Sie Kensou(KOFXI): Unterschied zwischen den Versionen
(Frame data update (automated)) |
|||
| (26 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
| Zeile 27: | Zeile 27: | ||
==Frame Data== | ==Frame Data== | ||
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br> | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+Short List | |+Short List | ||
|- | |- | ||
! Move !! S!! A!! Hit!! Grd!! Note | ! Move !! S!! A!! Hit!! Grd!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note | ||
|- | |- | ||
| | | '''Throw''' || 1 || 1 || <span style="color: blue;"> +16 </span>* || / || 16 || 16 || 0 || 0 || 0 || 0 || || || ||*=with ukemi. | ||
|- | |- | ||
| 5A( | | 5A(c) ||6 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||4 ||5 ||6 ||7 ||5 ||6 || || || || | ||
|- | |- | ||
| | | 5A(f) ||7 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||4 ||5 ||6 ||7 ||5 ||6 || || || || | ||
|- | |- | ||
| 5B( | | 5B(c) ||5 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||7 ||8 ||9 ||10 ||7 ||8 || || || || | ||
|- | |- | ||
| | | 5B(f) ||7 || 5 || <span style="color: red;">-3</span> || <span style="color: red;">-4</span> ||8 ||10 ||9 ||10 ||7 ||8 || || || || | ||
|- | |- | ||
| 5C( | | 5C(c) ||6 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||12 ||15 ||14 ||15 ||11 ||12 || || || || | ||
|- | |- | ||
| | | 5C(f) ||15 || 5+6 || <span style="color: red;">-3</span> || <span style="color: red;">-4</span> ||14 ||16 ||14 ||16 ||12 ||14 || || || || | ||
|- | |- | ||
| 5D( | | 5D(c) ||6 || 4 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||12 ||15 ||14 ||15 ||11 ||12 || || || || | ||
|- | |- | ||
| | | 5D(f) ||11 || 3 || <span style="color: red;">-1</span> || <span style="color: red;">-2</span> ||14 ||17 ||15 ||16 ||12 ||14 || || || || | ||
|- | |- | ||
| | | 5E ||19 || 4 || KD || <span style="color: red;">-6</span> ||14 ||17 ||12 ||13 ||14 ||16 || || || || | ||
|- | |- | ||
| | | GC ||7 || 6 || KD || <span style="color: red;">-15</span> ||5 ||5 ||0 ||0 ||0 ||0 || || || ||F1-12 invul. | ||
|- | |- | ||
| | | 6A ||21 || 5 || <span style="color: red;">-10</span> || <span style="color: red;">-11</span> ||13 ||16 ||15 ||16 ||15 ||14 || || || ||Overhead | ||
|- | |- | ||
| | | 6A(can) ||14 || 3 || <span style="color: red;">-7</span> || <span style="color: red;">-8</span> ||7 ||9 ||8 ||8 ||6 ||14 || || || ||Special Cancel. No pushback. | ||
|- | |- | ||
| | | 6B ||14 || 6 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||7 ||9 ||12 ||13 ||14 ||14 || || || ||Feet invul from F1. Airborne F10-26. 7F landing recovery. | ||
|- | |- | ||
| | | Saving Shift ||0 || n* || / || / ||0 ||0 ||0 ||0 || /||0 || || || ||Active until landing. 9F/10F recovery (hit/whiff). | ||
|- | |- | ||
| | | Backdash|| / || 24 || / || / || /|| /|| /|| /|| /|| /|| || || ||F5-20 invul on feet. F21-24 recovery. 188px distance. | ||
|- | |- | ||
| | | 2A ||5 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||4 ||5 ||6 ||7 ||5 ||6 || || || || | ||
|- | |- | ||
| | | 2B ||6 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||4 ||5 ||6 ||7 ||5 ||6 || || || || | ||
|- | |- | ||
| | | 2C ||9 || 4 || <span style="color: red;">-3</span> || <span style="color: red;">-4</span> ||12 ||15 ||14 ||15 ||11 ||12 || || || || | ||
|- | |- | ||
| | | 2D ||9 || 3 || KD || <span style="color: red;">-4</span> ||12 ||15 ||14 ||15 ||11 ||12 || || || || | ||
|- | |- | ||
| | | small A ||7 || 8 || / || / ||6 ||7 ||8 ||9 ||6 ||8 || || || ||same as j.A | ||
|- | |- | ||
| j. | | j. up A ||7 || 8 || / || / ||7 ||9 ||9 ||10 ||7 ||8 || || || ||Unique hitbox | ||
|- | |- | ||
| | | j.A ||7 || 8 || / || / ||7 ||9 ||9 ||10 ||7 ||8 || || || ||same as small A | ||
|- | |- | ||
| | | small B ||7 || 8 || / || / ||6 ||7 ||8 ||9 ||6 ||8 || || || ||same as j.B | ||
|- | |- | ||
| | | j. up B ||7 || 8 || / || / ||7 ||9 ||9 ||10 ||7 ||8 || || || ||Unique hitbox | ||
|- | |- | ||
| j. | | j.B ||7 || 8 || / || / ||7 ||9 ||9 ||10 ||7 ||8 || || || ||same as small B | ||
|- | |- | ||
| | | small C ||9 || 9 || / || / ||11 ||13 ||13 ||14 ||10 ||12 || || || ||same as j. fwd C | ||
|- | |- | ||
| | | j. fwd C ||9 || 9 || / || / ||12 ||15 ||14 ||15 ||11 ||12 || || || ||same as small C | ||
|- | |- | ||
| j. | | j.back C ||9 || 9 || / || / ||13 ||16 ||15 ||16 ||12 ||14 || || || ||Same hitbox as j. fwd C, but different dmg (per Conqueror's Guide). | ||
|- | |- | ||
| | | small D ||10 || 6 || / || / ||11 ||13 ||13 ||14 ||10 ||12 || || || ||same as j. fwd D | ||
|- | |- | ||
| | | j. up D ||10 || 6 || / || / ||12 ||15 ||14 ||15 ||11 ||12 || || || ||Unique hitbox | ||
|- | |- | ||
| | | j. fwd D ||10 || 6 || / || / ||12 ||15 ||14 ||15 ||11 ||12 || || || ||same as small D | ||
|- | |- | ||
| | | j.back D ||10 || 6 || / || / ||13 ||16 ||14 ||15 ||11 ||14 || || || ||Same hitbox as j. fwd D, but different dmg (per Conqueror's Guide). | ||
|- | |- | ||
| | | small E ||13 || 5 || / || / ||11 ||13 ||9 ||10 ||11 ||14 || || || ||same as j.E | ||
|- | |- | ||
| | | j.E ||13 || 5 || / || / ||12 ||15 ||10 ||11 ||12 ||14 || || || ||same as small E | ||
|- | |- | ||
| | | 214A ||22 || n || <span style="color: blue;">+0*</span> || <span style="color: red;">-1*</span> ||13 ||16 ||10 ||12 ||13 ||0/14 || || || ||Same hitbox as 214C, but travels slower. 53F total duration. Low Profile F22-42. *=point blank. | ||
|- | |- | ||
| | | 214C ||16 || n || <span style="color: red;">-6*</span> || <span style="color: red;">-7*</span> ||13 ||16 ||10 ||12 ||13 ||0/14 || || || ||Same hitbox as 214A, but travels faster. 53F total duration. Low Profile F16-41. *=point blank. | ||
|- | |- | ||
| | | 623B ||15 || 3+3 || KD || <span style="color: red;">-7</span> ||14 ||15 ||16 ||18 ||14 ||6/6 || || || ||Guard Point F6-8. Invul on feet F12-14. 49F total duration. | ||
|- | |- | ||
| | | 623D ||19 || 3+3 || KD || <span style="color: red;">-9</span> ||14 ||15 ||16 ||18 ||14 ||6/6 || || || ||Guard Point F7-11. Invul on feet F15-18. 56F total duration. | ||
|- | |- | ||
| | | 41236B ||12 || 12+3+4 || KD || <span style="color: red;">-10</span> ||21 ||23 ||15 ||17 ||15 ||10/6 || || || ||Airborne F12-24 & F28-54. 18F landing recovery. | ||
|- | |- | ||
| | | 41236D ||8 || 6+3+7|| KD || <span style="color: red;">-60</span> ||21 ||23 ||15 ||17 ||15 ||10/6 || || || ||Low Profile F1-5. Airborne from F8. 14F landing recovery. | ||
|- | |- | ||
| | | 421B ||9 || 3+3+6+7|| KD || <span style="color: red;">-30</span> ||16 ||18 ||9 ||10 ||12 ||10/6 || || || ||1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery. Guide footnote: only hits 1-2 are cancelable into Special/LDM. | ||
|- | |- | ||
| | | 421D ||11 || 3+3+13+3|| KD || <span style="color: red;">-41</span> ||18 ||20 ||9 ||10 ||15 ||10/6 || || || ||1st+2nd hit hard knockdown. F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery. Guide footnote: only hits 1-2 are cancelable into Special/LDM. | ||
|- | |- | ||
| | | j.214A ||16 || 2n* || <span style="color: red;">-1</span>to<span style="color: blue;">+2</span> || <span style="color: red;">-2</span>to<span style="color: blue;">+1</span> ||10 ||11 ||6 ||8 ||6 ||8/6 || || || ||Can be done from a backdash. Same hitbox as j.214C. Negates projectiles from F16 until landing. 9F counterhit state upon landing. 27F total landing recovery. *= alternates between active and not active for 2F, every 2F, until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| | | j.214C ||25 || n* || <span style="color: blue;">+7</span>to<span style="color: blue;">+8</span> || <span style="color: blue;">+6</span>to<span style="color: blue;">+7</span> ||18 ||19 ||14 ||16 ||14 ||8/14 || || || ||Can be done from a backdash. Same hitbox as j.214A. Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| 2141236E ||11 || 20+X*|| -13* || -50 ||Can hit OTG. F1-7 invul. Negates projectiles from F7. Low profile F8-51. Becomes invul on successful hit for the duration of the absorb animation + 9F vulnerable recovery. *=20F active near Kensou, then spawns projectiles in a line. *2= against regular wakeup time. | | 236A ||11 || 9|| KD || <span style="color: red;">-11~-3</span> ||14 ||19 ||10 ||12 ||12 ||12/6 || || || ||Same hitbox as 236C. Airborne F11-19. 23F landing recovery. | ||
|- | |||
| 236C ||22 || 15|| KD || <span style="color: red;">-6</span>~<span style="color: blue;">+8</span> ||18 ||23 ||12 ||14 ||14 ||12/6 || || || ||Same hitbox as 236A. Airborne F22-36. 12F landing recovery. | |||
|- | |||
| 623P ||9 || 2|| KD || / ||12 ||12 ||0 ||0 ||0 ||2/8 || || || ||Command Throw. 35F recovery on whiff. | |||
|- | |||
| 2363214B ||5 || 7+29|| KD || -45* ||37 ||39 ||0 ||0 ||0 ||0 || || || ||F1 invul. Airborne F2. 3rd hit only is an overhead. Slightly more damage & frame advantage than D-Version. 10F landing recovery. *=if blocking the first 4 hits. Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
|- | |||
| 2363214D ||5 || 33|| KD || -66* ||37 ||39 ||0 ||0 ||0 ||0 || || || ||Invul F1-4. Airborne F2. 35F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part). Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
|- | |||
| 236236P ||1 || 2|| KD || / ||35 ||35 ||0 ||0 ||0 ||0 || || || ||F1-2 invul (whole active time). Hits on F28 (during Super Freeze). F3-8 counter hit state. Total recovery 29F. Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
|- | |||
| 2141236E ||11 || 20+X*|| -13* || -50 ||40 ||50 ||0 ||0 ||0 ||0 || || || ||Can hit OTG. F1-7 invul. Negates projectiles from F7. Low profile F8-51. Becomes invul on successful hit for the duration of the absorb animation + 9F vulnerable recovery. *=20F active near Kensou, then spawns projectiles in a line. *2= against regular wakeup time. | |||
|- | |- | ||
|} | |} | ||
| Zeile 206: | Zeile 219: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-6 | | style="background-color:#F9F9F9;" |-6 | ||
| style="background-color:#F9F9F9;" | | |||
|- | |||
| style="background-color:#F9F9F9;" |'''GC''' | |||
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_GC.png]] | |||
| style="background-color:#F9F9F9;" |7 | |||
| style="background-color:#F9F9F9;" |6 | |||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |-15 | |||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
| Zeile 221: | Zeile 242: | ||
| style="background-color:#F9F9F9;" |3 | | style="background-color:#F9F9F9;" |3 | ||
| style="background-color:#F9F9F9;" |-7 | | style="background-color:#F9F9F9;" |-7 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-8 | ||
| style="background-color:#F9F9F9;" |Special Cancel. No overhead. | | style="background-color:#F9F9F9;" |Special Cancel. No overhead. No pushback. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''6B''' | | style="background-color:#F9F9F9;" |'''6B''' | ||
| Zeile 230: | Zeile 251: | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" |+1 | | style="background-color:#F9F9F9;" |+1 | ||
| style="background-color:#F9F9F9;" |Feet invul from F1. Airborne | | style="background-color:#F9F9F9;" |Feet invul from F1. Airborne F10-26. 7F landing recovery. | ||
|- | |||
| style="background-color:#F9F9F9;" |'''Saving Shift''' | |||
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_saving.png]] | |||
| style="background-color:#F9F9F9;" |? | |||
| style="background-color:#F9F9F9;" |n* | |||
| style="background-color:#F9F9F9;" |/ | |||
| style="background-color:#F9F9F9;" |/ | |||
| style="background-color:#F9F9F9;" | | |||
|- | |- | ||
|} | |} | ||
| Zeile 317: | Zeile 346: | ||
|+ Specials & Supers | |+ Specials & Supers | ||
! style="width:100px;background-color:#D9D9D9;" | Move | ! style="width:100px;background-color:#D9D9D9;" | Move | ||
! style=" | ! style="background-color:#D9D9D9;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | Hit | ! style="width:60px;background-color:#FFd800;" | Hit | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214A''' | | style="background-color:#F9F9F9;" |'''214A''' | ||
| Zeile 330: | Zeile 359: | ||
| style="background-color:#F9F9F9;" |+0* | | style="background-color:#F9F9F9;" |+0* | ||
| style="background-color:#F9F9F9;" |-1* | | style="background-color:#F9F9F9;" |-1* | ||
| style="background-color:#F9F9F9;" |Same hitbox as 214C, but travels slower. Low Profile F22-42 | | style="background-color:#F9F9F9;" |Same hitbox as 214C, but travels slower. 53F total duration. Low Profile F22-42. *=point blank. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214C''' | | style="background-color:#F9F9F9;" |'''214C''' | ||
| Zeile 338: | Zeile 367: | ||
| style="background-color:#F9F9F9;" |-6* | | style="background-color:#F9F9F9;" |-6* | ||
| style="background-color:#F9F9F9;" |-7* | | style="background-color:#F9F9F9;" |-7* | ||
| style="background-color:#F9F9F9;" |Same hitbox as 214A, but travels faster. Low Profile F16-41 | | style="background-color:#F9F9F9;" |Same hitbox as 214A, but travels faster. 53F total duration. Low Profile F16-41. *=point blank. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623B''' | | style="background-color:#F9F9F9;" |'''623B''' | ||
| Zeile 346: | Zeile 375: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-7 | | style="background-color:#F9F9F9;" |-7 | ||
| style="background-color:#F9F9F9;" |Guard Point F6-8. | | style="background-color:#F9F9F9;" |Guard Point F6-8. Invul on feet F12-14. 49F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''623D''' | | style="background-color:#F9F9F9;" |'''623D''' | ||
| Zeile 354: | Zeile 383: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-9 | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |Guard Point F7-11. | | style="background-color:#F9F9F9;" |Guard Point F7-11. Invul on feet F15-18. 56F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''41236B''' | | style="background-color:#F9F9F9;" |'''41236B''' | ||
| Zeile 378: | Zeile 407: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-30 | | style="background-color:#F9F9F9;" |-30 | ||
