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=Command Moves=
=Command Moves=


'''name of command normal''' - - (place motion here example f+A)
'''Kobokushu''' - - (f+A)
* (description here)


* Kensou slams his hands towards the opponent’s head.


'''name of command normal''' - (motion here) (if in air)
* Acts as an overhead when not cancelled from a normal


* (description here)
* When cancelled from other normals, it is special cancellable. Often used for hit confirm combos.




'''name of motion''' - (motion here)


* (description here)
'''Kosentai ''' - (f+B)
 
* Kensou does a kick to the air.
 
* In the air, it can be cancelled into qcb+A/C.
 
* Beware that it can whiff on some crouching opponents.


=Special Moves=
=Special Moves=

Revision as of 21:33, 4 October 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ryuu Housui - close / +  

Tomoe Nage - close / +

Command Normals

Kobokushu  - +

Kosentai - +

Special Moves

Choukyuudan - + / (*)

Ryuugaku-Sai - + / (*)

Ryuurenga • Chiryu - +

Ryuurenga • Tenryu - + (*)

Ryuusou-Geki - in air, + / (*)

Senkyuu-Tai - + / (*)

Super Special Moves

Shinryuu • Choukyuudan - + / (!)

Shinryuu Seio Rekkyaku - + / (!)

Climax Super Special Moves

Zesshou Chirinshouha - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Ryuu Housui - (b/f+C) close

  • Kensou does a palm to the opponent’s face while smirking.
  • Causes a soft knockdown.
  • Can be broken


Tomoe Nage - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

Kobokushu - - (f+A)

  • Kensou slams his hands towards the opponent’s head.
  • Acts as an overhead when not cancelled from a normal
  • When cancelled from other normals, it is special cancellable. Often used for hit confirm combos.


Kosentai - (f+B)

  • Kensou does a kick to the air.
  • In the air, it can be cancelled into qcb+A/C.
  • Beware that it can whiff on some crouching opponents.

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)

Notation

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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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