SBX/Uesugi Kenshin

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Overview

Overview
Uesugi Kenshin is a character that relies on fundamentals and hard reads. Kenshin's best aspect is his counters because if he lands them he can go into a very easy infinite that requires no reinforcements or meter. He also has large and fast buttons such as 5B, 5C, and j.C along with his fast running speed which gives him good neutral. Kenshin's issues are that his buttons, while big, have very long whiff recovery meaning that he has to be careful when pressing his buttons. And he has very limited gatlings, making him have limited pressure and combos.
SBX Uesugi Kenshin Nameplate.png
SBX Uesugi Kenshin Portrait.png
Damage Taken
100%
Prejump
3F
Backdash
26F

 Uesugi Kenshin is a character that relies on hard reads to land his round ending counter.

Pros
Cons
  • Counter: If Kenshin lands his counter he can go into a very easy infinite that requires no resources.
  • Big Buttons Kenshin has a wide array of large and fast buttons that are great at whiff punishing the opponent.
  • Whiff Recovery: Most of Kenshin's buttons have long whiff recovery meaning that he has to be careful when he presses his buttons.
  • Limited Gatlings: Kenshin's gatlings are very limited which restricts his combos and pressure.


Freeze Status
If Kenshin hits the opponent with certain moves they will be inflicted with the Freeze Status. When afflicted with this status the opponent's moves will be significantly slower on startup and whiff. The status will dissipate after 8 seconds or if the opponent hits Kenshin or blocks an attack or if Kenshin hits the opponent or if Kenshin blocks an attack.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 5 2 12 -3 23 2
Basic jab, noting special.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 6 6 27 -17 56 4
A fast and long range move. Has high whiff recovery. Can be jump canceled.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 7 6 42 -29 79 5
A very fast move that can lead into a damaging combo if it's a counter hit, but has very high whiff recovery.

6B

Guard Startup Active Recovery On-Block Damage Level
High 21 6 -17 51 4
Basic 6B overhead.

6C

Guard Startup Active Recovery On-Block Damage Level
Mid 22 16 38 -37 32×5 1
This move is awful. It has ridiculously long startup and is negative on hit.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 5 4 2 -3 17 2
Basic jab, nothing special.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 8 3 29 -16 45
Very good anti-air albeit with high whiff recovery. Can be jump canceled.

2C

Version Guard Startup Active Recovery On-Block Damage Level
2C Low 11~ 8 42 -31 56 5
2[C] Low 33 12 42 -35 56 5
Another fast and large normal with high whiff recovery that's used as a combo ender. If fully held, it causes the freeze effect on the opponent.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 4 4 5 20 2
Combo fodder.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 6 4 10 40 3
Good air to air.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 5 6 24 74 5
One of your best normals. Used in combos because of it's high hitstun. It is also an instant overhead against  Hideyoshi and  Tadakatsu.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 4 1 Total 17 85
Throws the opponent in the opposite direction you inputted.
Uesugi Kenshin does not have an air throw.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 18~ 3 24 -11 59
Not used.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 14 3 28 -22 52
Goes into your space vacation infinites.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
9 4 25 42
Not used.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 13 3 28 -12
Standard guard cancel.

Taunt

Taunt Button

Guard Startup Active Recovery On-Block Damage Level
Kenshin is the only character who's taunt has an hitbox. By itself it's useless but when combined with speed up it leads into your infinite.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 27 3 78 28 2
5E Lv2 Mid 28~ 3 78 57 2
5[E] Lv2 Mid 64~75 Total 153~164 28×2 2
5E Lv3 Mid 3 78 28~63 2
5[E] Lv3 Mid 76 Total 165 13×4 2
While not bad, Kenshin doesn't desperately need his reinforcements so he can wait until level 100 before calling them.

2E

Guard Startup Active Recovery On-Block Damage Level
Mid 16 26 87 48~69 3
The best standard 2E in the game due to it's large hitbox.

Special Moves

Shin-na

236A

Guard Startup Active Recovery On-Block Damage Level
Unblockable 10 180 Total 41
Places an unblockable orb that does no damage and causes freeze if the opponent touches it. The opponent can make the orbs disappear if they hit it with normals or specials. A good way to control space.

Shinshou

623B (Air OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 11 6 41 -31 74 4
Combo fodder.

Shinjin

214C (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
214C Mid 23~54 5 31 -7 74 4
214[C] Lv1 Mid 55~84 5 31 -7 85 4
214[C] Lv1 Mid 85 5 31 -7 96 4
Can be jump canceled and causes freeze. Used in pressure and counter hit combos. can be held to do more damage up to two levels.

Shinsoku

236C (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
236C Total 52~
236[C] Mid 105 2 129 -53 170 5
A command dash that's mostly used for combos. If fully held Kenshin does a fullscreen attack that does high damage. This is unlikely to happen due to how long it has to be held.

Shinzan

236C~A

Guard Startup Active Recovery On-Block Damage Level
Mid 7+3 18 21 -26 76 3
The more damaging and consistent followup that is also a good whiff punisher.

Shin-en

236C~B

Guard Startup Active Recovery On-Block Damage Level
High 7+8 4 16+Landing 9 -16 59 3
Despite doing less damage and being less consistent in combos it's the most used followup in combos because it applies freeze which is very important for Kenshin as it helps him land his counters.

Shinpan

421A/B

Version Guard Startup Active Recovery On-Block Damage Level
421A 5 11 Total 20 79
421B 5 11 Total 20 79 3
The A version counters lows and the B version counters highs and mids. While not bad you have a better version of your counters.

Shinpan (alternate version)

214A/B

Version Guard Startup Active Recovery On-Block Damage Level
214A 5 5~28 Total 32~63 79 3
214B 5 5~28 Total 32~63 79 3
The counters you will be actually using. Unlike the 421X version this one moves you forward and fires an unblockable snowflake that does no damage but gives freeze.

Speed Up

After landing 421x or 214x

Guard Startup Active Recovery On-Block Damage Level

After you land either your 214X or 421X counters you enter into the speed up state that lasts until the opponent hits the ground. During this state your run speed is greatly increased. And you can dash, jump, super jump, and air dash cancel your moves (except for 6B and 6C) and they also have more hitstun. speed up state lasts until either the opponent hits the ground or after 5 moves...except for your taunt.

Likely due to an developer oversight your taunt has all of the benefits mentioned above except that you can do as many taunts as you like until the opponent hits the ground. This means that you are able to do 30 taunts then land 2B+C which leads into a space vacation infinite that is very easy and works on everyone.

Basara Attacks

Shinkyou

214214C

Version Guard Startup Active Recovery On-Block Damage Level
214214C 1+42 4 25 -10 25×4 5
214214C whiff Mid 81
A counter super that counters both highs and lows. If the counter lands Kenshin will do a series of attacks that cause freeze. If the counter whiffs, Kenshin will do a single attack that also causes freeze. This counter starts up frame one. Due to the speed, this can act as an invincible reversal super.


Shinretsu

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 5+0 26 25 -28 16×11 5
236236C+E Lv1 1+1 186
236236C+E Lv2 1+1 186
236236C+E Lv3 1+1 186
Kenshin rushes forwards and does a rush of attacks. Can be fit at the end of your combos to add some damage. Same with the reinforcement super.

Basara K.O

Shiniki

2141236C

Guard Startup Active Recovery On-Block Damage Level
1+9 46 11 -8 Fatal
An easy to combo into Basara K.O.


Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

 Uesugi Kenshin
To edit frame data, edit values in SBX/Uesugi Kenshin/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links