Vilén
too smart to play MKX
Best Strings/Normals:
* - A quick(er) overhead. +2 on block.
* - Another fast string that creates space. Can follow up on hit in open space with or . Also an important part of his corner combos.
* - Three hit string that launches, cannot be crouched, safe on block. Your best punisher. The last hit of this string has a hitbox that extends WAY behind you, so it can't really be jumped if you whiff the first two hits for some reason.
* - Three hit string ending in an overhead so it must be blocked standing and everything leading up to the overhead cannot be ducked. Ends in so it is +2 on block.
* - Two hit string starting with a low, with the last hit being special cancelable. Usually used inside combos, but there are some decent combos starting with this string. You'll be training your opponent to block standing just by doing your thing so this is good to catch them off guard.
* - Fast, safe string with great range. Last hit is an overhead that launches, can be followed up with into combo in open-space and anything else in the corner.
Specials:
* Spirit Charge l) - FAST special. With the same startup as Raiden's Electric Fly, this will beat a lot of moves clean. Very difficult for most characters to whiff punish. Also fully invincible when used as a wake-up move and functions as an anti-air when done late. In close, it is punished only by the fastest normals in specials in the game and at max distance it is safe against everyone but Reptile. This is punished by full combo if jumped over.
* Rising Karma d) - Upwards slash with the brainblade that launches. Used in mainly inside combos and as a good anti-air. Punished by combo of choice if blocked close, punished by fast special at max distance. There is a weird spot directly between the spirit sword and Kenshi where this move has absolutely no hitbox, resulting in a whiff when this is used as anti-air too late.
* Telekinetic Slash (close - / mid - / far - ) - Overhead slash that can be done at a variety of ranges. Fairly fast, and can shut down jump attempts remarkably well. Probably Kenshi's most useful special. DO NOT BE BRAINDEAD WITH THIS, it's not safe to whiff at closer ranges. However, it is safe on block, so you can use this to keep your opponent in check. Hits OTG and must be blocked standing. After ending a combo with Spirit Charge (or landing it naked) you can generally use the far variant to keep your opponent in line as you can use it before they can mash out a wake-up attack. Only fast, advancing wake-up moves will get out of it.
* Tele-Flurry l) - Fast special that tracks the opponent anywhere on screen. You can use this to annoy your opponent at any range. Can be ducked, at which point you may threaten an overhead. Safe on block at all ranges, but punishable in close if ducked or jumped.
* Blade Reflect d) - Projectile reflector. Fast start up and relatively quick recovery on whiff, and it reflects or deflects most projectiles, but has fewer active frames so it must be done late against slower projectiles.
:en Specials:
* :en Spirit Charge l+) - Still just as fast. This version has armor and has the same range as Ermac's TKP. Good anti-air.
* :en Rising Karma d+) - Safe on block and has armor. Good anti-air and solid wake-up. Combos off of this are surprisingly limited, however.
* :en Telekinetic Slash (close - + / mid - + / far - +) - Second hit allows for a follow-up, but this is basically a complete waste of meter.
* :en Tele-Flurry l+) - Same as regular Tele-Flurry, but with more hits and a knockdown. One of the additional hits cannot be ducked under, so there's that. This move isn't very useful.
* :en Blade Reflect d+) - Projectile absorption. Instead of reflecting them, you absorb them and gain health back.
Properties:
* Has a hit of armor, goes full screen and counters projectiles. This is good when it's for the win, and you know it will hit, but Kenshi gets buttplugged so bad by cross-ups, you should save your breaker otherwise.
