DarksydeDash
You know me as RisingShieldBro online.
Are you a Jedi Master?
Let’s get something out of the way first.This variation is far from being perfect, but with the recent changes made to Kenshi, this variation is now definitely viable and extremely dangerous. Post suggestions, discoveries, etc. below.
Pros:
-High Damage
-Full Screen punisher and frame traps
-Powerful Vortex/Reset game
-Universal Combos across all hitboxes
-Strong counter zoning
-50/50s
-Carries opponent to the corner quickly
-Able to change position at the end of combos
-One of the most satisfying brutalities to “pull” off
-Ridiculous damage output
Cons:
-All specials are unsafe
-Executional Combos (NOT ANYMORE!)
-Meter dependant
-High risk, high reward
ATTACKS
1 – front punch (fp): square on PS4, X on XB1
2 – back punch (bp): triangle on PS4, Y on XB1
3 – front kick (fk): X on PS3, A on XB1
4 – back kick (bk): Circle on PS4, B on XB1
throw - L1 on PS4, LB on XB1
DIRECTIONS
u - up
d - down
b – back (away from opponent)
f - forward (towards opponent)
JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)
OTHERS
xx - cancel
MB - indicates a meter burned version of a special/move
run – indicates a run: ff+block)
[/SPOILER]
-F32
Let’s get something out of the way first.This variation is far from being perfect, but with the recent changes made to Kenshi, this variation is now definitely viable and extremely dangerous. Post suggestions, discoveries, etc. below.
Pros:
-High Damage
-Full Screen punisher and frame traps
-Powerful Vortex/Reset game
-Universal Combos across all hitboxes
-Strong counter zoning
-50/50s
-Carries opponent to the corner quickly
-Able to change position at the end of combos
-One of the most satisfying brutalities to “pull” off
-Ridiculous damage output
Cons:
-All specials are unsafe
-Executional Combos (NOT ANYMORE!)
-Meter dependant
-High risk, high reward
ATTACKS
1 – front punch (fp): square on PS4, X on XB1
2 – back punch (bp): triangle on PS4, Y on XB1
3 – front kick (fk): X on PS3, A on XB1
4 – back kick (bk): Circle on PS4, B on XB1
throw - L1 on PS4, LB on XB1
DIRECTIONS
u - up
d - down
b – back (away from opponent)
f - forward (towards opponent)
JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)
OTHERS
xx - cancel
MB - indicates a meter burned version of a special/move
run – indicates a run: ff+block)
[/SPOILER]
- Hits high
- Startup of 9 frames
- Unsafe on block at -13
- Best used as a meterless punisher
- Not special cancelable
- Hits high
- Startup of 9 frames
- Unsafe on block at -10
- 11 is neutral
- Special cancelable
- Great for staggering
- Startup of 13 frames
- Hits mid
- Safe on Block at -1
- Special cancelable
- Hits twice making it easy to hitconfirm
- Best used as a whiff punisher and is his best footsie tool
- One of the damaging combo starter
- Startup of 12 frames
- Hits low
- Safe on block at -4
- Special cancelable
-F32
- Startup of 15 frames
- Hits mid
- Safe on block at -4
- Special cancelable
- Most damaging combo starter
- Startup of 11 frames
- Hits high
- Easily hit confirmable
- Unsafe on block at -14
- Best used as a meterless punisher
- Special cancelable
- Startup of 18 frames
- Hits Overhead
- Unsafe on block at -15
- Special cancelable
- Deceiving range
- Hitbox extends over Kenshi's head
- Startup of 11 frames
- Hits high
- Advantage on block at +2 and +4 when crouch blocked
- Hit confirmable
- Great for setting up armored reversals or whiff punishes.
