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<h2><span class="mw-headline" id="Normals">Normals</span></h2> | |||
<p><b>Close</b> | |||
</p> | |||
== | <ul> | ||
<li>cl.A/B/C/D are all cancellable | |||
==Command | </li> | ||
<li>cl.A/B chain into themselves | |||
==Special Moves | </li> | ||
<li>cl.A chains into cl.B | |||
==Desperation Moves | </li> | ||
</ul> | |||
== | <p><b>Standing</b> | ||
</p> | |||
<ul> | |||
<li>s.A/C are cancellable | |||
</li> | |||
<li>s.B is EX Kensou's furthest poke | |||
</li> | |||
<li>s.C is a two hit move that is cancellable on the 2nd hit. Has very decent range and usually connects both hits. | |||
</li> | |||
</ul> | |||
<p><b>Crouching</b> | |||
</p> | |||
<ul> | |||
<li>cr.A/B chain into themselves | |||
</li> | |||
<li>cr.A chains into cr.B | |||
</li> | |||
<li>cr.A/C are cancellable | |||
</li> | |||
</ul> | |||
<p><b>Jumping</b> | |||
</p> | |||
<ul> | |||
<li>j.B remains EX Kensou's best crossup tool | |||
</li> | |||
<li>j.C is also a good crossup on crouching opponents and can be quite ambiguous. | |||
</li> | |||
<li>j.D has a better hitbox than normal Kensou and is yet another crossup tool | |||
</li> | |||
</ul> | |||
<p><b>Blowback</b> | |||
</p> | |||
<ul> | |||
<li>standing and jumping CD both cause soft knockdown | |||
</li> | |||
<li>s.CD is whiff cancellable | |||
</li> | |||
<li>j.CD has a nice downward angle and can be effective as preemptive air-to-air or jump in attack. | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Throws">Throws</span></h2> | |||
<p><b>Inch Blast</b> - (b/f + C) | |||
</p> | |||
<ul> | |||
<li>causes hard knockdown | |||
</li> | |||
</ul> | |||
<p><b>Psychic Slam</b> - (b/f + D) | |||
</p> | |||
<ul> | |||
<li>causes soft knockdown | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2> | |||
<p><b>Tiger Takedown Punch</b> - (f + A) | |||
</p> | |||
<ul> | |||
<li>EX Kensou slams his fists downward on the opponent. Hits overhead. | |||
</li> | |||
<li>can combo into it and it becomes special cancellable, but loses the overhead property | |||
</li> | |||
<li>could be used in a frame trap like: cl.C, f+A, pause hcb+p | |||
</li> | |||
</ul> | |||
<p><b>Reverse Mass Kick</b> - (f + B) | |||
</p> | |||
<ul> | |||
<li>EX Kensou performs a hop-like flying kick. Hits mid. | |||
</li> | |||
<li>can combo into it and it special cancellable on hit even when not comboed into | |||
</li> | |||
<li>can use it as an advancing move with anti-hop properties. | |||
</li> | |||
<li>lacks low body armor enough to be super effective at beating out lows. | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2> | |||
<p><b>Arrow Dash Blast</b> - (qcb + A/C) | |||
</p> | |||
<ul> | |||
<li>EX Kensou dashes forward with a fist, hitting twice and causing soft knockdown. | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>can be combo into | |||
</li> | |||
<li>A version goes half the screen to hit. C version goes full screen so could be used as a punisher from many distances | |||
</li> | |||
<li>both versions are negative on block, but C version is extremely negative | |||
</li> | |||
<li> Super cancellable | |||
</li> | |||
</ul> | |||
<p><b>Dragon Drubbing</b> - (dp + A/C) (C rapidly) | |||
</p> | |||
<ul> | |||
<li>EX Kensou flings fist after fist at the opponent ending in an upward double strike causing soft knockdown | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>can be combo into | |||
</li> | |||
<li>C version can be rapidly pressed to achieve two extra hits | |||
</li> | |||
<li>both versions are pretty negative on block | |||
</li> | |||
<li> Super cancellable | |||
</li> | |||
</ul> | |||
<p><b>Dragon Scale Tackle</b> - (rdp + A/C) | |||
</p> | |||
<ul> | |||
<li>EX Kensou throws out a damaging back hand to the opponent | |||
</li> | |||
<li>both versions cause soft knockdown | |||
</li> | |||
<li>A version is stationary and 1 hit whereas C version EX Kensou dashes forward a bit and is two hits. | |||
</li> | |||
<li>cannot be comboed into | |||
</li> | |||
<li>both versions have upper body armor able to absorb a hit and continue the attack | |||
</li> | |||
<li>use can use the frame of armor to absorb a mid fireball like Athena's | |||
</li> | |||
<li>no armor to lows so can be hit out of it if opponent guesses right | |||
</li> | |||
</ul> | |||
<p><b>Earth Dragon Fang Nibble</b> - (hcf + A) | |||
</p> | |||
<ul> | |||
<li>EX Kensou launches himself at the opponent in a flurry of punches & kicks | |||
</li> | |||
<li>it is a grounded horizontal attack that hits mid | |||
</li> | |||
<li>causes soft knockdown | |||
</li> | |||
<li>can be comboed into | |||
</li> | |||
<li>pretty negative on block | |||
</li> | |||
</ul> | |||
<p><b>Heaven Dragon Fang Nibble</b> - (hcf + C) | |||
</p> | |||
<ul> | |||
<li>an upward diagonal kick hitting multiple times | |||
</li> | |||
<li>hits high so will whiff on crouching opponents | |||
</li> | |||
<li>can be comboed into | |||
</li> | |||
<li>situational anti-air | |||
</li> | |||
</ul> | |||
<p><b>Arrow Kick</b> - (qcf + B/D) | |||
</p> | |||
<ul> | |||
<li>EX Kensou plants his palm and smashes the opponent upward with a vertical kick | |||
</li> | |||
<li>hits twice and causes a soft knockdown | |||
</li> | |||
<li>on hit creates a juggle state where EX Kensou can follow up with lots of options or a reset | |||
</li> | |||
<li>unlike normal Kensou can combo into this move. In the corner you can get more combo options into it | |||
</li> | |||
<li>the first part of the active frames of both versions will negate fireballs and continue to the upward kick | |||
</li> | |||
<li>not a very effective reversal or anti-air | |||
</li> | |||
</ul> | |||
<p><b>Dragon Uppercut</b> - (rpd + B/D) | |||
</p> | |||
<ul> | |||
<li>Kensou spins upward in a cyclone of kicks | |||
</li> | |||
<li>unlike normal Kensou you can't combo into them | |||
</li> | |||
<li>B version is faster and covers less vertical space | |||
</li> | |||
<li>C version moves Kensou forward a bit more and covers more vertical space | |||
</li> | |||
<li>both versions are unsafe on block | |||
</li> | |||
<li>B version is EX Kensou's go to reversal | |||
</li> | |||
<li> Super cancellable | |||
</li> | |||
</ul> | |||
<p><b>Dragon Talon Tear</b> - (qcb + A/C) in air | |||
</p> | |||
<ul> | |||
<li>Kensou strike diagonally downward with his fists. | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>unlike normal Kensou can't be comboed into | |||
</li> | |||
<li>A version is faster | |||
</li> | |||
<li>C version has a longer pause before descending and hits for 1 more hit than A version | |||
</li> | |||
<li>both versions be tiger kneed (qcb,ub+p) | |||
</li> | |||
<li>both versions are negative on block another difference from normal Kensou | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2> | |||
<p><b>Dragon God Kick</b> - (qcf, hcb + B) | |||
</p> | |||
<ul> | |||
<li>super verison of his (qcf+A) move ending with an upward kick | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>soft knockdown | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>first hit of the super hits from 1/3 the screen away for punishing purposes | |||
</li> | |||
<li>great way to end a combo if you have stock | |||
</li> | |||
</ul> | |||
<p><b>Dragon God Drubbing</b> - (qcf, hcb + D) | |||
</p> | |||
<ul> | |||
<li>super version of his (qcf+C) move | |||
</li> | |||
<li>first hit hits high, second grounded part of the combo hits mid | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>connects from about 1/3 screen for punishing purposes | |||
</li> | |||
</ul> | |||
<p><b>Super Dragon Fist</b> - (qcf x 2 + A/C) | |||
</p> | |||
<ul> | |||
<li>EX Kensou clobbers his opponents with a super version of his (dp+A/C) moves | |||
</li> | |||
<li>unlike the special there is no difference between the two moves. | |||
</li> | |||
<li>hits mid | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2> | |||
<p><b>Dragon God Drubbing</b> - (qcf, hcb + BD) | |||
</p> | |||
<ul> | |||
<li>EX version of his D aerial super | |||
</li> | |||
<li>first hit hits high, follow up grounded hits hit mid | |||
</li> | |||
<li>causes soft knockdown | |||
</li> | |||
<li>for punishing purposes it has the same range as his (qcf,hcb+D) super | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>great way to add damage to finish a match | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="HSDM">HSDM</span></h2> | |||
<p><b>Arrow Dash Dragon Crunch</b> - (qcf, b, f + AC) | |||
</p> | |||
<ul> | |||
<li>EX Kensou dashes fist first into the opponent and upon hitting unleashes a wave of energy through them | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>will connect from full screen as a punish | |||
</li> | |||
<li>can combo into it with close A/D | |||
</li> | |||
</ul> | |||
Revision as of 22:46, 11 December 2015
Introduction
Move list
Normal Throws | ||
---|---|---|
Command Moves | ||
Special Moves | ||
┗ | ||
┗ | ||
Desperation Moves | ||
Max Desperation Moves | ||
Max 2 | ||
Normals
Close
- cl.A/B/C/D are all cancellable
- cl.A/B chain into themselves
- cl.A chains into cl.B
Standing
- s.A/C are cancellable
- s.B is EX Kensou's furthest poke
- s.C is a two hit move that is cancellable on the 2nd hit. Has very decent range and usually connects both hits.
Crouching
- cr.A/B chain into themselves
- cr.A chains into cr.B
- cr.A/C are cancellable
Jumping
- j.B remains EX Kensou's best crossup tool
- j.C is also a good crossup on crouching opponents and can be quite ambiguous.
- j.D has a better hitbox than normal Kensou and is yet another crossup tool
Blowback
- standing and jumping CD both cause soft knockdown
- s.CD is whiff cancellable
- j.CD has a nice downward angle and can be effective as preemptive air-to-air or jump in attack.
Throws
Inch Blast - (b/f + C)
- causes hard knockdown
Psychic Slam - (b/f + D)
- causes soft knockdown
Command Moves
Tiger Takedown Punch - (f + A)
- EX Kensou slams his fists downward on the opponent. Hits overhead.
- can combo into it and it becomes special cancellable, but loses the overhead property
- could be used in a frame trap like: cl.C, f+A, pause hcb+p
Reverse Mass Kick - (f + B)
- EX Kensou performs a hop-like flying kick. Hits mid.
- can combo into it and it special cancellable on hit even when not comboed into
- can use it as an advancing move with anti-hop properties.
- lacks low body armor enough to be super effective at beating out lows.
Special Moves
Arrow Dash Blast - (qcb + A/C)
- EX Kensou dashes forward with a fist, hitting twice and causing soft knockdown.
- hits mid
- can be combo into
- A version goes half the screen to hit. C version goes full screen so could be used as a punisher from many distances
- both versions are negative on block, but C version is extremely negative
- Super cancellable
Dragon Drubbing - (dp + A/C) (C rapidly)
- EX Kensou flings fist after fist at the opponent ending in an upward double strike causing soft knockdown
- hits mid
- can be combo into
- C version can be rapidly pressed to achieve two extra hits
- both versions are pretty negative on block
- Super cancellable
Dragon Scale Tackle - (rdp + A/C)
- EX Kensou throws out a damaging back hand to the opponent
- both versions cause soft knockdown
- A version is stationary and 1 hit whereas C version EX Kensou dashes forward a bit and is two hits.
- cannot be comboed into
- both versions have upper body armor able to absorb a hit and continue the attack
- use can use the frame of armor to absorb a mid fireball like Athena's
- no armor to lows so can be hit out of it if opponent guesses right
Earth Dragon Fang Nibble - (hcf + A)
- EX Kensou launches himself at the opponent in a flurry of punches & kicks
- it is a grounded horizontal attack that hits mid
- causes soft knockdown
- can be comboed into
- pretty negative on block
Heaven Dragon Fang Nibble - (hcf + C)
- an upward diagonal kick hitting multiple times
- hits high so will whiff on crouching opponents
- can be comboed into
- situational anti-air
Arrow Kick - (qcf + B/D)
- EX Kensou plants his palm and smashes the opponent upward with a vertical kick
- hits twice and causes a soft knockdown
- on hit creates a juggle state where EX Kensou can follow up with lots of options or a reset
- unlike normal Kensou can combo into this move. In the corner you can get more combo options into it
- the first part of the active frames of both versions will negate fireballs and continue to the upward kick
- not a very effective reversal or anti-air
Dragon Uppercut - (rpd + B/D)
- Kensou spins upward in a cyclone of kicks
- unlike normal Kensou you can't combo into them
- B version is faster and covers less vertical space
- C version moves Kensou forward a bit more and covers more vertical space
- both versions are unsafe on block
- B version is EX Kensou's go to reversal
- Super cancellable
Dragon Talon Tear - (qcb + A/C) in air
- Kensou strike diagonally downward with his fists.
- hits mid
- unlike normal Kensou can't be comboed into
- A version is faster
- C version has a longer pause before descending and hits for 1 more hit than A version
- both versions be tiger kneed (qcb,ub+p)
- both versions are negative on block another difference from normal Kensou
Desperation Moves
Dragon God Kick - (qcf, hcb + B)
- super verison of his (qcf+A) move ending with an upward kick
- hits mid
- soft knockdown
- can combo into it
- first hit of the super hits from 1/3 the screen away for punishing purposes
- great way to end a combo if you have stock
Dragon God Drubbing - (qcf, hcb + D)
- super version of his (qcf+C) move
- first hit hits high, second grounded part of the combo hits mid
- can combo into it
- connects from about 1/3 screen for punishing purposes
Super Dragon Fist - (qcf x 2 + A/C)
- EX Kensou clobbers his opponents with a super version of his (dp+A/C) moves
- unlike the special there is no difference between the two moves.
- hits mid
- causes hard knockdown
- can combo into it
Super Desperation Moves
Dragon God Drubbing - (qcf, hcb + BD)
- EX version of his D aerial super
- first hit hits high, follow up grounded hits hit mid
- causes soft knockdown
- for punishing purposes it has the same range as his (qcf,hcb+D) super
- can combo into it
- great way to add damage to finish a match
HSDM
Arrow Dash Dragon Crunch - (qcf, b, f + AC)
- EX Kensou dashes fist first into the opponent and upon hitting unleashes a wave of energy through them
- causes hard knockdown
- will connect from full screen as a punish
- can combo into it with close A/D