Advertisement
OsirisKun

Kensou Tools/Info KOF14

Sep 14th, 2016
188
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.80 KB | None | 0 0
  1. Kensou notes:
  2.  
  3. Standing
  4.  
  5.  
  6. Far LP: 25 damage. Stumpy, but safe on block.
  7. -Chains into:
  8. --Kobokushu
  9. -Cancels into:
  10. --Choukyuudan (EX)
  11. --Ryuugaku-Sai (All)
  12. --Ryuurenga-Tenryu (Both)
  13. --MAX Cancel
  14.  
  15. Close LP: 25 damage. It's stumpy but fast and safe.
  16. -Chains into:
  17. --5LK
  18. --2LP
  19. --2LK
  20. --Kobokushu
  21. --Auto-Combo
  22. -Cancels into:
  23. --Choukyuudan (EX)
  24. --Ryuugaku-Sai (All)
  25. --Ryuurenga-Tenryu (Both)
  26. --Senkyuu-Tai (EX)
  27. --MAX Cancel
  28.  
  29. Far LK: 30 damage. Decent reach and sort of unsafe on block. Okay AA from okay range?
  30. -Chains into:
  31. --Nothing
  32. -Cancels into
  33. --MAX Cancel
  34.  
  35. Close LK: 30 damage. Good hit, safe and fast.
  36. -Chains into:
  37. --5LP
  38. --2LP
  39. --2LK
  40. --Kobokushu
  41. -Cancels into:
  42. --Choukyuudan (EX)
  43. --Ryuugaku-Sai (All)
  44. --Ryuurenga-Chiryu
  45. --Ryuurenga-Tenryu (Both)
  46. --Senkyuu-Tai (EX)
  47. --Shinryuu Seio Rekkyaku (MAX)
  48. --Zesshou Churinshouha
  49. --MAX Cancel
  50.  
  51. Far HP: 70 damage. Pulls Kensou forward a bit, pretty quick and safe.
  52. -Chains into:
  53. --Nothing :(
  54. -Cancels into:
  55. --Zesshou Churinshouha
  56. --MAX Cancel
  57.  
  58. Close HP: 70 damage. Decently fast, reaches far, safe, etc. Good normal.
  59. -Chains into:
  60. --Kobokushu
  61. --Kosentai
  62. -Cancels into:
  63. --Choukyuudan (HP/EX)
  64. --Ryuugaki-Sai (All)
  65. --Ryuurengu-Chiryu
  66. --Ryuurengu-Tenryu (Both)
  67. --Senkyuu-Tai (EX)
  68. --MAX Cancel
  69.  
  70. Far HK: 80 damage. Same length as B, slower, still safe on block.
  71. -Chains into:
  72. --Nothing
  73. -Cancels into:
  74. --MAX Cancel
  75.  
  76. Close HK: 80 damage. Decent AA, but fast and safe.
  77. -Chains into:
  78. --Kosentai
  79. -Cancels into:
  80. --Choukyuudan (EX)
  81. --Ryuugaku-Sai (All)
  82. --Ryuurengu-Chiryu
  83. --Ryuurengu-Tenryu (EX)
  84. --Shinryu Seio Rekkyaku (Both*)
  85. --MAX Cancel
  86.  
  87.  
  88. Crouching
  89.  
  90. LP: 25 damage. Stubby but fast, safe on block too.
  91. -Chains into:
  92. --5LP
  93. --5LK
  94. --2LP
  95. --2LK
  96. --Kobokushu
  97. -Cancels into:
  98. --Ryuugaku-Sai (All)
  99. --Ryuurengu-Tenryu (Both)
  100. --Senkyuu-Tai (EX)
  101. --MAX Cancel
  102.  
  103. LK: 30 damage. Fast and longer than Standing B range.
  104. -Chains into:
  105. --5LP
  106. --5LK
  107. --2LP
  108. --2LK
  109. --Kobokushu
  110. -Cancels into:
  111. --Ryuurengu-Tenryu (Both)
  112. --MAX Cancel
  113. >>>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.
  114.  
  115. HP: 70 damage. Great anti air, kind of slow.
  116. -Chains into:
  117. --Kobokushu
  118. --Kosentai
  119. -Cancels into:
  120. --Choukyuudan (HP/EX)
  121. --Ryuugaku-Sai (All)
  122. --Ryuurengu-Chiryu
  123. --Ryuurengu-Tenryu (Both)
  124. --Senkyuu-Tai (EX)
  125. --Shinryuu•Choukyuudan (Both)
  126. --Shinryuu Seio Rekkyaku (EX)
  127. --Zesshou Chirinshouha
  128. --MAX Cancel
  129.  
  130. HK: 80 damage. Sweep, nice range, decently safe.
  131. -Chains into:
  132. --Nothing
  133. -Cancels into:
  134. --MAX Cancel
  135.  
  136.  
  137. Jumping
  138.  
  139. LP: 40 damage. Short, angled down, crazy fast.
  140. >>> This move does 40 damage on hops/superhops, 45 on jumps/superjumps.
  141.  
  142. LK: 40 damage. Long, fast, angled down.
  143. -Jump-in/Jump-away button to press
  144. >>> Damage on j.LK is same as damage from j.LP
  145.  
  146. HP: 70 damage. Shorter than j.LP, also angled down.
  147. -Nice damage and hitstun
  148.  
  149. HK: 70 damage. Hits in vertical wall in front of him.
  150. -Shorthop + this > most jumpins? Shorthop under??? Experiment.
  151.  
  152.  
  153. Command normals:
  154.  
  155. Kobokushu: 50 damage. Kensou slams his fists forward. Unsafe on block.
  156. --Good AA
  157. --Hits overhead
  158. --MAX Cancellable
  159.  
  160. Kotensai: 40 damage. Kensou does a roundhouse, lifting off the ground a bit. Unsafe on block.
  161. --Cancellable into Ryuusou-Geki
  162.  
  163.  
  164. Specials
  165.  
  166. Choukyuudan: Kensou's fireball.
  167. --LP: 65 damage, moves slowly.
  168. --HP: 65 damage, moves faster.
  169. --EX: 120 damage, knocks opponent down.
  170.  
  171. Ryuugaku-Sai: Multi-hit DP, goes vertically. Unsafe on block.
  172. --LK: 90 damage, Kensou goes forward a little on startup
  173. --HK: 130 damage, Kensou goes 25%~ screen on startup
  174. --EX: 177 damage, Kensou goes 25%~ screen on startup.
  175.  
  176. Ryuurenga-Chiryu: 121 damage. 3 hit combo a little off the ground. This move goes straight horizontally, but stops if first hit whiffs.
  177.  
  178. Ryuurenga-Tenryu: 3 hit combo that goes diagonally forward off the ground. All hits go on block or whiff, but very unsafe.
  179. --GREAT AA
  180. --HP: 121 damage.
  181. --EX: 150 damage.
  182.  
  183. 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.
  184. --LP: 50 damage
  185. --HP: 50 damage
  186. --EX: 25 damage per hit, scales.
  187.  
  188. Senkyuu-Tai: Kensou kicks opponent upwards, giving opportunity to juggle them.
  189. --LK/HK: 78 damage, unsafe on block.
  190. --EX: 97 damage, safeish.
  191. -Juggleable buttons after:
  192. --5LP
  193. --5HP
  194. --5HK
  195. --2LP
  196. --2HP
  197.  
  198.  
  199. Supers
  200.  
  201. Shinryuu•Choukyuudan: Fireball super. Kensou shoots a huge fireball forward.
  202. --Standard: 200 damage, faster than HP version
  203. --MAX: 280 damage, faster than EX
  204.  
  205. 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.
  206. --Standard: 193 damage.
  207. --MAX: 350 damage. MAX has Ryuurenga-Tenryu's starting AA properties, and adds a second Ryuugaku-Sai at the end.
  208.  
  209. Zesshou Chirinshouha: Kensou's Climax. Kensou travels just short of fullscreen with one kick to start a series of attacks. 480 damage.
  210.  
  211.  
  212. 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.
  213.  
  214. 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement