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The King of Fighters '98 UMFE/Sie Kensou: Difference between revisions

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== Introduction ==
== Introduction ==


Kensou is a zoning and poking character that aims to control space and zone the opponent out or lock them down with his good long ranged pokes and fireballs. Once he has the opponent locked down and blocking he can start pressuring them or mixing them up with a variety of tools. Kensous weaknesses are his floaty jumps that makes mixups less scary, easier anti airs for the opponent and making it more difficult for Kensou to escape using the air. he also suffers from a lack of high damage on his combos.  
{{StrengthsAndWeaknesses
|ext=jpg
| description =Kensou has a large projectile that is difficult to jump over. He also shrinks when he throws it, letting it beat jumps from angles that other projectiles would lose at. The A version moves slowly and can thus be positive on block. The C version moves quickly. This allows for Street Fighter 2 style frame traps that beat attempts to reversal super jump after blocking the slow one.
He has a DP that's performed backwards, making it a bit easier and safer for him to anti air.
On offense, he has proximity unblockables that can be done raw or in combos. These unblockables lack any sort of whiff animation, and they don't have inputs that overlap with any other special moves, letting Kensou use a built in option select to forego hit confirming in combos and frame traps.
Two weaknesses that he has are that his meterless combos do low damage, and that his jumps are a bit slow.}}


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* his taunt has a hitbox that is cancellable, allowing for some combos out of it
 
* cl.D has 1 frame faster startup
* His taunt now has a hitbox that is cancelable, allowing for some combos out of it
* st.C has 4 frames faster startup
 
* f+A has 4 frames faster startup and 4 frames shorter recovery
* c.D now has 1 frame faster startup
* f+B has 2 frames slower startup and 2 frames slower recovery
 
* f.C now has 4 frames faster startup
 
* 6A now has 4 frames faster startup and 4 frames shorter recovery
 
* 6B now has 2 frames slower startup and 2 frames slower recovery


Specials:
Specials:
* j.qcb+Ps recovery is reduced
 
* rdp+D now launches from 1st hit so it will always connect as a combo
* j.214P's recovery has been reduced
* hcf+P has 3 frames faster startup so you can combo it from lights
 
* 421D now launches from 1st hit, so it will always connect as a combo
 
* 41236P now has 3 frames faster startup, so you can combo it from lights


Supers:
Supers:
* qcf,hcb+K has 4 frames faster startup so you can combo it from lights
 
* qcfx2+P is fully startup invincible.
* 2363214K now has 4 frames faster startup, so you can combo it from lights
 
* 236236P is now fully startup invincible


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* cl/st.A doesn't whiff against crouching short characters anymore
* cr.B easier to combo into itself
* st.B - damage increased from 4 to 6
* f+A now has less recovery


Specials;:
* f.A doesn't whiff against crouching short characters anymore
* air QCB+P - Can be cancelled into other special attacks if the final hit connects
 
* 2B is now easier to combo into itself
 
* f.B's damage has been increased from 4 to 6
 
* 6A now has less recovery
 
Specials:
 
* j.214P now can be canceled into other special attacks if the final hit connects


== Normal Moves ==
== Normal Moves ==
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'''Close'''
'''Close'''


* cl. A: the hitbox doesn't hit very high up so not great at dealing with hops. Good to throw out as a checking move in the close range. Chainable. Cancelable.
* c.A: Same as f.A.


* cl. B: a very unremarkable move that is generally outshined by his other close options. Chainable. Cancelable.  
* c.B: A very unremarkable move that is generally outshined by his other close options. Chainable and cancelable.  


* cl. C: has a lot of startup for a close normal and is heavily outshined by cl.D, so use that button instead. Cancelable.  
* c.C: Has a lot of startup for a close normal and is heavily outshined by c.D, so use that button instead. Cancelable.  


* cl. D: Kensous fastest heavy normal making it good for combos. Also a good meaty since it has a lot of active frames and is cancelable so you can combo from it or make it safe if they block it.   
* c.D: Kensou's fastest heavy normal, making it good for combos. Also a good meaty, since it has a lot of active frames and is cancelable so you can combo from it or make it safe if they block it.   


