Who uses 112? And good Kenshi's aren't going to mess up their hit confirms because there's no reason too. You're not going to hit him after F3 2 if the low doesnt hit because he has an eternity to confirm that it didnt hit and just go into Spirit Charge and now he's safe.He isn't safe.
You get pressure off everything, and pressure reversal on his best strings as a Sub player. If he finishes the 112 string because he didn't hit confirm it, he's dead.
That's why I've said all along that you just bait stuff out of kenshi, his pressure his worthless so you don't fear the pressure reversal, just block low. and then mash 22 after every f32, etc.
You're not safe in this game unless you're neutral or positive after strings. Even spirit charge is -10 which means you don't need to fear the spirit charge up close.
Who uses 112? And good Kenshi's aren't going to mess up their hit confirms because there's no reason too. You're not going to hit him after F3 2 if the low doesnt hit because he has an eternity to confirm that it didnt hit and just go into Spirit Charge and now he's safe.
I'm curious to see if you find something. I mean, it knocks them down, it all hits high. You cant continue pressure after it.. It doesnt juggle or launch in the corner... Messing around with it, you can cancel into specials so you can do SC, and they're pretty close so you can come in and D3 SC maybe or go for a throw... i dont know.I'm actually looking into 112 use
I may have something
Ex SC is a great option because it stuffs wake ups, and if it hits I do d1 RK just because its a little more reliable, a lot of people try to stay laying down eventually then use tks.Question: If you have someone locked down in the corner and say you get a large combo like f22b1 , 2 , 21b2 , 3 rk , 114 sc, or really any thing that creates a knockdown...from your guys' Kenshi experience, how effective is immediately trying to use something like the ex spirit charge to keep them in the corner and potentially re-combo them with 3 rk, 114 sc on the way down?
Basically, what are your opinions on the best options after a knockdown in the corner?
Also, after a successful flurry, is a slash guaranteed to either hit or force the opponent to block? I've just been messing with Kenshi for a little less than 3 days now and the recovery on his specials are incredible.
ya, I have a mic. that would be awesome dude, i would be totally down. and ya, the tf to tks seems like the "why not" option.Ex SC is a great option because it stuffs wake ups, and if it hits I do d1 RK just because its a little more reliable, a lot of people try to stay laying down eventually then use tks.
Do you have a Mic for Psn? We can play some games and ill just show you some things, and explain them over the mic. As for the teleflurries into tks its what I do most of the time.
sent from Gotham City via the batcomputer
It's mu dependent really if you want to get them out SC if not f22b2.ya, I have a mic. that would be awesome dude, i would be totally down. and ya, the tf to tks seems like the "why not" option.
Do you think it is a better option to mid-screen combo ending with less damage and SC or more damage with a ender like f22b2? I was thinking it might make sense to sacrifice the 3% or so in damage for the extra meter and space. ie, instead of doing something like f22b1 > f32 rk > f22b2 , do like the same thing with a f22 sc at the end then make it tough for your opponent to get back in.
F22b1>f32 rk>f32 sc. Gives you max damage and the pushback you asked for.ya, I have a mic. that would be awesome dude, i would be totally down. and ya, the tf to tks seems like the "why not" option.
Do you think it is a better option to mid-screen combo ending with less damage and SC or more damage with a ender like f22b2? I was thinking it might make sense to sacrifice the 3% or so in damage for the extra meter and space. ie, instead of doing something like f22b1 > f32 rk > f22b2 , do like the same thing with a f22 sc at the end then make it tough for your opponent to get back in.
In most cases, you want to end your mid screen combos with F2 2 B2 because it gives you a lot of time to reposition yourself. It's virtually the same damage as ending with F3 2 SC. Ending with with SC sets you up for full screen zoning. But Kenshi is getting more and more play up close, as people are getting better with dealing with zoning. Some character that you can really zone like Cage or Sonya, you can end with F3 2 SC. But generally, you want the positioning time.ya, I have a mic. that would be awesome dude, i would be totally down. and ya, the tf to tks seems like the "why not" option.
Do you think it is a better option to mid-screen combo ending with less damage and SC or more damage with a ender like f22b2? I was thinking it might make sense to sacrifice the 3% or so in damage for the extra meter and space. ie, instead of doing something like f22b1 > f32 rk > f22b2 , do like the same thing with a f22 sc at the end then make it tough for your opponent to get back in.
This is a really good standard corner pressure tactic with Kenshi. It will hit them and you can combo, or it'll be blocked and then you're in a frame trap and you can try what you want. You can do a regular SC if they try to escape, or you can mix it up with F3, or B2, or a F2 2 string. Or maybe fish for a neutral punch. But careful, even though it does stuff wakeups, a perfectly timed wakeup can eat right through both hits of the EX SC. Like KL wakeup EX Spin sometimes.Question: If you have someone locked down in the corner and say you get a large combo like f22b1 , 2 , 21b2 , 3 rk , 114 sc, or really any thing that creates a knockdown...from your guys' Kenshi experience, how effective is immediately trying to use something like the ex spirit charge to keep them in the corner and potentially re-combo them with 3 rk, 114 sc on the way down?
Basically, what are your opinions on the best options after a knockdown in the corner?
Also, after a successful flurry, is a slash guaranteed to either hit or force the opponent to block? I've just been messing with Kenshi for a little less than 3 days now and the recovery on his specials are incredible.
All this talk about F2 2 B1... I do want to stress again that this string is not a primary offense string. There are two uses for it. Full punishment. And if you can confirm that you'll land a JP. If you come in with F2 2 B1 fishing for a combo, and it's blocked, your offense is over. If you're trying to close distance, use F2 2 B2 because it's 0 on block. Or F2 2 EX SC for continued pressure through a frame trap.F22b1>f32 rk>f32 sc. Gives you max damage and the pushback you asked for.
F22b1>f32 rk> 3 tf. Will give you the most meter but it's 1% less damage.
Tapatalk, helping me procrastinate.
The duration doesn't include start-up frames?Reptile's dash has a duration of 16 so the Reptile player would be -3.
It does.The duration doesn't include start-up frames?
Ok. Here's how I counted: kenshi charges, opponent gets hit an tech rolls, kenshi at -13, kenshi does another charge right after which is 8, thus he is at -13 + (-7 of start-up) = -20. Reptile wakes up with dash after tech roll, is at -16 (13 from kenshi's recovery + 3 from the 7f start-up on charge) for the whole duration of the dash and remains at +4 before the charge will hit. Am I correct?It does.
its ok i was talking to Pig Of The Hut a couple days ago on xbl about the proper way to end combos with kenshi Charge is now redundant as a combo ender unless its midscreenHoly crap, this is even better upclose. Guys, you WANT to get hit by Kenshi's shoulder if you are in his face lol
Why exactly?its ok i was talking to Pig Of The Hut a couple days ago on xbl about the proper way to end combos with kenshi Charge is now redundant as a combo ender unless its midscreen
ill show you on mondayWhy exactly?