< SBX
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.
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
Normal Moves
5A
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
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
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
j.B
j.C
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)
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 Cancel
6B+C while blocking
Taunt
Taunt Button
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
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)
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.
To edit frame data, edit values in SBX/Uesugi Kenshin/Data.