2k2 UM - Kensou

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PenPen
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2k2 UM - Kensou

Post by PenPen » Mon Nov 08, 2010 14:28

Meatbuns galore!

= Command Moves =
fwd .A : Kobokushu
- Overhead unless cancelled into
- Not cancellable into other moves unless cancelled into
- Does not connect into most moves

fwd .B : Kousentai
- Goes over low attacks
- Cancellable into air attacks

= Special Moves =
QCB .P : Choukyuu Dan
- Standard fare projectile

HCF .A : Ryuu Renga: Chiryuu
- Goes forward

HCF .C : Ryuu Renga: Tenryuu
- Goes 45 degrees upwards

RDP .K : Ryuu Gakusai
- D version goes farther and higher up
- Super cancellable (while Kensou is on the ground)

qcf .K : Senkyuutai
- Launches opponent into the air for juggle
- Has autoguard at the very first frames

Air QCB .P : Ryuu Sougeki
- Multi-hit
- A button goes down a bit more, C button goes a bit further

= Desperation Moves =
QCB QCB .P : 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

QCFHCB .B : Shinryuu Seiou Rekkyaku
- Moves forward first
- Second and third hits are overhead

QCFHCB .D : Shinryuu Tenbu Kyaku
- Flies into the air first

= Super Desperation Moves =
(close) qcf qcf .A .C : 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 =
qcf qcf .B .D : 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 .C / .D -> HCF .A
Far .C -> HCF .A (at closest distance of far .C only) or QCFHCB .K or qcf qcf .A .C / .B .D (for QCFHCB .D , will miss if too far away)
qcf .K -> RDP .D -> (SC) QCFHCB .D (outside of corners, you need to run forward to connect the RDP .D )
(corner) Close .C / .D -> fwd .B -> QCB .A
dwn .A (x2) -> qcf qcf .A .C / .B .D
(corner) qcf qcf .A .C -> far .B or qcf qcf .B .D

= Advanced Combos =
Close .C / .D -> .B .C -> fwd fwd close .C -> HCF .A (2 hits) -> air QCB .A -> HCF .A (2 hits) -> air QCB .A -> any super or another HCF .A

= Vids Corner =
Combo:


Combo:


Combo:

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Posts:964
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Re: 2k2 UM - Kensou

Post by PenPen » Wed Nov 10, 2010 15:54

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 QCB .P when done late, obviously his RDP .K , HCF .C , even his far B and D are good anti-air materials.

While his qcf .K 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 fwd .B -> air QCB .A or just fwd .B itself. If your close C/D or low A got blocked, finish with a fireball. Don't do his HCF .A if he's blocked.

A few block strings:
Spam low .A -> low .D -> QCB .P
Low .D -> QCB .P is great for creating extra space if things get too touchy up close. Also, low .D can be kara-cancelled, which means you can do low .D even if it's not hitting anyone, and cancel into fireball.
Low .B -> low .A ->far .B is also a decent choice, it also combos if you are doing this fast enough. Substitute far .B with far .D if you want further pushback on block, but note that if opponents react fast enough (eg Ryo's dp) 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).

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