[KOFXIII] Sie Kensou

He’s been revived. No more thug life or shady Triad schemes. He’s gone back to the dojo. He’s legit now.

oh I didnt know anything story wise about kensou but that makes sense though

lol thats mostly a stretch on what really happened. if this game actually had dlc costumes I’m sure he would be wearing that getup.i like both costumes so its hard to choose.

They also have a special button for taunt in arcade, or it is only the console version ? Kensou’s one is quite useful…

Hey I was doing some matchup data on Kensou vs Kyo, just because I run into a lot of Kyo players at my local arcade and online, and when I fight Kensou vs Kyo I usually get bodied by good Kyo Players. But to the point, If you did not know (or if you did its always good to be reminded) Kyo’s QCF.K move(Nana-Ju-Go Kai) is damn near unpunishable. The reason i say damn near is because in the corner if you Guard cancel roll, he will continue to do the move even if Kensou isn’t there anymore. So if you Guard cancel roll (is the acronym for that GCR?) backwards in the corner you will have enough time to get out kensou’s Rdp.B, and thus cancel into his qcb.p, qcbx2.p (maybe you can get out his EX.RDP.BD but I haven’t tested that far yet.

i’m tired of the outbreak of Kyo players, its getting old so i hope this helps. I may record it if someone needs to see it.

I know if you can get the second kick to whiff you can rock it hard. Have you tried ex fireball or ex run jump grab move? I’ll mess with it too cause yeah letting Kyos get free attempts at that move is rough. I’d hate on Kyo more too but I really enjoy ex Kyo haha.

And mannnn, so I went from not messing with his throw combos in corner (didn’t realize til real late he even could) to just raking in the damage off them, it’s so nasty. And his grab super is helping me open opponents up more for sure, even if it’s semi weak it’s a good enough tool to give Kensou the variety I needed.

And yeah Hyun Sai, I’m really trying to incorporate his taunt a lot more.

Having a lot of fun with Kensou lately.

I always run him on point, doing a bunch of cr.B -> rekkas, target combo, normals ->fireball to lockdown/zone is pretty strong already. Maybe the occasional drive combo.

What kind of options does he have though if you do want to get big damage?

Just do rdp+D every time Kyo does qcf+K. There’s a gap between the two upkicks where you can crank out a DP. Guaranteed punish for pretty much every character in the game with an invuln move, and he can be command grabbed with instant throws on block anyway. With that out of the question Kyo will have to use qcf+P for ending blockstrings (which can be guard rolled and punished) or he’s more forced to do shorter strings.

Almighty people im having trouble fighting kensou vs shen akuma and that damn clark with more super armor than umvc3. Lol. Any suggestions on how to fight these three. For some reason Im having trouble blocking takumas extremely good crossup D. Plus takumas one frame ex fireball lol. Takumas flying kick seems to be safe on block. Everytime I fight clark I end up sticking out a poke that gets absorbed by his god armor command throws. Arrrrgggghhhh everytime I try to zone clark with fireballs he dose that ex rekka punch move and I end up getting hit. He’s a real pain in the ass to fight.

Random note: you can hit check standing D. So like st.b,st.c, link st.d you can check to see the stand d hit before canceling it into dp. Its similar to chunli hoyukosen cancel in 3s fairly simple. Really useful for squeezing that extra damage out. Almost 500 midscreen is pretty nice.

Sorry for the noob question but what exactly is the primary use of Kensou’s target combo? Is it’s main function to link ito cr. B then into a rekka series?

yes its also a really easy HD hit confirm

It’s either neutral or very slightly plus on block, and you can quite easily hitconfirm the string into a st/cr.B or st.D and then cancel into a special or HD mode activation. If you use the chain you’ll either hit and score a combo, and at worst case if it’s blocked you can still try pressing a button afterward without disastrous results, which makes his st.B a legitimate threat when going on the offensive.

target combo on block is either neutral or slightly negative. try to frametrap with 2b and you will actually get beat by certain normals.

after a blocked target combo you can attempt to cross up a crouching opponent with short hop B

You can actually neutral hop the crouch b and punish the frame trap.

if they’re wise to it and try to hop then u can press 5D after the target combo. the hitbox isn’t bad and u can cancel it into fireball, or backflip xx w/e

some tips: when you have meter to spare, hit confirm into his EX dp instead of his rekka series. Never waste drive meter outside HD or corner combos unless it gets you the kill. His damage output midscreen is very weak.

end corner throw combos with 236K. You get a way better knockdown and sacrifice very little in damage.

if attempting a sweep outside of frame traps, please react to what your opponent does by canceling your sweep. if they hopped your sweep, you can uppercut, if they block, throw another fireball. if your reaction is not that great try canceling your sweep into backflip and then canceling the recovery into fireball or dp. Your opponent can jump or hop between a blocked sweep xx A fireball but kensou recovers in time to antiair with dp B against most of the cast.

anti airs: preferably you want to use the b version of his DP because it has quick and invincible startup. 2C and 5D are great AA normals. I find 2C to be more reliable than 5D since it lowers your hurtbox and antiairs at a better angle. don’t use EX dp as an antiair unless you need the range. you will not get full damage and you’ll end up wasting meter.

His j. CD is very powerful air to ground but gets beat in most air to air situations. abuse this move when they are in the corner.

Add this blockstring to your corner pressure: j. CD, st.CD xx 623C(about 6 presses). this does a lot of damage to the guard meter and even some chip damage. Make sure you mash just enough buttons to get the safe version of the special. From what I can see it puts you at either 0 or -1 on block. Be careful because the opponent can GC roll your st. CD. If they guard roll your 623C you can just stop mashing and you’ll recover in time to block punish attempts.

learn the ranges from which kensou can cross up. after a blocked target combo a regular j. b will usually cross up. hop b will cross up if they are crouching. in some instances, hyperhop C will cross up when hyperhop B wouldn’t.

More kensou players please! Will add more later if the contribution is helpful at all but honestly I’m looking for new tech to use from you other players!