

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

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.
