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The King of Fighters XIII/Sie Kensou
Console changes
- Air EX qcb.P starts up faster
- s.B>C is now a target combo. Follow ups possible after it hits.
- His punch super is now a 1 frame throw
- When air qcb.P hits, it can be canceled with a special or greater
- His fb’s recovery time is improved
Producer Yamamoto says: "Aside from being a good way to disrupt guard, his punch super can be used effectively to catch opponents who roll past his fb. His fb game has improved and can be used as a central strategy now that the recovery is better. His air qcb.P can be cancelled with any special and the new s.B>C target combo can be linked by following with c.B or s.D. I recommend using these changes aggressively along with his fb whilst minding distances."
Gameplay Overview
Kensou is a somewhat different beast, especially now in Console XIII. He a character that is not a master of any discipline but can really hold his own in any. He's a very capable zoner and has the ability to rushdown and pressure well, however his stubby normals and the fact that people can start negating his zoning once meter is gained really hammer home the point that he is not meant to excel in any particular area. Success with Kensou is achieved by knowing when to enact a rushdown or zoning style and when to incorporate his normals and moves that have their specific niches.
Gameplay Notes
Pros
- Good fireball and DP lend him a solid zoning game.
- Thanks to his dive bomb and backflip, he has a number of different movement options to keep the opponent guessing.
- His rekkas can get the opponent to the corner very quickly.
- Being able to combo off of his throw in the corner can make him demonic there.
- Thanks to his Target Combo, he has incredibly easy hitconfirms even into HD mode.
- All his air normals have the potential to crossup the opponent.
Cons
- He has somewhat stubby pokes so he's not as adept within footsies.
- He has a floaty hop arc making it very difficult to enact a high/low game.
- Damage outside of the corner, even in HD is not terribly effective.
- He's not a master of any trade.
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. Kensou thrusts his fists out in front of him as he takes a forward step. Not the greatest CD to write home about, but it has one good advantage. Kensou can take advantage of the great forward motion and whiff cancel it to gain ground. Can make pinpointing him very tricky. Won't use it often but it's good to keep in mind.
j. CD: 90 (80) cancel-able, hits mid. Kensou does an arching kick. It's a solid air-to-ground j.CD. Good angle and the active frames are EXTREMELY deceptive. The opponent can still get hit for a bit after the animation ends. And of course, being a Kensou air normal, it crosses up though it's the hardest one to get to do so, and since it has to to be done so late, it defeats the purpose. Other than that, pesky j.CD
GCCD: 10 damage, hits mid.
Throw
Ryuuhoutsu (b/f+C/D) close 100 damage, can be broken
- Kensou does a backhand palm, knocking the opponent away. Normally wouldn't be much to talk about, HOWEVER, in this version of XIII, Kensou can combo off of it in the corner, preferably into his DP, or more preferably his EX DP. Add a drive to it and you've hit for 30-40% and depending on your ender, a hard knockdown to continue your pressure. This makes Kensou EXTREMELY dangerous in the corner. I would suggest mastering the art of Running into Throw so you can maximize its usage in your pressure.
Command Moves
Backflip Feint = (B+D)
- Cancellable
- No damage
- Kensou's backflip (obviously). It's cancellable into specials and DMs until right after he touches the ground with his hands. Kensou has a bit of invulnerability right at the start to get around meh blockstrings. But this gives Kensou a bit more mobility and trickiness as he can cancel normals into this as well. Making it so you don't know when he'll go straight into a special off of normals, or into this into a special. Do not abuse this too much however. Someone like Shen can EASILY punish this with his Gekiken if he can react to the backflip, and he's not the only one. Solid move when used in moderation and interchanged with other specials.
Special Moves
Chokyudan = (qcb+P) - Electrified ball of Psycho Energy. A has quicker recovery and goes slower across the screen. C goes faster and has longer recovery.
(EX) = qcb+AC - Much faster version with more durability and damage.
