The King of Fighters XIV/Sie Kensou

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Charaimg kensou.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ryuu Housui - close Bk.gif / Fd.gif + C.gif 

Tomoe Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Kobokushu  - Fd.gif + A.gif

Kosentai - Fd.gif + B.gif

Special Moves

Choukyuudan - Qcb.gif + A.gif / C.gif (*)

Ryuugaku-Sai - Rdp.gif + B.gif / D.gif (*)

Ryuurenga • Chiryu - Hcf.gif + A.gif

Ryuurenga • Tenryu - Hcf.gif + C.gif (*)

Ryuusou-Geki - in air, Qcb.gif + A.gif / C.gif (*)

Senkyuu-Tai - Dp.gif + A.gif / C.gif (*)

Super Special Moves

Shinryuu • Choukyuudan - Qcb.gifQcb.gif + A.gif / C.gif (!)

Shinryuu Seio Rekkyaku - Qcf.gifDf.gifQcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Zesshou Chirinshouha - Qcf.gifQcf.gif + B.gifD.gif

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

Choukyuudan - (qcb + A/C)

  • Kensou crouches down and sends a blue energy ball at the opponent.
  • QCB+A: Slower but faster recovery. Often used to pressure opponents and sets up for Kensou to run-in at the opponent. Super cancellable.
  • QCB+C: Faster but requires more recovery. Often used to check opponents who are not able to react to the fireball. Super cancellable.

EX: A very fast projectile that can destroy any Non-EX projectiles. Can be used to check and catch opponents by surprise.


Ryuugaku-Sai - (rdp + B/D)

  • Kensou launches himself and uses his legs as a helicopter. Anyway, it is often used as an anti air.
  • RDP+B: Faster startup and recovers the quickest of the 3 versions. Still punishable. Has invincibility. Unsafe on block. Super cancellable.
  • RDP+D: Longer startup and is very unsafe on block. However, it does not have a lot invincibility and is super cancellable. Can be used as an anti air if the jumps are shallow. He moves forward a bit, so it can catch shallow jumpers. Can combo from trades

EX: Faster startup, has invincibility, and does more damage. However, it is very unsafe on block.


Ryuurenga • Chiryu - (hcf + A)

  • Kensou does a few short hops that sequence from a shoulder charge into 2 kicks. Generally used for anywhere combos.


Ryuurenga • Tenryu - (hcf + C)

  • Kensou launches himself in the air that sequence from a shoulder charge into 2 kicks. It has guard point and can be used to anti air opponents, but it is very situational. Generally used as a wall combo.

EX: Faster startup, more damage, and has guard point. Very unsafe on block however.


Ryuusou-Geki - in air (qcb + A/C)

  • An air to ground tool that can be used to pressure opponents. Can be special cancelled from j. A, j. B, and j. C.
  • QCB+A: An air to ground tool in which the arc pushes Kensou backwards.
  • QCB+C: An air to ground tool in which the arc pushes Kensou forward.

EX: Faster startup does more damage. Does not launch grounded opponents. The arc pushes Kensou forward.


Senkyuu-Tai - (dp + B/D)

  • DP+B: Faster startup and can be used to anti air opponents. Has guard point, but does not protect against lows. Unsafe on block however.
  • DP+D: Longer startup, but has guard point. Can be used to anti air opponents. Very unsafe on block.

EX:Really fast startup and has guard point. Can be used to anti air opponents. Unsafe on block. Juggles the opponent higher and is used in combos.

Super Special Moves

Shinryuu • Choukyuudan - (qcb, qcb + A/C)

  • Kensou crouches down and then launches a huge blue energy ball at the opponent.
  • Can be used to anti air opponents up close once the player has conditioned them to jump at qcb+A/C projectiles.
  • QCBx2+A: Slow big fireball and can be used to pressure opponents. Causes a soft knockdown upon hit. Faster startup. 16F of startup.
  • QCBx2+C: A fast big fireball used to catch opponents by surprised. 20F of startup.

Max: Does more damage and is very fast.


Shinryuu Seio Rekkyaku - (qcf~hcb + B/D)

  • Much like, HCF+C, Kensou does a shoulder charge and then two kicks. However, as he lands on the ground, he then follows up with a RDP+D. Generally used in combos.

Max: Has invincibility upon startup. Beware that it can whiff on crouching some crouching moves from opponents.

Climax Super Special Moves

Zesshou Chirinshouha - (qcf, qcf + B+D)

  • Giant flying kick followed up by a combination of attacks
  • Has invincibility upon startup. Travels almost full screen, not corner to corner.
  • Not safe if blocked or whiffed.

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: 3 hits that lead into hcf+A. 171 DMG.

1 Meter: 3 hits that lead into his qcf~hcb+K super. 227 DMG

EX: 3 hits that lead into his ex qcf~hcb+K super. 335 DMG

0 meter

  • cr. B, cr. B/st.B, f+A or cl.C, f+A rdp+D = 195 DMG

(the second cr. B can be switched for cr. A for a bit less damage. Add a jump-in attack for more damage.)

  • cl. C, f+A, hcf+A = 216 DMG

(Add a jump-in attack for more damage)

  • St. CD (wallsplat), QCB+C = 130 DMG

1 meter

  • cr. B, cl. B, f+A/cl. C, f+A, rdp+D, super cancel qcbx2+P = 288 DMG

Corner Only

  • cr. B, cl. B, f+A/cl. C, f+A, [BC] cl. D, f+B, (in air) qcb+A/C, DP+B+D, delay qcb+A+C, RDP+B = 360 DMG/438 DMG

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

Frame Data

Kensou KOFXIV Frama Data Link

Videos

KOF XIV 2.0 Kensou compilation


Kensou Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
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