'''Stand'''
'''Standing'''


* st. A: Same as cl.A
* f.A: The hitbox doesn't hit very high up, so it's not great at dealing with hops. Good to throw out as a checking move in the close range. Chainable and cancelable.


* st. B: a fast button to stop hops with and catch the opponents forward movement, making it one of his main pokes. Whiffs on tiny crouchers. Not chainable. Not Chainable.  
* f.B: A fast button to stop hops with and catch the opponent's forward movement, making it one of his main pokes. Whiffs on tiny crouchers.


* st. C: slow to start up and leaves Kensou pretty open. The second hit is cancelable on contact and whiff so you can cancel it into fireball to make it a bit safer. it's best to avoid intentionally using this move. Cancelable.  
* f.C: Slow to start up and leaves Kensou pretty open. The second hit is cancelable on hit, block, and whiff, so you can cancel it into 214P to make it a bit safer. It's best to avoid intentionally using this move. Cancelable.  


* st. D: it's quite slow on startup and recovery but the hitbox is nice for anti airs, so it can make a good poke on reads. Not cancelable.  
* f.D: It's quite slow on startup and recovery, but the hitbox is nice for anti-airs, so it can make a good poke on reads.


'''Crouch'''
'''Crouching'''


* cr. A: one of Kensous best close options for blockstrings and light chains since it has nice range and is + on block making it good for pressure. Chainable. Cancelable.
* 2A: One of Kensou's best close options for blockstrings and light chains, since it has nice range and is plus on block. Chainable and cancelable.


* cr. B: Kensous only option for low starter combos making it a key tool, though it is fairly slow on startup. It is + on block so good to use in blockstrings. Chainable. Not cancelable.
* 2B: Kensou's only option for low combos, making it a key tool, though it is fairly slow on startup. It is plus on block, so it's good to use in blockstrings. Chainable.


* cr. C: this move is decent but has fairly slow startup so Kensou has better tools for poking in cr.D + st.B and for combos in cl.D. Cancelable.
* 2C: This move is decent, but has fairly slow startup, so Kensou has better tools for poking in 2D and f.B and for combos in c.D. Cancelable.


* cr. D: this is an amazing sweep. it low profiles moves very easily. It can be used to catch roll recovery or badly spaced jumpins from people trying to avoid his fireball. It's cancelable on contact and on whiff so you can cancel it into fireballs for pressure and into rdp+K for anti airs.  
* 2D: This is an amazing sweep. It low-profiles moves very easily, and can be used to catch roll recovery or badly spaced jump-ins from people trying to avoid 214P. It's cancelable on hit, block, and whiff, so you can cancel it into 214P for pressure and into 421K for anti-airs.  


'''Jump'''
'''Jumping'''


* j. A: can be used as an okay air to air or air to ground. Not terrible but not Kensous best option for either. Cancelable.
* j.A: Can be used as an okay air-to-air or jump-in. Not terrible, but not Kensou's best option for either. Cancelable.


* j. B: Good range for air to airs, the hitbox is very flat and long so it can work as a good crossup as well. Cancelable.  
* j.B: Good range for air-to-airs, the hitbox is very flat and long so it can work as a good crossup as well. Cancelable.  


* neutral j.B:a decent air to air option if you happen to be neutral jumping. Not good for much else. Not cancelable.
* 8j.B: A decent air-to-air option if you happen to be neutral jumping. Not good for much else.


* j. C: a decent jumpin that can crossup, though it is hard. His most damaging jumping button but otherwise not his best option. Not cancelable.  
* j.C: A decent jump-in that can crossup, though it is hard. His most damaging jumping button, but otherwise not his best option.


* j. D: Kensous best jumpin and crossup tool. Not cancelable.
* j.D: Kensou's best jump-in and crossup tool.


'''Blowback'''
'''CD Normals'''


* st. CD: a horse stance palm strike. has fairly slow startup but has a decent hitbox once out. The startup looks very similar to his fireball startup so you can whiff cancel it into fireballs to change the timing of the fireball to throw people off.  
* 5CD: A horse stance palm strike. Has fairly slow startup, but has a decent hitbox once out. The startup looks very similar to his 214P startup, so you can whiff cancel it into 214P to change the timing to throw people off. Cancelable on hit, block, and whiff.


* j. CD: a great air to air as it comes out fast and has a nice hitbox. Can crossup but the window is fairly small. good to use from hop pressure as well.
* j.CD: A great air-to-air, as it comes out fast and has a nice hitbox. Can crossup, but the window is fairly small. Good to use from hop pressure as well.


== Throws ==
== Throws ==


'''Power Blast''': b/f + C (close)
'''Power Blast:''' <code>4/6C (close)</code>


* Regular throw, techable. Kensou sends the opponent flying away with a blast of energy making them land 1/2 screen away.                                           
* Regular throw, techable. Kensou sends the opponent flying away with a blast of energy, making them land halfscreen away.                                           


'''Psychic Slam''':  b/f + D (close)
'''Psychic Slam:''' <code>4/6D (close)</code>


* Regular throw, techable. Kensou flips the opponent behind them with a kick making them land fullscreen away.
* Regular throw, techable. Kensou flips the opponent behind him with a kick, making them land fullscreen away.


== Command Moves ==
== Command Moves ==


'''Reverse Mass Kick''': f + B
'''Reverse Mass Kick:''' <code>6B</code>


* Kensou does a hopping high kick.
* Kensou does a hopping high kick.


* invulnerable to low attacks
* Has some lower-body invincibility, beating lows and throws.


* good to cancel into sometimes to move forward while having an active hitbox out.
* Good to cancel into sometimes to move forward while having an active hitbox out.


* Whiffs on low crouchers.
* Whiffs on low crouchers.
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* Cancelable.
* Cancelable.


'''Tiger Takedown Punch''': f + A
'''Tiger Takedown Punch:''' <code>6A</code>
* a downwards chopping double palm strike
 
* A downwards chopping double palm strike. Overhead strike when done raw, and a cancelable mid when canceled into.


* an overhead strike when done raw, and a cancelable mid when cancelled into
* When late-canceled into, it maintains the overhead property, allowing you to slip mixups into pressure.


* good to use in blockstrings as it pushes Kensou out and can be cancelled into fireball for pressure.
* Good to use in blockstrings, as it pushes Kensou out and can be canceled into qcb+P for pressure.


* can be used in combos in specific conditions.
* Can be used in combos in specific conditions.


== Special Moves ==
== Special Moves ==


'''Super Bullet Attack''':  qcb + A/C   
'''Super Bullet Attack:''' <code>214A/C</code>  


* A ball shaped energy projectile. A version travels slower and C version travels faster. Both go full screen.
* A ball-shaped airborne projectile. A version travels slower and C version travels faster. Both go fullscreen.


* Faster than average startup speed for a fireball but slower recovery so it can be hit by superjumps from far away easier than other fireballs.
* Faster-than-average startup speed for a projectile, but slower recovery, so it can be hit by superjumps from far away easier than other projectiles.


* One of Kensous key moves for his zoning gameplan alongside moves to catch people trying to avoid the fireball like his rdp+K and cr.D
* One of Kensou's key moves for his zoning gameplan, alongside moves to catch people trying to avoid the projectile like his 421K and 2D.


* it can also be good for setting up his pressure game as blocked fireballs can provide frame advantage on block.
* It can also be good for setting up his pressure game, as blocked projectiles can provide frame advantage if spaced correctly.


* Kensou crouches down when throwing the fireball meaning that his hurtbox becomes pretty small. This means that the fireball can actually work as an anti air when it's close to Kensou.
* Kensou crouches down when throwing the projectile, meaning that his hurtbox becomes pretty small. This means that the fireball can actually work as an anti-air when it's close to Kensou.


'''Dragon Drubbing''':  dp + A/C (close)
'''Dragon Drubbing:''' <code>623A/C (close)</code>


* Kensou does a series of punches with the final one launching the opponent into the air.
* Kensou does a series of punches, with the final one launching the opponent into the air.


* Proximity unblockable. One of Kensous best mixup tools.
* Proximity unblockable. One of Kensou's best mixup tools.


* has 9 startup frames with no invincibility so it can get beaten out or trade.
* Has 9 startup frames with no invincibility, so it can get beaten out or trade pretty easily.


