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The King of Fighters XIII/Sie Kensou: Difference between revisions

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===Jumping===
===Jumping===


'''j. A:''' 45 (40) damage, cancel-able, hits overhead.
'''j. A:''' 45 (40) damage, cancel-able, hits overhead.  Kensou thrusts a palm at a downward angle.  This is his best vertical hop-in move.  You can also hit it decently high and still combo after it.  Also if spaced perfectly, it can even crossup the opponent, and the setups for doing so aren't too difficult.  Solid air normal.


'''j. B:''' 45 (40) damage, cancel-able, hits overhead.
'''j. B:''' 45 (40) damage, cancel-able, hits overhead.  Kensou sticks his leg out like a flying kick.  One of his two good Air-to-airs.  Comes out quick and has a solid horizontal range, letting it snipe the opponent before they can stick out a normal.  It's not a bad air-to-ground move either, it hits crouchers and has a better crossup hitbox than j.A and is much easier to set up in order to crossup.


'''j. C:''' 72 (70) damage, cancel-able, hits overhead
'''j. C:''' 72 (70) damage, cancel-able, hits overhead.  Kensou leans into a flying elbow.  It's not a terrible move, it's a decent air-to-ground, however Kensou's hurtbox comes lower than it so it might be a problem. It also has the ability to crossup if done very, very late.  Its active frames are not great.
 
'''j. D:''' 70 (68) damage, hits overhead.


'''j. D:''' 70 (68) damage, hits overhead.  Pretty much Kensou's st.D but in the air.  His other good air-to-air, but for different reasons.  This will beat out almost anything the opponent throws at Kensou if he's above him.  Along with j.B, this makes him very annoying to deal with in the air.  And, another note, like the rest of his air normals, j.D can ALSO crossup, but again, has to be done relatively late and you'll probably never use this as an air-to-ground so it's more for novelty.


===Blowback Attack===
===Blowback Attack===

Revision as of 19:23, 17 March 2012

File:Kensou sprite.gif


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. Kensou flicks his fist in front of him. A much better check against hopins than his st. A, this fills up that niche decently. Quick to come out and defends the area in front of him. This is the only usage of it though.

cr. B: 30 damage, cancel-able & chain-able, hits low. Arguably Kensou's best poke, a very quick low that's cancelable into anything. Chaining this into itself is going to be your best hitconfirm along with your Target Combo linking into this. The range isn't that impressive, but it gets the job done. You'll be hitting this button a ton within a match.

cr. C: 70 damage, cancel-able, hits mid. Kensou's second best Normal Anti-Air. He throws both hands out in front of his head at an angle. A bit better of a horizontal Anti-Air than st.D but serves around the same niche.

cr. D: 80 damage, cancel-able, hits low. Kensou's sweep. Amazing poke, good range, special cancelable which makes it deceptively safe thanks to his fireball and backflip. Thanks to his tools, this is one of the better sweeps in the game.

Jumping

j. A: 45 (40) damage, cancel-able, hits overhead. Kensou thrusts a palm at a downward angle. This is his best vertical hop-in move. You can also hit it decently high and still combo after it. Also if spaced perfectly, it can even crossup the opponent, and the setups for doing so aren't too difficult. Solid air normal.

j. B: 45 (40) damage, cancel-able, hits overhead. Kensou sticks his leg out like a flying kick. One of his two good Air-to-airs. Comes out quick and has a solid horizontal range, letting it snipe the opponent before they can stick out a normal. It's not a bad air-to-ground move either, it hits crouchers and has a better crossup hitbox than j.A and is much easier to set up in order to crossup.

j. C: 72 (70) damage, cancel-able, hits overhead. Kensou leans into a flying elbow. It's not a terrible move, it's a decent air-to-ground, however Kensou's hurtbox comes lower than it so it might be a problem. It also has the ability to crossup if done very, very late. Its active frames are not great.

j. D: 70 (68) damage, hits overhead. Pretty much Kensou's st.D but in the air. His other good air-to-air, but for different reasons. This will beat out almost anything the opponent throws at Kensou if he's above him. Along with j.B, this makes him very annoying to deal with in the air. And, another note, like the rest of his air normals, j.D can ALSO crossup, but again, has to be done relatively late and you'll probably never use this as an air-to-ground so it's more for novelty.

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

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