Meterless Combos (midscreen):
114, rc, B32xxDB4/BF3 24-25%
114, rc, B1xxDB4/BF3 24-25%
114, rc ,43xxDB4/BF3 25-26 % - Nikita
111xxDB1, D1xx DB4/BF3 25-26%
111xxDB1, D1, B1xx DB4/BF3 31-32%
111xx DB1, D1, B32xDB4/BF3 32-33%
421xxDB1, D1xx DB4/BF3 25-26%
421xxDB1, D1, B1xx DB4/BF3 30%
421xx DB1, D1, B32xx 31-32%
31xxDF1 14%
31xxDB1, D1xx DB4/BF3 24%
31xxDB1, D1, B1xx DB4/BF3 29-30%
31xx DB1, D1, B32xx 30-31%
44, 111xx DB4/BF3 26%
44, 43xx DB4/BF3 26%
44, B32xx DB4/BF3 25%
F2xxDB1, D1xx DB4/BF3 30%
F2xxDB1, D1,B1xx DB4/BF3 33%
F2xx DB1, D1, B32xx 33-34%
B3xxDB1, D1xx DB4/BF3 24%
B3xxDB1, D1, B1xx DB4/BF3 28-29%
B3xx DB1, D1, B32xx 30-31%
B1xxDB1, D1xx DB4/BF3 30%
B1xxDB1, D1, B1xx DB4/BF3 333-34%
B1xx DB1, D1, B32xx 34%
F3xxDB1, D1xx DB4/BF3 26-28%
F3xxDB1, D1, B1xx DB4/BF3 34-35%
F3xx DB1, D1, B32xx DB4/BF3 35%
114, rc, B32xxDB4/BF3 24-25%
114, rc, B1xxDB4/BF3 24-25%
114, rc ,43xxDB4/BF3 25-26 % - Nikita
111xxDB1, D1xx DB4/BF3 25-26%
111xxDB1, D1, B1xx DB4/BF3 31-32%
111xx DB1, D1, B32xDB4/BF3 32-33%
421xxDB1, D1xx DB4/BF3 25-26%
421xxDB1, D1, B1xx DB4/BF3 30%
421xx DB1, D1, B32xx 31-32%
31xxDF1 14%
31xxDB1, D1xx DB4/BF3 24%
31xxDB1, D1, B1xx DB4/BF3 29-30%
31xx DB1, D1, B32xx 30-31%
44, 111xx DB4/BF3 26%
44, 43xx DB4/BF3 26%
44, B32xx DB4/BF3 25%
F2xxDB1, D1xx DB4/BF3 30%
F2xxDB1, D1,B1xx DB4/BF3 33%
F2xx DB1, D1, B32xx 33-34%
B3xxDB1, D1xx DB4/BF3 24%
B3xxDB1, D1, B1xx DB4/BF3 28-29%
B3xx DB1, D1, B32xx 30-31%
B1xxDB1, D1xx DB4/BF3 30%
B1xxDB1, D1, B1xx DB4/BF3 333-34%
B1xx DB1, D1, B32xx 34%
F3xxDB1, D1xx DB4/BF3 26-28%
F3xxDB1, D1, B1xx DB4/BF3 34-35%
F3xx DB1, D1, B32xx DB4/BF3 35%
1 Bar (midscreen):
(Starter) MB'd DB1, NJP, B1xxDB4/BF3 31-35%
114, rc, B32xx MB'd DB4, j2, 43xxBF3 - 35-36%
114, rc, B1xxMB'd DB4, j2, 43xxBF3 - 35-36%
114, rc, F32xx MB'd DB4, j2,43xxDB4/BF3 36-37% -Nikita
111xxMB’d DF1, B1xxDB4/BF3 34-35%
111xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
111xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
111xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
111xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
421xxMB’d DF1, B1xxDB4/BF3 34-35%
421xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
421xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 36-37%
421xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
421xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
421xx MB'd DB4, j2, b1xx DB1, D1, 43 BF3 42% -Nikita
31xxMB’d DF1, B1xxDB4/BF3 33-34%
31xxMB’d DF1, Run, B32xxDB4/BF3 33-34%
31xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
31xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
31xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
F2xxMB’d DF1, B1xxDB4/BF3 35-36%
F2xxMB’d DF1, Run, B32xxDB4/BF3 35-36%
F2xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
F2xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
F2xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
B3xxMB’d DF1, B1xxDB4/BF3 33-34%
B3xxMB’d DF1, Run, B32xxDB4/BF3 33-34%
B3xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
B3xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
B3xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
B32xxMB’d DB4, J2, 43xxDB4/BF3 34-35%
B1xxMB’d DF1, B1xxDB4/BF3 36-37%
B1xxMB’d DF1, Run, B32xxDB4/BF3 36-37%
B1xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 37-38%
B1xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 39-40%
B1xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 42-43%
F3xxMB’d DF1, B1xxDB4/BF3 34-35%
F3xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
F3xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
F3xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
F3xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
F32xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
43xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
B1xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
B1xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 38-39%
B1xxMB’d DB4, J2, B1xxDB1,111xxDB4/BF3 42-43%
B1xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 43-44%
421xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
421xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
421xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
421xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
31xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
31xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
31xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
31xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
F2xxMB’d DB4, J2, 43xxDB4/BF3 34-35%
F2xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 38-39%
F2xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 41-42%
F2xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 42-43%
B3xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
