Sie Kensou(KOFXI)
Sie Kensou 椎 拳崇 | |
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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
Move | S | A | Hit | Grd | Note |
---|---|---|---|---|---|
5A(c) | 6 | 4 | +5 | +4 | |
5A(f) | 7 | 4 | +5 | +4 | |
5B(c) | 5 | 4 | +5 | +4 | |
5B(f) | 7 | 5 | -3 | -4 | |
5C(c) | 6 | 4 | +1 | +0 | |
5C(f) | 15 | 5+6 | -3 | -4 | |
5D(c) | 6 | 4 | -2 | -3 | |
5D(f) | 11 | 3 | -1 | -2 | |
5E | 19 | 4 | KD | -6 | |
GC | 7 | 6 | KD | -15 | |
6A | 21 | 5 | -10 | -11 | Overhead |
6A(can) | 14 | 3 | -7 | -8 | Special Cancel. No pushback. |
6B | 14 | 6 | +2 | +1 | Feet invul from F1. Airborne F10-26. 7F landing recovery. |
Saving Shift | ? | n* | / | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 5 | 4 | +5 | +4 | |
2B | 6 | 4 | +1 | +0 | |
2C | 9 | 4 | -3 | -4 | |
2D | 9 | 3 | KD | -4 | |
small A | 7 | 8 | / | / | same as j.A |
j. up A | 7 | 8 | / | / | Unique hitbox |
j.A | 7 | 8 | / | / | same as small A |
small B | 7 | 8 | / | / | same as j.B |
j. up B | 7 | 8 | / | / | Unique hitbox |
j.B | 7 | 8 | / | / | same as small B |
small C | 9 | 9 | / | / | same as j.C |
j.C | 9 | 9 | / | / | same as small C |
small D | 10 | 6 | / | / | same as j.D |
j. up D | 10 | 6 | / | / | Unique hitbox |
j.D | 10 | 6 | / | / | same as small D |
small E | 13 | 5 | / | / | same as j.E |
j.E | 13 | 5 | / | / | same as small E |
214A | 22 | n | +0* | -1* | Same hitbox as 214C, but travels slower. Low Profile F22-42. 53F total duration. *=point blank. |
214C | 16 | n | -6* | -7* | Same hitbox as 214A, but travels faster. Low Profile F16-41. 53F total duration. *=point blank. |
623B | 15 | 3+3 | KD | -7 | Guard Point F6-8. Invul on feet F12-14. 49F total duration. |
623D | 19 | 3+3 | KD | -9 | Guard Point F7-11. Invul on feet F15-18. 56F total duration. |
41236B | 12 | 12+3+4 | KD | -10 | Airborne F12-24 & F28-54. 18F landing recovery. |
41236D | 8 | 6+3+7 | KD | -60 | Low Profile F1-5. Airborne from F8. 14F landing recovery. |
421B | 9 | 3+3+6+7 | KD | -30 | 1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery. |
421D | 11 | 3+3+13+3 | KD | -41 | 1st+2nd hit hard knockdown. F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery. |
j.214A | 16 | 2n* | -1to+2 | -2to+1 | 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. |
j.214C | 25 | n* | +7to+8 | +6to+7 | Same hitbox as j.214A. Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo. |
236A | 11 | 9 | KD | -11~-3 | Same hitbox as 236C. Airborne F11-19. 23F landing recovery. |
236C | 22 | 15 | KD | -6~+8 | Same hitbox as 236A. Airborne F22-36. 12F landing recovery. |
623P | 9 | 2 | KD | / | Command Throw. 35F recovery on whiff. |
2363214B | 5 | 7+29 | KD | -45* | 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. |
2363214D | 5 | 33 | KD | -66* | Invul F1-4. Airborne F2. 35F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part). |
236236P | 1 | 2 | KD | / | F1-2 invul (whole active time). Hits on F28 (during Super Freeze). F3-8 counter hit state. Total recovery 29F. |
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. |
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