| style="background-color:#F9F9F9;" |Airborne from F15. 10F landing recovery. | | style="background-color:#F9F9F9;" |1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''421D''' | | style="background-color:#F9F9F9;" |'''421D''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_421D_1.png]][[bild:kofxi_kensou_421D_2.png]][[bild:kofxi_kensou_421D_gif.gif]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_421D_1.png|100px]][[bild:kofxi_kensou_421D_2.png|100px]][[bild:kofxi_kensou_421D_3.png|100px]][[bild:kofxi_kensou_421D_4.png|100px]][[bild:kofxi_kensou_421D_gif.gif]] | ||
| style="background-color:#F9F9F9;" |11 | | style="background-color:#F9F9F9;" |11 | ||
| style="background-color:#F9F9F9;" |3+3+13+3 | | style="background-color:#F9F9F9;" |3+3+13+3 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-41 | | style="background-color:#F9F9F9;" |-41 | ||
| style="background-color:#F9F9F9;" |F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery. | | style="background-color:#F9F9F9;" |1st+2nd hit hard knockdown. F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.214A''' | | style="background-color:#F9F9F9;" |'''j.214A''' | ||
| Zeile 394: | Zeile 423: | ||
| style="background-color:#F9F9F9;" |-1 to +2 | | style="background-color:#F9F9F9;" |-1 to +2 | ||
| style="background-color:#F9F9F9;" |-2 to +1 | | style="background-color:#F9F9F9;" |-2 to +1 | ||
| style="background-color:#F9F9F9;" |Negates projectiles from F16 until landing. 9F counterhit state upon landing. 27F total landing recovery. *= alternates between active and not active for 2F, every 2F, until landing. Advantage tested against standing Kyo. | | style="background-color:#F9F9F9;" |Can be done from a backdash. Negates projectiles from F16 until landing. 9F counterhit state upon landing. 27F total landing recovery. *= alternates between active and not active for 2F, every 2F, until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.214C''' | | style="background-color:#F9F9F9;" |'''j.214C''' | ||
| Zeile 402: | Zeile 431: | ||
| style="background-color:#F9F9F9;" |+7 to +8 | | style="background-color:#F9F9F9;" |+7 to +8 | ||
| style="background-color:#F9F9F9;" |+6 to +7 | | style="background-color:#F9F9F9;" |+6 to +7 | ||
| style="background-color:#F9F9F9;" |Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo. | | style="background-color:#F9F9F9;" |Can be done from a backdash. Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236A''' | | style="background-color:#F9F9F9;" |'''236A''' | ||
| Zeile 429: | Zeile 458: | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2363214B''' | | style="background-color:#F9F9F9;" |'''2363214B''' | ||
| style="background-color:#F9F9F9;" |[[bild: | | style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_2363214B_1.png]][[bild:kofxi_kensou_2363214B_gif.gif]] | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |7+5+5+4+2+2+2+2+2+2+3 | | style="background-color:#F9F9F9;" |7+5+5+4+2+2+2+2+2+2+3 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-45* | | style="background-color:#F9F9F9;" |-45* | ||
| style="background-color:#F9F9F9;" |F1 invul. Airborne F2. 3rd hit only is an overhead. Slightly more damage & frame advantage than D-Version. | | style="background-color:#F9F9F9;" |F1 invul. Moves already in super freeze (before F2). Airborne F2. 3rd hit only is an overhead. Slightly more damage & frame advantage than D-Version. 10F landing recovery. *=if blocking the first 4 hits. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2363214D''' | | style="background-color:#F9F9F9;" |'''2363214D''' | ||
| style="background-color:#F9F9F9;" |[[bild: | | style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_2363214D_1.png]][[bild:kofxi_kensou_2363214D_gif.gif]] | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |4+4+4+6+2+2+2+2+2+2+3 | | style="background-color:#F9F9F9;" |4+4+4+6+2+2+2+2+2+2+3 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-66* | | style="background-color:#F9F9F9;" |-66* | ||
| style="background-color:#F9F9F9;" |Invul F1-4. Airborne F2. | | style="background-color:#F9F9F9;" |Invul F1-4. Moves already in super freeze (before F2). Airborne F2. 35F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236236P''' | | style="background-color:#F9F9F9;" |'''236236P''' | ||
| Zeile 453: | Zeile 482: | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2141236E''' | | style="background-color:#F9F9F9;" |'''2141236E''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_2141236E_1.png]][[bild:kofxi_kensou_2141236E_2.png]][[bild:kofxi_kensou_2141236E_gif. | | style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_2141236E_1.png|100px]][[bild:kofxi_kensou_2141236E_2.png|100px]][[bild:kofxi_kensou_2141236E_3.png|100px]][[bild:kofxi_kensou_2141236E_4.png|100px]][[bild:kofxi_kensou_2141236E_gif.gif]] | ||