B3xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
B3xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
B3xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
(Starter) MB'd DB1, NJP, B1xxDB4/BF3 31-35%
114, rc, B32xx MB'd DB4, j2, 43xxBF3 - 35-36%
114, rc, B1xxMB'd DB4, j2, 43xxBF3 - 35-36%
114, rc, F32xx MB'd DB4, j2,43xxDB4/BF3 36-37% -Nikita
111xxMB’d DF1, B1xxDB4/BF3 34-35%
111xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
111xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
111xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
111xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
421xxMB’d DF1, B1xxDB4/BF3 34-35%
421xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
421xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 36-37%
421xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
421xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
421xx MB'd DB4, j2, b1xx DB1, D1, 43 BF3 42% -Nikita
31xxMB’d DF1, B1xxDB4/BF3 33-34%
31xxMB’d DF1, Run, B32xxDB4/BF3 33-34%
31xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
31xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
31xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
F2xxMB’d DF1, B1xxDB4/BF3 35-36%
F2xxMB’d DF1, Run, B32xxDB4/BF3 35-36%
F2xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
F2xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
F2xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
B3xxMB’d DF1, B1xxDB4/BF3 33-34%
B3xxMB’d DF1, Run, B32xxDB4/BF3 33-34%
B3xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
B3xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 37-38%
B3xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 38-39%
B32xxMB’d DB4, J2, 43xxDB4/BF3 34-35%
B1xxMB’d DF1, B1xxDB4/BF3 36-37%
B1xxMB’d DF1, Run, B32xxDB4/BF3 36-37%
B1xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 37-38%
B1xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 39-40%
B1xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 42-43%
F3xxMB’d DF1, B1xxDB4/BF3 34-35%
F3xxMB’d DF1, Run, B32xxDB4/BF3 34-35%
F3xxDB1, D1xx MB DB4, J2, 43xx DB4/BF3 35-36%
F3xxDB1, 111xx MB DB4, J2, 43xx DB4/BF3 38-39%
F3xxDB1, 1, B32xx MB DB4, J2, 43xx DB4/BF3 40-41%
F32xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
43xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
B1xxMB’d DB4, J2, 43xxDB4/BF3 35-36%
B1xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 38-39%
B1xxMB’d DB4, J2, B1xxDB1,111xxDB4/BF3 42-43%
B1xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 43-44%
421xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
421xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
421xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
421xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
31xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
31xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
31xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
31xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
F2xxMB’d DB4, J2, 43xxDB4/BF3 34-35%
F2xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 38-39%
F2xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 41-42%
F2xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 42-43%
B3xxMB’d DB4, J2, 43xxDB4/BF3 33-34%
B3xxMB’d DB4, J2, B1xxDB1, D1xxDB4/BF3 36-37%
B3xxMB’d DB4, J2, B1xxDB1, 111xxDB4/BF3 40-41%
B3xxMB’d DB4, J2, B1xxDB1,1, B32xxDB4/BF3 41-42%
2 Bar (midscreen):
B1xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 47-48%
F2xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 46-47%
B3xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
421xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
111xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 45-46%
31xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
B1xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 47-48%
F2xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 46-47%
B3xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
421xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
111xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 45-46%
31xxMB’d DF1, B1xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
Meterless Combos (Corner):
114, 1,1,1,1,1,43xxDB4/BF3 29-30%
114, d1, njp, d2,43xx BF3 32% -Nikita
111xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
111xxDB1, D1, D1, D1, D1, D1, D1, 43xx DB4/BF3 36% -NIkita
421xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
31xxDB1, D1, 1,1,1, 43xx DB4/BF3 33%
F2xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
B3xxDB1, D1, 1,1,1, 43xx DB4/BF3 32-33%
B1xxDB1, D1, 1,1,1, 43xx DB4/BF3 36%
F3xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
114, 1,1,1,1,1,43xxDB4/BF3 29-30%
114, d1, njp, d2,43xx BF3 32% -Nikita
111xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
111xxDB1, D1, D1, D1, D1, D1, D1, 43xx DB4/BF3 36% -NIkita
421xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
31xxDB1, D1, 1,1,1, 43xx DB4/BF3 33%
F2xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
B3xxDB1, D1, 1,1,1, 43xx DB4/BF3 32-33%
B1xxDB1, D1, 1,1,1, 43xx DB4/BF3 36%
F3xxDB1, D1, 1,1,1, 43xx DB4/BF3 34-35%
1 Bar (Corner):
114 1,1,1,1,1, 43xxMB'd DB4 fi2 43 DB4/BF3 35-36%
114, j3, d1, d1, d1, F32xxMB'd DB4, fi2, 43xxDB4/BF3 37-38% -Nikita
B1xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 43-44%
B1xxMB’d DF1 d1 njp d2 43xxBF3 44% - By Nikita
F2xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 42-43%
B3xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 40-41%
421xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 40-41%
111xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 42-43%
31xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 41-42%
B1xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 41-42%
F2xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 38-39%
B3xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 38-39%
421xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 39-40%
111xxMB’d DF1, 1,1,1,1, 1, 43xxDB4/BF3 39-40%
31xxMB’d DF1, 1,1,1,1, 1, 43xxDB4/BF3 38-39%
114 1,1,1,1,1, 43xxMB'd DB4 fi2 43 DB4/BF3 35-36%
114, j3, d1, d1, d1, F32xxMB'd DB4, fi2, 43xxDB4/BF3 37-38% -Nikita
B1xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 43-44%
B1xxMB’d DF1 d1 njp d2 43xxBF3 44% - By Nikita
F2xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 42-43%
B3xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 40-41%
421xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 40-41%
111xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 42-43%
31xxDB1, D1, 1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 41-42%
B1xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 41-42%
F2xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 38-39%
B3xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 38-39%
421xxMB’d DF1, 1,1,1,1,1, 43xxDB4/BF3 39-40%
111xxMB’d DF1, 1,1,1,1, 1, 43xxDB4/BF3 39-40%
31xxMB’d DF1, 1,1,1,1, 1, 43xxDB4/BF3 38-39%
2 Bar (Corner):
B1xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 47-48%
B1xxMB’d DF1 d1 njp d2 F32 MB'd DB4 ji2 43xxBF3 48% - By Nikita
F2xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 46-47%
B3xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
421xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
111xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 45-46%
31xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
Visual example of Nikita's Corner Combos:
B1xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 47-48%
B1xxMB’d DF1 d1 njp d2 F32 MB'd DB4 ji2 43xxBF3 48% - By Nikita
F2xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 46-47%
B3xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
421xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
111xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 45-46%
31xxMB’d DF1, 1,1,1,1,1, 43xx MB’d DB4, J2, 43xxDB4/BF3 44-45%
Visual example of Nikita's Corner Combos:
X-Ray corner and midscreen:
Starter, xxDB1, 1, B32xx X-Ray 47-50%
Starter, xxDB1, 1, B32xx X-Ray 47-50%
Movement and Run Game:
Kenshi's movement is Mortal Kombat X is about similar to the rest of the roster.
His walk speed is slightly above average letting him switch from forward to backward or vice versa rather quickly. Forward dash covers decent space but honestly you won't use it too often. Something worth noting is his backdash: DON'T USE IT. It covers no range, has long startup, and his walk speed does the job better. His run however is above average and setups his run game nicely, which can be extremely strong in Kenjutsu when mixed up properly.
Anywhere ranging from full to midscreen, Kenshi can set up his game. His run game allows him to fake or commit into rushdown. Here are Kenshi's run game options:
-BF2 Tele-Push
Kenshi's movement is Mortal Kombat X is about similar to the rest of the roster.
His walk speed is slightly above average letting him switch from forward to backward or vice versa rather quickly. Forward dash covers decent space but honestly you won't use it too often. Something worth noting is his backdash: DON'T USE IT. It covers no range, has long startup, and his walk speed does the job better. His run however is above average and setups his run game nicely, which can be extremely strong in Kenjutsu when mixed up properly.
Anywhere ranging from full to midscreen, Kenshi can set up his game. His run game allows him to fake or commit into rushdown. Here are Kenshi's run game options:
-BF2 Tele-Push
- Best used for a short run distance to fake rushdown and punish your opponent for whiffing normals. Has great range and MB'd version has armor.
