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The Blind Swordsman - The Kenshi Discussion Thread

DrDogg

Noob
Someone with a human opponent (offline), please test the following:

After a f+2,2,b+1 wait until the opponent is about to hit the ground, then start another combo (f+3,2 seems to have the easiest timing here). Using the training mode dummy, this seems to be a reset. The dummy can't use a wake-up attack or tech roll away. It's immediately pinned to the ground and forced to block the next attack, almost like a glitch (probably is). I don't know if this is a training mode glitch or if it works against a human opponent. I won't have any human (offline) comp until tomorrow, so if someone could please test this I'd appreciate it.

Assuming this works, it gives Kenshi a reset into just about whatever he wants so long as you can execute so that it hits as the opponent connects with the ground. It's not guaranteed, but considering the fact that Kenshi can start a combo with a low and has two single attack overheads, as well as special move overheads, it creates a guessing game for the opponent. You either take the overhead or get comboed a second time.

Thoughts?
 

Zebster

How's my volume?
Someone with a human opponent (offline), please test the following:

After a f+2,2,b+1 wait until the opponent is about to hit the ground, then start another combo (f+3,2 seems to have the easiest timing here). Using the training mode dummy, this seems to be a reset. The dummy can't use a wake-up attack or tech roll away. It's immediately pinned to the ground and forced to block the next attack, almost like a glitch (probably is). I don't know if this is a training mode glitch or if it works against a human opponent. I won't have any human (offline) comp until tomorrow, so if someone could please test this I'd appreciate it.

Assuming this works, it gives Kenshi a reset into just about whatever he wants so long as you can execute so that it hits as the opponent connects with the ground. It's not guaranteed, but considering the fact that Kenshi can start a combo with a low and has two single attack overheads, as well as special move overheads, it creates a guessing game for the opponent. You either take the overhead or get comboed a second time.

Thoughts?
I haven't tried it myself but if it works then Kenshi isn't the only one who can do this. Cage can sweep and link his F+3 after, which will force the opponent to stand (but it is blockable). So it is very likely that it does what you say it does.
 

lobo

woof.
i was praying for him to be low tier so people wouldn't bandwagon on him, but i don't think he is. he has great ranged game, great space control on his combos, decent damage, a very good low combo starter and a decent overhead. my day one impression is that he is very good.

that said, you should be embarrassed about asking for his tier placement on day one when we clearly have no idea and for admitting that you only want to use characters based on that and not their inherent awesomeness.
 

Killphil

A prop on the stage of life.
I hope I can get an answer here. So I dl skarlett and get ketchup and mustard skins. Then some dude on psn told me that I need to download both skarlett and the compatibility pack in order for me to play solid games. I did so but then mk online went all silly and didn't let me play at all, much worse than just finding laggy matches..it was like super laggy lobbies. My thought was that if you dl the character, why would you need the compatibility pack? Isn't dling the character enough? I thought the compatibility pack was for people that didn't pick up the dlc so that people that did could actually use them. Most matches I can't pick skarlett or kratos, not that I care, but kenshi might be a different story. Oh and NRS actually put the pack in the store this time instead of in the game menu, smart move.
 

VIDA

Focused Grace and Intensity
Do you think he is top/high tier? How is his game up close? Just appreciate a good description on this char, thanks.

I don't want to waste $5 for a character that sucks like skarlet..
Umm some speculate that skarlet matches up 7-2 against 20-23 chars last I heard...Skarlet doesnt suck, like paolo said she's just the trickiest to play well as.
 

Vilén

too smart to play MKX
Umm some speculate that skarlet matches up 7-2 against 20-23 chars last I heard...Skarlet doesnt suck, like paolo said she's just the trickiest to play well as.
And the tenth match-up ends in ragequit.
 

indig0

Noob
Someone with a human opponent (offline), please test the following:

After a f+2,2,b+1 wait until the opponent is about to hit the ground, then start another combo (f+3,2 seems to have the easiest timing here). Using the training mode dummy, this seems to be a reset. The dummy can't use a wake-up attack or tech roll away. It's immediately pinned to the ground and forced to block the next attack, almost like a glitch (probably is). I don't know if this is a training mode glitch or if it works against a human opponent. I won't have any human (offline) comp until tomorrow, so if someone could please test this I'd appreciate it.