| style="background-color:#F9F9F9;" |11 | | style="background-color:#F9F9F9;" |11 | ||
| style="background-color:#F9F9F9;" |20+X* | | style="background-color:#F9F9F9;" |20+X* | ||
| Zeile 461: | Zeile 490: | ||
|- | |- | ||
|} | |} | ||
== Combos == | |||
''Note: all Combos were provided by SenseiEnrique.'' | |||
===Basic Combos=== | |||
*2B>2A, then: | |||
**236A | |||
**2363214B | |||
*j.214C (against grounded opponent), then: | |||
**2A>236A | |||
**2363214B | |||
*j.214C (against airborne opponent low to the ground), then: | |||
**236A | |||
**236321D | |||
* midscreen (j.B/j.C/j.D) 5C/5D>6A>623D, then: | |||
**236A | |||
**41236D | |||
**walk forward, 2363214D | |||
**dash up, 421B(1)> super cancel 2141236E | |||
*midscreen 623P, then: | |||
**236C | |||
**41236D | |||
**6B, 236A | |||
**6B, 2363214D | |||
**hyperhop C/ hyperhop D | |||
**dash up, 421D(2) super cancel 2141236E | |||
*5C(f)(2), then: | |||
**41236B | |||
**2363214B | |||
*236236P>dreamcancel 2141236E (you can wait until the second to last hit (17) before dreamcanceling) | |||
*(j.B/j.C/j.D)5D>236236P(>dream cancel 2141236E) | |||
*Corner 2C/5C/5D>6B, link 236236P(>dream cancel 2141236E) | |||
*Corner after 623P or (j.B/j.C/j.D)5C/5D>6A>623D: | |||
*delay 6B>delay cancel j.214C, 6B, then: | |||
**j.C | |||
**41236D | |||
**2363214D | |||
**5A/5C (if the opponent is not too high) | |||
===Special Combos=== | |||
*Corner juggle combo (very hard): after 623P or (j.B/j.C/j.D)5C/5D>6A>623D max delay 6B>delay cancel j.214C, delay 6B>delay cancel j.214C, 6B, then: | |||
**j.C | |||
**41236D | |||
**2363214D | |||
*opponent cornered, max distance 236A (Counter hit), 2A or 2363214D | |||
*opponent cornered, 236C (Counter hit), then: | |||
**2363214D or 2A (if 236C was a little closer than half screen) | |||
**41236D or 214K (if 236C was a little further back) | |||
**6B(>delay cancel j.214C, 6B) into finisher (if 236C was almost full screen) | |||
*opponent cornered, Kensou full screen 214A, run up super jump C/D, go into corner juggle combo | |||
*opponent cornered, Kensou full screen 214A, run up 623B (prevents saving shift but is a 3F-link): combo from [https://twitter.com/SenseiEnrique98/status/1748018954138693785 SenseiEnrique] | |||
*A few LDM setups from [https://twitter.com/dagun7676/status/1670815746459582464 tacchi] | |||
===Team Combos=== | |||
'''Universal Shift Combos, Midscreen:''' | |||
*j.B/j.C/j.D, 5C/5D>6A>Shift or 623D(2)>Shift | |||
*Shift to Kensou>j.D>5D>41236B | |||
*(if the attack before didn't push opponent back too far)Shift to Kensou>j.A/j.B, 5C/5D>6A>Shift or 623D>juggle combo | |||
*5C(f)(2)>Shift | |||
*Shift to Juggle anywhere moves: 623P, then: | |||
**(6B), 5D(f)>Shift | |||
**dash up 421B(2)>Shift | |||
*(j.B/j.C/j.D)5C/5D>6A>623D(1)>Shift (character will land behind opponent) | |||
'''Universal Shift Combos, Corner''' | |||
*Shift to Kensou>j.C/j.D, 5C/5D>6A>623D, delay 6B>delay cancel j.214C, 6B, j.C shift bnb in the corner, deals very high stun | |||
*Corner Juggle Combo, finish with 421D>Shift to Character with juggle anywhere move or low startup move (9F or less) | |||
'''K' & Kensou:''' | |||
*Kensou combo into 623D(2)>Shift to K', superjump forward D, LDM | |||
*Kensou combo into 623D(1)>Shift to K', side switch, LDM (very easy to time) | |||
*Kensou 623P(, 6B), 5D(f)>Shift to K', LDM (6B makes timing easier) | |||
*K' corner j.C, 5C(2)>6B>623C(1)>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*after Kensou corner juggle combo, finish with 421D(1)>Shift to K'>j.D, backdash LDM | |||
*Kensou corner (j.B/j.C/j.D)5C/5D>6A>623D>Shift to K', then: | |||
jump back D, LDM | |||
whiff j.E, 2A>kara cancel 3D, 5A(c), walk back LDM | |||
whiff j.E, smalljump back 236D, 5A(f), LDM | |||
*Kensou corner j.C/j.D, 5C/5D>6A>Shift to K'>K' corner bnb, but with 3 j.214B (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou corner juggle combo (very hard variant) if the opponent is low enough after final 6B: | |||
214D>Shift to K'>j.D, j.214B 4x (Stun against Character with 1.0 stun multiplier or higher, very difficult) | |||
*Kensou cornered, combo into 2363214D>Shift to K', 2A>kara cancel 3D>j.214B, 5A(f), j.214B, LDM | |||
'''Gato & Kensou''' | |||
*Kensou close to corner, combo into 2363214K>Shift to Gato, 214B>214B up to 6 times then finisher (7 with correct height and perfect timing) | |||
*Kensou Corner (j.B/j.C/j.D)5C/5D>6A>623D(2)>Shift to Gato, 214B>214B up to 5 times then finisher | |||
*Gato corner (j.C/j.D, 2C/5C or j.B, 2B, 5C)>236C>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*Gato corner j.D, 2B, 5C>236C>Shift to Kensou>j.C/j.D>5C/5D>6A>623D, 6B, j.C (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou combo into 623D(1)>Shift to Gato, side switch, 236236B(>dreamcancel LDM) | |||
'''Mary & Kensou''' | |||
*Mary corner j.C/j.D, 2C/5C(2)>6B>[4]6D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou close to corner combo into 2363214K>Shift to Mary, 6B 2nd hit whiffs>623D>623D | |||
'''King & Kensou''' | |||
*King corner j.D, 5D(2)>3D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
'''Oswald & Kensou''' | |||
*Kensou corner combo into 623D(2)>Shift to Oswald, back dash, 3A>236B>236A>236B>236E (Ace) | |||
*Kensou combo into 623D(1)>Shift to Oswald, side switch, LDM | |||
*Corner crossup setup into ACE from [https://twitter.com/SenseiEnrique98/status/1723022319491100928 SenseiEnrique] | |||
*A new setup from Kensou's Super, from [https://twitter.com/SenseiEnrique98/status/1793350253443252414 SenseiEnrique] | |||
'''Ryo & Kensou''' | |||
*Kensou combo into 623D(2)>Shift to Ryo, LDM | |||
*Kensou close to corner combo into 2363214K>Shift to Ryo, 214A late hit, then: | |||
**LDM | |||
**214A, 623C | |||
*Ryo corner j.C/j.D, 5C/5D>6A>Shift to Kensou, corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
'''Ralf & Kensou''' | |||
*Ralf corner combo into 623P>Shift to Kensou, whiff 5E, LDM (unscale) | |||
'''Malin & Kensou''' | |||
*Kensou corner 623P, 2A>kara cancel 214B(second hit only)>Shift to Malin, 1F Jump, LDM (unscale) | |||
== Matchups == | == Matchups == | ||
| Zeile 466: | Zeile 665: | ||
According to Sawakoro, this matchup is relatively even, since Gato has problems getting in on Kensou's zoning playstyle. | According to Sawakoro, this matchup is relatively even, since Gato has problems getting in on Kensou's zoning playstyle. | ||
== Videos == | |||
[https://www.youtube.com/watch?v=3aLOt7DseIg Kensou LDM setups with many characters from SenseiEnrique] | |||
{{KOFXI_Navi}} | {{KOFXI_Navi}} | ||
Aktuelle Version vom 1. August 2026, 12:18 Uhr
| Sie Kensou 椎 拳崇 | |
| |
| Tiers & Ranking | |
| Tier: | C |
| Ratio Cost: | 2 Points |
| Properties | |
| Damage Modifier: | 1.02 |
| Stun Modifier: | 0.97 |
| Crouch height (Tier): | B |
Colors
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| A | B | C | D |
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| R1 + |
R1 + |
R1 + |
R1 + |
| E+A | E+B | E+C | E+D |
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| L1 + |
L1 + |
L1 + |
L1 + |
| Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.
| Move | S | A | Hit | Grd | Dmg | C-Dmg | Stn | C-Stn | G-Dmg | Gauge | J-Type | Air | C-Air | Note |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Throw | 1 | 1 | +16 * | / | 16 | 16 | 0 | 0 | 0 | 0 | *=with ukemi. | |||
| 5A(c) | 6 | 4 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5A(f) | 7 | 4 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 5B(c) | 5 | 4 | +5 | +4 | 7 | 8 | 9 | 10 | 7 | 8 | ||||
| 5B(f) | 7 | 5 | -3 | -4 | 8 | 10 | 9 | 10 | 7 | 8 | ||||
| 5C(c) | 6 | 4 | +1 | +0 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5C(f) | 15 | 5+6 | -3 | -4 | 14 | 16 | 14 | 16 | 12 | 14 | ||||
| 5D(c) | 6 | 4 | -2 | -3 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 5D(f) | 11 | 3 | -1 | -2 | 14 | 17 | 15 | 16 | 12 | 14 | ||||
| 5E | 19 | 4 | KD | -6 | 14 | 17 | 12 | 13 | 14 | 16 | ||||
| GC | 7 | 6 | KD | -15 | 5 | 5 | 0 | 0 | 0 | 0 | F1-12 invul. | |||
| 6A | 21 | 5 | -10 | -11 | 13 | 16 | 15 | 16 | 15 | 14 | Overhead | |||
| 6A(can) | 14 | 3 | -7 | -8 | 7 | 9 | 8 | 8 | 6 | 14 | Special Cancel. No pushback. | |||
| 6B | 14 | 6 | +2 | +1 | 7 | 9 | 12 | 13 | 14 | 14 | Feet invul from F1. Airborne F10-26. 7F landing recovery. | |||
| Saving Shift | 0 | n* | / | / | 0 | 0 | 0 | 0 | / | 0 | Active until landing. 9F/10F recovery (hit/whiff). | |||
| Backdash | / | 24 | / | / | / | / | / | / | / | / | F5-20 invul on feet. F21-24 recovery. 188px distance. | |||
| 2A | 5 | 4 | +5 | +4 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2B | 6 | 4 | +1 | +0 | 4 | 5 | 6 | 7 | 5 | 6 | ||||
| 2C | 9 | 4 | -3 | -4 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| 2D | 9 | 3 | KD | -4 | 12 | 15 | 14 | 15 | 11 | 12 | ||||
| small A | 7 | 8 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as j.A | |||
| j. up A | 7 | 8 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | Unique hitbox | |||
| j.A | 7 | 8 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as small A | |||
| small B | 7 | 8 | / | / | 6 | 7 | 8 | 9 | 6 | 8 | same as j.B | |||
| j. up B | 7 | 8 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | Unique hitbox | |||
| j.B | 7 | 8 | / | / | 7 | 9 | 9 | 10 | 7 | 8 | same as small B | |||
| small C | 9 | 9 | / | / | 11 | 13 | 13 | 14 | 10 | 12 | same as j. fwd C | |||
| j. fwd C | 9 | 9 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | same as small C | |||
| j.back C | 9 | 9 | / | / | 13 | 16 | 15 | 16 | 12 | 14 | Same hitbox as j. fwd C, but different dmg (per Conqueror's Guide). | |||
| small D | 10 | 6 | / | / | 11 | 13 | 13 | 14 | 10 | 12 | same as j. fwd D | |||
| j. up D | 10 | 6 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | Unique hitbox | |||
| j. fwd D | 10 | 6 | / | / | 12 | 15 | 14 | 15 | 11 | 12 | same as small D | |||
| j.back D | 10 | 6 | / | / | 13 | 16 | 14 | 15 | 11 | 14 | Same hitbox as j. fwd D, but different dmg (per Conqueror's Guide). | |||
| small E | 13 | 5 | / | / | 11 | 13 | 9 | 10 | 11 | 14 | same as j.E | |||
| j.E | 13 | 5 | / | / | 12 | 15 | 10 | 11 | 12 | 14 | same as small E | |||
| 214A | 22 | n | +0* | -1* | 13 | 16 | 10 | 12 | 13 | 0/14 | Same hitbox as 214C, but travels slower. 53F total duration. Low Profile F22-42. *=point blank. | |||
| 214C | 16 | n | -6* | -7* | 13 | 16 | 10 | 12 | 13 | 0/14 | Same hitbox as 214A, but travels faster. 53F total duration. Low Profile F16-41. *=point blank. | |||
| 623B | 15 | 3+3 | KD | -7 | 14 | 15 | 16 | 18 | 14 | 6/6 | Guard Point F6-8. Invul on feet F12-14. 49F total duration. | |||
| 623D | 19 | 3+3 | KD | -9 | 14 | 15 | 16 | 18 | 14 | 6/6 | Guard Point F7-11. Invul on feet F15-18. 56F total duration. | |||
| 41236B | 12 | 12+3+4 | KD | -10 | 21 | 23 | 15 | 17 | 15 | 10/6 | Airborne F12-24 & F28-54. 18F landing recovery. | |||
| 41236D | 8 | 6+3+7 | KD | -60 | 21 | 23 | 15 | 17 | 15 | 10/6 | Low Profile F1-5. Airborne from F8. 14F landing recovery. | |||
| 421B | 9 | 3+3+6+7 | KD | -30 | 16 | 18 | 9 | 10 | 12 | 10/6 | 1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery. Guide footnote: only hits 1-2 are cancelable into Special/LDM. | |||
| 421D | 11 | 3+3+13+3 | KD | -41 | 18 | 20 | 9 | 10 | 15 | 10/6 | 1st+2nd hit hard knockdown. F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery. Guide footnote: only hits 1-2 are cancelable into Special/LDM. | |||
| j.214A | 16 | 2n* | -1to+2 | -2to+1 | 10 | 11 | 6 | 8 | 6 | 8/6 | Can be done from a backdash. Same hitbox as j.214C. Negates projectiles from F16 until landing. 9F counterhit state upon landing. 27F total landing recovery. *= alternates between active and not active for 2F, every 2F, until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | |||
| j.214C | 25 | n* | +7to+8 | +6to+7 | 18 | 19 | 14 | 16 | 14 | 8/14 | Can be done from a backdash. Same hitbox as j.214A. Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo. Earliest possible timing = F3/2 of small/regular jump. | |||
| 236A | 11 | 9 | KD | -11~-3 | 14 | 19 | 10 | 12 | 12 | 12/6 | Same hitbox as 236C. Airborne F11-19. 23F landing recovery. | |||
| 236C | 22 | 15 | KD | -6~+8 | 18 | 23 | 12 | 14 | 14 | 12/6 | Same hitbox as 236A. Airborne F22-36. 12F landing recovery. | |||
| 623P | 9 | 2 | KD | / | 12 | 12 | 0 | 0 | 0 | 2/8 | Command Throw. 35F recovery on whiff. | |||
| 2363214B | 5 | 7+29 | KD | -45* | 37 | 39 | 0 | 0 | 0 | 0 | F1 invul. Airborne F2. 3rd hit only is an overhead. Slightly more damage & frame advantage than D-Version. 10F landing recovery. *=if blocking the first 4 hits. Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
| 2363214D | 5 | 33 | KD | -66* | 37 | 39 | 0 | 0 | 0 | 0 | Invul F1-4. Airborne F2. 35F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part). Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
| 236236P | 1 | 2 | KD | / | 35 | 35 | 0 | 0 | 0 | 0 | F1-2 invul (whole active time). Hits on F28 (during Super Freeze). F3-8 counter hit state. Total recovery 29F. Guide footnote: only hits 4-5 are cancelable into Special/LDM. | |||
| 2141236E | 11 | 20+X* | -13* | -50 | 40 | 50 | 0 | 0 | 0 | 0 | Can hit OTG. F1-7 invul. Negates projectiles from F7. Low profile F8-51. Becomes invul on successful hit for the duration of the absorb animation + 9F vulnerable recovery. *=20F active near Kensou, then spawns projectiles in a line. *2= against regular wakeup time. |
| Attack | Hitbox | Startup | Active | Hit | Guard | Note |
|---|---|---|---|---|---|---|
| 2A |
|
5 | 4 | +5 | +4 | |
| 2B |
|
6 | 4 | +1 | +0 | |
| 2C |
|
9 | 4 | -3 | -4 | |
| 2D |
|
9 | 3 | KD | -4 |
Combos
Note: all Combos were provided by SenseiEnrique.