* Launches on hit for a followup juggle meaning you can get a knockdown or a reset after it.
* Launches on hit for a followup juggle, meaning you can get a knockdown or a reset after it.


* you can mash C during the C version to make it do 2 extra hits. A version always does 4 hits whether you mash or not.
* You can mash C during the C version to make it do 2 extra hits. A version always does 4 hits whether you mash or not.
                                      
                                      
'''Dragon Talon Tear''':  qcb + A/C (in the air)   
'''Dragon Talon Tear:''' <code>j.214A/C (in air)</code>  


* Kensou pauses slightly in the air and then does a diving energy punch.
* Kensou pauses slightly in the air, then does a diving energy punch.


* good to change up Kensous air trajectory and timing.
* Good to change up Kensou's air trajectory and timing.


* You can cancel into it from some of his air normals but it won't combo.
* You can cancel into it from some of his air normals, but it's too slow to combo.


* can be either safe or unsafe depending on how it hit and how many hits connected.                                
* Can be canceled into any of Kensou's grounded specials on hit or block for extra damage or pressure.


'''Earth Dragon Fang Nibble''': hcf + A
* Can be either safe or unsafe depending on how it hits and how many hits connect.                                 


* a series of attacks leaping forward.
'''Earth Dragon Fang Nibble:''' <code>41236A</code>


* Kensous main combo ender when dp+P won't reach.
* A series of attacks leaping forward.  


* unsafe on whiff or block so it's best to limit it's use to inside combos.                                  
* Kensou's main combo ender when 623P won't reach.


'''Heaven Dragon Fang Nibble''': hcf + C
* Unsafe on whiff or block, so it's best to limit its use to inside combos.                                   


* a series of attacks leaping diagonally upwards.
'''Heaven Dragon Fang Nibble:''' <code>41236C</code>


* has upper body auto guard at the first hit.
* A series of attacks leaping diagonally upwards.


* whiffs on low crouchers so not as good of a combo tool as hcf+A.
* Has upper body autoguard on the first hit.


* can be used as an anti air though it's not as consistent as rdp+K.
* Whiffs on low crouchers, so not as good of a combo tool as 41236A.
 
* Can be used as an anti-air, though it's not as consistent as 421K.
                                                                    
                                                                    
'''Dragon Uppercut''': rdp + B/D
'''Dragon Uppercut:''' <code>421B/D</code>


a spinning helicopter kick upwards.
* A spinning helicopter kick upwards. Kensou's DP.


* B version has some startup invincibility but it ends before the active frames. Comes out faster than the D version so it can be good as an anti air.
* B version has some startup invincibility, but it ends before the active frames. Comes out faster than the D version so it can be good as an anti-air.


* D version has invincibility frames all throughout the startup frames and the first hit making this your reversal of choice. Can also be good as a late anti air using the invincibility to go through the opponents jumpin attack.
* D version has invincibility all throughout the startup frames and into the first hit, making this your reversal of choice. Can also be good as a late anti-air, using the invincibility to go through the opponents jump-in attack.


* Unsafe on block or whiff.
* Unsafe on block or whiff.
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== Desperation Moves ==
== Desperation Moves ==


'''Eat Meat Dumplings''': qcb, qcb + A/C
'''Eat Meat Dumplings:''' <code>214214A/C</code>
* Kensou pulls out a dumpling and eats it, this heals him.


* This super takes a long time to finish so the opponent has plenty of time to hit Kensou and take of more health than he gained when using it.
* Kensou pulls out a dumpling and eats it, which heals him.


* It does have some uses though. You can use it at the end of a round to make sure you have more health than the opponent before time runs out.
* This DM has a ton of recovery, so the opponent has plenty of time to hit Kensou and take off more health than he gained when using it.


* You can use it fullscreen to make your fireballs unblockable which can be useful if you only need a little bit of damage to take down your opponent.
* Even so, it has some niche uses. You can use it at the end of a round to make sure you have more health than the opponent just before time runs out.


* The max version takes longer to finish but Kensou recovers more health.
* You can also use it fullscreen to make your projectiles unblockable with the unblockable projectile glitch.


'''Hermit Power Blast''': qcf, qcf + A/C (close)
* The MAX version takes longer to finish, but Kensou recovers more health.