- Super-cancellable
- Hit Detection: High
- Damage: 65; EX Damage: 120
- One of the staples of Kensou's offense. This fireball has a solid hitbox, good differing speeds, and the A version gives him solid pressure in the corner. Can be used as juggle filler as well. Can be used after Rekka finishers to force the opponent to block after they get up. All and all, this is Kensou's best tool, use it often unless facing someone that can destroy your FB game.
Ryuutouda = (qcf+P) - First hit of Kensou's Rekka Series.
(EX) = qcf+AC
- Drive- / Super-cancellable
- Hit Detection: High
- A Damage: 30; C/EX Damage: 45
∟Ryutetsushou = (qcf+P) - Second Hit of Kensou's Rekka Series.
- Drive- / Super-cancellable
- Hit Detection: High
- A Damage: 30; C/EX Damage: 45
∟Hasei Shitsukuu Zanryuu = (qcf+K) - Last hit of Kensou's Rekka series.
- 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)
- Kensou's almighty Rekka series. Hopefully you'll be landing this a lot during a match as it helps set up and keep his offense, especially in the corner. A/C version are pretty much the same while the EX version does a 5 Rekka series. All his Rekka series end in a Hard Knockdown, easily allowing Kensou to setup any offense he wishes. Easily hit confirmable from his cr.Bs. Only two weaknesses. One, Kensou is not Fei Long from SF, his Rekkas are not that safe, avoid getting them blocked if at all possible. Secondly, his DP+P move might come out by mistake. All in all though, a necessary tool.
Ryubokko = (dp+P, [P]) - A Rapid String of punches that can be mashed for more hits/damage.
(EX) = dp+AC
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 10 x 15, 95, 70 x 5; EX Damage: 15 x 16, 120
- Kensou's rapid punches. Yeah, this move is not very good at all. Usually the only time you'll see this move come out is if you messed up your Rekka input. It can be mashed for more hits and different properties. If you mash a couple of extra inputs at least it's safe on block. A couple more (about 8 I believe) and you do a finisher hit that knocks the opponent away. Too many and Kensou gets tired out and is so wide open, you might as well start recording your opponent's impending combo video. So again, avoid using if at all possible, and if you mess up, add a couple of inputs to make yourself somewhat safe and pray your opponent doesn't Guard Cancel Roll.
Ryugakusai = (rdp+K) - Kensou's DP/Dragon Kick. D version has more horizontal movement, hits and vertical reach than B.
(EX) = rdp+BD More horizontal movement, more hits, a lot more damage.
- 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
- Kensou's DP which is another important part of his play, more specifically his B DP and his EX DP. His B DP is his standard reversal, some invulnerability and it comes out at a decent startup, and it's part of his HD loop in the corner. It's also likely the DP you use to maintain spacing and zoning when using your fireball game. EX DP however, is the most damaging special you have. Use it off of Drive Cancels from your Rekkas, or preferably in the corner after a throw or during an HD combo. Try to avoid using any other DP than B for reversals, the other two start up with horizontal movement and aren't immediately active so you won't be happy.
Ryusogeki = (qcb+P) in air - Kensou Dive Bombs forward. Button determines the steepness of the angle.
(EX) = qcb+AC in air - Kensou's Dive Bomb now does multiple hits on the opponent and keeps them standing instead of causing a Soft Knockdown.
- Drive-cancellable
- Hit Detection: High
- Damage: 50; EX Damage: 15 x (n), 50
- Kensou's Dive Bomb isn't the best move in his stable, but it serves its niche decently enough. Makes him less predictable in the air and more leeway to avoid things like projectiles. However, the normal versions of the move are terribly unsafe on block. If you're going to launch it, better make sure it hits, or it whiffs, otherwise you'll feel pain. His EX version is interesting, it's a lot more safe on block, and when it hits it does a variable amount of hits (depending on how deep you landed it etc) and gives you frame advantage afterwards to link a normal and continue a combo. It helps to have around as just another move.
Sikuzanryukyaku = (qcf+K) - Kensou runs forward and when close enough to the opponent, he jumps and kicks him in the face. Button determines the distance he runs.
(EX) = qcf+BD Kensou immediately leaps forward and does the kick from a good length away.
- Hit Detection: High
- Damage: 75; EX Damage: 160
- The third part of Kensou's Rekka Series, but standalone and...there aren't many uses for this move, considering how unsafe it is on block. EX Version could be used to catch an opponent trying to avoid your fireballs but, all in all, use sparingly if at all.
Desperation Moves
Super Chokyudan = (qcbx2+P) - Kensou fires a huge Chokyuudan forward. Button strength determines the speed of the projectile. A is slow, B is fast.
(EX) = qcbx2+AC - Chokyuudan turns red and flies forward at an EXTREME speed.
- Hit Detection: High
- Damage: 200; EX Damage: 330
- Kensou's FB DM. It's a solid move that adds more dimensions to his FB game. With its much bigger hitbox, this DM is much more suited to dealing with hops and jumps than the normal FB whereas things like the EX normal FB is better for beating out normal FB wars. The C and EX version of this DM do come out fast though so you can use them if you feel like it, but it might be a bit tougher to do on reaction. Also, due to the big hitbox, the A version can be used to get in on your opponent pretty easily, just don't run into an invincible move for no reason. It won't be used a ton, but it has good uses.
Super Punch Drill = (qcf hcb+P) - Kensou does a quick palm strike in front of him breaking his opponent's guard, then ravages the opponent with 50 punches, the last sending him flying.
- MAX Cancellable
- Hit Detection: High
- Damage: (8 + 0) x 24, 20
- Kensou's Super Punch Drill has changed dramatically from the Arcade. It's now a 1 Frame Command Grab, and as such, not completely worthless. It adds another dimension to Kensou's offense not previously seen, and supplements the fact that his hop arc makes it a bit tougher to enact his high-low game. Now this DM has one big weakness...its range is absolutely pathetic. You have to be pretty freaking close to get it to land. However since this isn't something that his game is really built around, it's not that big of a deal. Use it to scare the opponent out of turtling up.
Neomax
Seigan Senki Hakkei = (qcfx2+AC) - Kensou gathers his energy then fires a big electric buzzsaw right next to him.
- Hit Detection: High
- Damage: (16 + 0) x 22, 16, 100
- Kensou's NeoMax. Not too much to say about it, in terms of utility there's not much it has other than possible chipping, but probably best to avoid using it for that purpose unless you know you'll get the kill. In your HD combos, it's there to add a ton of damage. Like I said, nothing much to say about it.
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
Strategies
Far Range
- Kensou has a decent amount to do here. Throwing Chokyuudans and mixing up speeds will be the main ones. He can react to any fireball with his EX Chokyuudan and probably will connect with it so he can gain some easy ground. Or he can just throw an A Chokyuudan or A Super Chokyuudan in order to move in on his own pace.
Mid Range
- This is where Kensou has to mind himself. You can still throw Chokyuudans but now they're much more likely to get you killed if you throw one at the wrong time. He can st.D, cr.C or DP any bad hops or jumps on reaction which can let him dictate the pace. However, do remember his normals are stubby so you'll likely lose any meticulous footsie battle. cr.D will be your best friend here, it's your best poke. You can take a risk with his QCF+K to beat out any lows, but again, it's a risk, punishable by death.
Close Range
- Unsurprisingly this is where Kensou can shine. A plethora of cr.Bs, Target Combos, Backflips and Choukyuudans are preferred, and confirming into Rekkas whenever possible. All your air normals can crossup, use that to your advantage with setups. Don't be afraid to try and get them with the Super Punch Drill to lower their guard.
Cornered Opponent
- Ah yes, the beloved corner, and where Kensou makes an even bigger splash. Do all of the above, along with mixing in normal throws for major damage. Also any time your Rekka finisher lands, you have a free meaty A Choukyuudan on them on wakeup (unless they have an invincible reversal). Abuse them here, do not let them out of this corner.
Cornered
- No rocket science here, get out of there by any means necessary. B DP when you have an opening, GCR or GCCD, or if they're far enough away, get a EX Choukyuudan to hit so you can gain immediate ground.
Links & References
Kensou Master Class
Discussion Threads
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