Assuming this works, it gives Kenshi a reset into just about whatever he wants so long as you can execute so that it hits as the opponent connects with the ground. It's not guaranteed, but considering the fact that Kenshi can start a combo with a low and has two single attack overheads, as well as special move overheads, it creates a guessing game for the opponent. You either take the overhead or get comboed a second time.

Thoughts?
I've done this on accident. It's blockable, unlike Liu Kang's after X-ray OTG which got patched.
 

DrDogg

Noob
I've done this on accident. It's blockable, unlike Liu Kang's after X-ray OTG which got patched.
Yeah, it definitely is blockable just tested it out. I'm sure you'll reset some noobs though.
I stated that it's NOT guaranteed AND blockable multiple times. Did you guys just not read what I posted?

The point was not to get an unblockable, guaranteed reset. The point is that it resets the situation and forces the opponent into a 50/50 guessing game between one of Kenshi's many overheads and his low combo starter.

I stated this fact very clearly in the post... >_>
 

indig0

Noob
I stated that it's NOT guaranteed AND blockable multiple times. Did you guys just not read what I posted?

The point was not to get an unblockable, guaranteed reset. The point is that it resets the situation and forces the opponent into a 50/50 guessing game between one of Kenshi's many overheads and his low combo starter.

I stated this fact very clearly in the post... >_>
I guess it boils down to whether you want guaranteed 36-40% damage combo/breaker, or whether you want to take a gamble that, at the very best, nets you a 20-something% low-start combo, or its alternative, a 12% overhead.
 

M2Dave

Zoning Master
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
- f+2,2,b+1 is a safe juggle starter that is most useful for punishing
- f+2,2,b+2 is a safe string that ends in the aforementioned overhead

- The bread and butter combo is:

f+2,2,b+1, dash f+3,2~d,b+1, dash f+3,2~b,f+2
 

lobo

woof.
nice write-up dave. the only things i can see wrong or disagreeable are that i think you mean f22b1 or F+2,2,B+1, and also that f22b1, ff, f32, ff, f22b2 does the same damage as a BnB but is easier to execute and also gives him options to end with f22b2/f22bf2/f22bf3 for strategic positioning.

other than that is is pretty on point.
 

Killphil

A prop on the stage of life.
Here's a quick and easy 32% thats fairly easy to do: f2,2, b+1, dash, f2, 2, db+1, f2,2, b2*

*can be substituted with bf+2 for 31% or x-ray for 41%. If you go for xray, know that the last f2,2 must hit them when they are at kenshi's head level, any lower and the xray won't connect. I'm sure this combo can be tweaked. This is coming out of about 10 minutes of practice time though.
 

M2Dave

Zoning Master
lobo said:
nice write-up dave. the only things i can see wrong or disagreeable are that i think you mean f22b1 or F+2,2,B+1, and also that f22b1, ff, f32, ff, f22b2 does the same damage as a BnB but is easier to execute and also gives him options to end with f22b2/f22bf2/f22bf3 for strategic positioning.

other than that is is pretty on point.
Oops.

Thanks for the corrections, man.
 
- 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
- f+2,2,b+1 is a safe juggle starter that is most useful for punishing
- f+2,2,b+2 is a safe string that ends in the aforementioned overhead
their is no chance f2 2 b1 is safe on block. i was getting tks's by my friends ermac all day after this string and that moves startup is not that fast. dont even need another person to see. go into practice and do the string on a blocking opponent and hold r2 and watch how long it takes for kenshi to recover and start blocking...i think the string is full combo punishable by the entire roster...or im missing something.
 

M2Dave

Zoning Master
FlsGd2BAgngsta said:
their is no chance f2 2 b1 is safe on block. i was getting tks's by my friends ermac all day after this string and that moves startup is not that fast. dont even need another person to see. go into practice and do the string on a blocking opponent and hold r2 and watch how long it takes for kenshi to recover and start blocking...i think the string is full combo punishable by the entire roster...or im missing something.
You may be right. I'll re-test again. You can't really predict anything visually in this game. The block stun animations are inconsistent and sloppy. For instance, Nightwolf's d,f+1 looks punishable yet I've tried Reptile's b,f+2 so many times without any success.
 

lobo

woof.
if it really is that unsafe, which i haven't tested myself, then it shouldn't be a main BnB.

