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X20ASTRIKEFREEDOM
04-18-2009, 12:33 AM
Sie Kensou
Fighting Style: Superpowers and Chinese Kung Fu
Birthday: 23rd September
Nationality: China
Blood Type: B
Height: 172 cm
Weight: 61 kg
Fav. Food: Meat buns
Best Sport: Soccer
Important Things: Stuffed toy given to him by a fan
Disliked Things: Training

THROW
Ryuuhadan: close, b or f + A + C

SPECIAL MOVES
Ryuutouda: qcb + A
Uroko Tetsu Tenohira: qcb + C
Tsugio Karazan Tatsukyaku: qcb + K
Ryuuboku Tsudzumi: dp + P
Ryuu Ago Sai: dp + K

DESPERATION MOVE
Shinryuu Choukyuudan: qcbx2 + P

Lord BBH
04-19-2009, 09:19 PM
Played a lot of Kensou today. I'm not so sure that he's actually a good character though because a lot of his normals have such shitty range, he can't fight at long-range distances AT ALL... and there isn't much variety in how you can play him. If he gets in he's got some neat combos, though.

I figured out what the deal is with his dp+P (the rapid punch-em-in-the-crotch move). If you do a regular dp+P and don't mash, you'll get 4 hits. Mash a little and you'll get 8 hits. Mash a little more and you'll get 12 hits, and this is when you have the chance to do the finisher. If you mash past 12, Kensou will slow down his punches and run out of breath after the 16th punch, essentially opening him up to a free combo of the opponent's choice. What you want to do is mash enough for the 12-hit version, and immediately when you're at 9 or 10 hits, do hcb+P. You can do the finisher motion early on the 9th hit or so and it will automatically activate when he gets the 12th hit. The finisher doesn't really do much damage but it sends them flying backwards. (Hmm... maybe you can juggle after the finisher if you do it in the corner? I honestly didn't think to try it until now because I was too predisposed with trying CD chain juggles in the corner. Dammit)

I'm not sure if there's any difference between dp+A and dp+C... distance he runs forward, maybe?

His crouching C is an upward punch that I guess is supposed to be used as anti-air. It has shitty horizontal range so it's not good for combos, I think standing D is his best for combos starting with a hard attack.

DM is kinda shitty because if he gets hit in the startup the projectile never comes out, and it has quite a bit of startup. It's so slow it won't combo off hard attacks that don't cause counterhit stagger. There were times I tried to use is anti-air but I was too slow and they kicked me right before it came out. He doesn't really benefit from meter that much so I'd recommend sticking him in the 1st slot on your teams.

Midscreen combos (add a hop/jump attack if you wish):
cr. B, cr. B, s. A xx qcb+A -> qcb+C -> dp+D
s. D xx dp+P (mash for first 8 hits and then do hcb+P after 9th hit)
s. D -> CD xx qcb+K (seems to be the only thing that connects off his CD chain, such pathetic damage...)

Corner combos:
s. D -> CD xx qcbx2+P (DM)
s. D -> CD xx dp+P (8 hits, don't go for any more), qcb+A -> dp+D

He probably has a better corner combo than that. Was trying to do qcb+A -> qcb+C after the dp+P but the qcb+C whiffs. It might be possible with correct timing (do it later?) but I didn't really get to figure it out. 8-hit dp+P + qcb+A + dp+D is pretty beefy damage anyway.

theundyingmage
04-19-2009, 10:43 PM
St.C > CD > Dp+C (8hits) > qcb+A > Qcb+C > Dp+D

This combo does work in the corner,I figured it out on the first day the game was released in Japan. This combo doesn't work on Benimaru for some reason....well for me anyway.

The follow up to the Dp+A/C knocks the opponent down in the corner if done from a juggle.

I prefer Standing C for combo starter since its also his CC starter.

Jump/hop D is a good air to air attack. Beats out most attacks.

And its funny when you finish the opponent with the Dp+C from the juggle and fully mash it without doing the finisher. Kensou starts to slow down & then K.O! :lol:

Lord BBH
04-19-2009, 11:43 PM
St.C > CD > Dp+C (8hits) > qcb+A > Qcb+C > Dp+D

This combo does work in the corner,I figured it out on the first day the game was released in Japan. This combo doesn't work on Benimaru for some reason....well for me anyway.

Weird, when I did the qcb+C it missed entirely, maybe I was doing it too fast or something. I'll try again next time.


I prefer Standing C for combo starter since its also his CC starter.

Yeah, but it has such miserable range, I've tried to get out of the habit of using those attacks unless CC meter is flashing because I hate accidentally holding forward on the stick and getting the far version instead. Then again I guess his standing D isn't THAT much better in terms of range, but both his standing and crouching C seem really short-range...

theundyingmage
04-20-2009, 01:29 AM
Weird, when I did the qcb+C it missed entirely, maybe I was doing it too fast or something. I'll try again next time.



Yeah, but it has such miserable range, I've tried to get out of the habit of using those attacks unless CC meter is flashing because I hate accidentally holding forward on the stick and getting the far version instead. Then again I guess his standing D isn't THAT much better in terms of range, but both his standing and crouching C seem really short-range...

Try doing the Qcb+A a little bit later as the opponent is falling from the Dp+C. You actually have heaps of time to do the Qcb+A. Just a little bit of practice & changing your timing slightly each try until you get it is the key. Its not too hard to get.

Getting the far version of Kensou C is not actually too bad since it always causes a recoil animation if it hits your opponent & you can at least do a Qcb+B to combo it.

But at least with crouching C you always get what you want, instead of with standing C you may accidentally hold foward and getting a far C.

And that is why crouching B is a much better combo starter for Kensou unless you are punishing for opponent in the corner.

ExcelReaver
04-20-2009, 10:26 AM
From the videos I have watched[pretty much them all], It seems that Kensou should be played mainly as a hit and run type of fighter, and not so much in your face.

Lord BBH
04-20-2009, 07:50 PM
Try doing the Qcb+A a little bit later as the opponent is falling from the Dp+C. You actually have heaps of time to do the Qcb+A. Just a little bit of practice & changing your timing slightly each try until you get it is the key. Its not too hard to get.

Okay I'll try that next time.


Getting the far version of Kensou C is not actually too bad since it always causes a recoil animation if it hits your opponent & you can at least do a Qcb+B to combo it.

Er... huh? Far version shouldn't cause recoil/stagger every time, are you sure you weren't just getting counterhits with it...? I haven't seen any moves that always cause a stagger, that would be kinda broken.


But at least with crouching C you always get what you want, instead of with standing C you may accidentally hold foward and getting a far C.

Yup, that's why I use crouching C for most characters that have them just to avoid that overlap.


And that is why crouching B is a much better combo starter for Kensou unless you are punishing for opponent in the corner.

Of course.


From the videos I have watched[pretty much them all], It seems that Kensou should be played mainly as a hit and run type of fighter, and not so much in your face.

I, uh, don't really agree with this at all. Hit and run? This isn't SF4.

Kensou pretty much HAS to be in the opponent's face if he wants to do damage, because he's got so many normals with shitty range. He's got no fireball, nothing to really punish people from a distance except his qcb+K, which does like 5% damage or something. He's got a good DP if you want to play defensive, but what are you going to do when they have a life lead on you?

theundyingmage
04-20-2009, 09:14 PM
Er... huh? Far version shouldn't cause recoil/stagger every time, are you sure you weren't just getting counterhits with it...? I haven't seen any moves that always cause a stagger, that would be kinda broken.


Kensou pretty much HAS to be in the opponent's face if he wants to do damage, because he's got so many normals with shitty range. He's got no fireball, nothing to really punish people from a distance except his qcb+K, which does like 5% damage or something. He's got a good DP if you want to play defensive, but what are you going to do when they have a life lead on you?


I don't know if its always a counter hit but everytime I hit with a far C the opponent always staggers but I can't seem to do anything except a Qcb+B to combo after it. Can't even run up to combo after it since Kensou's far C does have quite a bit of recovery on it.

I find that after connecting a Qcb+B,you seem to lose a little bit of the initative & gives your opponent some space if you are outside of a corner. And since Kensou really is all about mind games & pressuring you opponent nowgiving your opponent a little bit of space is not really recommended especially against characters like Kyo & Iori.

Wellman
04-23-2009, 04:31 PM
Sucks he only has one super, I had really gotten used to his kick super in '02 and XI.


