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The King of Fighters XIII/Sie Kensou: Difference between revisions
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===Standing=== | ===Standing=== | ||
'''s.A:''' 25 damage, cancel-able/chain-able, hits mid. | '''s.A:''' 25 damage, cancel-able/chain-able, hits mid. Kensou throws a short jab. It's not a terribly decent move, it's not very good at a st.A's usual niche as a hop check. It hits crouchers and you can use it somewhat with cl.C as a frame trap but confirming would be difficult. | ||
'''s.B:''' 30 damage, cancel-able, hits low. | '''s.B:''' 30 damage, cancel-able, hits low. A very solid move. As you can see, hits low and it can go into his st.B, st.C target combo which can eventually hit-confirm into Rekkas or his DP. Range is also not bad for a st.B. You can also cancel into specials out of it, but you probably won't use it much for that. | ||
'''s.C:''' 80 damage, hits mid. | '''s.C:''' 80 damage, hits mid. Second part of his target combo, Kensou throws an overhand punch. Despite the animation, it's not an overhead. Outside of the Target Combo there's very little use for this move. At the activation range this comes out in, Kensou will be too far away to link anything afterwards. Not cancelable into anything but HD, this makes it a very mediocre move outside of his Target Combo. Avoid usage. | ||
'''s.D:''' 70 damage, cancel-able, hits mid. | '''s.D:''' 70 damage, cancel-able, hits mid. Outside of his DP's, probably Kensou's best anti-air. Kensou kicks the air in front of him. Unlike most, Kensou does not have a separate close or far.D move so this activates from any range. Great vertical range with the ability to cancel into specials, most notably his backflip and fireball. It lacks a bit of horizontal range so be careful of whiffing the move, but it is also whiff cancelable so you can make it somewhat safer than other whiffed normals. | ||
'' | |||
'''cl.C:''' 70 damage, cancel-able, hits mid. Kensou throws a stiff chest/gut check. It's a quick move, good for punishing. Other than that, there's not a ton of use for it since due to the absence of a command normal, hitconfirming off of it isn't the easiest thing. Save for punishes and option-selects with Throw. | |||
===Crouching=== | ===Crouching=== |
Revision as of 18:44, 17 March 2012
Normals
Standing
s.A: 25 damage, cancel-able/chain-able, hits mid. Kensou throws a short jab. It's not a terribly decent move, it's not very good at a st.A's usual niche as a hop check. It hits crouchers and you can use it somewhat with cl.C as a frame trap but confirming would be difficult.
s.B: 30 damage, cancel-able, hits low. A very solid move. As you can see, hits low and it can go into his st.B, st.C target combo which can eventually hit-confirm into Rekkas or his DP. Range is also not bad for a st.B. You can also cancel into specials out of it, but you probably won't use it much for that.
s.C: 80 damage, hits mid. Second part of his target combo, Kensou throws an overhand punch. Despite the animation, it's not an overhead. Outside of the Target Combo there's very little use for this move. At the activation range this comes out in, Kensou will be too far away to link anything afterwards. Not cancelable into anything but HD, this makes it a very mediocre move outside of his Target Combo. Avoid usage.
s.D: 70 damage, cancel-able, hits mid. Outside of his DP's, probably Kensou's best anti-air. Kensou kicks the air in front of him. Unlike most, Kensou does not have a separate close or far.D move so this activates from any range. Great vertical range with the ability to cancel into specials, most notably his backflip and fireball. It lacks a bit of horizontal range so be careful of whiffing the move, but it is also whiff cancelable so you can make it somewhat safer than other whiffed normals.
cl.C: 70 damage, cancel-able, hits mid. Kensou throws a stiff chest/gut check. It's a quick move, good for punishing. Other than that, there's not a ton of use for it since due to the absence of a command normal, hitconfirming off of it isn't the easiest thing. Save for punishes and option-selects with Throw.
Crouching
cr. A: 25 damage, cancel-able & chain-able, hits mid.
cr. B: 30 damage, cancel-able & chain-able, hits low.
cr. C: 70 damage, cancel-able, hits mid.
cr. D: 80 damage, cancel-able, hits low.
Jumping
j. A: 45 (40) damage, cancel-able, hits overhead.
j. B: 45 (40) damage, cancel-able, hits overhead.
j. C: 72 (70) damage, cancel-able, hits overhead
j. D: 70 (68) damage, hits overhead.
Blowback Attack
CD: 75 damage, cancel-able, hits mid.
j. CD: 90 (80) cancel-able, hits mid.
GCCD: 10 damage, hits mid.