Mid-screen Combos:
BnB:
- dash - ~ - dash - ~ (35%)
~ - dash - ~ (26%)
~ - dash - ~ (31%) (credit to Altaire for reminding me this exists)
Stricter timing:
- dash - - dash - - dash - (41%) (originally posted by Quan shiiii)
Corner Combos: (more to come)
Corner BnB/Punishers:
, , , ~, ~, ~ (originally posted by Konqrr)
, , ~, ~ (41%) (given to me by Altaire)
Low Starter:
~, , ~ (32%) (originally posted by SektorCyrax)
~, ~, ~ (31%) (originally posted by SektorCyrax)
~, ~ (28%) (originally posted by Xess & Kung Fu Jesus)
Overhead String Starter:
, , ~, ~ (35%) (originally posted by SektorCyrax)
, ~, ~ (33%) (originally posted by SektorCyrax)
, , ~, ~ (38%) (originally posted by Kung Fu Jesus)
:en Corner Combos:
, , ~:en, ~ (42%) (given to me by Kung Fu Jesus)
Situational Combos: (more to come)
AA , ~, (25%) or: ~ (34%) (originally posted by RollTide8569)
/ - dash - ~ - dash - ~ (27%)
The "Reset":
In any combo anywhere on screen involving , you can delay it slightly and use it to hit your opponent OTG. It is 100% blockable, but if they don't block, they take the hit and the combo starts again. See: - dash - ~ - dash - (delayed) . If they don't block the second , they are in a brand new combo and you simply continue from there. If they do block the delayed , then you stop. Example: - dash - - dash - (blocked) , (blocked) .
The Lockdown: (originally posted by shinzo123)
(Best done in the corner) After your opponent blocks you have frame advantage. If your opponent goes for a button after blocking the string, you can stuff them with , or and go right back into the string.
:
This is a good poke. Decent range, and on hit gives you enough advantage for a guaranteed or depending on whether your opponent blocks the or not. Use this.
The Strategy:
Kenshi has a lot of options. Solid anti-air options between Rising Karma and Telekinetic Slash, and both Spirit Charge and Tele-Flurry provide that same functionality if you do them late. He's quite good at pressure, zoning, counter-zoning, he also comes with a real 50/50 mixup and the amazing ability to get absolutely face-raped by cross ups. Oh, yeah:
For everything in Kenshi's arsenal, there are zero anti-cross up options, so you have to get good at avoiding them with the generic tools. The universal cross up punish is jump-back kick. Learn this, no excuses. Your opponent also can't cross you up if you're crossing them up, but be prepared that a cross up is unlikely to have the same kryptonite-like effect on them as it does you. As bad as regular cross ups are, it's particularly shitty on wake-up. You have to learn how to maneuver around them; waking up is not where you want to be with this character.
You're inherently awful at dealing with your opponent's pressure as Kenshi as well. That's just the nature of this particular beast. Also, you must know your spacing. Now for the good stuff:
Every time you hit your opponent with a Spirit Charge, they're going to have to work their way through an obstacle course of Tele-Flurries, Telekinetic Slashes, Rising Karmas and more Spirit Charges just to get back to you. It can be absolute hell for them. But it's on you to determine which tool is the correct option for the situation.
Your pressure is good too. Mercilessly spam both of your strings for blind justice. After a blocked , you have enough advantage to immediately perform a Spirit Charge and only Reptile can interrupt it, everyone else must block it. They cannot attempt to jump it either. If they don't respect this and they get hit, you get to laugh as they're rezoned and have to run the obstacle course again. Once the spankings teach them the lesson, you can follow-up your string with /, then repeat the string again.
Kenshi is at an extreme advantage versus a cornered opponent as well. You have them in sort of a 50/50 just by being there. Stay at Spirit Charge's max-range to keep it safe against everyone (except Reptile). If they do anything but block, there's a 90% chance that Spirit Charge will completely stuff everything they do. If they try to jump over one as they do it, you answer with Rising Karma into a combo and start the whole thing over again. You can alternatively use the close Telekinetic Slash as anti-air as well. You don't get a combo on hit, but it's completely safe on block.
Your biggest worry in the corner should be wake-up attacks. Learn to bait them.
It's also important to note that Kenshi has a ton of overheads. Your opponent will be trained to block high, so you should sneak in an when you can. The string is safe and hit confirmable, so you really don't have much to lose by doing it.
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* - A quick(er) overhead. +2 on block.
* - Another fast string that creates space. Can follow up on hit in open space with or . Also an important part of his corner combos.
* - Three hit string that launches, cannot be crouched, safe on block. Your best punisher. The last hit of this string has a hitbox that extends WAY behind you, so it can't really be jumped if you whiff the first two hits for some reason.
* - Three hit string ending in an overhead so it must be blocked standing and everything leading up to the overhead cannot be ducked. Ends in so it is +2 on block.
* - Two hit string starting with a low, with the last hit being special cancelable. Usually used inside combos, but there are some decent combos starting with this string. You'll be training your opponent to block standing just by doing your thing so this is good to catch them off guard.
* - Fast, safe string with great range. Last hit is an overhead that launches, can be followed up with into combo in open-space and anything else in the corner.
Specials:
* Spirit Charge l) - FAST special. With the same startup as Raiden's Electric Fly, this will beat a lot of moves clean. Very difficult for most characters to whiff punish. Also fully invincible when used as a wake-up move and functions as an anti-air when done late. In close, it is punished only by the fastest normals in specials in the game and at max distance it is safe against everyone but Reptile. This is punished by full combo if jumped over.
* Rising Karma d) - Upwards slash with the brainblade that launches. Used in mainly inside combos and as a good anti-air. Punished by combo of choice if blocked close, punished by fast special at max distance. There is a weird spot directly between the spirit sword and Kenshi where this move has absolutely no hitbox, resulting in a whiff when this is used as anti-air too late.
* Telekinetic Slash (close - / mid - / far - ) - Overhead slash that can be done at a variety of ranges. Fairly fast, and can shut down jump attempts remarkably well. Probably Kenshi's most useful special. DO NOT BE BRAINDEAD WITH THIS, it's not safe to whiff at closer ranges. However, it is safe on block, so you can use this to keep your opponent in check. Hits OTG and must be blocked standing. After ending a combo with Spirit Charge (or landing it naked) you can generally use the far variant to keep your opponent in line as you can use it before they can mash out a wake-up attack. Only fast, advancing wake-up moves will get out of it.
* Tele-Flurry l) - Fast special that tracks the opponent anywhere on screen. You can use this to annoy your opponent at any range. Can be ducked, at which point you may threaten an overhead. Safe on block at all ranges, but punishable in close if ducked or jumped.
* Blade Reflect d) - Projectile reflector. Fast start up and relatively quick recovery on whiff, and it reflects or deflects most projectiles, but has fewer active frames so it must be done late against slower projectiles.
:en Specials:
* :en Spirit Charge l+) - Still just as fast. This version has armor and has the same range as Ermac's TKP. Good anti-air.
* :en Rising Karma d+) - Safe on block and has armor. Good anti-air and solid wake-up. Combos off of this are surprisingly limited, however.
* :en Telekinetic Slash (close - + / mid - + / far - +) - Second hit allows for a follow-up, but this is basically a complete waste of meter.
* :en Tele-Flurry l+) - Same as regular Tele-Flurry, but with more hits and a knockdown. One of the additional hits cannot be ducked under, so there's that. This move isn't very useful.
* :en Blade Reflect d+) - Projectile absorption. Instead of reflecting them, you absorb them and gain health back.
Properties:
* Has a hit of armor, goes full screen and counters projectiles. This is good when it's for the win, and you know it will hit, but Kenshi gets buttplugged so bad by cross-ups, you should save your breaker otherwise.
