Uesugi Kenshin

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SBX Uesugi Kenshin.jpg

Normals & Command-Normals

  • 6B: Command-Overhead. Counts as airborne. When done against a waking up Opponent, can cross him up without hitting him - This enables Okizeme with Engun though.
  • Chains:

5A-5C
5A-5B
2A-2B
2A-2C


Combos

Bread n Butters:

  • j.C, \/, C, 236C, A or B

this combo can be seen quite often, and can be extened with engun, see below. It is particularly important because j.C is very fast and has massive hit stun, it is quite easy to combo into land, C from many different angles and distances.

  • combo into 2C, 214C, jump cancel

the ice attack hits OTG, and since you can jump cancel this attack, you now have a frozen opponent and a free jump-in okizeme.

  • 5C vs. airborne opponent, 236C, B

looks silly, but is actually a decent combo if you catch an opponent that is jumping around. a common situation is that you hit an airborne opp. with j.C, \/, then do this quick combo. Is techable but freezes.

  • counter BnB (AKA: oh no, infinite is banned on my tourney!)

214A/214B/421B, j.C, air dash cancel, wait as long as possible, j.C, \/, C,236C,(wait),B,air dash cancel, wait as long as possible, j.C, \/,C,236C,A. works on everyone, but for Oichi, i recommend doing a 2C,236C,A in the end, since more often than not, you end up crossing her up in the corner, whiffing your C.

    • the alternate version of this combo (easier):

in the end after \/, do 2BC, j.C,B x N, j.2C. problem: if you are in the corner at the end of the combo and the enemy uses quick recovery, you will recover at the same time, face to face. Also, no okizeme possible after this combo midscreen.


  • lvl 50 Engun BnB 13 hits, 236 damage, knockdown

requires: at least midscreen, no fullscreen, Engun lvl 50 C from far away, 236C,A, wait, 2E,2BC, j.B,j.C, air dash, [j.A,B,2C] <- during that combo push E, wait, falling j.C, \/, C,236C,A
notes for this combo: the last E should be input in such a way that the enemy does not get OTGed by it. However, you can still often pull the combo off normally even if the engun uppercut hit as an OTG, since the opponent cannot tech and bounces anyway.
against hideyoshi & Keiji, the combo after the air dash is: j.B,C,2C+E, wait, falling j.C, \/, C, 236C,A
start with a jumping C & use lvl 100 engun and you have 274 damage!
also note, if you are too close to your opponent when doing 236C,A, you will end up BEHIND him - alter your combo accordingly.


  • infinite:

214A/B counter, dashing Taunt x N, in der Ecke Taunt bis ca. 38 Hits, 2BC, [j.B,j.2C] x N


Combo Video

http://www.youtube.com/watch?v=hK1xvsOhDHU