DarksydeDash
You know me as RisingShieldBro online.
Kenshi's Kenjutsu variation is highly underrated and is often seen as "his worst." This is from his combos in this this variation being insanely execution heavy and meter dependent. However, not only does DB1 make your opponent scared to jump, it can lead to some solid meterless damage as well.
Using DB1 as an Anti-Air.
DB1 has a deceiving range and on reaction you can punish your opponent for jumping as seen
in the video below. If you are unsure if you will be able to convert off it, you can use a S1 to confirm.
Combos shown in the video:
DB1, F32xxBF3. 25%
DB1, 1, 1, F32xx MB'd DB4, J2, 43 (all hits)xxBF3 36%
DB1, 43(all hits)xxBF3 25%
DB1, 1,1 43(all hits)xx MB'd BF3
Abusing DB1's armor and keeping your opponent cornered.
Don't you hate it how lots of players tend to neutral jump while in the corner to whiff punish you? What about those guys who immediately jump to get out. DB1 says "NO." The MB'd version has armor so you can easily blow up annoying NJ2s like Takeda's both midscreen and corner. This allows you to get some good damage while choosing to either throw them out, or keep them in.
Combos shown in the video:
Corner only.
(MB'd) DB1, NJ2, J2, 1,1,1, 43(all hits)xxDB4 MB'd, J2, 43(all hits)xx BF3. 34%
(MB'd) DB1, NJ2, J2, 1,1,1, 43(all hits)xxBF2 28%
Midscreen only.
MB'd DB1, BF3 19%
It is possible to connect an X-ray and NJP from DB1 Midscreen.
In order to connect a NJP, the DB1 anti-air but go behind the opponent which is possible thanks to its amazing hitbox. By hitting DB1 behind the opponent you are right them to do a NJP. It is possible to connect a NJP with it hitting behind but I've found it more difficult.
Most damage found out off DB1 in corner.
Now I know this may eventually become a gimmick but Kenjutsu needs to be more further explored. It has lots of potential, we just need to find it. Obviously these combos are not the most optimal but I wanted this "tech" out fast so you guys can toy around with it. Anyway, thanks for viewing the thread.
@Pig Of The Hut
@Blackula
@FrothyOmen
@RM Yoaks
@Immortal
@MrProfDrPepper
@Lt. Box
@Pterodactyl
@St0rmy Sharpy
@All the other Blind-ninja-jedi-samurai-swordsmen I missed.
Using DB1 as an Anti-Air.
DB1 has a deceiving range and on reaction you can punish your opponent for jumping as seen
in the video below. If you are unsure if you will be able to convert off it, you can use a S1 to confirm.
Combos shown in the video:
DB1, F32xxBF3. 25%
DB1, 1, 1, F32xx MB'd DB4, J2, 43 (all hits)xxBF3 36%
DB1, 43(all hits)xxBF3 25%
DB1, 1,1 43(all hits)xx MB'd BF3
Abusing DB1's armor and keeping your opponent cornered.
Don't you hate it how lots of players tend to neutral jump while in the corner to whiff punish you? What about those guys who immediately jump to get out. DB1 says "NO." The MB'd version has armor so you can easily blow up annoying NJ2s like Takeda's both midscreen and corner. This allows you to get some good damage while choosing to either throw them out, or keep them in.
Combos shown in the video:
Corner only.
(MB'd) DB1, NJ2, J2, 1,1,1, 43(all hits)xxDB4 MB'd, J2, 43(all hits)xx BF3. 34%
(MB'd) DB1, NJ2, J2, 1,1,1, 43(all hits)xxBF2 28%
Midscreen only.
MB'd DB1, BF3 19%
It is possible to connect an X-ray and NJP from DB1 Midscreen.
In order to connect a NJP, the DB1 anti-air but go behind the opponent which is possible thanks to its amazing hitbox. By hitting DB1 behind the opponent you are right them to do a NJP. It is possible to connect a NJP with it hitting behind but I've found it more difficult.
Most damage found out off DB1 in corner.
Now I know this may eventually become a gimmick but Kenjutsu needs to be more further explored. It has lots of potential, we just need to find it. Obviously these combos are not the most optimal but I wanted this "tech" out fast so you guys can toy around with it. Anyway, thanks for viewing the thread.
@Pig Of The Hut
@Blackula
@FrothyOmen
@RM Yoaks
@Immortal
@MrProfDrPepper
@Lt. Box
@Pterodactyl
@St0rmy Sharpy
@All the other Blind-ninja-jedi-samurai-swordsmen I missed.