself has value."


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Re: Sie Kensou
« Reply #7 on: October 14, 2017, 05:09:57 PM »
Move description info added to Sie Kensou's #KOFXIV wiki page:
Wiki draft doc here:
"Do not place so much importance on winning. The fight itself has value."