Is his qcb K move is a new version of his former rushing kick special and if so does the D version still work as an anti air?

CrimsonDisaster
05-08-2009, 03:52 AM
Sucks he only has one super, I had really gotten used to his kick super in '02 and XI.


Is his qcb K move is a new version of his former rushing kick special and if so does the D version still work as an anti air?

For the QCB+K move, Kensou runs forward then does a flying kick. If the kick hits, he stops in mid-air then kicks off his opponent for a knockdown. Not very damaging, sadly.

Wellman
05-08-2009, 03:36 PM
For the QCB+K move, Kensou runs forward then does a flying kick. If the kick hits, he stops in mid-air then kicks off his opponent for a knockdown. Not very damaging, sadly.

Ah, so no multiple anti airs specials for Kensou. :sad:


Oh, well, even if this isn't the Kensou I am used to, I will still have to give him a shot. So far only Joe and Ryo are my locks though.

Wellman
05-15-2009, 07:44 PM
Played him, definitely does need to be real close to do damage but he actually is fairly quick so it works out. I wish he still had more of his multiple hit specials from XI, but his qcb K, works similar enough to his previous dashing specials that it is ok. But I find it difficult to actually land that new rapid punch of his.

Ryodragoon
06-30-2009, 09:01 PM
unless I'm gonna finish my opponent, I dont really use it, but then again I didnt know about its finisher.

why dont you guys just think of his C as Back+C? that's what I use, so I dont get Fwd+C

His super feels so worthless.

I love the difference between his standing and crouching animations.

Ryodragoon
07-25-2009, 11:43 AM
anyone got the KOFXII guide? Can you please post the CC combos for Kensou? I have a lot of trouble thinking up any good ones for him.

Video
07-25-2009, 05:27 PM
Currently for Kensou I'm doing

qcb+A xx qcb+C xx rdp+D f+C, j.CD, super. (if in corner can follow super with rdp+B)

If no super then CD, rdp+D

Hardly the best, but it works anywhere, and it's better than mashing a string of Cs cluelessly

scythe master
07-25-2009, 11:05 PM
Currently for Kensou I'm doing

qcb+A xx qcb+C xx rdp+D f+C, j.CD, super. (if in corner can follow super with rdp+B)

If no super then CD, rdp+D

Hardly the best, but it works anywhere, and it's better than mashing a string of Cs cluelessly


been doing
anywhere
CC, 214A xx 214C xx 623D, 214A(slight pause) 214C, 623C(9 hits) 214A xx 214C xx 623D

in the corner I just basically don't delay that second 214C and add a CD right after

I don't think kensou can get much more damage using a super, since that usually means the end of the combo for him and unfortunately since he doesn't have such damaging moves, his CC doesn't really do much in the first place (just above 400 I believe super probably bumps it up about 100)

yukishiro
07-26-2009, 01:16 AM
Anyone but me notice that he's completely different than what we're used to (especially for anyone who played KOF XI)? I guess its something I need to get used to

scythe master
07-26-2009, 01:41 AM
Anyone but me notice that he's completely different than what we're used to (especially for anyone who played KOF XI)? I guess its something I need to get used to

I noticed that from the beginning, but something I DIDN'T really think about is....he doesn't have his air special

ShoryuSwordsman
07-26-2009, 01:48 PM
CC combos:

214Ax214cx623d,6c,j.c+d,623c(8hits)214a,214c,623d

214A,214C,623D,6C,J.C+D,5(C+D),623D(or 214D)

in corner:
214A,214C,623D,6C,J.C+D,5(C+D),623C(8 HITS)214A,214C,623D

havent experimented with supers yet...like BBH said, kensou's super isnt the best


Currently for Kensou I'm doing

qcb+A xx qcb+C xx rdp+D f+C, j.CD, super. (if in corner can follow super with rdp+B)


sounds like a decent combo, and one of the few ways, kensou can use super as far as combos go....i wouldnt do it tho, simply cuz it gets scaled so much that u may as well use a different one...then again, unless ur in the corner, the other CC combos have a little harder timing.

will experiment more tonight when i get off

Drunken_Dragon
07-27-2009, 03:32 AM
CC in corner:

qcb+A xx qcb+C XX dp+D f+C b+C+D C+D dp+C (8hits) qcb+A XX qcb+C XX DP+D

You can also just tack on super after where the dp+C should go. (I swore I landed this in open play but I can't recreate it)



Highest damage I can get in the corner though is 563 with super-

CC hit b+C+DXXSuper j.CD b+C+D C+D dp+C (8 hits) qcb+a xx qcb+c xx dp+D

You have to do everything before the cc ends quickly though, or else the second b+C+D will come out after it's ended and give them the normal stun where they fall quickly. Make sure to do the last dp+D so you get all the hits too.

(note: lower case b with me = back, not the B button- in case I confuse anyone)

Ryodragoon
07-27-2009, 08:15 AM
back+CD? as in the parry move?
I would of never thought of using that in a CC.

Sean's Apprentice
07-27-2009, 01:35 PM
I felt that they nerfed him big time. He doesnt have his Dragon Talon Tear anymore, jumping qcb+p. But, he is still playable to some degree.

Drunken_Dragon
07-27-2009, 02:44 PM
back+CD? as in the parry move?
I would of never thought of using that in a CC.

It does more damage than C+D or J.C+D, and it's cancelable in CC mode (is it normally?) so it works like a slow C+D with more damage. Knocks them pretty high too- CC activate C+D, b+C+DXX super makes the super go UNDER them- which I didn't think was possible from how slow it is. (This was on Ash though, he's scrawny)

Edit: Also- He can jump backwards out of his j.C+D while in CC mode, but apparently can't otherwise. (Haven't experimented with it though)

Wellman
07-27-2009, 04:32 PM
His super feels so worthless.

Sadly, more so then his previous versions, which I was never a fan of to begin with. I do miss his kick super however.

Ryodragoon
07-27-2009, 07:35 PM
I would of rather they gave him his "grab" super, after they FINALLY made it a REAL GRAB in XI.


snip

Wow. normally its crap damage and not cancellable. It sounds like a totally different move when in CC.

This is a really different Kensou than we've seen in KOF (cept maybe in '99 and '00)
Cant play him the same defensive way, think of him kinda like Fei long now. and BE AGRESSIVE.

Drunken_Dragon
07-27-2009, 07:52 PM
Exactly why I'm loving kensou so far in this, despite his damage short comings. ::is a long time kensou and fei player:: I just wish he had his f+b command kick

also-

cc qcb+A XX qcb+C x2 f+C (cc breaks) j.C s.C qcb+A XX qcb+C XX dp+D 476 dmg, open play no super

cc qcb+A XX qcb+C x2 f+C (cc breaks) j.C s.C s.C+D dp+C (8 hits) qcb+A XX qcb+C XX dp+D 490 dmg, corner only, no super

You can also just do super after the s.C+D but it does shit damage. (524)

Note the qcb+A XX qcb+C x2 f+C J.C is pretty strict, if the cc is breaking at the second qcb+C you're doing them too slow, you also have to hit the J.C earlier than it would seem for it all to combo. Strangely enough too- you seem to jump cancel the f+C, cause if you try to wait for the animation to finish it's definitely too late to combo.

Edit: In the combos listed above, the J.C can be replaced with J.D which at the loss of 2 dmg makes the combo a tad easier.

KrsJin
07-28-2009, 11:25 AM
Cool thing about Kensou is though, while his CC combo options may not be that damaging, his normals and BnBs lead to good chunks of life. I swear his c.B, c.B, 214A, 214B, 623D is a chunk of life for how easy it is to hit confirm.


Exactly why I'm loving kensou so far in this, despite his damage short comings. ::is a long time kensou and fei player:: I just wish he had his f+b command kick

also-

cc qcb+A XX qcb+C x2 f+C (cc breaks) j.C s.C qcb+A XX qcb+C XX dp+D 476 dmg, open play no super

cc qcb+A XX qcb+C x2 f+C (cc breaks) j.C s.C s.C+D dp+C (8 hits) qcb+A XX qcb+C XX dp+D 490 dmg, corner only, no super

You can also just do super after the s.C+D but it does shit damage. (524)

Edit: In the combos listed above, the J.C can be replaced with J.D which at the loss of 2 dmg makes the combo a tad easier.
Damn, thanks for these man. At first I couldn't figure out the jumping C but once you mentioned the jump cancel off of f+C I was all good.

