thnx to all for puttin me for kenshi . actually this is really a sweet idea and a good community project
i was working on it alrdy and the list will be so HUGE! the reason is , that it's a part of the guide. I am not only going to talk about the scores and the reason in details why! but also i will be talkin about each matchup in specific with Videos against top players/ known knowledgeable players. as well that i will be attending multiple tournaments, so i will be doing projects, video capture and interview Solely for kenshi.
Sample of the list (some of them are recorded and some are not). will be posted through out time
- Sonya vs Kenshi (Blake vs Teef / Riu 48 VS teef)
- Kitana VS kenshi (Wrath VS teef / Dominican VS teef)
- SUbzero VS kenshi (Shorry VS teef / Tombrady VS teef)
- NW vs Kenshi (LOF vs Teef / ... not decided for ofline)
- Jax VS kenshi (Detroit/ Wrath VS teef / CDjr Vs teef)
- Sektor VS Kenshi (Slimjim VS teef/ Swifttomhanks vs Teef )
- Kung lao VS teef (HD cloud VS teef / Ac1984 and Ezail VS teef)
- Noob vs Teef (Hitushura VS teef)
....etc
here's the quick sample:
## Kenshi VS scorpion
5 - 5
-This is fairley 50/50. Scorpion doesnt have any advantage over Kenshi with any thing beside the idea of vortex gambling.
-is Teleports are punsihable by nature of blocking, or EX teleport to be punished within animation with full combo or even after.
-Scorpions frame traps after EX teleport doesnt work, due to the fact that kenshi can EX armor through
-EX armors go through Hell fire and spear baits
## Kenshi VS subzero
5 - 5
-I would say kenshi's favor slightly. Kenshi can completely shut down Subzero's Zoning game
-Kenshi can reflect/absorb any projectile as well as punish jump in's, close clone zoning, and any frame trap.
-Sub Regular b+2 reset is never effective against kenshi when he has meter. due to armor on the moves
-Kenshi is a threat to subzero once subzero is pressure in corner due to Regular SC OTGing of the floor as well as EX SC anti wake up. hence making kenshi at corner, more effective.
-Kenshi can easily get out of subzero corner traps due to SC, RK and armors
## Kenshi vs Reptile
4 - 6
-very hard matchup for kenshi due to the fact that reptile moves really fast.
-EX SFB or regular FB okizemi or zoning, are hard to reflect due to reptile's elbow dahs follow ups mixups and pressure
-Kenshi is easily punishable on block RK due to 6 frame elbow dash as well as distance. same goes for blocked cr+4~ into TKS.
thus making kenshi resorting to bait and different pressure to force bait elbow's and what not.
-Kenshi has a good advantage against reptile zoning due to capitalize TKS control, Teleflurry and reflects. thus making kenshi better at full, mid and zone game
-as long as reptile on kenshi with pressure and punish, kenshi might have a problem escaping due to the fact of: meter requiration on Anti cross up, or perfect adjustment, perfect arc reading to punish with cr+1 or standing 1...etc
-Kenshi cannot Fully punish FB or EX FB okizeme if done for pressure purpose. thus making reptile a hard foe to get away and off from.
-Reptile has no answer for kenshi SC and EX SC corner pressure on knock down except for EX slide. in that case, EX SC has advantage over reptile EX slide. making kenshi pressuring in corner, a way to win the match...upper hand for kenshi (consider it, the same idea as subzero's Clone traps. instead, using SC , EX SC for Plus frame advantage and frame traps, and RK ...also note, both EX SC and RK in corner, tell max sweep distance, can combo afterwards with them)
## Kenshi VS ermac
5.5 - 4.5
-Nothing special. Very 50/50
-the reaosn why it might be sligthly kenshi favor, is because Kenshi controls space way better than ermac. Thus forcing ermac to get in instead
-as long as ermac is on kenshi, the kenshi has advantage. Ermac doesnt excel at close range/ pressure
## Kenshi VS noob
5 - 5
-Very hard matchup due to projectile spam. kenshi cannot reflect back the projectile, can can null them
-Hard to proceed with TKS or TF or SC zoning due to the fact that most of the case they will hit trade.Though, once ur inside noob, noob doesnt have ANY answers. Also noob doesnt have any powerful frame traps, making kenshi even better at defense in close.
-Reflect will only nullyfy the projectile and not reflect them.hence Kenshi Zoning will be a little hinder. THOUGH! as soon as kenshi is in, Noob doesnt have much to d
nce kenshi is in, kenshi will have Advantage over Noob
## Kenshi vs SMoke
5.5 - 4.5
-I think it can go SLIGHTLY kenshi's favor
-Bomb not an issue due to armors in general (if needed to be used)
-Easily counters Smokes frame trap completely safe due to armors
-easy 7 frame counter for kenshi against IATP from smoke. doing so by cr+1~ Rising Karma.
-Smoke can escape regular corner trap of SC and RK with an EX TP. though, cannot escape Corner traps if kenshi used EX SC
Kenshi VS rain
4 - 6
Very annoying match indeed.
