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Match-up Discussion Kenshi Matchup Discussion Thread

davidovitch

In Europe!
I'll add my opinion on two of Kenshi's matchups:

Noob Saibot: He loses this one I believe. Noob's zoning is better I think because the teleport grab is more dangerous than Kenshi's reflect. Kenshi may have a slight advantage up close, but it doesn't make up for the zoning problems.

Reptile: Also disadvantageous for Kenshi. It's hard to hit him because of his elbow dash, which can both avoid and punish Kenshi's moves. Add to that the forceball pressure, which you can NOT reflect back at a good Reptile player and all you've got is perhaps a slight advantage up close, but not enough to make up for the problems.

Again, just my opinion!
 

Under_The_Mayo

Master of Quanculations
I just noticed something REALLY stupid vs Kabal (might need to test this vs all chars w/a projectile). BF3 does NOT hit kabal AT ALL when he does his fireball!! It will whiff everytime, so now Kenshi's only way to keep him out is those overhead sword shit things, don't know what they are called. I'm calling this match right now 7-3 Kabal. One of his greatest zoning tools is useless
Fighting Kabal has got to be my worst match. Forget about the projectile reflect. It's impossible to tell if an instant-air gas ball is going to be high enough to hit you. If you reflect and the ball was too high, you're left vulnerable. And not being able to reflect the saw is a big problem for 2 reasons. Even if you reflect an air gas ball, he can have a saw coming at your at the same time and you'll get hit by it even if the ball reflects. And secondly, since you can't reflect it, you have to dash in constantly taking chip damage until you can get in since you can't jump.

You can't dash in and RK him when he does air gas ball because he jumps back and RK whiffs. Once you get him in the corner he can just dash right out again because Kenshi has no resets, only knock downs. And finally, chasing kabal down really only allows you to hit him with Spirit Charges, and that just sends him flying away to full screen again so he can start up the ball/saw zoning again. I totally agree on 7-3. I'm going to have to pick up a character specifically to fight Kabal.
 

Under_The_Mayo

Master of Quanculations
[MENTION=1465]xxteefxx[/MENTION] what your musings (so far) on the vs baraka matchup?
While this is definitely a 5-5 match, it's incredibly annoying for 2 reasons. You can't jump against Baraka, and his blade charge actually goes further than the SC and is unduckable. If you come in for SC pressure and you miss, he gets a free blade charge. Everytime. You can punished a blocked one with an SC, but that's not much. I'm not sure if RK can punish it, i'll have to check. And then when Baraka get's Kenshi into the frame traps, or god forbid in the CORNER... oh my god. I personally think baraka in the corner is the most frightening thing I've ever seen.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
While this is definitely a 5-5 match, it's incredibly annoying for 2 reasons. You can't jump against Baraka, and his blade charge actually goes further than the SC and is unduckable. If you come in for SC pressure and you miss, he gets a free blade charge. Everytime. You can punished a blocked one with an SC, but that's not much. I'm not sure if RK can punish it, i'll have to check. And then when Baraka get's Kenshi into the frame traps, or god forbid in the CORNER... oh my god. I personally think baraka in the corner is the most frightening thing I've ever seen.
thanks for the help man,apreicate it
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
1man3letters:

hey man. alright, this matchup is really kenshi favor in my opinion. i dont see baraka going ANYWHERE!
worst case scenario, 5- 5...though, i would like to say it's slightly kenshi favor if not totally kenshi favor ( 6 - 4)
reasons

-Baraka Cannot turtle AT ALL! only source of winning is for Baraka to Pressure Upclose. reasons due to Full distance control by Kenshi, with reflect, TKS, RK and most important SC that will always put him full screen

-Baraka Armor are not anti Kenshi's Armor. As a wake up or prediction trade, kenshi will win with Either EX RK or EX SC

-Only way to win with baraka is to force pressure as much as possible and distance control. for example get close for a charge trap while either baiting TKS non armor or TF...etc

Hard matchup for baraka in general.