Throw
Ryuuhoutsu (b/f+C/D) close 100 damage, can be broken
Command Moves
Backflip Feint = (B+D)
- Cancellable
- No damage
Special Moves
Chokyudan = (qcb+P)
(EX) = qcb+AC
- Super-cancellable
- Hit Detection: High
- Damage: 65; EX Damage: 120
Ryuutouda = (qcf+P)
(EX) = qcf+AC
- Drive- / Super-cancellable
- Hit Detection: High
- A Damage: 30; C/EX Damage: 45
∟Ryutetsushou = (qcf+P)
- Drive- / Super-cancellable
- Hit Detection: High
- A Damage: 30; C/EX Damage: 45
∟Hasei Shitsukuu Zanryuu = (qcf+K)
- Hit Detection: High
- B/D Damage: 75; EX Damage: 100
- EX Combo is Ryutouda (qcf + AC) -> Ryutetesushou (qcf + A/C) -> Ryutouda (qcf + A/C) -> Ryutetsushou (qcf + A/C) -> Hasei Shitsukuu Zanryuu (qcf + B/D)
Ryubokko = (dp+P, [P])
(EX) = dp+AC
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 10 x 15, 95, 70 x 5; EX Damage: 15 x 16, 120
Ryugakusai = (rdp+K)
(EX) = rdp+BD
- Drive- / Super-cancellable
- Hit Detection: High
- B Damage: 35, 35 (30), 30; D Damage: 40, 40 (30), 30, 30; EX Damage: 60 x 2, 35 x 5
Ryusogeki = (qcb+P) in air
(EX) = qcb+AC in air
- Drive-cancellable
- Hit Detection: High
- Damage: 50; EX Damage: 15 x (n), 50
Sikuzanryukyaku = (qcf+K)
(EX) = qcf+BD
- Hit Detection: High
- Damage: 75; EX Damage: 160
Desperation Moves
Super Chokyudan = (qcbx2+P)
(EX) = qcbx2+AC
- Hit Detection: High
- Damage: 200; EX Damage: 330
Super Punch Drill = (qcf hcb+P)
- MAX Cancellable
- Hit Detection: High
- Damage: (8 + 0) x 24, 20
Neomax
Seigan Senki Hakkei = (qcfx2+AC)
- Hit Detection: High
- Damage: (16 + 0) x 22, 16, 100
Combos
Anywhere, mid-screen
No Stock, No Drive
- d.B×1~3, qcf+P~qcf+P~qcf+K
- d.A×1~2, qcf+P~qcf+P~qcf+K
- j.C/d.B, s.B, s.C, d.B, qcf+C, qcf+C, qcf+D = 280/240 dmg
- (corner throw) rdp+B = 189 dmg
No Stock, 1 Drive Gauge
- j.C/d.B, s.B, s.C, d.B, rdp+D (4), (DC) air qcb+C, qcb+C = 353/313 dmg
1 Stock, No Drive Gauge
- j.C/d.B, s.B, s.C, d.B, rdp+BD = 382/342 dmg
1 Stock, 1+ Drive Gauge
- rpd+BD, (DC) air qcb+C, qcb+C = 326 dmg
- d.Bx2, qcf+P~qcf+P, (DC) qcf+AC~qcf+P~qcf+P~qcf+P~qcf+K
- d.Bx2, rdp+BD (7), (DC delay) qcb+C, qcb+A, qcf+P~qcf+P~qcf+K
- j.C/d.B, s.B, s.C, d.B, rdp+BD (7), (DC) air qcb+C, qcb+C = 430/390 dmg
- j.C/d.B, s.B, s.C, d.B, rdp+BD (7), (DC) air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 482/442 dmg
2 Stock, No Drive Gauge
- j.C/d.B, s.B, s.C, d.B, qcbx2+AC = 450/410 dmg
2 Stock, 1+ Drive Gauge
- j.C/d.B, s.B, s.C, d.B, rdp+BD, (DC) air qcb+C, rdp+BD = 488/448 dmg
3 Stock, 1+ Drive Gauge
- j.C/d.B, s.B, s.C, d.B, rdp+BD (7), (DC) air qcb+C, qcbx2+AC = 536/496 dmg
- corner air qcb+C juggles
0 Stock, 1+ Drive Gauge
- j.C/d.B, s.B, s.C, s.B, rdp+D (4), DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 427/387 dmg
1 Stock, 1+ Drive Gauge
- j.C/d.B, s.B, s.C, cr.B/d.B, rdp+BD (7), DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 482/442 dmg
rdp+BD (7) Drive Cancel combos
1 Stock, 1+ Drive Gauge
...DC, air qcb+C, qcb+C = 326 dmg
2 Stock, 1+ Drive Gauge
...DC, air qcb+C, rdp+BD = 424 dmg
3 Stock, 1+ Drive Gauge
...DC, air qcb+C, qcbx2+AC = 485 dmg
corner air qcb+B juggles
1 Stock, 1+ Drive Gauge
...DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 411 dmg
2 Stock, 1+ Drive Gauge
...DC, air qcb+C, qcb+A, qcf+C,C, rdp+BD = 452 dmg
3 Stock, 1+ Drive Gauge
...DC, air qcb+C, qcb+A, qcbx2+AC = 507 dmg
Corner Throw Only
No Stock, No Drive Gauge
- rdp+B = 189 dmg
1 Stock, No Drive Gauge
- rdp+BD = 340 dmg
No Stock, 1+ Drive Gauge
- rdp+B (3), DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 395 dmg
1 Stock, 1+ Drive Gauge
- rdp+BD (7), DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 479 dmg
HD Combos
0 Stock
- j.C/d.B, d.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 Stock
- j.C/d.B, d.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
- s.C, [HD] s.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
- j.C/d.B, d.B, s.B, s.C, HD, s.B, s.C, rdp+D *2 hits*, DC, Neomax = 621/581 dmg
HD Bypass
"Custom Grab Neomax" Combo
3 Stock
- jump, buffer "qcf+BC" right before landing, input "hcb+C" right after landing, "Max Cancel" to "Neomax" on "50th" hit = 688 dmg
Links & References
Kensou Master Class
Discussion Threads
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