-Rain can simply peirce throu KENSHI's armors and traps with his EX RH
-Rain's RH traps in general are very annoying
-Rain's RH traps into frame trap 4,3 is not hittable with low attack like cr+4 or cr+3 due to the Hop effect 4,3 has.
-Rain at zoning is great! so good defense with Thunder strike, teleports, as well as great offense and combo-ability
-EX bubbles Eats the whole idea of Meter managment for kenshi, and EX bubble is easily stuffed in combos
THOUGH, some kenshi favor pinpoint
-f+3,2 is anti Regular Teleport/ teleport kick on wake up
-Anything else beside RH cancel frame traps, then kenshi can freely zone in and Out as well
-Rain is a VICTIM of corner SC pressure, nothing can escape it but EX teleport due to side change
-Air teleport is punishable with cr+1~rk due to the hop effect rain gains after teleport
-reckless teleports are punishable as well with cr+1~ RK
## Kenshi vs Mil
4.5 - 5.5
-Some people agree with me, and some dont. the only reason why this match is 5 - 5 in my opinion is because of the following:
A-Mil is good Zoner and out zoner and Turtler as well.
B-Kenshi Can easily punish Rolls and even catch early bird TK.
c-THOUGH! as long as mil is inside, Kenshi can have a little trouble especially with her mix ups and EX TK
-Mil frame traps are hard to escape without wasting an ex meter.
-Mil doesnt have to spam to get away with sais, all she needs to do is approach carefully and set on kenshi
-Kenshi Nullyfies sai's and reflect them. shuting down any turtling game
-Due to TKS control and SC, it makes Mil hard to get in if she's not using an EX TK.
## Kenshi VS kitana
6 - 4
-Kitana Has no answers against kenshi UNLESS she gets in and pressure
-Kenshi shuts down Kitana's Zone and turtle game very easily with TKS, SC and RK punish
-Kitana in corner is a victim of kenshi's SC trap. non of her Wake up move can escape either EX SC or SC at sweep distance. making kenshi a better corner controller
-Wave dash is very punishable on Landing and on initial starter! TKS slams her down, and SC catch her on the way down up to sweep distance (or slightly further)
##
Kenshi VS Jade
6 - 4
-Kenshi anti Jade because of better zoning out and In
-Kenshi easily reflects Projectiles
-Her regular shadow armor can only pass through TF and EX TF. not Tks, RK or SC (apparently, TF is Proectile attribute? while TKS and SC are physicals)
-jade doesnt have good Wake up answers except EX Shadow armor. making it easy to pressure on wake up. SC and EX sc goes through EX and regular shadow kicks
-Jade is a victim of SC/EX SC corner pressure EXCEPT if she used EX shadow armor
Kenshi VS skarlet
5.5 - 4.5
Kenshi VS sektor
4 - 6
Kenshi VS cyrax
4 - 6
##
Kenshi VS Csubzero
4 - 6
-Very hard matchup for kenshi
-Csub is a better zone in than kenshi due to Dive kicks, bomb traps and teleports
-Easy frame traps from Csub side, though very punishable by kenshi with EX RK and EX SC
-CSUB suffers a LOT with corner SC and EX SC pressure! not even his EX Slide can pass through EX SC/EX RK
-cSub cr+3 is too fast and good, aside from his regular frame traps of 2/ or 2,1/ or high low kick TC.
-Csub will win due to faster and easy mobility that Csub has
Kenshi VS Krugur
5 - 5
Kenshi VS Sindel
6 - 4
##
Kenshi VS Sonya
6 - 4
-Very tight match, depends on either SOnya gettin in or not. If she's in, then she might be a threat. if she's out, then it's
hands down kenshi favor
-She doesnt fall into SC or EX sc corner pressure on wake up due to her EX wheel kick with armor.
-Dive kicks auto correct, that means she's free to cross over kenshi if kenshi struggled on close defense
-TKS, TF, and rk shuts down any of her far away zoning, making her only good if she's close
-Her frame traps are way fast like Csub were u cant regular SC on reaction. apparently standing 1 is faster as well as cr+1. making kenshi resorting to meter drain/usage.
-kenshi can reflect and screen control afterwards, giving him a great control of the screen.
##
Kenshi VS Jax
4 - 6
-Too much for kenshi, consider jax as if he's a moving wall
-Jax gets close and kenshi might suffer due to frame traps where kenshi will resort to meter to get out! cross overs, and fast speed of jax's target combos/pokes and uppercuts
-amazing AA from jax side, making kenshi aware of any jump ins
-kenshi in corner is a dead kenshi against jax
-Jax cannot escape EX sc Wake up corner pressure, making sc/ex sc Corner pressure a 5- 5 game
Kenshi VS cage
5 - 5
Kenshi VS Stryker
6 - 4
Kenshi VS Liu
5 - 5
Kenshi VS Kung
3 - 7
Kenshi VS Kano
5 - 5
Kenshi VS NW
3.5 - 6.5
Kenshi VS Kabal
3.5 - 6.5
Kenshi VS Baraka
5.5 - 4.5
KEnshi VS Shang
5 - 5
Kenshi VS Quan
5 - 5
Kenshi VS raiden
4 - 6
Kenshi VS Sheeva
6 - 4