-the reaosn behind kenshi winning is:
1-Reflecting and absorbing
2-SC send full screen puttin baraka Useless due to TKS pressure and kenshi baits
3- IN corner Kenshi Excels against Baraka due to EX SC trap as well as OTG and anti wake up with EX SC and regular SC
4- once Kenshi teaches baraka to go offensive, it's kenshi's time to be offensive as well with RK, EX RK, and frame traps (kenshi got tons)
thanks very much for the help man
 

Sicario

Noob
Fighting Kabal has got to be my worst match. Forget about the projectile reflect. It's impossible to tell if an instant-air gas ball is going to be high enough to hit you. If you reflect and the ball was too high, you're left vulnerable. And not being able to reflect the saw is a big problem for 2 reasons. Even if you reflect an air gas ball, he can have a saw coming at your at the same time and you'll get hit by it even if the ball reflects. And secondly, since you can't reflect it, you have to dash in constantly taking chip damage until you can get in since you can't jump.

You can't dash in and RK him when he does air gas ball because he jumps back and RK whiffs. Once you get him in the corner he can just dash right out again because Kenshi has no resets, only knock downs. And finally, chasing kabal down really only allows you to hit him with Spirit Charges, and that just sends him flying away to full screen again so he can start up the ball/saw zoning again. I totally agree on 7-3. I'm going to have to pick up a character specifically to fight Kabal.
Under_the_Mayo how are you?? I watched your matches and videos about kenshi in youtube... thanks for help us ;) ...kenshi is a character so hard for find matches or videos in the web... I have been looking for good matches , tournament matches or something to help me, but is so hard....
Do you have more videos using kenshi?? vs kabal , vs reptile vs scorpion (in my country many these characters) , if you have please upload...I will be looking forward for that.....
 

Metzos

You will BOW to me!
Can someone give me an accurate answer as to why the MU Kenshi vs Ermac is 6-4 in Kenshi's favor ? Cause i have very little experience for that MU. Thnx in advance. :)
 

Tolkeen

/wrists
Didn't want to start a new thread for this question, so I will ask here. I'm going to a tourney in January (Frosty Faustings, Chicago area) and I need some match-up advise if I'm going to stand any chance against team GGA, slips, and 16bit.

1) Johnny Cage - Dizzy plays a mean and aggressive cage, he never seems to jump, which leaves me back-pedaling the entire match. He's a beast with anti-air, so I can't jump. And once he's in, he seems to be really good at reading when I'm going to armor out.
2) Sonya - Wafflez, just picked up sonya, switching from smoke. Against his smoke I have a shot, but his sonya destroys me. Same problems as against the JC above, except her ex cartwheel can go through my armor moves. Any tips in this matchup would be appreciated.
3) Scorpion - I have only scrub online experience here, any help would be welcome. How do I stay out of the vortex?
4) Kitana - Same as above, 16 bit just won scr so I'll be watching those vids to try to help me too, but i'm lacking general matchup experience.
5) Sheeva - This may seem like a joke, but offline gga jerimiah's sheeva is scary. He's not some online teleport spammer, so I can't rely on that. And he (like most gga crew I guess) is jedi with the AA. What are the weaknesses of this beast woman?
6) Kung Lao - Offline, what's the best punish for a teleport 3 (the single leg kick, not the double leg kick)?

Any help would be appreciated, just try to be as detailed as humanly possible. I'll back read through the threads to find any info if it's already been posted. Thanks for your time.
 

charlieonline

Search "CaseyJones" for active profile.
I'll add my opinion on two of Kenshi's matchups:

Noob Saibot: He loses this one I believe. Noob's zoning is better I think because the teleport grab is more dangerous than Kenshi's reflect. Kenshi may have a slight advantage up close, but it doesn't make up for the zoning problems.

Reptile: Also disadvantageous for Kenshi. It's hard to hit him because of his elbow dash, which can both avoid and punish Kenshi's moves. Add to that the forceball pressure, which you can NOT reflect back at a good Reptile player and all you've got is perhaps a slight advantage up close, but not enough to make up for the problems.

Again, just my opinion!
Kenshi can reflect forceball btw
 

davidovitch

In Europe!
Kenshi can reflect forceball btw
Yeah I know but a smart Reptile player dashes in with a slow forceball and pressures so you cannot do a reflect (you will get hit by reptiles string). Or when they are close to you you have to guess whether it is a slow or a fast forceball and input the reflect accordingly. If you guess wrong, you get hit. And even if you guess right if it's a slow forceball Reptile can jump over the rebound at attack you (you may be able to block this).

However if Reptile is far away and does a fast forceball or a slow one without dashing in immediately you can reflect them safely and it a lot of fun when it works!
 

charlieonline

Search "CaseyJones" for active profile.
Yeah I know but a smart Reptile player dashes in with a slow forceball and pressures so you cannot do a reflect (you will get hit by reptiles string). Or when they are close to you you have to guess whether it is a slow or a fast forceball and input the reflect accordingly. If you guess wrong, you get hit. And even if you guess right if it's a slow forceball Reptile can jump over the rebound at attack you (you may be able to block this).

However if Reptile is far away and does a fast forceball or a slow one without dashing in immediately you can reflect them safely and it a lot of fun when it works!
Oh okay what you're saying is a mid screen (outside of dash distance) reptile can dash in and pressure before a reflect is possible but not if the forceball is done at full screen?
 

davidovitch

In Europe!
Oh okay what you're saying is a mid screen (outside of dash distance) reptile can dash in and pressure before a reflect is possible but not if the forceball is done at full screen?
At full-screen, Reptile can also dash in and pressure with his slow forceball and you won't be able to reflect it. But I'm pretty sure you can reflect a fast forceball from full-screen without much risk. And if reptile releases a forceball without dashing in (for example he's going for two forceballs in a row or an acid spit) you can reflect it as well.

Another thing: If Reptile dashes too far ahead of his slow forceball you can try to put him down with a spirit charge and if you are lucky you can then still reflect the forceball.
 

rpg

Horror Specialist
i really like teef's matchup scores and breakdowns. sorry i dont post much. im not one for writing on forums. would rather do them on stream, but best believe i'm lurking :)

Check/teef whats the best way to autocorrect input on crossups realy/ having a really hard time with this and as u know this can kind of make or break kenshidue to his crossup weakness.

after playing PL a lot these days, i can't see Kenshi beating KL at all really. his mobility is too much. that is unless autocorrect punish is figured out 100% of the time..i can make the right reads but because the input system won't agree with me i do the wrong move or negative edge and end up dying..kenshi is really polarizing just like my signature char dhalsim..he either rapes u or gets raped badly lol
So its true you are using Kenshi now.
 

Bleys

Noob
I'm having a hard time with the Raiden matchup. I can see why it's 6-4, or even 5-5, but it's like every attempt that I make to zone is a bait.

-> My TF and TKS is punished a lot by the torpedo (especially that fullscreen TKS when trying to tag them on attempted wakeup.) It kind of works the same way as Kabal's dash from "The CHASE"; he just zooms right through my phantasmal figures. Kind of took out the tools for my zoning. But if there was one thing I learned when trying to zone him, it was definitely NOT to try to TKS him at full screen as he was getting up like I'd gotten used to in some of my other match-ups. His wakeup tport was quick enough to punish me for using it.

-> I had to stop using Reflect on the Lightning Balls due to baited tport punish. I'm considering using TF as punish for Lightning Balls, since TSK will lead me back to guessing what his wakeup will be. But I think the 4% would not outweigh eating the projectile. On the other hand, it usually connects, so I didn't have to worry about telepunish, so it's a better answer than burning a breaker every time he throws a projectile. (fortunately, my friend I played rarely used them, so I wasn't faced with the equation often.)

-> I also had a hard time finding the right answer to tport. There were a lot of weird moments when I would be placed too close to him on the tport, so a lot of RK's and SC's failed due to jumps into crossover combos. And another weird thing was that the RK's that did hit could not be expanded on with the SC since the F3, 2 would put me on the other side of him as he was falling, so I just resorted to either a second RK or SC vs dropping him right next to me. Has anyone else wound up with this? I'm looking to practice the match-up more often to see if it's just my timing.

However, the armor worked consistently for me nearly every time, the F3, 2, RK, dash in, F3, 2, SC was also great since he was more familiar with my Kang, using the F2, 2, B1 and B2 made it easier to get the initial F3 in. Am I just not patient enough? I feel like Raiden nulls a lot of my Kenshi tools and leaves me with few options while he maintains a lot of his pressure game. The guy I played had only been working on Raiden for a couple weeks, so it definitely made me wonder what a match with a pro would be like. It's probably just lack of familiarity with the match-up, but I was wondering if anyone else was in the same boat as I was, or if I just needed more practice.

Thanks!
 

deathgun

Mortal
guys im looking for something to punish both mileena's roll and teleport, actually im punishing the roll with f22b1, f32~SC (24%) and the tele with d1 RK, f32~SC (19%).

The thing is, I dont know if the d1 will aways hit the ex tele, coz im in trainning mode and the dummy doesnt throws Sais after the kicks, I need a confirmation on that.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
guys im looking for something to punish both mileena's roll and teleport, actually im punishing the roll with f22b1, f32~SC (24%) and the tele with d1 RK, f32~SC (19%).

The thing is, I dont know if the d1 will aways hit the ex tele, coz im in trainning mode and the dummy doesnt throws Sais after the kicks, I need a confirmation on that.
always yes
 

xxteefxx

Kenshi Moderator
why not.... also: 2,1~ rk, f+3,2~sc to push rolls. (non corner)

here's a quicky, something until i release the stuff after FR....also just FYI, i am off the tournament scene. i am taking a HUGE break for school!! has to be done.
and it might look like i am not attending winter brawl or FR....maybe FR just to see piggy , detroit and everyone else

matchup chart quickly: my opinion

-Scorpion: 5 - 5 kenshi
- Subzero 4.5 - 5.5 Kenshi
- Reptile 5 - 5 Kenshi
- Ermac 4.5 - 5.5 Kenshi
- Noob 5 - 5 kenshi
- Smoke 5.5 - 4.5 Kenshi (can go 6 - 4...smoke without the reset = kenshi favor)
- Rain 4.5 - 5.5 kenshi
- Mel 5 - 5 kenshi
- Kitana 4 - 6 Kenshi
- Jade 3 - 7 kenshi
- Skarlet 5 - 5 Kenshi
- Sektor 5.5 - 4.5 kenshi
- Cyrax 5.5 - 4.5 Kenshi (doable 5 - 5)
- C-Sub 5.5 - 4.5 Kenshi
- Krugur 5 - 5 kenshi
- Sindel 5.5 - 4.5 Kenshi
- Sonya 4 - 6 Kenshi
- Jax 5 - 5 kenshi
- Cage 3 - 7 Kenshi (this is extreame, though can go 4 - 6)
- Stryker 4.5 - 5.5 Kenshi
- Lui Kang 4 - 6 kenshi
- Kung lao 7 - 3 Kenshi
- Kano 4 - 6 kenshi
- NW 5 - 5 kenshi
- Kabal 6 - 4 kenshi (doable 5.5)
- Baraka 4.5 - 5.5 kenshi
- Shang 3 - 7 kenshi (can go 4 - 6)
- Quanchi 5 - 5 kenshi (can go Quan favor as well)
- Raiden 5.5 - 4.5 kenshi
- Sheeva 3.5 - 6.5 kenshi
 