look to 21b2, db1 as a safe string into a launcher. ;)
 

iMLGzus

Venom Addict/Space Pope
I don't know if anyone figured this out yet, but I read somewhere that db+1 can connect of an anti air j.P, which got me thinking, can anything connect off a well timed uppercut?
The answer is yes. Now you won't get a full launch combo like Kenshi's shovin' buddy Ermac, but you can hit an EX bf+2 after an anti air uppercut, or you can dash in a bit and do a regular bf+2 if you don't have the meter. Now I did this in practice so who knows how reliable this is, and I tested it off of a peak neutral jump, (opponent being as high as possible). I'm not 100% sure if this will combo off any anti air upper, but I thought it was worth posting. I know it works (presumably) with peak neutral jumps, but jump ins are another story. If anyone with an offline human opponent can test this, have them jump in on you and AA with an uppercut, then try to land an EX bf+2 or dash, bf+2. Thanks in advance.
 

xxvic1ousxx

Awake and Dreaming...
I don't know if anyone figured this out yet, but I read somewhere that db+1 can connect of an anti air j.P, which got me thinking, can anything connect off a well timed uppercut?
The answer is yes. Now you won't get a full launch combo like Kenshi's shovin' buddy Ermac, but you can hit an EX bf+2 after an anti air uppercut, or you can dash in a bit and do a regular bf+2 if you don't have the meter. Now I did this in practice so who knows how reliable this is, and I tested it off of a peak neutral jump, (opponent being as high as possible). I'm not 100% sure if this will combo off any anti air upper, but I thought it was worth posting. I know it works (presumably) with peak neutral jumps, but jump ins are another story. If anyone with an offline human opponent can test this, have them jump in on you and AA with an uppercut, then try to land an EX bf+2 or dash, bf+2. Thanks in advance.
You can link an uppercut into d.1 xx Rising Karma, if your opponent lands near you. For example: d.3> d.1 xx Rising Karma> 2,1,b.2> 3 xx Spirit Charge for 31%, in the corner.
 
The bnb im using: f22b1, (dash) , f32db1, (dash) , f22b2. 35%

As it goes you don't even have to do the final dash just walk forward a bit. Easy 35%
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Played with Kenshi for a bit...somehow NRS has him right aside from the reflect bugs. Speaking of which, for the continuous reflect glitch, nothing activates it. Just reflecting does. The active frames for the reflect become longer once a projectile is reflected. It's more noticable with characters who are capable of getting multiple projectiles on screen. Some of the stuff I've seen.

-Telefury is like Stryker's gun...if he's hit out of it, not all the hits will occur. As long as the third hit does not come out, in most trade cases, Kenshi gets put at enough advantage to get ahead in the projectile war.

-Charge is good, but you have to be careful with it. The hitbox is good, but only when the spirit is most upright, so it can be jumped over if you're using it for a ranged poke.

-TKS is hard to use because of the 3 different distances, but it is amazing when used properly. It works great as an anti-air, and the hitbox is pretty large. This'll probably end up being Kenshi's best special over time IMO.

-One thing I noticed...characters with good projectiles and mobility give him problems in my experiences.
 

Jamison

Noob
Do you think he is top/high tier? How is his game up close? Just appreciate a good description on this char, thanks.

I don't want to waste $5 for a character that sucks like skarlet..
Yes Kenshi is worth it. I think Skarlet is solid, but I am no where near a pro and she is more difficult to use by players like me. So the answer to your question is Kenshi is EASY to pick up and use. He has solid full screen zoning options with easily executed 10 hit combos for 30%+ damage. I was just jacking around with him and won most matches. So go pick him up I think you will love him as addition to the roster and as a character he is just really cool to use. Also other questions answered, once downloaded you get the MK2 skins for Noob and Smoke automatically.
 

DrDogg

Noob
I guess it boils down to whether you want guaranteed 36-40% damage combo/breaker, or whether you want to take a gamble that, at the very best, nets you a 20-something% low-start combo, or its alternative, a 12% overhead.
Well, you can do 24% with ease before the reset. The advantage here is that going for damage alone, if the opponent guesses wrong on the reset, you still get the damage you'd get from finishing the combo. However, it's not about the damage in this situation. If the opponent blocks, you now get chip damage to build meter, tick throw setups, and you can apply pressure.

Going for damage is not always the best option.