* Kensou sends a large amount of energy into the opponent up close hurting them.
'''Hermit Power Blast:''' <code>236236A/C (close)</code>
 
* Kensou sends a large amount of energy into the opponent up close, hurting them.


* Proximity unblockable.
* Proximity unblockable.


* Good mixup option when your opponent has been blocking your pokes and fireballs.
* Good mixup option when your opponent has been blocking your pokes and projectiles.


* It can still trade after the super flash though since it's not invincible.
* It can still trade after the super flash though, since it's not invincible.


* The max version does more damage and kensou flies backwards when it's finished.  
* The MAX version does more damage and Kensou flies backwards when it's finished.  


'''Dragon God Kick''': qcf, hcb + B 
'''Dragon God Kick:''' <code>2363214B</code>


* Kensou does a series of strikes leaping forwards, he then finishes it with a straight upwards helicopter kick.
* Kensou does a series of strikes leaping forwards, he then finishes it with a straight upwards helicopter kick.


* good super for ending combos but not much else.
* Good DM for ending combos, but not much else.


'''Dragon God Drubbing''':  qcf, hcb + D
'''Dragon God Drubbing:''' <code>2363214D</code>


* Kensou does a series of strikes leaping diagonally upwards, he then finishes with a straight upwards helicopter kick:
* Kensou does a series of strikes leaping diagonally upwards, he then finishes with a straight upwards helicopter kick.


* not a good anti air since it has no invvincibility and not as good of a combo ender as the B version so this move is safe to avoid.
* Not a good anti-air, since it has no invincibility, and not as good of a combo ender as the B version, so this move is safe to avoid.


* The max version does more damage and more hits and is a good combo ender.
* The MAX version does more damage and more hits, and is a good combo ender for spending lots of resources.


== Combos ==
== Combos ==


'''General Notes'''
'''General Notes'''
* In any combo involving dp+P, you have multiple ender options: dp+P will juggle your opponent, afterwards, you can use:
* In any combo involving 623P, you have multiple ender options. 623P will juggle your opponent, afterwards, you can use:
: - j.C for decent damage and an air reset  
: - j.C for decent damage and an air reset.
: - j.CD for decent damage into a soft knockdown
: - j.CD for decent damage into a soft knockdown.
: - hcf+C at midscreen for better damage but worse oki
: - 41236C at midscreen for better damage but worse oki.
: - rdp+D for maximum damage into soft knockdown. rdp+D can be done right out of dp+P at the corner but anywhere else, you'll need to run closer to the opponent for it to connect.
: - 421D for maximum damage into soft knockdown. 421D can be done right out of 623P at the corner but anywhere else, you'll need to run closer to the opponent for it to connect.
* In any metered combo, you can replace qcfx2+P with qcfx2+AC or qcf,hcb+B with qcf,hcb+BD for more damage if you have 3 stocks in Advanced Mode.
 
* In any metered combo, you can replace 236236P with 236236AC or 2363214B with 2363214BD for more damage if you have the resources.
 
* Both of Kensou's regular DMs do the same damage; 236236P pushes your opponent fullscreen away and lets you throw out a projectile before they recovery roll, while 2363214K has better corner carry.


===Meterless===
===Meterless===


Low
''Low''


: <code>cr.B, cr.A/st.A, hcf+A</code>:
: <code>2B > 2A/f.A > 41236A</code>


: <code>cr.B, cr.A/st.A, dp+P, j.C/j.CD/hcf+C/run-up rdp+D</code>:
: <code>2B > 2A/f.A > 623P > j.C/j.CD/41236C/421D</code>
: 421D ender requires a short run beforehand if not in the corner.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.D, dp+P, j.C/j.CD/hcf+C/run-up rdp+D</code>:
: <code>(j.X) > c.D > 623P > j.C/j.CD/41236C/66 > 421D</code>


===With Meter===
===With Meter===
* Both of Kensou's regular supers do the same damage, qcfx2+P pushes your opponent a full screen away and lets you throw out a fireball before they recovery roll, while qcf,hcb+K has better corner carry.


Low
''Low''


: <code>cr.Bx1~2, cr.A/st.A, qcfx2+P/qcf,hcb+K</code>:
: <code>2Bx1~2 > 2A/f.A > 236236P/2363214K</code>
:* You can do this as cr.Bx1~2, qcf+A, qcf+A/hcb+K for an easier cancel.
: You can do this as 2Bx1~2 > 236A > 236A/63214K for an easier cancel.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.D, qcfx2+P/qcf,hcb+K</code>:
: <code>(j.X) > c.D > 236236P/2363214K</code>


: <code>(cross-up), cl.D, f+A, qcf,hcb+B</code>:
: <code>(crossup j.B/j.C/j.D) > c.D > 6A > 2363214B</code>
:* Cross-up combo into super. You can also start this combo from cl.D by itself.
: Crossup combo into DM. You can also start this combo from c.D by itself.


===With Quick Max===
===With Quick MAX===


Anywhere
''Overhead''


: <code>f+A, ABC, cr.D</code>:
: <code>6A > ABC > 2D</code>
:* Overhead quick max combo.
: Overhead Quick MAX combo.


Corner
''Corner''


: <code>cl.D, f+B, ABC, walk-up cl.D, qcf,hcb+K</code>:
: <code>c.D > 6B > ABC > c.D > 2363214K</code>
:* Only works on standing opponents, and can be done at midscreen if you exclude the jump-in.
: Requires a short walk-up before the c.D. Only works on standing opponents, and can be done midscreen if you exclude the jump-in.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 14:12, 19 November 2024


Introduction

Kensou has a large projectile that is difficult to jump over. He also shrinks when he throws it, letting it beat jumps from angles that other projectiles would lose at. The A version moves slowly and can thus be positive on block. The C version moves quickly. This allows for Street Fighter 2 style frame traps that beat attempts to reversal super jump after blocking the slow one. He has a DP that's performed backwards, making it a bit easier and safer for him to anti air. On offense, he has proximity unblockables that can be done raw or in combos. These unblockables lack any sort of whiff animation, and they don't have inputs that overlap with any other special moves, letting Kensou use a built in option select to forego hit confirming in combos and frame traps. Two weaknesses that he has are that his meterless combos do low damage, and that his jumps are a bit slow.

Changes from Previous Versions

98 to 98UM

Normals:

  • His taunt now has a hitbox that is cancelable, allowing for some combos out of it
  • c.D now has 1 frame faster startup
  • f.C now has 4 frames faster startup
  • 6A now has 4 frames faster startup and 4 frames shorter recovery
  • 6B now has 2 frames slower startup and 2 frames slower recovery

Specials:

  • j.214P's recovery has been reduced
  • 421D now launches from 1st hit, so it will always connect as a combo
  • 41236P now has 3 frames faster startup, so you can combo it from lights

Supers:

  • 2363214K now has 4 frames faster startup, so you can combo it from lights
  • 236236P is now fully startup invincible

98UM to 98UMFE

Normals:

  • f.A doesn't whiff against crouching short characters anymore
  • 2B is now easier to combo into itself
  • f.B's damage has been increased from 4 to 6
  • 6A now has less recovery

Specials:

  • j.214P now can be canceled into other special attacks if the final hit connects

Normal Moves

Close

  • c.A: Same as f.A.
  • c.B: A very unremarkable move that is generally outshined by his other close options. Chainable and cancelable.
  • c.C: Has a lot of startup for a close normal and is heavily outshined by c.D, so use that button instead. Cancelable.
  • c.D: Kensou's fastest heavy normal, making it good for combos. Also a good meaty, since it has a lot of active frames and is cancelable so you can combo from it or make it safe if they block it.

Standing

  • f.A: The hitbox doesn't hit very high up, so it's not great at dealing with hops. Good to throw out as a checking move in the close range. Chainable and cancelable.
  • f.B: A fast button to stop hops with and catch the opponent's forward movement, making it one of his main pokes. Whiffs on tiny crouchers.
  • f.C: Slow to start up and leaves Kensou pretty open. The second hit is cancelable on hit, block, and whiff, so you can cancel it into 214P to make it a bit safer. It's best to avoid intentionally using this move. Cancelable.
  • f.D: It's quite slow on startup and recovery, but the hitbox is nice for anti-airs, so it can make a good poke on reads.

