Sie Kensou(KOFXI): Unterschied zwischen den Versionen

 
(27 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 49: Zeile 49:
|-
|-
| 5E ||19 || 4 || KD || <span style="color: red;">-6</span> ||
| 5E ||19 || 4 || KD || <span style="color: red;">-6</span> ||
|-
| GC ||7 || 6 || KD || <span style="color: red;">-15</span> ||
|-
|-
| 6A ||21 || 5 || <span style="color: red;">-10</span> || <span style="color: red;">-11</span> ||Overhead
| 6A ||21 || 5 || <span style="color: red;">-10</span> || <span style="color: red;">-11</span> ||Overhead
|-
|-
| 6A(can) ||14 || 3 || <span style="color: red;">-7</span> || <span style="color: red;">-11</span> ||Special Cancel
| 6A(can) ||14 || 3 || <span style="color: red;">-7</span> || <span style="color: red;">-8</span> ||Special Cancel. No pushback.
|-
|-
| 6B ||14 || 6 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||Feet invul from F1. Airborne F1-26. 7F landing recovery.
| 6B ||14 || 6 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||Feet invul from F1. Airborne F10-26. 7F landing recovery.
|-
| Saving Shift ||? || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 2A ||5 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||
| 2A ||5 || 4 || <span style="color: blue;">+5</span> || <span style="color: blue;">+4</span> ||
Zeile 94: Zeile 98:
| 214C ||16 || n || <span style="color: red;">-6*</span> || <span style="color: red;">-7*</span> ||Same hitbox as 214A, but travels faster. Low Profile F16-41. 53F total duration. *=point blank.
| 214C ||16 || n || <span style="color: red;">-6*</span> || <span style="color: red;">-7*</span> ||Same hitbox as 214A, but travels faster. Low Profile F16-41. 53F total duration. *=point blank.
|-
|-
| 623B ||15 || 3+3 || KD || <span style="color: red;">-7</span> ||Guard Point F6-8. Airborne F12-14. 49F total duration.
| 623B ||15 || 3+3 || KD || <span style="color: red;">-7</span> ||Guard Point F6-8. Invul on feet F12-14. 49F total duration.
|-
|-
| 623D ||19 || 3+3 || KD || <span style="color: red;">-9</span> ||Guard Point F7-11. Airborne F15-18. 56F total duration.
| 623D ||19 || 3+3 || KD || <span style="color: red;">-9</span> ||Guard Point F7-11. Invul on feet F15-18. 56F total duration.
|-
|-
| 41236B ||12/31*/40* || 12+3+4 || KD || <span style="color: red;">-10</span> ||Airborne F12-24 & F28-54. *= startup on whiff.
| 41236B ||12 || 12+3+4 || KD || <span style="color: red;">-10</span> ||Airborne F12-24 & F28-54. 18F landing recovery.
|-
|-
| 41236D ||8 || 6+3+7|| KD || <span style="color: red;">-60</span> ||Low Profile F1-5. Airborne from F8. 14F landing recovery.
| 41236D ||8 || 6+3+7|| KD || <span style="color: red;">-60</span> ||Low Profile F1-5. Airborne from F8. 14F landing recovery.
|-
|-
| 421B ||9 || 3+3+6+7|| KD || <span style="color: red;">-30</span> ||10F landing recovery.
| 421B ||9 || 3+3+6+7|| KD || <span style="color: red;">-30</span> ||1st+2nd hit hard knockdown. Airborne from F15. 10F landing recovery.
|-
|-
| 421D ||11 || 3+3+13+3|| KD || <span style="color: red;">-41</span> ||F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery.
| 421D ||11 || 3+3+13+3|| KD || <span style="color: red;">-41</span> ||1st+2nd hit hard knockdown. F1-10 invul. F11-13 no hurtbox on hands. Airborne from F17. 12F landing recovery.
|-
|-
| 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> ||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.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> ||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.
