Kensou 02

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Kensou02 stance.gif

General Info

Crouch height: Low
Jump: 4/40/1
Hop: 4/20/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 28 frames

Stand Crouch Jump Grab Run
Kensou02 stand.png Kensou02 crouch.png Kensou02 jump.png Kensou02 grab.png Kensou02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Kensou02 colorA.png Kensou02 colorB.png Kensou02 colorC.png Kensou02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/4/5 +3/+1 R,C,S,Su HL
Kensou02 clA.png
Snkb.gif 4/5/6 +1/-1 HL
Kensou02 clB.png
Snkc.gif 8/8/15 -3/-5 C,S,Su HL
Kensou02 clC.png
Snkd.gif 5/8/16 -4/-6 C,S,Su HL
Kensou02 clD.png
Standing Far
Snka.gif 5/4/5 +3/+1 R,C,S,Su HL
Kensou02 stA.png
Snkb.gif 5/5/8 -1/-3 HL
Kensou02 stB.png
Snkc.gif 13/5(10)6/19 -5/-7 C,S,Su HL
Kensou02 stC1.png
Kensou02 stC2.png
Snkd.gif 8/4/22 -6/-8 HL
Kensou02 stD.png
Snkc.gif+Snkd.gif 20/7/19 KD/-4 S,Su HL
Kensou02 stCD.png
Crouching
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Kensou02 crA.png
Snkb.gif 6/4/5 +3/+1 R H
Kensou02 crB.png
Snkc.gif 7/8/13 -1/-3 C,S,Su HL
Kensou02 crC.png
Snkd.gif 7/7/19 -5/-7 C,S,Su L
Kensou02 crD.png
Jump
Snka.gif 5/8/- -/- S H
Kensou02 jA.png
Snkb.gif 5/8/- -/- S H
Kensou02 jB.png
Snkc.gif 5/9/- -/- H
Kensou02 jC.png
Snkd.gif 5/6/- -/- H
Kensou02 jD.png
Snkc.gif+Snkd.gif 13/5/- KD/- S HL
Kensou02 jCD.png
Neutral Jump
Snka.gif 5/8/- -/- S H
Kensou02 juA.png
Snkb.gif 5/8/- -/- H
Kensou02 juB.png
Snkc.gif 5/9/- -/- H
Kensou02 jC.png
Snkd.gif 5/6/- -/- H
Kensou02 juD.png
Hop
Snka.gif 5/8/- -/- S H
Kensou02 jA.png
Snkb.gif 5/8/- -/- S H
Kensou02 jB.png
Snkc.gif 5/9/- -/- H
Kensou02 jC.png
Snkd.gif 5/6/- -/- H
Kensou02 juD.png
Command Normals

f+Snka.gif

15/11/13 -4/-6 H
Kensou02 fA.png
f+Snka.gif
(cancel)
17/12/13 -5/-7 S,Su HL
f+Snkb.gif 12/6/13 +1/-1 S HL
Kensou02 fB.png
Considered airborne
Special Moves
qcb+Snka.gif 14/-/36 -4/-6 HL
Kensou02 qcbA1.png
Kensou02 qcbA2.png
Choukyuu Dan - qcb+P
qcb+Snkc.gif 18/-/39 -7-9 HL
Kensou02 qcbA1.png
Kensou02 qcbC2.png

qcf+Snkb.gif

3+5+4/3(3)4/18 KD/-10 HL
Kensou02 qcfB1.png
Kensou02 qcfB2.png
Kensou02 qcfB3.png
Senkyuutai - qcf+K
  • Guard point: A: 4-8f C: 4-10f.
qcf+Snkd.gif 3+7+4/3(3)4/10+12 KD/-14 HL
hcf+Snka.gif 11/14(6)2(6)4/8+18 KD/-12 Fi,Fo HL
Kensou02 hcfA1.png
Kensou02 hcfA2.png
Kensou02 hcfA3.png
Ryuu Renga: Chiryuu - hcf+A
hcf+Snkc.gif 7/6(6)3(9)7/32+12 KD/-57 HL
Kensou02 hcfC1.png
Kensou02 hcfC2.png
Kensou02 hcfC3.png
Ryuu Renga: Tenryuu - hcf+C
j.qcb+Snka.gif 15/1(2)[2(2)]x∞(2)3/15 +2/0 Fi HL
Kensou02 jqcbP1.png
Kensou02 jqcbA2.png
Ryuu Sougeki - qcb+P (in air)
j.qcb+Snkc.gif 24/1(2)[2(2)]x∞(5)3/18 -1/-3 Fi HL
Kensou02 jqcbP1.png
Kensou02 jqcbC2.png
rdp+Snkb.gif 7/3*4*7*7/15+9 KD/-24 Fo, Su HL
Kensou02 rdpB1.png
Kensou02 rdpB2.png
Ryuu Gakusai - rdp+K
  • C version has the propensity to not knock down standing opponents at anything but absolute point blank range.
  • Invincibility: Startup of C version.
Kensou02 rdpB3.png
Kensou02 rdpB4.png
rdp+Snkd.gif 7/3*4*12*7/19+11 KD/- Fo, Su HL
Kensou02 rdpD1.png
Kensou02 rdpD2.png
Kensou02 rdpD3.png
Kensou02 rdpD4.png
DMs
qcbx2+Punch.gif 4/35+103 or 84 or 37 - -
Kensou02 meatbun.png
Kensou02 meatbun2.png
Niku Man Respect - qcbx2+P
  • Three different effects can take place. The shortest of the three is fully invincible.
  • Invincibility: Complete startup.
qcf,hcb+Snkb.gif 13/7(11)5(9)4(15)4*3(1)2(2)2(2)2(2)2(2)2*6/26+9 KD/-41 HL
Kensou02 qcfhcbB1.png
Kensou02 qcfhcbB2.png
Kensou02 qcfhcbB3.png
Shinryuu Seiou Rekkyaku - qcf,hcb+B
  • Invincibility: 1-10f.
Kensou02 qcfhcbB4.png
Kensou02 qcfhcbB5.png
Kensou02 qcfhcbB6.png
Kensou02 qcfhcbB7.png

(final hitbox estimated)
qcf,hcb+Snkd.gif 13/4(6)4(9)4(23+19)6*3(1)2(2)2(2)2(2)2(2)2*6/26+34 KD/-66 HL
Kensou02 qcfhcbD1.png
Kensou02 qcfhcbD2.png
Kensou02 qcfhcbD3.png
Shinryuu Tenbu Kyaku - qcf,hcb+D
  • Large gap between two parts of the super, can be used to punish in between, but you can simply wait for the end of the move as it is very negative on block.
  • Invincibilty: 1-10f.
Kensou02 qcfhcbB4.png
Kensou02 qcfhcbB5.png
Kensou02 qcfhcbB6.png
Kensou02 qcfhcbB7.png

(final hitbox estimated)
SDM
qcfx2+Snka.gif+Snkc.gif 1/3(6)3(6)3(9)3(10)2/21 KD -
Kensou02 SDM1.png
Kensou02 SDM2.png
Senki Hakkei - qcfx2+AC
  • proximity unblockable
  • Invincibility: Startup.
HSDM
qcfx2+Snkb.gif+Snkd.gif 1/-37 KD/-7 HL
Kensou02 qcfx2BD.png
Seigan Rairyuu
  • Kensou shoots a fireball, a bit later it returns to the screen. If it hits Kensou, he is powers up, and goes into a short invincible stance. (32 frames)
  • The fireball dissapates if Kensou gets hit.
  • Invincibility: Startup.

Combos

Anywhere

1. Close C/far C,hcf+A - 28%-33%
2. qcf+K, run hcf+C - 30%
3. Crouch B, rdp+D(2), (S)qcf hcb+K - 55%
4. qcf+B, qcf hcb+D(as early as possible) - 42%

Corner

1. Close C, f+B, qcb+A(air) - 25%
2. Close C, f+A, qcf hcb+B - 55%
3. qcf+K, run rdp+D(2), (S)qcf hcb+K - 60% (works near corner as well)

Maxmode

1. Close D/f+A, BC, f+B, qcb+A, (C)hcf+A(2), (C)qcb+A, (C)hcf+A(2), (C)qcb+A, (C)hcf+A (Corner) - 55%
2. Close D/f+A, BC, run Close D, hcf+C(3), (C)qcb+C, qcfx2+BD - 65% (Corner only; Won't work against: Whip, Ryo*, Takuma*, Terry*, Andy, Joe, Athena* Kensou himself - The HCF+C will whiff -, Chin*, Kyo, Kusanagi, Benimaru*, Mai*, Yuri*, May Lee*, Regular and Orochi Shermie, Regular and Orochi Chris*, Vice, Mary, Kim, Choi, Kula, K9999, Angel*)

* - Works without Close D/f+A, BC

Attack Strings

1. Crouch D/CD, qcb+A
2. Jump CD, qcb+P

Move Properties

-cancellable normals are close A, far A, crouch A, close B, close C, far C(2), crouch C, close D, crouch D, jump A, jump B
-CD is cancellable into specials and DMs
-free cancellable into moves are hcf+A, qcf+K and qcb+P(air)
-free cancellable out-of moves are f+A, hcf+P, qcb+P(air) on the last hit, rdp+K and qcf+K
-f+B is cancellable, f+A is cancellable only if cancelled into
-qcf+K has autoguard
-f+A is an overhead
-rdp+K is supercancellable on the first and second hit