Crouching

  • 2A: One of Kensou's best close options for blockstrings and light chains, since it has nice range and is plus on block. Chainable and cancelable.
  • 2B: Kensou's only option for low combos, making it a key tool, though it is fairly slow on startup. It is plus on block, so it's good to use in blockstrings. Chainable.
  • 2C: This move is decent, but has fairly slow startup, so Kensou has better tools for poking in 2D and f.B and for combos in c.D. Cancelable.
  • 2D: This is an amazing sweep. It low-profiles moves very easily, and can be used to catch roll recovery or badly spaced jump-ins from people trying to avoid 214P. It's cancelable on hit, block, and whiff, so you can cancel it into 214P for pressure and into 421K for anti-airs.

Jumping

  • j.A: Can be used as an okay air-to-air or jump-in. Not terrible, but not Kensou's best option for either. Cancelable.
  • j.B: Good range for air-to-airs, the hitbox is very flat and long so it can work as a good crossup as well. Cancelable.
  • 8j.B: A decent air-to-air option if you happen to be neutral jumping. Not good for much else.
  • j.C: A decent jump-in that can crossup, though it is hard. His most damaging jumping button, but otherwise not his best option.
  • j.D: Kensou's best jump-in and crossup tool.

CD Normals

  • 5CD: A horse stance palm strike. Has fairly slow startup, but has a decent hitbox once out. The startup looks very similar to his 214P startup, so you can whiff cancel it into 214P to change the timing to throw people off. Cancelable on hit, block, and whiff.
  • j.CD: A great air-to-air, as it comes out fast and has a nice hitbox. Can crossup, but the window is fairly small. Good to use from hop pressure as well.

Throws

Power Blast: 4/6C (close)

  • Regular throw, techable. Kensou sends the opponent flying away with a blast of energy, making them land halfscreen away.

Psychic Slam: 4/6D (close)

  • Regular throw, techable. Kensou flips the opponent behind him with a kick, making them land fullscreen away.

Command Moves

Reverse Mass Kick: 6B

  • Kensou does a hopping high kick.
  • Has some lower-body invincibility, beating lows and throws.
  • Good to cancel into sometimes to move forward while having an active hitbox out.
  • Whiffs on low crouchers.
  • Cancelable.

Tiger Takedown Punch: 6A

  • A downwards chopping double palm strike. Overhead strike when done raw, and a cancelable mid when canceled into.
  • When late-canceled into, it maintains the overhead property, allowing you to slip mixups into pressure.
  • Good to use in blockstrings, as it pushes Kensou out and can be canceled into qcb+P for pressure.
  • Can be used in combos in specific conditions.

Special Moves

Super Bullet Attack: 214A/C

  • A ball-shaped airborne projectile. A version travels slower and C version travels faster. Both go fullscreen.
  • Faster-than-average startup speed for a projectile, but slower recovery, so it can be hit by superjumps from far away easier than other projectiles.
  • One of Kensou's key moves for his zoning gameplan, alongside moves to catch people trying to avoid the projectile like his 421K and 2D.
  • It can also be good for setting up his pressure game, as blocked projectiles can provide frame advantage if spaced correctly.
  • Kensou crouches down when throwing the projectile, meaning that his hurtbox becomes pretty small. This means that the fireball can actually work as an anti-air when it's close to Kensou.

Dragon Drubbing: 623A/C (close)

  • Kensou does a series of punches, with the final one launching the opponent into the air.
  • Proximity unblockable. One of Kensou's best mixup tools.
  • Has 9 startup frames with no invincibility, so it can get beaten out or trade pretty easily.
  • Launches on hit for a followup juggle, meaning you can get a knockdown or a reset after it.
  • You can mash C during the C version to make it do 2 extra hits. A version always does 4 hits whether you mash or not.

Dragon Talon Tear: j.214A/C (in air)

  • Kensou pauses slightly in the air, then does a diving energy punch.
  • Good to change up Kensou's air trajectory and timing.
  • You can cancel into it from some of his air normals, but it's too slow to combo.
  • Can be canceled into any of Kensou's grounded specials on hit or block for extra damage or pressure.
  • Can be either safe or unsafe depending on how it hits and how many hits connect.