Zeile 116: Zeile 120:
| 623P ||9 || 2|| KD || / ||Command Throw. 35F recovery on whiff.
| 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. 11F landing recovery. *=if blocking the first 4 hits.
| 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 || 8+29|| KD || -66* ||Invul F1-4. Airborne F2. 36F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part).
| 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.
| 236236P ||1 || 2|| KD || / ||F1-2 invul (whole active time). Hits on F28 (during Super Freeze). F3-8 counter hit state. Total recovery 29F.
Zeile 206: Zeile 210:
| 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 233:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-11
| 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 242:
| 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 F1-26. 7F landing recovery.
| 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 337:
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! 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="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
Zeile 346: Zeile 366:
| 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. Airborne F12-14. 49F total duration.
| 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_623D_1.png|150px]][[bild:kofxi_kensou_623D_2.png|150px]][[bild:kofxi_kensou_623D_3.png|150px]][[bild:kofxi_kensou_623D_4.png|150px]][[bild:kofxi_kensou_623D_4.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_623D_1.png|150px]][[bild:kofxi_kensou_623D_2.png|150px]][[bild:kofxi_kensou_623D_3.png|150px]][[bild:kofxi_kensou_623D_4.png|150px]][[bild:kofxi_kensou_623D_4.png]][[bild:kofxi_kensou_623D_gif.gif]]
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| 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. Airborne F15-18. 56F total duration.
| 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_41236B_1.png]][[bild:kofxi_kensou_41236B_2.png]][[bild:kofxi_kensou_41236B_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_41236B_1.png|150px]][[bild:kofxi_kensou_41236B_2.png|150px]][[bild:kofxi_kensou_41236B_3.png|150px]][[bild:kofxi_kensou_41236B_gif.gif]]
| style="background-color:#F9F9F9;" |12/31*/40*
| style="background-color:#F9F9F9;" |12/31*/40*
| style="background-color:#F9F9F9;" |12+3+4
| style="background-color:#F9F9F9;" |12+3+4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |Airborne F12-24 & F28-54. *= startup on whiff.
| style="background-color:#F9F9F9;" |Airborne F12-24 & F28-54. 18F landing recovery. *= startup for 2nd + 3rd hit on whiff.
|-
|-
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_41236D_1.png]][[bild:kofxi_kensou_41236D_2.png]][[bild:kofxi_kensou_41236D_3.png]][[bild:kofxi_kensou_41236D_4.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_41236D_1.png|150px]][[bild:kofxi_kensou_41236D_2.png|100px]][[bild:kofxi_kensou_41236D_3.png|150px]][[bild:kofxi_kensou_41236D_4.png|150px]][[bild:kofxi_kensou_41236D_gif.gif]]
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |6+3+7
| style="background-color:#F9F9F9;" |6+3+7
Zeile 373: Zeile 393:
|-
|-
| style="background-color:#F9F9F9;" |'''421B'''
| style="background-color:#F9F9F9;" |'''421B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_421B_1.png]][[bild:kofxi_kensou_421B_gif.gif]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_421B_1.png|100px]][[bild:kofxi_kensou_421B_2.png|100px]][[bild:kofxi_kensou_421B_3.png|100px]][[bild:kofxi_kensou_421B_4.png|100px]][[bild:kofxi_kensou_421B_gif.gif]]
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |3+3+6+7
| style="background-color:#F9F9F9;" |3+3+6+7
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-30
| style="background-color:#F9F9F9;" |-30
| style="background-color:#F9F9F9;" |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 429: Zeile 449:
|-
|-
| style="background-color:#F9F9F9;" |'''2363214B'''
| style="background-color:#F9F9F9;" |'''2363214B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_kensou_2363214B.png]][[bild:kofxi_kensou_2363214B_gif.gif]]
| 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. 11F landing recovery. *=if blocking the first 4 hits.
| 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:kofxi_kensou_2363214D.png]][[bild:kofxi_kensou_2363214D_gif.gif]]
| 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. 36F recovery (first 28F recovery are low profile). *=if blocking the last part (can act after the first part).
| 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 473:
|-
|-
| 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.png]]
| 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 481:
|-
|-
|}
|}
== 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]
'''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 655:
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]
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