= Command Moves =


- Overhead unless cancelled into
- Not cancellable into other moves unless cancelled into
- Does not connect into most moves


- Goes over low attacks
- Cancellable into air attacks
= Special Moves =


- Standard fare projectile


- Goes forward


- Goes 45 degrees upwards


- D version goes farther and higher up
- Super cancellable (while Kensou is on the ground)


- Launches opponent into the air for juggle
- Has autoguard at the very first frames
Air


- Multi-hit
- A button goes down a bit more, C button goes a bit further
= Desperation Moves =



- 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


- Moves forward first
- Second and third hits are overhead


- Flies into the air first
= Super Desperation Moves =
(close)




- 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 =




- 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






















(corner) Close














(corner)









= Advanced Combos =
Close

















= Vids Corner =
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