2k2 UM - Kensou
Posted: Mon Nov 08, 2010 14:28
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:
= 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: