KOF XII - Sie Kensou thread

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.

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)

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

I would of rather they gave him his “grab” super, after they FINALLY made it a REAL GRAB in XI.

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.

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.

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.

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.

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:

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.

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

heres a kensou combo [media=youtube]_MgxygDe81M[/media]

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

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*

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.