- Great way to punish your opponent when you have them conditioned to block your other options. Kenshi's throw sends opponents full screen as well, allowing for you to set up your run game once more while pushing your opponent to the corner. Be warned however as your opponent can stick out pokes, neutral jump/ crouch, and of course armor through your through attempts.
- Running up with Kenjutsu's 50/50s can win you the game if your opponent guesses wrong. Both F2 and and B3 have great range and F2 can even catch jump backs while B3 can sometimes catch backdashes. You can also use a S1 which is plus on block into one of these options to frame trap your opponent. This option can easily be countered with delayed wakeup if your opponent is knocked down, neutral jumped or jump over/back in general, armored, and F2 can be thrown out of its startup. Pokes will also stop this.
- Although unsafe on block at -10, when properly spaced DF1 becomes unpunishable on block. Most characters can backdash, armor, poke, or jump
Kenjutsu’s Vortex and Reset game:
At the cost of a bar, Tele-slam (DB4), restands the opponent and can be comboed into off the majority of his combo strings. From there, the player can shorten the combo by ending with a jump in normal and a D1. Kenshi’s D1 grants a large amount of hit advantage (+18) and allows him to go for a 50/50, either by using F2, B3, 311, or 31xxdf1. Your opponent cannot, armor through (unless using F2) or backdash so the opponent must guess. When in the corner, use D4 for more hit advantage to prevent your opponent from armoring out. You can also spend an extra bar for a MB'd throw to be +25 on hit, and keep the opponent standing if they were airborne.
Now obviously, this vortex isn’t nearly as strong as say Quan-Chi’s, as if they guess right you are FULL COMBO PUNISHABLE. However, one wrong guess is over 50% of health loss for the opponent by spending one bar. Also, if you happen to have 2-3 bars and your opponent guesses wrong all times, the round is over. Period.
Video showcasing the damage of 1-3 reps of Kenjutsu’s vortex:
[\SPOILER]
At the cost of a bar, Tele-slam (DB4), restands the opponent and can be comboed into off the majority of his combo strings. From there, the player can shorten the combo by ending with a jump in normal and a D1. Kenshi’s D1 grants a large amount of hit advantage (+18) and allows him to go for a 50/50, either by using F2, B3, 311, or 31xxdf1. Your opponent cannot, armor through (unless using F2) or backdash so the opponent must guess. When in the corner, use D4 for more hit advantage to prevent your opponent from armoring out. You can also spend an extra bar for a MB'd throw to be +25 on hit, and keep the opponent standing if they were airborne.
Now obviously, this vortex isn’t nearly as strong as say Quan-Chi’s, as if they guess right you are FULL COMBO PUNISHABLE. However, one wrong guess is over 50% of health loss for the opponent by spending one bar. Also, if you happen to have 2-3 bars and your opponent guesses wrong all times, the round is over. Period.
Video showcasing the damage of 1-3 reps of Kenjutsu’s vortex:
[\SPOILER]
Kenjutsu’s armored reversal and Pressure:
Like all his other variations, Kenshi has multiple specials that can be used after any string -5 or higher for a powerful frame trap. The one thing that sets this variation’s armored specials apart from his other variations is the giant damage difference he receives thanks to his new buffs and the ability to decide where you want your opponent by either ending with BF3 or DB4. As mentioned in the cons, all of Kenjutsu’s specials are unsafe so again it is a gambling game. The idea is to condition your opponent into thinking you will armor reversal as soon as you have a bar. Once this is established, Kenshi can continue pressure by going with either 421 for more plus frames, or go for a 50/50 using B3, F2, or 311/ 31xxDf1. Throwing is also an option.
Kenjutsu’s Armored Reversal Punishers (must be MB'd):
-DB1 A.K.A Rising Sword
-DF1 A.K.A Spinning Blade
-BF3 A.K.A. Tele-Toss
-BF2 A.K.A Tele-Push
Armored reversal demonstration:
[\SPOILER]
Like all his other variations, Kenshi has multiple specials that can be used after any string -5 or higher for a powerful frame trap. The one thing that sets this variation’s armored specials apart from his other variations is the giant damage difference he receives thanks to his new buffs and the ability to decide where you want your opponent by either ending with BF3 or DB4. As mentioned in the cons, all of Kenjutsu’s specials are unsafe so again it is a gambling game. The idea is to condition your opponent into thinking you will armor reversal as soon as you have a bar. Once this is established, Kenshi can continue pressure by going with either 421 for more plus frames, or go for a 50/50 using B3, F2, or 311/ 31xxDf1. Throwing is also an option.
Kenjutsu’s Armored Reversal Punishers (must be MB'd):
-DB1 A.K.A Rising Sword
- Starts up at 16 frames.
- Unsafe at -12
- Can be followed up with other (meter burned) specials for unbreakable damage
- Leads to a full combo.
- Great for anti-airing, especially against neutral jumps.
-DF1 A.K.A Spinning Blade
- Starts up at 14 Frames.
- Unsafe at -10.
- Hits overhead.
- Followed up midscreen using B1, or running into B32.
- Over 40% in the corner
- Can stuff wakeups
- Can spend a 2nd bar for vortex or more damage
- Decent chip (nearly 5%)
-BF3 A.K.A. Tele-Toss
- Starts up at 15 Frames
- Unsafe at -15
- Hitbox extends across entire screen
- Great for counter zoning by armoring through projectiles
- Can be low profiled/neutral ducked
- Switches sides, great for placing opponent in the corner
- Can be used for anti-air
-BF2 A.K.A Tele-Push
- Fastest armored reversal at 12 frames
- Unsafe at -14
- Fairly safe against most of the cast due to large pushback
- Knocks opponent down and nearly fullscreen
- least damaging armored reversal
Armored reversal demonstration:
[\SPOILER]
Fullscreen frame trap after Reflect:
After reflecting a projectile back to the opponent, they must respect the Tele-Toss. Normally the opponent can neutral duck the Tele-Toss, but after the reflect, they are forced to block because of their projectile being sent back to them. If it hits, the Tele-Toss combos, leading anywhere from 17-25% based on if your opponent MB’d their projectile. If the opponent jumps catch them on their landing recovery.
Specials punishable by Tele-Toss on block or reaction from fullscreen (WIP):
[\SPOILER]
Match Footage/Tournament Play:
After reflecting a projectile back to the opponent, they must respect the Tele-Toss. Normally the opponent can neutral duck the Tele-Toss, but after the reflect, they are forced to block because of their projectile being sent back to them. If it hits, the Tele-Toss combos, leading anywhere from 17-25% based on if your opponent MB’d their projectile. If the opponent jumps catch them on their landing recovery.
Specials punishable by Tele-Toss on block or reaction from fullscreen (WIP):
[\SPOILER]
Match Footage/Tournament Play:
Tips and Advice:
Community Additions:
- Jump back 1 is an amazing tool. Use it to counter jump ins, punish advancing strings, frustrate your opponent, and setup your run game.
- Standing 1 can be used to anti-air but your best anti-air is B4 or D1. This lowers your hitbox greatly to the point cross-ups will be trip guarded and ends with a hard knockdown that can set up your 50/50s if your opponent is close enough.
- D4xxBF2 is a great footsie tool. If your opponent is hit or blocks the D4, they must block the push. The pushback is enough for you to react to jump ins and anti air with either NJP, Jump back 1, an armored reversal, or B4. At the same time, you are also in range to whiff punish using B1, your most damaging starter. Be sure to hit confirm this normal or keep it semi-safe with BF2. You can also run up grab.
- Always buffer Tele-Toss! It is important to know your matchups and react to risky moves by your opponent. For example: Sub-Zero can be punished ANYWHERE for throwing out an ice clone using BF3. Characters like Kung Lao or Scorpion can be grabbed out of teleport on reaction as well. Erron Black’s gun specials in Marksman or Gunslinger, as well as caltrops, are also not safe. Study frame data startup and advantage on block to know what you can punish on block or reaction. DO NOT THROW THIS MOVE OUT CONSTANTLY, IT CAN BE NEUTRAL DUCKED AND YOU WILL BE FULLSCREEN PUNISHED.
- It is important to know gaps in your opponent's strings. Now that Kenshi's parry can parry physical attacks, you can punish most strings in the game without having to armor through!
- DB4 as an ender places opponent in perfect range of a F2 and D4. Conditioning your opponent to block low and come in with a F2 as a tricky mixup.
- Use S1 to bait movement and whiff punish. S1 recovers very quickly giving you time to check your opponent with BF3 (best used midscreen or farther), or BF2 when in range.
Community Additions:
- This section is for tech, combos, and video footage of anything relating to Kenjutsu by the FGC worth noting.
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