RWDY Nori
MK is kinda dope
This is posted from m2dave, pretty good MK player:
For those of you who are curious, here is my initial Kenshi impression based on 50 off-line matches. Keep in mind that none of Kenshi's telekinetic moves can be parried by Smoke's Shake, Cyber Sub Zero's parry, etc.
Text in bold represents glitches (as far as I know).
- Aside from combos, Kenshi appears to be superior to Ermac.
- Spirit Charge (b,f+2) is as fast as Raiden's Electric Fly. The Spirit Charge has a solid hitbox and range. Only the fastest moves in the game (i.e., Reptile's Elbow Dash, Johnny Cage's Shadow Kick, Raiden's Electric Fly, etc.) can punish the Spirit Charge up close. It is 100% safe at max range. The enhanced version is safe on block, has armor, and covers as much distance as Ermac's TKP for 12% of damage. It can also be used as an anti-air attack and forces stand on wake up. The Spirit Charge is surprisingly difficult to whiff punish too. When used correctly, many characters will have difficulties approaching Kenshi because of this move.
- Rising Karma (d,b+1) is an excellent anti-air attack that juggles. Not safe on block. The enhanced version is safe on block and has armor.
- Telekinetic Slash (d,b+4 for close, d,f+4 for medium, and d,b,f+4 for far) are kind of similar to Shang Tsung's Up Skulls but quicker. All Telekinetic Slashes are overheads. Do not bother with the enhanced version because each is unsafe.
- Tele-Fury (b,f+3) is a full screen attack. The Tele-Fury functions like a fireball because you can crouch it, but if your opponent is crouching, perform the appropriate Telekinetic Slash. The enhanced version of the Tele-Fury includes additional hits and all can be crouched but one.
- Blade Reflect (d,b+2) functions like Nightwolf's Relfect more or less. Kenshi's version has a smaller "reflect" window but is safer on whiff. I am not certain, but I think that the Blade Reflect glitches. If Kenshi reflects a fireball and holds forward, all immediate fireballs that are performed are reflected automatically. The enhanced Blade Reflect, which absorbs fireballs and gives Kenshi life, also glitches but in a negative manner. If Kenshi absorbs any fireball, he is unable to block for almost three seconds. For example, if Kenshi absorbs Nightwolf's Arrow Shot, Nightwolf gets a free Lightning.
- X-Ray is too slow and unworthy of three bars. Kenshi is better off using enhanced special attacks.
- Kenshi's best normal attacks are the following at the moment:
- b+2 is a safe overhead
- f+3,2 is a safe low juggle starter with very good range that can also be hit-confirmed into combos
- 2,2,b+1 is a safe juggle starter that is most useful for punishing
- 2,2,b+2 is a safe string that ends in the aforementioned overhead
- The bread and butter combo is:
2,2,b+1, dash f+3,2~d,b+1, dash f+3,2~b,f+2
For those of you who are curious, here is my initial Kenshi impression based on 50 off-line matches. Keep in mind that none of Kenshi's telekinetic moves can be parried by Smoke's Shake, Cyber Sub Zero's parry, etc.
Text in bold represents glitches (as far as I know).
- Aside from combos, Kenshi appears to be superior to Ermac.
- Spirit Charge (b,f+2) is as fast as Raiden's Electric Fly. The Spirit Charge has a solid hitbox and range. Only the fastest moves in the game (i.e., Reptile's Elbow Dash, Johnny Cage's Shadow Kick, Raiden's Electric Fly, etc.) can punish the Spirit Charge up close. It is 100% safe at max range. The enhanced version is safe on block, has armor, and covers as much distance as Ermac's TKP for 12% of damage. It can also be used as an anti-air attack and forces stand on wake up. The Spirit Charge is surprisingly difficult to whiff punish too. When used correctly, many characters will have difficulties approaching Kenshi because of this move.
- Rising Karma (d,b+1) is an excellent anti-air attack that juggles. Not safe on block. The enhanced version is safe on block and has armor.
- Telekinetic Slash (d,b+4 for close, d,f+4 for medium, and d,b,f+4 for far) are kind of similar to Shang Tsung's Up Skulls but quicker. All Telekinetic Slashes are overheads. Do not bother with the enhanced version because each is unsafe.
- Tele-Fury (b,f+3) is a full screen attack. The Tele-Fury functions like a fireball because you can crouch it, but if your opponent is crouching, perform the appropriate Telekinetic Slash. The enhanced version of the Tele-Fury includes additional hits and all can be crouched but one.
- Blade Reflect (d,b+2) functions like Nightwolf's Relfect more or less. Kenshi's version has a smaller "reflect" window but is safer on whiff. I am not certain, but I think that the Blade Reflect glitches. If Kenshi reflects a fireball and holds forward, all immediate fireballs that are performed are reflected automatically. The enhanced Blade Reflect, which absorbs fireballs and gives Kenshi life, also glitches but in a negative manner. If Kenshi absorbs any fireball, he is unable to block for almost three seconds. For example, if Kenshi absorbs Nightwolf's Arrow Shot, Nightwolf gets a free Lightning.
- X-Ray is too slow and unworthy of three bars. Kenshi is better off using enhanced special attacks.
- Kenshi's best normal attacks are the following at the moment:
- b+2 is a safe overhead
- f+3,2 is a safe low juggle starter with very good range that can also be hit-confirmed into combos
- 2,2,b+1 is a safe juggle starter that is most useful for punishing
- 2,2,b+2 is a safe string that ends in the aforementioned overhead
- The bread and butter combo is:
2,2,b+1, dash f+3,2~d,b+1, dash f+3,2~b,f+2