Mid-screen Combos:
BnB:
- dash - ~ - dash - ~ (35%)
~ - dash - ~ (26%)
~ - dash - ~ (31%) (credit to Altaire for reminding me this exists)
Stricter timing:
- dash - - dash - - dash - (41%) (originally posted by Quan shiiii)
Corner Combos: (more to come)
Corner BnB/Punishers:
, , , ~, ~, ~ (originally posted by Konqrr)
, , ~, ~ (41%) (given to me by Altaire)
Low Starter:
~, , ~ (32%) (originally posted by SektorCyrax)
~, ~, ~ (31%) (originally posted by SektorCyrax)
~, ~ (28%) (originally posted by Xess & Kung Fu Jesus)
Overhead String Starter:
, , ~, ~ (35%) (originally posted by SektorCyrax)
, ~, ~ (33%) (originally posted by SektorCyrax)
, , ~, ~ (38%) (originally posted by Kung Fu Jesus)
:en Corner Combos:
, , ~:en, ~ (42%) (given to me by Kung Fu Jesus)
Situational Combos: (more to come)
AA , ~, (25%) or: ~ (34%) (originally posted by RollTide8569)
/ - dash - ~ - dash - ~ (27%)
The "Reset":
In any combo anywhere on screen involving , you can delay it slightly and use it to hit your opponent OTG. It is 100% blockable, but if they don't block, they take the hit and the combo starts again. See: - dash - ~ - dash - (delayed) . If they don't block the second , they are in a brand new combo and you simply continue from there. If they do block the delayed , then you stop. Example: - dash - - dash - (blocked) , (blocked) .
The Lockdown: (originally posted by shinzo123)
(Best done in the corner) After your opponent blocks you have frame advantage. If your opponent goes for a button after blocking the string, you can stuff them with , or and go right back into the string.
:
This is a good poke. Decent range, and on hit gives you enough advantage for a guaranteed or depending on whether your opponent blocks the or not. Use this.
The Strategy:
Kenshi has a lot of options. Solid anti-air options between Rising Karma and Telekinetic Slash, and both Spirit Charge and Tele-Flurry provide that same functionality if you do them late. He's quite good at pressure, zoning, counter-zoning, he also comes with a real 50/50 mixup and the amazing ability to get absolutely face-raped by cross ups. Oh, yeah:
For everything in Kenshi's arsenal, there are zero anti-cross up options, so you have to get good at avoiding them with the generic tools. The universal cross up punish is jump-back kick. Learn this, no excuses. Your opponent also can't cross you up if you're crossing them up, but be prepared that a cross up is unlikely to have the same kryptonite-like effect on them as it does you. As bad as regular cross ups are, it's particularly shitty on wake-up. You have to learn how to maneuver around them; waking up is not where you want to be with this character.
You're inherently awful at dealing with your opponent's pressure as Kenshi as well. That's just the nature of this particular beast. Also, you must know your spacing. Now for the good stuff:
Every time you hit your opponent with a Spirit Charge, they're going to have to work their way through an obstacle course of Tele-Flurries, Telekinetic Slashes, Rising Karmas and more Spirit Charges just to get back to you. It can be absolute hell for them. But it's on you to determine which tool is the correct option for the situation.
Your pressure is good too. Mercilessly spam both of your strings for blind justice. After a blocked , you have enough advantage to immediately perform a Spirit Charge and only Reptile can interrupt it, everyone else must block it. They cannot attempt to jump it either. If they don't respect this and they get hit, you get to laugh as they're rezoned and have to run the obstacle course again. Once the spankings teach them the lesson, you can follow-up your string with /, then repeat the string again.
Kenshi is at an extreme advantage versus a cornered opponent as well. You have them in sort of a 50/50 just by being there. Stay at Spirit Charge's max-range to keep it safe against everyone (except Reptile). If they do anything but block, there's a 90% chance that Spirit Charge will completely stuff everything they do. If they try to jump over one as they do it, you answer with Rising Karma into a combo and start the whole thing over again. You can alternatively use the close Telekinetic Slash as anti-air as well. You don't get a combo on hit, but it's completely safe on block.
Your biggest worry in the corner should be wake-up attacks. Learn to bait them.
It's also important to note that Kenshi has a ton of overheads. Your opponent will be trained to block high, so you should sneak in an when you can. The string is safe and hit confirmable, so you really don't have much to lose by doing it.
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