Briggs8417

Salt Proprietor of TYM
xxteefxx Pig Of The Hut Hey guys i am having some trouble with the Freddie Krueger mu, do you guys have any pointers, I am afraid to reflect because of hellspike, and all my zoning tools are too slow for using on him and i start to feel a need to pressure. Should I play rushdown or just play more patiently?
 

deathgun

Mortal
why not.... also: 2,1~ rk, f+3,2~sc to push rolls. (non corner)
The easiest combo also is the most damaging one: f32~rk, f32~sc for 25%

Near the corner we can go with f32~rk, 21~rk, 113~sc for 28%; f32~rk, 113~rk, 113~sc for 30% or f22b1, 113~rk, 113~rk, d1~sc for 31% (if you do the sc alone at the end it will do 31% aswell, probably the d1~sc does near 32%, its up to you.)

The easiest one is f22b1, 113~rk, 113~sc for 30%
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
xxteefxx Pig Of The Hut Hey guys i am having some trouble with the Freddie Krueger mu, do you guys have any pointers, I am afraid to reflect because of hellspike, and all my zoning tools are too slow for using on him and i start to feel a need to pressure. Should I play rushdown or just play more patiently?
Against Freddy you 100% must rush down

End all combos w f22b2 which keeps him close to you for cross up pressure on wakeup

Never end combos w anything else

Push him to the corner and float around his teleport range when u have hIm there.

Never do TKS as he is waking up or SC unless it's an en SC because en ground spike on wake up will ruin u

Reflect isn't worth the risk in this MU because of it's speed, ft and his recovery

Perfectly timed tele flurry dodges all ground spikes

5-5 MU but tough, use meter to throw his ass into corner
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Btw best corner combo I do is NOT the one above

I prefer:

JIP f22b1 2..2 1 b2 3rk 1 1 4 d1 SC

47% no meter
 

Briggs8417

Salt Proprietor of TYM
Against Freddy you 100% must rush down

End all combos w f22b2 which keeps him close to you for cross up pressure on wakeup

Never end combos w anything else

Push him to the corner and float around his teleport range when u have hIm there.

Never do TKS as he is waking up or SC unless it's an en SC because en ground spike on wake up will ruin u

Reflect isn't worth the risk in this MU because of it's speed, ft and his recovery

Perfectly timed tele flurry dodges all ground spikes

5-5 MU but tough, use meter to throw his ass into corner
Thanks man, this character has been a weird mu for me I haven't really understood it. I will keep all of this in mind.
 

KingHippo

Alternative-Fact Checker
alright ! awsm talk guys...though not the appropriate thread. so this is meant for Character/ people voting i presume? please take the discussion to the MU thread.

King Hippo: i liked ur post tell u said "You guys play Kenshi, you know the drill. In the corner, Kenshi will take all your options away."
it seems u know kenshi very well, yet the follow after on ur post proved u have little idea.....Elaborate on HOW exactly is kenshi a threat to kabal in corner in such case , or forever hold ur peace :)
kabal got meter = Threat for kenshi to go freely due to his EX dash.

the MU is 5.5 - 4.5 Kabal favor (worst case scenario, can go 5 - 5 in my opinion). lets say it that way, Reo was the only kabal who was able to beat my kenshi from all the kabals i've ever played so far. MU aint impossible but at the same time it's NEVER kenshi favor

" No character in the game has a move that controls space as effectively and as safely as spirit charge"
completely not correct...

PS: if u wanted to reply, please direct it to the MU thread guys!! ty

as for Mayo...i agree with Mayo.... and i kinda agree with THTB on some stuff....though Mayo's is 100% correct.
THTB , ur dealing SC as if it's the SAFEST move on earth....it's not! thats only toward EX SC...not regular. Kabal has meter, in corner Kabal can escape EASILY!! making it tougher on kenshi due to mind game aspect.
first off against kabal, cr+3 is everything!! the bug were u can evade kabals dash from anywhere in screen due to Kenshi's hurtbox properties and cr+3 advantage, makes it so annoying for kabal to get in PERIOD! resorting to the use of EX dash from sweep distance, which is still subject to the dash bug due to kenshi's hurtbox on cr+3.

