bionish.blogg.se

The king of fighters 98 wiki
The king of fighters 98 wiki







the king of fighters 98 wiki

His most damaging jumping button, but otherwise not his best option.

  • j.C: A decent jump-in that can crossup, though it is hard.
  • nj.B: A decent air-to-air option if you happen to be neutral jumping.
  • j.B: Good range for air-to-airs, the hitbox is very flat and long so it can work as a good crossup as well.
  • Not terrible, but not Kensou's best option for either.
  • j.A: Can be used as an okay air-to-air or jump-in.
  • It's cancelable on hit, block, and whiff, so you can cancel it into qcb+P for pressure and into rdp+K for anti-airs. It low-profiles moves very easily, and can be used to catch roll recovery or badly spaced jump-ins from people trying to avoid qcb+P.
  • cr.C: This move is decent, but has fairly slow startup, so Kensou has better tools for poking in cr.D and st.B and for combos in cl.D.
  • #The king of fighters 98 wiki plus#

    It is plus on block, so it's good to use in blockstrings. cr.B: Kensou's only option for low combos, making it a key tool, though it is fairly slow on startup.

    the king of fighters 98 wiki

    cr.A: One of Kensou's best close options for blockstrings and light chains, since it has nice range and is plus on block.st.D: It's quite slow on startup and recovery, but the hitbox is nice for anti-airs, so it can make a good poke on reads.It's best to avoid intentionally using this move. The second hit is cancelable on hit, block, and whiff, so you can cancel it into qcb+P to make it a bit safer. st.C: Slow to start up and leaves Kensou pretty open.st.B: A fast button to stop hops with and catch the opponent's forward movement, making it one of his main pokes.Good to throw out as a checking move in the close range. st.A: The hitbox doesn't hit very high up, so it's not great at dealing with hops.Also a good meaty, since it has a lot of active frames and is cancelable so you can combo from it or make it safe if they block it. cl.D: Kensou's fastest heavy normal, making it good for combos.cl.C: Has a lot of startup for a close normal and is heavily outshined by cl.D, so use that button instead.cl.B: A very unremarkable move that is generally outshined by his other close options.j.qcb+P now can be canceled into other special attacks if the final hit connects.st.B's damage has been increased from 4 to 6.cr.B is now easier to combo into itself.st.A doesn't whiff against crouching short characters anymore.qcfx2+P is now fully startup invincible.qcf,hcb+K now has 4 frames faster startup, so you can combo it from lights.hcf+P now has 3 frames faster startup, so you can combo it from lights.rdp+D now launches from 1st hit, so it will always connect as a combo.f+B now has 2 frames slower startup and 2 frames slower recovery.f+A now has 4 frames faster startup and 4 frames shorter recovery.His taunt now has a hitbox that is cancelable, allowing for some combos out of it.He also suffers from a lack of high damage on his combos. Kensou's big weakness is his floaty jumps that make mixups less scary, anti-airs easier for the opponent, and air escapes harder for Kensou. Once he has the opponent locked down and blocking, he can start pressuring them or mixing them up with a variety of tools. Kensou is a zoning and poking character that aims to control space and zone the opponent out or lock them down with his good long ranged pokes and fireballs.









    The king of fighters 98 wiki