LiftedResearch
08-04-2009, 03:29 PM
Here's Kensou's combo from the KOFUnion CC video (correct me if I made any mistakes):

In corner:

CC, d.D, s.C, qcb+A, qcb+C, DM, qcb+A (cc breaks), CD, dp+C (mash for 6 hits), qcb+A, qcb+C, DP+D 553 damage if done perfectly.

You have to delay the CD a bit to let them fall so you get the most out of your DP+C. You can also try for up to 8 hits with the DP+C, but in the vid they only go for 6. Also, in the last rekka string, you need to delay the QCB+C a bit as well, or else you won't get all the hits of the DP+D. I'm definitely adopting this as my new corner CC, it's actually not too hard to pull off :karate:

KrsJin
08-04-2009, 08:50 PM
Damn it really isn't as hard as I figured it would be. Good looking out with that transcript. And if people are having trouble timing the qcb+A, qcb+B into d/p kicks, they can just do d/p punches for 527 damage instead but much easier to time. 6 less damage than the optimum one, and same damage as the one if you miss a kick on the d/p kicks.

Rhio2k
08-05-2009, 03:14 AM
Currently for Kensou I'm doing

qcb+A xx qcb+C xx rdp+D f+C, j.CD, super. (if in corner can follow super with rdp+B)

If no super then CD, rdp+D

Hardly the best, but it works anywhere, and it's better than mashing a string of Cs cluelessly

Wait...wtf game are YOU playing? Kensou has no rdp +:k: in this one. They changed that to dp + :k:.

DeadlyRave-Neo
08-07-2009, 10:06 AM
heres a kensou combo http://www.youtube.com/watch?v=_MgxygDe81M

LiftedResearch
08-07-2009, 02:57 PM
heres a kensou combo http://www.youtube.com/watch?v=_MgxygDe81M

Nice video...that's pretty much the combo I posted a couple posts up, but without the c.D right at the beginning.

Kurochevsky
08-31-2009, 09:51 AM
Some normal combo for Kensou. (I will try CC combo later...)
The star (*) is for combo who use the Super.

Anywhere:

c.B, c.B, dp B = 135
c.B, c.B, B, C = 153 ( B,C = Target combo )
c.B, c.B, c.B, qcb+C, dp D = 193
c.B, c.B, qcb+A, qcb+C, dp D = 218

[C/c.C/D], CD, qcb+D = 157
[C/c.C/D], dp C = 199
[C/c.C/D], qcb+A, qcb+C, dp D = 239
[C/c.C/D], dp C (Max) = 265

j.C, [C/c.C/D], CD, qcb+D = 220
j.C, [C/c.C/D], dp C = 261
j.C, [C/c.C/D], qcb+A, qcb+C, dp D = 298
j.C, [C/c.C/D], dp C (max) = 323

CD, qcb+D = 122

CD (Max), hop B, C, CD, qcb+D = 242
CD (Max), hop B, C, dp C = 280
CD (Max), hop B, C, qcb+A, qcb+C, dp D = 316
CD (Max), hop B, C, dp C (max) = 338
CD (Max), Super = 234*

[C/c.C/D] (CH), roll/run, throw = 205
[C/c.C/D] (CH), CD (Max), hop B, C, CD, qcb+D = 317
[C/c.C/D] (CH), CD (Max), hop B, C, dp C = 352
[C/c.C/D] (CH), CD (Max), hop B, C, qcb+A, qcb+C, dp D = 387
[C/c.C/D] (CH), CD (Max), hop B, C, dp C (max) = 407
[C/c.C/D] (CH), CD (Max), Super = 309*
[C/c.C/D] (CH), Super = 315*

f+D (CH), Run [C/c.C/D], CD, qcb+D = 275
f+D (CH), Run [C/c.C/D], qcb+A, qcb+C, dp D = 314
f+D (CH), Super = 328*

Hop CD (CH), qcb+D = 147
j.CD (CH), qcb+D = 159

Corner:

