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General/Other - Kenshi Kenshi General Discussion Thread

Gofer_MK_

Banned
I think those changes, combined with db4 being + on hit (now it's -1. yes, -1 on hit...), teleflurry recovery on whiff reduced and the improved backdash you mention would put him in a decent situation.

However, some top players have a much more radical point of view: keeping his "zoning" the same, and making f3 an overhead block, so he becomes basically a safe 50/50 monster up close, with +30% meterless combos starting from f32 or b32, both safe and hitconfirmable.

Both options would allow him to play better, although I prefer the first set of buffs that would actually go in favor of his zoning, which is what people expect from Kenshi.
Dude, OHcloseSlash -1 is golden. You hit a guy with it and he pokes you or something. xD
 

ismael4790

Stay focused or get Caged
If they give Balanced a 50/50 starter then Kenjutsu will be obsolete.
Not obsolete, he would still have some points Balanced lacks (considering the only Balanced buff was f3 being an overhead), as much better push in Kenjutsu, more damaging bf3, and more damage potential in general. But Balanced would be the most benefited by the change, yes, probably becoming the best variation.

Possessed would be pretty good too if f3 turned into overhead, having a low-low (launcher), overhead-low (launcher), overhead-overhead and low-overhead when up close.
 
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thlityoursloat

kick kick
Kenjutsu's regular push is better but not by that much, it just has more pushback and starts up a few frames faster. Balanced still zones better as Kenjutsu literally has no full screen presence, unless you count his toss that's just as -ve on whiff as TF. Damage is pretty much consistent across all Kenshi variations.
Possessed would be broke with an OH starter and it'd be CT Kano all over again... me likey though.
 

ismael4790

Stay focused or get Caged
Kenjutsu's regular push is better but not by that much, it just has more pushback and starts up a few frames faster. Balanced still zones better as Kenjutsu literally has no full screen presence, unless you count his toss that's just as -ve on whiff as TF. Damage is pretty much consistent across all Kenshi variations.
Possessed would be broke with an OH starter and it'd be CT Kano all over again... me likey though.
I likey too, let Kenshi rock for once :D

One weakness Possessed has would prevent him from being CT Kano tier: every string (apart from 42 and 421) canceled into low demon has a gap. Kano stays completely safe while doing his 50/50s: his 50/50 starter strings are safe and he can cancel them at any point with db1, without gaps.
 

ismael4790

Stay focused or get Caged
Tanya had gaps pre-XL and people still hated her. Most people don't really armor every single gap.
Gaps in possessed are easier to see, the demon even has a special sound different to the overhead option. I mean, people will not armor every time, but more times as if it there was not a gap xDD
 

thlityoursloat

kick kick
Gaps in possessed are easier to see, the demon even has a special sound different to the overhead option. I mean, people will not armor every time, but more times as if it there was not a gap xDD
True, the low totem is 24f so the gap will be reactable.
Possessed would be so much better if it weren't for the broke tiers taking a massive dump on him, the Mileena and Alien matchups are truly fucking miserable.
 

ismael4790

Stay focused or get Caged
You guys understand why Kenshi can parry, for example, things like Raiden's superman, Jax's dash punch or Spectral Ermac's soul charge, but can't parry Liu Kang's flying kick? It has nothing to do with the move having two hits in Dragon's Fire, you can't even parry the second hit if the first one whiffs. Also you can't parry the flying kick in his other two variations.

@colt, I know that the patch notes say "Blade Reflect & Blade Absorb can now parry most non low attacks", so they can be exceptions, but is there a reason why this move in particular can't be parried?

The fact that Kenshi can't parry this, is massive for the Dragon's fire matchup: he has to fear flying kick every time, because Liu can meterburn it and be in his face at 0 on block, and we all know what happens then. This makes this matchup even worse than it is by itself...
 
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thlityoursloat

kick kick
That's even worse xD
I mean...why? It's a really fast move, it's not like one could easily parry it on reaction, it would be almost a read that would deserve to be rewarded.
Technically, it's because he's airborne, but that's bs because Jax's feet are off the ground when he does dash punch too but that's parryable.
I don't know, really, I suppose having a full screen super fast armored move that's -8 with tons of pushback and blockstun, that can also be meterburned to be 0 on block and do more chip/build meter isn't enough.
 

Paul the Octopus

Slow Starter
In the Alien matchup (as kenjustsu) - I realised two useful things:
1. If you end your combo in df1 (more hit advantage than the higher damage enders), walk forward slightly, and b1 this will armour break the ex OH flip. Even if they don't wake up, you are only -1. Also hit confirmable (but hard - need to be on point, and buffer the next special)
2. If you counterpoke with b1 after blocking regular OH flip, and he tries to ex OH flip at negative frames, b1 will armour break. B1 will trade or beat any of his normals.

@Pig Of The Hut - you may already be aware, but tagging you in case you are not.
 
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Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
In the Alien matchup (as kenjustsu) - I realised two useful things:
1. If you end your combo in df1 (more hit advantage than the higher damage enders), walk forward slightly, and b1 this will armour break the ex OH flip. Even if they don't wake up, you are only -1. Also hit confirmable (but hard - need to be on point, and buffer the next special)
2. If you counterpoke with b1 after blocking regular OH flip, and he tries to ex OH flip at negative frames, b1 will armour break. B1 will trade or beat any of his normals.

@Pig Of The Hut - you may already be aware, but tagging you in case you are not.
Yep I know that but thank u

Does it also stop crawl
 

coconutshrimp

Damn vro, hadda mess with yo auntie
So what is some advice for a new balanced player?
When you're at fullscreen you gotta whiff specials like push or rising karma to bait movement and punish their run in attempt when they see you whiff it with tele flurry. Close overhead slash works just as good to get the same result.
 

ismael4790

Stay focused or get Caged
So what is some advice for a new balanced player?
Sell the game.

Nah, seriously, it's a very bad variation. He does not work for high level competition at all.

Use standing 1 whiffs to make the opponent move and make mistakes, to set up your specials. Don't throw mindlessly teleflurrys because they are SUPER negative on whiff. Don't get predictable with your sequences of specials, try to vary them, and also create some moments of pause when you don't do any special to make the opponent nervous.
Use b1 a lot, I'm personally still getting used to this change, b1 is very good now, his best buff, no contest here.

And last advice: only use it if for some reason you truly like it. Any of the other two variations are better at almost any situation.
 

coconutshrimp

Damn vro, hadda mess with yo auntie
Sell the game.

Nah, seriously, it's a very bad variation.

Use standing 1 whiffs to make the opponent move and make mistakes, to set up your specials. Don't throw mindlessly teleflurrys because they are SUPER negative on whiff. Don't get predictable with your sequences of specials, try to vary them, and also create some moments of pause when you don't do any special to make the opponent nervous.
Use b1 a lot, I'm personally still getting used to this change, b1 is very good now, his best buff, no contest here.
I normally use RK or Push or Close slash to bait, unless it's a tele character. I don't remember the recover frames on close slash, but push and rk are -25 and -23 on whiff respectively. Very few characters can react to an punish these.
 

ismael4790

Stay focused or get Caged
I normally use RK or Push or Close slash to bait, unless it's a tele character. I don't remember the recover frames on close slash, but push and rk are -25 and -23 on whiff respectively. Very few characters can react to an punish these.
Yeah, after landing a tf, which is a hkd, you get a free push or rk whiff, they must be done to build meter. After that, against non-teleport characters you can do another special or do nothing, that's the first safe mindgame (not safe vs teleport characters, more careful needed there).

Also the "run into throw" aka "the Pig of the Hut" is a must :cool:
 

coconutshrimp

Damn vro, hadda mess with yo auntie
Yeah, after landing a tf, which is a hkd, you get a free push or rk whiff, they must be done to build meter. After that, against non-teleport characters you can do another special or do nothing, that's the first safe mindgame (not safe vs teleport characters, more careful needed there).

Also the "run into throw" aka "the Pig of the Hut" is a must :cool:
I've done "the pig of the hut" so much with Kenshi I've started doing it with Johnny lol.