Meatbuns galore!
= Command Moves =
: Kobokushu
- Overhead unless cancelled into
- Not cancellable into other moves unless cancelled into
- Does not connect into most moves
: Kousentai
- Goes over low attacks
- Cancellable into air attacks
= Special Moves =
: Choukyuu Dan
- Standard fare projectile
: Ryuu Renga: Chiryuu
- Goes forward
: Ryuu Renga: Tenryuu
- Goes 45 degrees upwards
: Ryuu Gakusai
- D version goes farther and higher up
- Super cancellable (while Kensou is on the ground)
: Senkyuutai
- Launches opponent into the air for juggle
- Has autoguard at the very first frames
Air : Ryuu Sougeki
- Multi-hit
- A button goes down a bit more, C button goes a bit further
= Desperation Moves =
: Niku Man Respect
- Eats meatbun at mach 100
- Has 3 outcomes that will come out randomly: No health gained (likely), some health gained (unlikely), full recovery of HP (highly unlikely)
- Invincibility at the first flash, and full recovery of HP pose, otherwise completely vulnerable
- For the second outcome, recovery will come in sprouts
: Shinryuu Seiou Rekkyaku
- Moves forward first
- Second and third hits are overhead
: Shinryuu Tenbu Kyaku
- Flies into the air first
= Super Desperation Moves =
(close) : Senki Hakkei
- Unblockable move
- Will NOT come out if not in range
- Can miss opponents if they are rolling away at the starting frames of this move
- Final hit juggles but you need to be close to corner to follow
= HSDM =
: Seigan Rairyuu
- Shoots out a quick projectile
- Can go thru opponents even if blocked
- The returning projectile must not be blocked for Kensou to absorb, it also passes through opponents
- Returning projectile can be nullified with your own projectile
- Kensou's damage will be increased by a bit after absorption and shines golden
- If returning projectile is blocked or misses, Kensou will NOT be shining in gold
- Kensou cannot perform this move again during this round if he's in gold
= Misc Notes =
- Far C is cancellable after the second hit
= Starter Combos =
Close / ->
Far -> (at closest distance of far only) or or / (for , will miss if too far away)
-> -> (SC) (outside of corners, you need to run forward to connect the )
(corner) Close / -> ->
(x2) -> /
(corner) -> far or
= Advanced Combos =
Close / -> -> close -> (2 hits) -> air -> (2 hits) -> air -> any super or another
= Vids Corner =
Combo:
Combo:
Combo:
2k2 UM - Kensou
- PenPen
- MOAR
- Posts:964
- Joined:Sun May 08, 2005 08:50
- A.K.A.:Manipulating editor
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- Location:The city of lots of pirated stuff!
- PenPen
- MOAR
- Posts:964
- Joined:Sun May 08, 2005 08:50
- A.K.A.:Manipulating editor
- PSN:penpen35
- Location:The city of lots of pirated stuff!
Re: 2k2 UM - Kensou
Let me just go ahead a bit and give out some basic strats, basically Kensou is not your combo whore character, he's actually more of a shoto (insert collective gasp here) or a keep-away character.
You start off at mid to far distance with his projectile, which given his low stance when this comes out, actually covers him quite well. He has a beefy collection of anti airs, his when done late, obviously his , , even his far B and D are good anti-air materials.
While his looks awesome with autoguard and juggle, chances are that you won't be hitting many people with it. It'll very likely miss as an anti-air, but you can try to snuff out attacks if needed.
Combo-wise, stick with the simple stuff. He doesn't have many effective combos, and none of them are safe on block either, save for -> air or just itself. If your close C/D or low A got blocked, finish with a fireball. Don't do his if he's blocked.
A few block strings:
Spam low -> low ->
Low -> is great for creating extra space if things get too touchy up close. Also, low can be kara-cancelled, which means you can do low even if it's not hitting anyone, and cancel into fireball.
Low -> low ->far is also a decent choice, it also combos if you are doing this fast enough. Substitute far with far if you want further pushback on block, but note that if opponents react fast enough (eg Ryo's ) you can get stuffed in between.
Keep your distance. You don't want to move towards your opponent, you want to frustrate and draw them towards you. If you want to protect a lead, then Kensou is your man. He's not going to win most of the matches for you, and you'll probably be grinding it out and doing clutch things at some times, but if you want to keep an advantage, he's a good choice (obviously there's better choices, like say...Ryo, but I digress).
You start off at mid to far distance with his projectile, which given his low stance when this comes out, actually covers him quite well. He has a beefy collection of anti airs, his when done late, obviously his , , even his far B and D are good anti-air materials.
While his looks awesome with autoguard and juggle, chances are that you won't be hitting many people with it. It'll very likely miss as an anti-air, but you can try to snuff out attacks if needed.
Combo-wise, stick with the simple stuff. He doesn't have many effective combos, and none of them are safe on block either, save for -> air or just itself. If your close C/D or low A got blocked, finish with a fireball. Don't do his if he's blocked.
A few block strings:
Spam low -> low ->
Low -> is great for creating extra space if things get too touchy up close. Also, low can be kara-cancelled, which means you can do low even if it's not hitting anyone, and cancel into fireball.
Low -> low ->far is also a decent choice, it also combos if you are doing this fast enough. Substitute far with far if you want further pushback on block, but note that if opponents react fast enough (eg Ryo's ) you can get stuffed in between.
Keep your distance. You don't want to move towards your opponent, you want to frustrate and draw them towards you. If you want to protect a lead, then Kensou is your man. He's not going to win most of the matches for you, and you'll probably be grinding it out and doing clutch things at some times, but if you want to keep an advantage, he's a good choice (obviously there's better choices, like say...Ryo, but I digress).