[C/c.C/D], CD, dp C = 221
[C/c.C/D], CD, dp C (max) = 258
[C/c.C/D], CD, dp C, qcb+A, qcb+C, dp D = 287
[C/c.C/D], CD, qcb+A, qcb+C, dp D = 288
[C/c.C/D], CD, Super = 306*

j.C, [C/c.C/D], CD, dp C = 279
j.C, [C/c.C/D], CD, dp C (max) = 343
j.C, [C/c.C/D], CD, qcb+A, qcb+C, dp D = 342
j.C, [C/c.C/D], CD, dp C, qcb+A, qcb+C, dp D = 343
j.C, [C/c.C/D], CD, Super = 361*

CD, dp C = 190
CD, dp C (max) = 211
CD, dp C, qcb+A, qcb+C, dp D = 229
CD, qcb+A, qcb+C, dp D = 231
CD, Super = 280*

CD (Max), hop B, C, CD, dp C, qcb+A, qcb+C, dp D = 311
CD (Max), hop B, C, CD, dp C = 326
CD (Max), hop B, C, CD, dp C (max) = 333
CD (Max), hop B, C, CD, qcb+A, qcb+C, dp D = 360
CD (Max), hop B, C, CD, Super = 377*

[C/c.C/D] (CH), CD (Max), hop B, C, CD, dp C = 372
[C/c.C/D] (CH), CD (Max), hop B, C, CD, dp C, qcb+A, qcb+C, dp D = 382
[C/c.C/D] (CH), CD (Max), hop B, C, CD, dp C (max) = 397
[C/c.C/D] (CH), CD (Max), hop B, C, CD, qcb+A, qcb+C, dp D = 404
[C/c.C/D] (CH), CD (Max), hop B, C, CD, Super = 446*

f+D (CH), [C/c.C/D], CD, dp C = 309
f+D (CH), [C/c.C/D], CD, dp C (max) = 344
f+D (CH), [C/c.C/D], CD, dp C, qcb+A, qcb+C, dp D = 344
f+D (CH), [C/c.C/D], CD, qcb+A, qcb+C, dp D = 372
f+D (CH), [C/c.C/D], CD, Super = 418*

j.CD (CH), CD, dp C = 284
j.CD (CH), CD, dp C, qcb+A, qcb+C, dp D = 321
j.CD (CH), CD, qcb+A, qcb+C, dp D = 322
j.CD (CH), CD, dp C (Max) = 323
j.CD (CH), CD, Super = 369*
j.CD (CH), CD, Super, qcb+A, qcb+C, dp D = 469-504*

Super, qcb+D = 287* [From the other side of the screen]
Super CH, qcb+D = 347* [From the other side of the screen]
Super (Meaty), qcb+A, qcb+C, dp D = 392*
Super (Meaty CH), qcb+A, qcb+C, dp D = 412-452*

Anti air:

[c.C/D] (CH), qcb+C = 134
[c.C/D] (CH), dp D = 135
[c.C/D] (CH), CD, qcb+C = 195
[c.C/D] (CH), CD, dp D = 195
[c.C/D] (CH), super = 292*
[c.C/D] (CH), CD, super = 344*

j.CD (CH), dp D = 203
j.CD (CH), CD, dp D = 220
j.CD (CH), super = 317*
j.CD (CH), CD, super = 369*

Kane317
09-02-2009, 03:03 PM
Here's Kensou's combo from the KOFUnion CC video (correct me if I made any mistakes):

In corner:

CC, d.D, s.C, qcb+A, qcb+C, DM, qcb+A (cc breaks), CD, dp+C (mash for 6 hits), qcb+A, qcb+C, DP+D 553 damage if done perfectly.

You have to delay the CD a bit to let them fall so you get the most out of your DP+C. You can also try for up to 8 hits with the DP+C, but in the vid they only go for 6. Also, in the last rekka string, you need to delay the QCB+C a bit as well, or else you won't get all the hits of the DP+D. I'm definitely adopting this as my new corner CC, it's actually not too hard to pull off :karate:

My CC corner combo variation:

(CC hit): b+CD (guard attack), qcb+A, qcbx2+P DM, qcb+A, CD (juggle low), dp+P [8hits], qcb+A, qcb+C, dp+D 569 damage and probably even more if I juggled lower.

Hmm thinking about it I prolly can replace the qcb+A after the DM with b+CD for a little more damage. I'll test it later. EDIT: Nope, the b+CD is too slow.