Juanchaaa
Skarlet Tech Junkie
Not really sure if there is a MU Thread for Kenshi, so I decided to make one just to learn what most Kenshi players feel are the hardest and not so hard MU. This can vary from any of his variations, so lets not limit our imagination to just Balanced.
In this case, I don't feel that Sub Zero is a hard match up for Kenshi, since he has some pretty decent holes in his game that Kenshi can punish. The video lacks in the department of diferent combo strings, sin it only uses B3, 3 & it
I will do my best to go over the video and write what I was trying to showcase in it.
From 00:00 to 00:20
It ilustrates the "Gap" that exist in between ZB combo strings and special canceling moves. The combo string used in the vid is one that most players use, B3, 3 ~ (Any Special Move). If you run up against a player who doesn't practice his hit confirming, they will almost always cancel the combo into a special move. Kenshi can work around this by throwing his armored EX special moves on reversal (Atleast on balanced) I used Rising Karma since it gives the option to take them full screen with a combo punish or sacrifice that full screen to get them into the corner.
It ilustrates a punish to SZ B2 with Kenshi using B3, 2. It works at mid screen and in the corner; now to be fair this punish is a 1 frame link.
From 00:26 to 00:57
It ilustrates his options when B3,3 ~ Ice Clone is blocked in the corner. Of course this is not the best/nor the optimal way to use ice clone, I used B3,3 as an example.
If SZ uses any normal and/or combo string into EX Ice Clone you cannot punish it with any of Kenshi's special moves on reversal. EX Ice Clone against Kenshi is extreamely safe, so you will have to respect it
Whenever Sub Zero's special cancels into his normal Ice Clone using any of the following normals and/or combo strings; and you block the combo string it. You can punish it with Rising Karma, tele flurry and tele-push on Reversal.
(This works Mid-Screen and in the Corner)
From 00:57 to 01:02
It's just a normal ice slide punish, both normal and meter versions of this move is -22 on block; so that means you have all the time in the world to punish it.
If you block SZ F4, 2, 1+3 you can also punish it. The reason for showing this particular combo string is that, in my expirience; I used to block it completely and never really noticed it was punishable
From 01:19 to 01:52
Sub Zero's hammer can be overwhelming if you don't know its weakness, since it also has a "Gap" when players cancel their normals and/or combo strings into his Normal Hammer. Now the punishes will vary depending on what version of the hammer they use.
This section covers SZ "Unbreakable" Barrior of Frost special move. It follows the same instruction as the ice clone section. Not that hard, just wait and punish accordingly.
In this case, I don't feel that Sub Zero is a hard match up for Kenshi, since he has some pretty decent holes in his game that Kenshi can punish. The video lacks in the department of diferent combo strings, sin it only uses B3, 3 & it
- Also wanted to point out that if everything goes well, I will be posting future "Tech" against any character
- I used an Excell Sheet that presents the "Real" frame data and not the in game one.
I will do my best to go over the video and write what I was trying to showcase in it.
From 00:00 to 00:20
It ilustrates the "Gap" that exist in between ZB combo strings and special canceling moves. The combo string used in the vid is one that most players use, B3, 3 ~ (Any Special Move). If you run up against a player who doesn't practice his hit confirming, they will almost always cancel the combo into a special move. Kenshi can work around this by throwing his armored EX special moves on reversal (Atleast on balanced) I used Rising Karma since it gives the option to take them full screen with a combo punish or sacrifice that full screen to get them into the corner.
- This works on:
- Ice Burst 23 frames on start up & -10 on block
- Ice Ball 31 frames on start up & -18 on block
- Neutral duck the ice ball & punish accordingly
- Block it and use the frames to your advantage
- Ice Blast 21 frames on start up & -8 on block
- Frost Hammer 31 frames on start up & -9 on block
- Crushing Hammer 28 frames on start up & -9 on block
It ilustrates a punish to SZ B2 with Kenshi using B3, 2. It works at mid screen and in the corner; now to be fair this punish is a 1 frame link.
- B2 17 frames on start up & -13 on block
- B3, 2 for that 1 frame link
- If SZ hits his B2 from max range, you cannot punish him with what the video is showing, since smart players know how to make B2 safe.
- You also have other options when you block the B2; this works when you block his B2 may it be mid screen or in the corner:
- You can D1
- Standing 4
- Linking it into 4, 2, 1 (The benefit here is that this combo string leaves you +2, so in you don't punish him you have that to your advantage)
- If you do punish it, you can full combo it
- Linking it into 4, 2, 1 (The benefit here is that this combo string leaves you +2, so in you don't punish him you have that to your advantage)
- When he does B2 really close to you, you can also punish him with:
- D2
- Standing 3
- Linking it into 3, 2 (The benefit here is that this combo string leaves you -5, so it leaves you "Safe" on block)
From 00:26 to 00:57
It ilustrates his options when B3,3 ~ Ice Clone is blocked in the corner. Of course this is not the best/nor the optimal way to use ice clone, I used B3,3 as an example.
- Both B3 & B3, 3 ~ Ice Clone in the corner (Specifically when you block the combo string)
- Can be punished with:
- Rising Karma (DB1) on Reversal
- This type of punish only works in the corner
- Spirit Push (BF2)
- Tele-Flurry (BF3)
- X Ray
- When not in the corner, any of the mentioned moves can punish it; except Rising Karma
- Rising Karma (DB1) on Reversal
- Can be punished with:
If SZ uses any normal and/or combo string into EX Ice Clone you cannot punish it with any of Kenshi's special moves on reversal. EX Ice Clone against Kenshi is extreamely safe, so you will have to respect it
Whenever Sub Zero's special cancels into his normal Ice Clone using any of the following normals and/or combo strings; and you block the combo string it. You can punish it with Rising Karma, tele flurry and tele-push on Reversal.
(This works Mid-Screen and in the Corner)
- Example of all of the normals/combos this works on:
- 1
- B1
- F1
- D1
- 2
- D4
- 1, 2
- 1, 2, 3
- B1, 2
- 2, 4
- B3, 3
- If it's done mid screen you cannot punish it with Rising Karma
- F3, 3
- F4, 2
- If it's done mid screen you cannot punish it with Rising Karma
- Example of all of the normal/combos this works on:
- 3
- 4
- 1, 1
- Example of the normal:
- F4
From 00:57 to 01:02
It's just a normal ice slide punish, both normal and meter versions of this move is -22 on block; so that means you have all the time in the world to punish it.
- Ice Slide (BF4) 9 frames on start up & -22 frames on block
- Can be punished with:
- B3, 2
- D2
- D1
- 1, 1, 1
- Normal Throw
- Rising Karma
- Spirit Push
- Tele-Flurry
- YOU NAME IT, if it starts faster that 22 frames go for it
- Can be punished with:
If you block SZ F4, 2, 1+3 you can also punish it. The reason for showing this particular combo string is that, in my expirience; I used to block it completely and never really noticed it was punishable
- F4, 2, 1+3 is -11 on block
- Can be punished with:
- Normal Throw on reversal (Safest Option)
- D2 comes out in 8 Frames
- D1 comes out in 8 frames also
- Standing 1 comes out in 9 frames
- Can be punished with:
From 01:19 to 01:52
Sub Zero's hammer can be overwhelming if you don't know its weakness, since it also has a "Gap" when players cancel their normals and/or combo strings into his Normal Hammer. Now the punishes will vary depending on what version of the hammer they use.
- Frost Hammer (DB2) 31 frames on start up & -9 on block
- Can be punished with:
- Jumping Foward and Backwards (It works mid-screen and in the corner)
- Theoretically speaking this can be done with all characters
- You can Backdash from mid-screen or in the corner, but not on reversal (Not really a punish, but its still an option)
- Theoretically speaking this can be done with all characters
- Just in case here is a Vid Showcasing this peticular tactic
- Theoretically speaking this can be done with all characters
- Jumping Foward and Backwards (It works mid-screen and in the corner)
- Can be punished with:
- Standing 1 Comes out in 9 frames
- 1, 1
- 1, 1, 1
- Just in case here is a vid showcasing this peticular punish
- D1 Comes out in 8 frames
- D2 (It can trade) Comes out in 8 frames
- EX Rising Karma (Its amor trades with the hammers 1 hit)
- EX Spirit Push (Its amor trades with the hammers 1 hit)
- X-Ray
- Crushing Hammer (DB2 MB) 28 frames on start up & -9 on block. Since its an armored special move its gonna trade if you try to punish it with a normal.
- Can be punished with:
- Backdash from mid-screen or in the corner (Not really a punish, but its still an option)
- Theoretically speaking this can be done with all characters
- EX Rising Karma
- EX Spirit-Push
- X-Ray
- Backdash from mid-screen or in the corner (Not really a punish, but its still an option)
- Can be punished with:
- 1 ~ Crushing Hammer
- 2 ~ Crushing Hammer
- B3 ~ Crushing Hammer
- 1, 2, 3 ~ Crushing Hammer
- F3, 3 ~ Crushing Hammer
- D1 ~ Crushing Hammer (This doesn't Combo)
- D3 ~ Crushing Hammer (This doesn't Combo)
- D4 ~ Crushing Hammer (This doesn't Combo)
This section covers SZ "Unbreakable" Barrior of Frost special move. It follows the same instruction as the ice clone section. Not that hard, just wait and punish accordingly.
- Barrior of Frost (This includes both the normal and metered versions of this special move)
- Can be punished with:
- Rising Karma
- Spirit Push
- Tele-Flurry
- X-Ray
- If you wait until the move hits the recovery frame section of the attack, you can punish it with whaterver makes you happy.
- Can be punished with:
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