just_2swift
MK1 is the best MK period.
H G H you taste so good.
H G H you taste so good.
this has been known for sometime, at least I think, and really only contributes to the fact that Balanced is worthless.don't know if anybody knows this yet but sub zero and possibly other characters can duck teleflurry while holding block. This entirely eliminates the mix up between spirit push and teleflurry at mid range.
I never knew about this. How can this happen? How are these characters able to do this while also blocking?this has been known for sometime, at least I think, and really only contributes to the fact that Balanced is worthless.
I believe the mixup in the midrange is between the opponent blocking teleflurry or trying to neutral duck it (duck without blocking) to make it whiff so they can run in and punish, which Kenshi can punish the neutral duck with either Down 4 or Forward 2 (a walk or run forward may be necessary to close the distance). Down 4, on hit, guarantees a teleflurry and the opponent must block it or get hit by the teleflurry. The opponent will eventually start blocking the follow up teleflurry for which you can go for a run in throw or overhead slice (there's like a 1 frame gap where the opponent can easily back dash the overhead slice option or, with more difficulty timing on their part, go for a metered reversal of some sort to get out of overhead follow up. If that happens, go back to the teleflurry follow up), or go for a block string and build meter, for example. Forward 2, a mid, and on hit is +19 allows you to take a step forward and either throw or go for a block string to build meter. The opponent must block the follow up string or get hit. Be careful to space Foward 2 properly to avoid a hit/throw mixup from being to close to your opponent or a Kung Lao spin punish (Tempest) since Foward 2 is -7 on block ( it also can whiff on small hit box characters like Cassie at the max range of this move)( Foward 2 should have it's hitbox extended to get rid of the "mids whiffing on crouch and crouch blocking" issue that's been a problem for some characters in this game.don't know if anybody knows this yet but sub zero and possibly other characters can duck teleflurry while holding block. This entirely eliminates the mix up between spirit push and teleflurry at mid range.
NRS has to be doing this on purpose. How do you make a character worse than Jason?http://i.imgur.com/R9US09n.gif
EX Rising Karma/Sickle Lift has whiffed on Jason's B1,2. Recreating it was difficult, so I think it has something to do with funny 3D hitboxes.
At this point in time: Kenshi confirmed worse than Jason.
I don't have Jason so I can't test this for myself but it looks like Jason's B1 struck just after the last active frame on the EX lift, and the rest of the animation was just recovery.http://i.imgur.com/R9US09n.gif
EX Rising Karma/Sickle Lift has whiffed on Jason's B1,2. Recreating it was difficult, so I think it has something to do with funny 3D hitboxes.
At this point in time: Kenshi confirmed worse than Jason.
A lotta overheads and other strings can go through Kenshis EX Sickle Lift.http://i.imgur.com/R9US09n.gif
EX Rising Karma/Sickle Lift has whiffed on Jason's B1,2. Recreating it was difficult, so I think it has something to do with funny 3D hitboxes.
At this point in time: Kenshi confirmed worse than Jason.
Moral of the story, kenshi sucksA lotta overheads and other strings can go through Kenshis EX Sickle Lift.
So you can party all 3 hits of a Johnny 114? How do you do this? By pressing DB2 3x in a row on hit?About the new parry of Balanced and Kenjutsu
If you are successfully parrying a string, the enemy can't special cancel in the process, but if he inputs a special with a button asigned that corresponds to a combo, that combo will come out.
Example with Cage:
If you are parrying and the opponent is doing 114 exnutpunch, only the 114 will come out for him.
But if he is going to do 11 ex nutpunch, and you are parrying, he will get a 113 , cause the nutpunch has assigned the button 3. In this case, if you try to parry three hits, the low in the 113 hits you. You can parry the first towohits and cancel into db1, and you get the combo.
I think the science of the parry is going to be very complex and character dependant.
Yep. There is no reaction here unless you are a Jedi xD It's a read.So you can party all 3 hits of a Johnny 114? How do you do this? By pressing DB2 3x in a row on hit?
Damn. I guess that's more situational than anything. Like when they do certain things you "expect" you parry and punish. Guess that's all they could afford to give Balanced. -.-Yep. There is no reaction here unless you are a Jedi xD It's a read.
Balanced is dead. Just like Kobu Tanya is dead.Damn. I guess that's more situational than anything. Like when they do certain things you "expect" you parry and punish. Guess that's all they could afford to give Balanced. -.-
did you try his mk9 commands/Apparently stage fatalities are different for different characters. Does anyone know what it is for kenshi?
Yup. I'm jumping ship to Alien for the rest of the game. I'm convinced Balanced was left purposely to rot. Look at Warrior Buffs, Jason buffs, etc, and then Balanced.Balanced is dead. Just like Kobu Tanya is dead.
Parry helps Kenjutsu a bit, with proper read you can make HYPE plays. Basicaly with Kenshi you don't have the dilema of choosing variation, coz he has now only one mediocre. So if anybody wants to learn Kenshi - Kenjutsu is the only way.
And before anybody jumps on me saying Possessed is decent too - its sorta okish, VERY meter dependent (keep in mind meter building got nerfed overall) and gimmicky - if you wanna mess with teleport just pick Imposter Shinnok he does everything Possessed Kenshi do, just better.
No what are they?did you try his mk9 commands/
D,F,D,3 - try thisNo what are they?