Earth Dragon Fang Nibble: 41236A

  • A series of attacks leaping forward.
  • Kensou's main combo ender when 623P won't reach.
  • Unsafe on whiff or block, so it's best to limit its use to inside combos.

Heaven Dragon Fang Nibble: 41236C

  • A series of attacks leaping diagonally upwards.
  • Has upper body autoguard on the first hit.
  • Whiffs on low crouchers, so not as good of a combo tool as 41236A.
  • Can be used as an anti-air, though it's not as consistent as 421K.

Dragon Uppercut: 421B/D

  • A spinning helicopter kick upwards. Kensou's DP.
  • B version has some startup invincibility, but it ends before the active frames. Comes out faster than the D version so it can be good as an anti-air.
  • D version has invincibility all throughout the startup frames and into the first hit, making this your reversal of choice. Can also be good as a late anti-air, using the invincibility to go through the opponents jump-in attack.
  • Unsafe on block or whiff.

Desperation Moves

Eat Meat Dumplings: 214214A/C

  • Kensou pulls out a dumpling and eats it, which heals him.
  • This DM has a ton of recovery, so the opponent has plenty of time to hit Kensou and take off more health than he gained when using it.
  • Even so, it has some niche uses. You can use it at the end of a round to make sure you have more health than the opponent just before time runs out.
  • You can also use it fullscreen to make your projectiles unblockable with the unblockable projectile glitch.
  • The MAX version takes longer to finish, but Kensou recovers more health.

Hermit Power Blast: 236236A/C (close)

  • Kensou sends a large amount of energy into the opponent up close, hurting them.
  • Proximity unblockable.
  • Good mixup option when your opponent has been blocking your pokes and projectiles.
  • It can still trade after the super flash though, since it's not invincible.
  • The MAX version does more damage and Kensou flies backwards when it's finished.

Dragon God Kick: 2363214B

  • Kensou does a series of strikes leaping forwards, he then finishes it with a straight upwards helicopter kick.
  • Good DM for ending combos, but not much else.

Dragon God Drubbing: 2363214D

  • Kensou does a series of strikes leaping diagonally upwards, he then finishes with a straight upwards helicopter kick.
  • Not a good anti-air, since it has no invincibility, and not as good of a combo ender as the B version, so this move is safe to avoid.
  • The MAX version does more damage and more hits, and is a good combo ender for spending lots of resources.

Combos

General Notes

  • In any combo involving 623P, you have multiple ender options. 623P will juggle your opponent, afterwards, you can use:
- j.C for decent damage and an air reset.
- j.CD for decent damage into a soft knockdown.
- 41236C at midscreen for better damage but worse oki.
- 421D for maximum damage into soft knockdown. 421D can be done right out of 623P at the corner but anywhere else, you'll need to run closer to the opponent for it to connect.
  • In any metered combo, you can replace 236236P with 236236AC or 2363214B with 2363214BD for more damage if you have the resources.
  • Both of Kensou's regular DMs do the same damage; 236236P pushes your opponent fullscreen away and lets you throw out a projectile before they recovery roll, while 2363214K has better corner carry.

Meterless

Low

2B > 2A/f.A > 41236A
2B > 2A/f.A > 623P > j.C/j.CD/41236C/421D
421D ender requires a short run beforehand if not in the corner.

Mid/Jump-In

(j.X) > c.D > 623P > j.C/j.CD/41236C/66 > 421D

With Meter

Low

2Bx1~2 > 2A/f.A > 236236P/2363214K
You can do this as 2Bx1~2 > 236A > 236A/63214K for an easier cancel.

Mid/Jump-In

(j.X) > c.D > 236236P/2363214K
(crossup j.B/j.C/j.D) > c.D > 6A > 2363214B
Crossup combo into DM. You can also start this combo from c.D by itself.

With Quick MAX

Overhead

6A > ABC > 2D
Overhead Quick MAX combo.

Corner

c.D > 6B > ABC > c.D > 2363214K
Requires a short walk-up before the c.D. Only works on standing opponents, and can be done midscreen if you exclude the jump-in.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Kensou Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro