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The King of Fighters XIV/Sie Kensou: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A | * st. A: Standard jab. | ||
* st. B | * st. B: Kensou does a kick to the air. A fast long range anti air tool. | ||
* st. C | * st. C: A poor horizontal ranged ground poke. However, it is good on block and can be used to pressure opponents at the wall. +1 on block. Can be used to whiff punish. | ||
* st. D: A long range tool that has good horizontal and vertical range. | |||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: A chain-able & cancellable back hand fist aimed at the opponent’s groin | ||
* cl. B: Kensou does a short kick to the opponent’s shins. Generally not used outside of pressuring grounded opponents at the wall. | |||
* cl. | * cl. C: Special cancellable. Chain cancellable into a command normal. | ||
* cl. | * cl. D: A kick that is aimed upwards that can anti air hops. Can be chain cancelled into a command normal. Force stands. | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A | * cr. A: Special cancellable and is chain cancellable to other normals. | ||
* cr. B: A good footsie tool that can be used to pressure opponents. Special cancellable. Chain cancellable to other normals. | |||
* cr. | * cr. C: An anti air tool that is special cancellable. It does not possess great horizontal range however. | ||
* cr. | * cr. D: A long range sweep that is special cancellable on both hit and whiff. Very good to catch opponents off-guard as well as pressuring opponents. | ||
'''Jumping''' | '''Jumping''' | ||
* j. A | * j. A: An air to air jab used for defensive situations. | ||
* j. B: An air to ground jump-in tool. Good diagonal range and can be used to cross-up opponents. | |||
* j. | * j. C: Kensou does an elbow attack. A versatile tool that can be used as both an air-to-air and an air-to-ground. | ||
* j. | * j. D: A vertical ranged air to air normal mainly used to catch hyper jumping opponents. | ||
'''Blowback''' | '''Blowback''' | ||
* st. CD | * st. CD: A fast horizontal ranged blowback move that causes a wallsplat on grounded opponents. Good for pressuring opponents and is special cancellable. | ||
* j. CD | * j. CD: A fast air to air blowback that is good to keep opponents in check. Has good vertical hitbox that it can also be used to pressure opponents at the ground. Can also be used as an air to air if it is hit early enough. Very active normal. | ||
=Throws= | =Throws= |
Revision as of 21:25, 4 October 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Ryuusou-Geki - in air, + / (*)
Super Special Moves
Shinryuu • Choukyuudan - + / (!)
Shinryuu Seio Rekkyaku - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Kensou is a well-rounded versatile character who has access to a fireball and some good anti air tools. Kensou can check opponents at bay with fireballs that can be then used to super cancelled into QCFx2+A/C to dissuade them from jumping in at him. He has access to some good long range ground pokes and decent air to air tools. With easy confirms and overall good pressure tools up close, Kensou can really lay hurt on his opponents.
Normals
Standing
- st. A: Standard jab.
- st. B: Kensou does a kick to the air. A fast long range anti air tool.
- st. C: A poor horizontal ranged ground poke. However, it is good on block and can be used to pressure opponents at the wall. +1 on block. Can be used to whiff punish.
- st. D: A long range tool that has good horizontal and vertical range.
Close
- cl. A: A chain-able & cancellable back hand fist aimed at the opponent’s groin
- cl. B: Kensou does a short kick to the opponent’s shins. Generally not used outside of pressuring grounded opponents at the wall.
- cl. C: Special cancellable. Chain cancellable into a command normal.
- cl. D: A kick that is aimed upwards that can anti air hops. Can be chain cancelled into a command normal. Force stands.
Crouching
- cr. A: Special cancellable and is chain cancellable to other normals.
- cr. B: A good footsie tool that can be used to pressure opponents. Special cancellable. Chain cancellable to other normals.
- cr. C: An anti air tool that is special cancellable. It does not possess great horizontal range however.
- cr. D: A long range sweep that is special cancellable on both hit and whiff. Very good to catch opponents off-guard as well as pressuring opponents.
Jumping
- j. A: An air to air jab used for defensive situations.
- j. B: An air to ground jump-in tool. Good diagonal range and can be used to cross-up opponents.
- j. C: Kensou does an elbow attack. A versatile tool that can be used as both an air-to-air and an air-to-ground.
- j. D: A vertical ranged air to air normal mainly used to catch hyper jumping opponents.
Blowback
- st. CD: A fast horizontal ranged blowback move that causes a wallsplat on grounded opponents. Good for pressuring opponents and is special cancellable.
- j. CD: A fast air to air blowback that is good to keep opponents in check. Has good vertical hitbox that it can also be used to pressure opponents at the ground. Can also be used as an air to air if it is hit early enough. Very active normal.
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Kensou Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel