GGA Jeremiah
Sheeva
I believe that Cyrax has the advantage in the Kenshi matchup. Like always, I am talking highest possible level matchups. Here are my points.
1) Cyrax punishes blocked Rising Karma for 80-100% health.
2) Almost all trades with net can lead to eating 80-100% health.
3) Even a trade with spirit charge and net will lead to 80-100% punish because Cyrax can teleport back in and get full combo.
4) After a spirit charge connects and sends Cyrax full screen, the Kenshi has to respect the teleport wakeup option, so Kenshi can't just blindly spam his projectiles.
5) Crossover games with Cyrax are out due to his after 5 frames invincible anti air hop.
6) Using 1 bar of meter for 12% damage is not wise use of meter for Kenshi, since he will need to use it to break.
7) Most of the time with the unbreakable resets that Cyrax uses, you can't use breaker until you have taken at least 40% life.
8) Cyrax rarely needs to use breaker in this MU because 26-35% damage is not really that scary to Cyrax as long as he can touch you once.
9) IF CYRAX USES ANTI-AIR HOP TO GET IN AND KENSHI IS A LITTLE LATE ON HIS SPIRIT CHARGE, CYRAX CAN BLOCK IT AND THE SPIRIT CHARGE WILL SUCK CYRAX CLOSER TO KENSHI INSTEAD OF BEING PUSHED BACK. THIS RESULTS IN A 100% LIFE LOSS PUNISH WITH CYRAX STANDING 1 COMBO.
10) If Cyrax reads spirit charge and jumps at the right time Kenshi loses 80-100% life.
11) On certain parts of the Cyrax net animation, Cyrax leans back, this causes teleflurry to whiff and the net will hit, leading to 80-100% life lost.
Kenshi's Spirit charge does help in this matchup. Just don't trade with nets with it, and don't let Cyrax jump over them. But the sheer amount of times that Kenshi has to be correct with spirit charge, and the small number of times that Cyrax has to be correct with either, a net trade, a jump in, a teleport in, a bomb landing, or just the Cyrax punishing Kenshi's mistakes extremely hard, I think that this match is in Cyrax favor.
1) Cyrax punishes blocked Rising Karma for 80-100% health.
2) Almost all trades with net can lead to eating 80-100% health.
3) Even a trade with spirit charge and net will lead to 80-100% punish because Cyrax can teleport back in and get full combo.
4) After a spirit charge connects and sends Cyrax full screen, the Kenshi has to respect the teleport wakeup option, so Kenshi can't just blindly spam his projectiles.
5) Crossover games with Cyrax are out due to his after 5 frames invincible anti air hop.
6) Using 1 bar of meter for 12% damage is not wise use of meter for Kenshi, since he will need to use it to break.
7) Most of the time with the unbreakable resets that Cyrax uses, you can't use breaker until you have taken at least 40% life.
8) Cyrax rarely needs to use breaker in this MU because 26-35% damage is not really that scary to Cyrax as long as he can touch you once.
9) IF CYRAX USES ANTI-AIR HOP TO GET IN AND KENSHI IS A LITTLE LATE ON HIS SPIRIT CHARGE, CYRAX CAN BLOCK IT AND THE SPIRIT CHARGE WILL SUCK CYRAX CLOSER TO KENSHI INSTEAD OF BEING PUSHED BACK. THIS RESULTS IN A 100% LIFE LOSS PUNISH WITH CYRAX STANDING 1 COMBO.
10) If Cyrax reads spirit charge and jumps at the right time Kenshi loses 80-100% life.
11) On certain parts of the Cyrax net animation, Cyrax leans back, this causes teleflurry to whiff and the net will hit, leading to 80-100% life lost.
Kenshi's Spirit charge does help in this matchup. Just don't trade with nets with it, and don't let Cyrax jump over them. But the sheer amount of times that Kenshi has to be correct with spirit charge, and the small number of times that Cyrax has to be correct with either, a net trade, a jump in, a teleport in, a bomb landing, or just the Cyrax punishing Kenshi's mistakes extremely hard, I think that this match is in Cyrax favor.