Sie Kensou(KOFXI)

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Sie Kensou
椎 拳崇
KOFXI kensou full.png
Tiers & Ranking
Tier: C
Ratio Cost: 2 Points
Properties
Damage Modifier: 1.02
Stun Modifier: 0.97
Crouch height (Tier): B

Colors

KOFXI SieKensou A.png KOFXI SieKensou B.png KOFXI SieKensou C.png KOFXI SieKensou D.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI SieKensou EA.png KOFXI SieKensou EB.png KOFXI SieKensou EC.png KOFXI SieKensou ED.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI SieKensou SA.png KOFXI SieKensou SB.png KOFXI SieKensou SC.png KOFXI SieKensou SD.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kensou 5A(c).png 6 4 +5 +4
5A(f) Kofxi kensou 5A(f).png 7 4 +5 +4
5B(c) Kofxi kensou 5B(c).png 5 4 +5 +4
5B(f) Kofxi kensou 5B(f).png 7 5 -3 -4
5C(c) Kofxi kensou 5C(c).png 6 4 +1 +0
5C(f) Kofxi kensou 5C(f) 1.pngKofxi kensou 5C(f) 2.png 15 5+6 -3 -4
5D(c) Kofxi kensou 5D(c).png 6 4 -2 -3
5D(f) Kofxi kensou 5D(f).png 11 3 -1 -2
5E Kofxi kensou 5E.png 19 4 KD -6
GC Kofxi kensou GC.png 7 6 KD -15
6A Kofxi kensou 6A.png 21 5 -10 -11 Overhead
6A(cancel) Kofxi kensou 6A(cancel).png 14 3 -7 -8 Special Cancel. No overhead. No pushback.
6B Kofxi kensou 6B.png 14 6 +2 +1 Feet invul from F1. Airborne F10-26. 7F landing recovery.
Saving Shift Kofxi kensou saving.png ? n* / /
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi kensou 2A.png 5 4 +5 +4
2B Kofxi kensou 2B.png 6 4 +1 +0
2C Kofxi kensou 2C.png 9 4 -3 -4
2D Kofxi kensou 2D.png 9 3 KD -4
Jump Attacks
Move Hitbox Startup Active Note
smalljump / 28 Hyperhop has same airborne time.
jump / 42 Superjump has same airborne time.
smalljump A Kofxi kensou smalljump A.png 7 8 Same as j.A.
jump up A Kofxi kensou jump up A.png 7 8 Unique hitbox.
j.A Kofxi kensou jump A.png 7 8 Same as smalljump A.
smalljump B Kofxi kensou smalljump B.png 7 8 Same as j.B.
jump up B Kofxi kensou jump up B.png 7 8 Unique hitbox.
j.B Kofxi kensou jump B.png 7 8 Same as smalljump B.
smalljump C Kofxi kensou smalljump C.png 9 9 Same as j.C.
j.C Kofxi kensou jump C.png 9 9 Same as smalljump C.
smalljump D Kofxi kensou smalljump D.png 10 6 Same as j.D.
jump up D Kofxi kensou jump up D.png 10 6 Unique hitbox (bigger hitbox on leg compared to j.D, better).
j.D Kofxi kensou jump D.png 10 6 Same as smalljump D.
smalljump E Kofxi kensou smalljump E.png 13 5 Same as j.E.
j.E Kofxi kensou jump E.png 13 5 Same as smalljump E.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
214A Kofxi kensou 214A.pngKofxi kensou 214A gif.gif 22 n +0* -1* Same hitbox as 214C, but travels slower. Low Profile F22-42. 53F total duration. *=point blank.
214C Kofxi kensou 214C.pngKofxi kensou 214C gif.gif 16 n -6* -7* Same hitbox as 214A, but travels faster. Low Profile F16-41. 53F total duration. *=point blank.
623B Kofxi kensou 623B 1.pngKofxi kensou 623B 2.pngKofxi kensou 623B 3.pngKofxi kensou 623B 4.pngKofxi kensou 623B gif.gif 15 3+3 KD -7 Guard Point F6-8. Invul on feet F12-14. 49F total duration.
623D Kofxi kensou 623D 1.pngKofxi kensou 623D 2.pngKofxi kensou 623D 3.pngKofxi kensou 623D 4.pngKofxi kensou 623D 4.pngKofxi kensou 623D gif.gif 19 3+3 KD -9 Guard Point F7-11. Invul on feet F15-18. 56F total duration.
41236B Kofxi kensou 41236B 1.pngKofxi kensou 41236B 2.pngKofxi kensou 41236B 3.pngKofxi kensou 41236B gif.gif 12/31*/40* 12+3+4 KD -10 Airborne F12-24 & F28-54. 18F landing recovery. *= startup for 2nd + 3rd hit on whiff.
41236D Kofxi kensou 41236D 1.pngKofxi kensou 41236D 2.pngKofxi kensou 41236D 3.pngKofxi kensou 41236D 4.pngKofxi kensou 41236D gif.gif 8 6+3+7 KD -60 Low Profile F1-5. Airborne from F8. 14F landing recovery.
421B Kofxi kensou 421B 1.pngKofxi kensou 421B 2.pngKofxi kensou 421B 3.pngKofxi kensou 421B 4.pngKofxi kensou 421B gif.gif 9 3+3+6+7 KD -30 1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery.
421D Kofxi kensou 421D 1.pngKofxi kensou 421D 2.pngKofxi kensou 421D 3.pngKofxi kensou 421D 4.pngKofxi kensou 421D gif.gif 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 Kofxi kensou jump 214A.pngKofxi kensou jump 214A gif.gif 16 2n* -1 to +2 -2 to +1 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 Kofxi kensou jump 214C.pngKofxi kensou jump 214C gif.gif 25 n* +7 to +8 +6 to +7 Negates projectiles from F25 until landing. 20F total landing recovery. *= active until landing. Advantage tested against standing Kyo.
236A Kofxi kensou 236A.png 11 9 KD -11 to -3 Same hitbox as 236C. Airborne F11-19. 23F landing recovery.
236C Kofxi kensou 236C.png 22 15 KD -6 to +8 Same hitbox as 236A. Airborne F22-36. 12F landing recovery.
623P Kofxi kensou 623P.png 9 2 KD / Command Throw. 35F recovery on whiff.
2363214B Kofxi kensou 2363214B 1.pngKofxi kensou 2363214B gif.gif 5 7+5+5+4+2+2+2+2+2+2+3 KD -45* 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.
2363214D Kofxi kensou 2363214D 1.pngKofxi kensou 2363214D gif.gif 5 4+4+4+6+2+2+2+2+2+2+3 KD -66* 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).
236236P Kofxi kensou 236236P.png 1 2 ? ? F1-2 invul (whole active time). Hits on F28 (during Super Freeze). F3-8 counter hit state. Total recovery 29F.
2141236E Kofxi kensou 2141236E 1.pngKofxi kensou 2141236E 2.pngKofxi kensou 2141236E 3.pngKofxi kensou 2141236E 4.pngKofxi kensou 2141236E gif.gif 11 20+X* -13* -50 Can hit OTG. 1-7 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.

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

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


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

Kensou LDM setups with many characters from SenseiEnrique

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