Basic Combos
- 2B>2A, then:
- 236A
- 2363214B
- j.214C (against grounded opponent), then:
- 2A>236A
- 2363214B
- j.214C (against airborne opponent low to the ground), then:
- 236A
- 236321D
- midscreen (j.B/j.C/j.D) 5C/5D>6A>623D, then:
- 236A
- 41236D
- walk forward, 2363214D
- dash up, 421B(1)> super cancel 2141236E
- midscreen 623P, then:
- 236C
- 41236D
- 6B, 236A
- 6B, 2363214D
- hyperhop C/ hyperhop D
- dash up, 421D(2) super cancel 2141236E
- 5C(f)(2), then:
- 41236B
- 2363214B
- 236236P>dreamcancel 2141236E (you can wait until the second to last hit (17) before dreamcanceling)
- (j.B/j.C/j.D)5D>236236P(>dream cancel 2141236E)
- Corner 2C/5C/5D>6B, link 236236P(>dream cancel 2141236E)
- Corner after 623P or (j.B/j.C/j.D)5C/5D>6A>623D:
- delay 6B>delay cancel j.214C, 6B, then:
- j.C
- 41236D
- 2363214D
- 5A/5C (if the opponent is not too high)
Special Combos
- Corner juggle combo (very hard): after 623P or (j.B/j.C/j.D)5C/5D>6A>623D max delay 6B>delay cancel j.214C, delay 6B>delay cancel j.214C, 6B, then:
- j.C
- 41236D
- 2363214D
- opponent cornered, max distance 236A (Counter hit), 2A or 2363214D
- opponent cornered, 236C (Counter hit), then:
- 2363214D or 2A (if 236C was a little closer than half screen)
- 41236D or 214K (if 236C was a little further back)
- 6B(>delay cancel j.214C, 6B) into finisher (if 236C was almost full screen)
- opponent cornered, Kensou full screen 214A, run up super jump C/D, go into corner juggle combo
- opponent cornered, Kensou full screen 214A, run up 623B (prevents saving shift but is a 3F-link): combo from SenseiEnrique
- A few LDM setups from tacchi
Team Combos
Universal Shift Combos, Midscreen:
- j.B/j.C/j.D, 5C/5D>6A>Shift or 623D(2)>Shift
- Shift to Kensou>j.D>5D>41236B
- (if the attack before didn't push opponent back too far)Shift to Kensou>j.A/j.B, 5C/5D>6A>Shift or 623D>juggle combo
- 5C(f)(2)>Shift
- Shift to Juggle anywhere moves: 623P, then:
- (6B), 5D(f)>Shift
- dash up 421B(2)>Shift
- (j.B/j.C/j.D)5C/5D>6A>623D(1)>Shift (character will land behind opponent)
Universal Shift Combos, Corner
- Shift to Kensou>j.C/j.D, 5C/5D>6A>623D, delay 6B>delay cancel j.214C, 6B, j.C shift bnb in the corner, deals very high stun
- Corner Juggle Combo, finish with 421D>Shift to Character with juggle anywhere move or low startup move (9F or less)
K' & Kensou:
- Kensou combo into 623D(2)>Shift to K', superjump forward D, LDM
- Kensou combo into 623D(1)>Shift to K', side switch, LDM (very easy to time)
- Kensou 623P(, 6B), 5D(f)>Shift to K', LDM (6B makes timing easier)
- K' corner j.C, 5C(2)>6B>623C(1)>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher)
- after Kensou corner juggle combo, finish with 421D(1)>Shift to K'>j.D, backdash LDM
- Kensou corner (j.B/j.C/j.D)5C/5D>6A>623D>Shift to K', then:
jump back D, LDM whiff j.E, 2A>kara cancel 3D, 5A(c), walk back LDM whiff j.E, smalljump back 236D, 5A(f), LDM
- Kensou corner j.C/j.D, 5C/5D>6A>Shift to K'>K' corner bnb, but with 3 j.214B (Stun against Character with 1.0 stun multiplier or higher)
- Kensou corner juggle combo (very hard variant) if the opponent is low enough after final 6B:
214D>Shift to K'>j.D, j.214B 4x (Stun against Character with 1.0 stun multiplier or higher, very difficult)
- Kensou cornered, combo into 2363214D>Shift to K', 2A>kara cancel 3D>j.214B, 5A(f), j.214B, LDM
Gato & Kensou
- Kensou close to corner, combo into 2363214K>Shift to Gato, 214B>214B up to 6 times then finisher (7 with correct height and perfect timing)
- Kensou Corner (j.B/j.C/j.D)5C/5D>6A>623D(2)>Shift to Gato, 214B>214B up to 5 times then finisher
- Gato corner (j.C/j.D, 2C/5C or j.B, 2B, 5C)>236C>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher)
- Gato corner j.D, 2B, 5C>236C>Shift to Kensou>j.C/j.D>5C/5D>6A>623D, 6B, j.C (Stun against Character with 1.0 stun multiplier or higher)
- Kensou combo into 623D(1)>Shift to Gato, side switch, 236236B(>dreamcancel LDM)
Mary & Kensou
- Mary corner j.C/j.D, 2C/5C(2)>6B>[4]6D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher)
- Kensou close to corner combo into 2363214K>Shift to Mary, 6B 2nd hit whiffs>623D>623D
King & Kensou
- King corner j.D, 5D(2)>3D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher)
Oswald & Kensou
- Kensou corner combo into 623D(2)>Shift to Oswald, back dash, 3A>236B>236A>236B>236E (Ace)
- Kensou combo into 623D(1)>Shift to Oswald, side switch, LDM
- Corner crossup setup into ACE from SenseiEnrique
- A new setup from Kensou's Super, from SenseiEnrique
Ryo & Kensou
- Kensou combo into 623D(2)>Shift to Ryo, LDM
- Kensou close to corner combo into 2363214K>Shift to Ryo, 214A late hit, then:
- LDM
- 214A, 623C
- Ryo corner j.C/j.D, 5C/5D>6A>Shift to Kensou, corner bnb (Stun against Character with 1.0 stun multiplier or higher)
Ralf & Kensou
- Ralf corner combo into 623P>Shift to Kensou, whiff 5E, LDM (unscale)
Malin & Kensou
- Kensou corner 623P, 2A>kara cancel 214B(second hit only)>Shift to Malin, 1F Jump, LDM (unscale)
Matchups
vs Gato
According to Sawakoro, this matchup is relatively even, since Gato has problems getting in on Kensou's zoning playstyle.
Videos
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber
























































