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- Kensou notes:
- Standing
- Far LP: 25 damage. Stumpy, but safe on block.
- -Chains into:
- --Kobokushu
- -Cancels into:
- --Choukyuudan (EX)
- --Ryuugaku-Sai (All)
- --Ryuurenga-Tenryu (Both)
- --MAX Cancel
- Close LP: 25 damage. It's stumpy but fast and safe.
- -Chains into:
- --5LK
- --2LP
- --2LK
- --Kobokushu
- --Auto-Combo
- -Cancels into:
- --Choukyuudan (EX)
- --Ryuugaku-Sai (All)
- --Ryuurenga-Tenryu (Both)
- --Senkyuu-Tai (EX)
- --MAX Cancel
- Far LK: 30 damage. Decent reach and sort of unsafe on block. Okay AA from okay range?
- -Chains into:
- --Nothing
- -Cancels into
- --MAX Cancel
- Close LK: 30 damage. Good hit, safe and fast.
- -Chains into:
- --5LP
- --2LP
- --2LK
- --Kobokushu
- -Cancels into:
- --Choukyuudan (EX)
- --Ryuugaku-Sai (All)
- --Ryuurenga-Chiryu
- --Ryuurenga-Tenryu (Both)
- --Senkyuu-Tai (EX)
- --Shinryuu Seio Rekkyaku (MAX)
- --Zesshou Churinshouha
- --MAX Cancel
- Far HP: 70 damage. Pulls Kensou forward a bit, pretty quick and safe.
- -Chains into:
- --Nothing :(
- -Cancels into:
- --Zesshou Churinshouha
- --MAX Cancel
- Close HP: 70 damage. Decently fast, reaches far, safe, etc. Good normal.
- -Chains into:
- --Kobokushu
- --Kosentai
- -Cancels into:
- --Choukyuudan (HP/EX)
- --Ryuugaki-Sai (All)
- --Ryuurengu-Chiryu
- --Ryuurengu-Tenryu (Both)
- --Senkyuu-Tai (EX)
- --MAX Cancel
- Far HK: 80 damage. Same length as B, slower, still safe on block.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Close HK: 80 damage. Decent AA, but fast and safe.
- -Chains into:
- --Kosentai
- -Cancels into:
- --Choukyuudan (EX)
- --Ryuugaku-Sai (All)
- --Ryuurengu-Chiryu
- --Ryuurengu-Tenryu (EX)
- --Shinryu Seio Rekkyaku (Both*)
- --MAX Cancel
- Crouching
- LP: 25 damage. Stubby but fast, safe on block too.
- -Chains into:
- --5LP
- --5LK
- --2LP
- --2LK
- --Kobokushu
- -Cancels into:
- --Ryuugaku-Sai (All)
- --Ryuurengu-Tenryu (Both)
- --Senkyuu-Tai (EX)
- --MAX Cancel
- LK: 30 damage. Fast and longer than Standing B range.
- -Chains into:
- --5LP
- --5LK
- --2LP
- --2LK
- --Kobokushu
- -Cancels into:
- --Ryuurengu-Tenryu (Both)
- --MAX Cancel
- >>>Kensou's crouching lights (along with most characters) seem to favor chaining lights together while buffering inputs for specials. So, while c.LK > EX Choukyuudan is technically not possible, the game will fill the space with c.LK > cl.LP > EX Choukyuudan, making it work. This will affect damage scaling and possibly meter gain to a smaller extent, but if the special works, then you should be fine.
- HP: 70 damage. Great anti air, kind of slow.
- -Chains into:
- --Kobokushu
- --Kosentai
- -Cancels into:
- --Choukyuudan (HP/EX)
- --Ryuugaku-Sai (All)
- --Ryuurengu-Chiryu
- --Ryuurengu-Tenryu (Both)
- --Senkyuu-Tai (EX)
- --Shinryuu•Choukyuudan (Both)
- --Shinryuu Seio Rekkyaku (EX)
- --Zesshou Chirinshouha
- --MAX Cancel
- HK: 80 damage. Sweep, nice range, decently safe.
- -Chains into:
- --Nothing
- -Cancels into:
- --MAX Cancel
- Jumping
- LP: 40 damage. Short, angled down, crazy fast.
- >>> This move does 40 damage on hops/superhops, 45 on jumps/superjumps.
- LK: 40 damage. Long, fast, angled down.
- -Jump-in/Jump-away button to press
- >>> Damage on j.LK is same as damage from j.LP
- HP: 70 damage. Shorter than j.LP, also angled down.
- -Nice damage and hitstun
- HK: 70 damage. Hits in vertical wall in front of him.
- -Shorthop + this > most jumpins? Shorthop under??? Experiment.
- Command normals:
- Kobokushu: 50 damage. Kensou slams his fists forward. Unsafe on block.
- --Good AA
- --Hits overhead
- --MAX Cancellable
- Kotensai: 40 damage. Kensou does a roundhouse, lifting off the ground a bit. Unsafe on block.
- --Cancellable into Ryuusou-Geki
- Specials
- Choukyuudan: Kensou's fireball.
- --LP: 65 damage, moves slowly.
- --HP: 65 damage, moves faster.
- --EX: 120 damage, knocks opponent down.
- Ryuugaku-Sai: Multi-hit DP, goes vertically. Unsafe on block.
- --LK: 90 damage, Kensou goes forward a little on startup
- --HK: 130 damage, Kensou goes 25%~ screen on startup
- --EX: 177 damage, Kensou goes 25%~ screen on startup.
- Ryuurenga-Chiryu: 121 damage. 3 hit combo a little off the ground. This move goes straight horizontally, but stops if first hit whiffs.
- Ryuurenga-Tenryu: 3 hit combo that goes diagonally forward off the ground. All hits go on block or whiff, but very unsafe.
- --GREAT AA
- --HP: 121 damage.
- --EX: 150 damage.
- Ryuusou-Geki: Kensou's divekick. Hits mid, hits with his fist. This move can be chained out of depending on where and when you hit the opponent.
- --LP: 50 damage
- --HP: 50 damage
- --EX: 25 damage per hit, scales.
- Senkyuu-Tai: Kensou kicks opponent upwards, giving opportunity to juggle them.
- --LK/HK: 78 damage, unsafe on block.
- --EX: 97 damage, safeish.
- -Juggleable buttons after:
- --5LP
- --5HP
- --5HK
- --2LP
- --2HP
- Supers
- Shinryuu•Choukyuudan: Fireball super. Kensou shoots a huge fireball forward.
- --Standard: 200 damage, faster than HP version
- --MAX: 280 damage, faster than EX
- Shinryuu Seio Rekkyaku: Ryuurenga-Chiryu and Ryuugaku-Sai added together. Both versions continue fully on block or whiff. Very unsafe, but travels fullscreen by the end.
- --Standard: 193 damage.
- --MAX: 350 damage. MAX has Ryuurenga-Tenryu's starting AA properties, and adds a second Ryuugaku-Sai at the end.
- Zesshou Chirinshouha: Kensou's Climax. Kensou travels just short of fullscreen with one kick to start a series of attacks. 480 damage.
- Kensou is a pretty great character. Very safe normals, fireball, DP, great anti-air options, Kensou has a lot of great tools at his arsenal. Since almost everything can be cancelled into Ryuugaku-Sai, you're able to get a decent amount of damage from most convertable hits.
- Since Kensou can convert from most anything into something jugglable, meter spending shouldn't be a big problem for him, but that's not to say he doesn't benefit much from it. Kensou is a quick character with a great tool kit and fantastic damage potential, and can go anywhere on a team.
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