I only just started playing Kenshi but I am having problem with almost every character. To me his match-ups are not as advantageous as described here. I mean, my opponent can just walk up to my Kenshi while blocking my attacks? And once up close if I don't catch them with a Rising Karma or Spirit Charge I'm basically screwed. So while I may have been able to get some guard damage in, the advantage is quickly lost in the close combat exchanges.
If the opponent can teleport or zone well it becomes even more difficult. Sure I can try to reflect Sub-zero's ice balls but he will still be able to block them if he's far away so it's not very risky for Sub. And if I decide to do his down-ward slash attack and it trades with an iceball I'm screwed again. As for teleporters, many of them can react to my zoning (admittedly I'm still learning so I'm likely too predictable) and teleport into a combo or close pressure.
And what to do against cross-over punches?
Hey David. it's just because ur still new to kenshi...through out time, u will understand why some of these matches can be or IS advantageous to Kenshi.
first off, kenshi is VERY good at Offense. his defense is ALSO considered a good offense due to pressure and spam control from full screen. and his defense in general is good untill sweep distance range.
his problem is as u said, characters that sit on kenshi. if ur new to kenshi, u might find it a little hard....though there are solutions for cross overs.
Secondly, after playin with kenshi...i discovered the problem is not that he has a bad close up game at all!! the problem is he's a VERY slow character with a lot of unsafe moves as well. pretty much, mind games and gambling when it comes to escaping cross ups.
third, the jump in punch to throw is now gone! this easy stuff up for kenshi! a lot as well...i will mention why
forth, your talkin about characters just move and block? will...this is how to counter kenshi :S opponent wont stay in his place and eat the same moves over and over. Though, kenshi DOES have a lot of mix ups and pressure....most of them are gambling! if they hit , u go! if they fail in the trap, u go! if not, then here comes good defense and counter pressure
fifth, as Arturo(sabin ) said...THOUGH! those are not reliable! at all in my opinion....except cr+1 IF u can read the opponents jumping arc.
kenshi cr moves has HORRIBLE recovery unlike others (cr+1), as well that kenshi's hitbox is horrid on crouch (body hurtbox)
so , with kenshi u are forced to learn those...which are basics! and sadly few player use that due to a lot of horrible scene in the game (example: Kung spin)
1- crouch attacks. though depend on the jump arc. cr+3 can evade any punch, though it depends on when opponent do it! the reaons is, cr+3 is so fast and recovers fast..thus, kenhsi will have a lower hurtbox advantage while cr+3 is excuted only.....the time bracket is really small :S. as well as, after wards, u have to manuever or punish or else ur still stuck at close up cross overs
2-Standing one. good AA against jump in's. againt cross up as well! though, must be perfectly timed
3- Maneuvering around. Yes. you see opponent crossing over or u kNOW they will cross over, simply move backward, forward , or dash in or out
4- the most reliable, though requires 1 meter. reverse input of EX RK/ SC
PS: sub vs kenshi match just got harder this patch due to Armor on Slide.
another PS: jumping back punch is timing dependable as well as distance dependable. after kenshi's ANY AA JP, it's guarenteed to dahs in into f+3,2~ rk