1-cr+3 stuffs Dash if used correctly from any distance
2- Close range cr+3 can escape both EX dash and regular dahs constantly
3- cr+3 is a perfect tool to use to get in on kabal...and under his gas blasts as well as able to do cr+3 and block the SAW too.

trust me, once u use it correctly...kabal will think MORE than twice on gettin in.

why this matchup slight Kabal favor?
-the run away game is HIS!! making the use of anything from far away beside cr+3 closing in and armor = useless
* also considering the fact of reflect bugs*
- Close game is YET! subject to gambling....Kabal having armor nullyfying Kenshi's Frame traps(Period)
-Corner game, kabal has Armor, kenshi's OTG/ Corner game is subject to Armor penetration unless u will start gambling and mind game ...in that case, both of kabal and kenshi can do that
Like I mentioned before, the very fact that Kabal has to guess armor is bad for him. Sure, he has armor, but that doesn't mean everything immediately goes out the window. You have your own, you can bait him into doing it and it's not just a automatic loss. Jax has armor on a few really good things, does that mean Kenshi doesn't control him in the corner either?

The run away game is his, sure. He's putting himself in the corner though, and we've established he does not want to be there. So what's left? Kabal going back to guessing armor on shit, which does not mean he wins the match, it means this mighty character is reduced to trying to guess armor through everything. 6-4 Kenshi.

Spirit Charge is -6 on block from max distance and is nigh unpunishable for most of the cast, plus its hitbox is huge and makes running a typical spacing with normals game impossible against Kenshi because he has one of the best whiff punishers in the whole game. It's easily one of the very very best moves in the whole game. And just because he has armor does not mean he's going to do it on reaction to every single one that's just silly man.
 

KingHippo

Alternative-Fact Checker
Sorry. It's what we're trying to tell you. If you think that fullscreen spamming GBs and Saws isn't where Kabal wants to be against Kenshi, mixed with cancels to trick him into Spirit Charging, then you just aren't understanding the vulnerabilities we're trying to describe. Can we put this to bed yet? If we really must go on, I'll do this. Here is a list of advantages Kabal has over Kenshi. And then you or Reo or anyone else can give us a list of advantages Kenshi has over Kabal, and we'll tear it apart.

1. Teleflurry/IAGB trade in Kabal's favor (4% vs 9%)
2. IAGB, when reflected, either misses entirely, or reflects back at Kabal and whiffs him as he dashes under it.
3. Saw can't be reflected.
4. Standing GasBall's backwards posture, and sometimes Saw, causes Teleflurry to whiff entirely. (0% vs 9% trade for Kabal)
5. Knockdown pressure with TK Slash becomes a deadly risk due to wakeup Dash, canceled or not.
6. ALL Kenshi's specials have zero momentum, so he gains no ground as Kabal runs.
7. EX Dash can bust through frame traps.
8. Double dash cancels bait Spirit Charges and whiff punish.
9. Spirit Charge pushes Kabal back to full screen zoning distance.
10. SC and IAGB trade is 9% for both, giving Kabal good zoning positioning afterwards and dead positioning for Kenshi.
11. Blocked Saw is only punishable by SC or Throw, which again sends Kabal to zoning distance.
12. Teleflurry isn't a true projectile and can be Dashed through for a full combo.
13. Kenshi has no projectile to occupy space and keep Kabal from Dashing freely.
14. Having no forward-moving attacks means Kenshi has to escape pressure with armored moves, which is a risk if jumped.

The only threat Kenshi is to Kabal is up close with meter. Kabal wins all zoning trades from a damage and positioning angle. Speaking of meter, Kenshi really needs meter. But he can't build it against Kabal. Kenshi's primary meter building comes from his Flurry/TK Slash/SCharge pressure which forces other characters to block. When he runs away and outzones Kenshi, Kenshi is now left with no way to build the meter he needs to fight in the first place.

THTB, you're awesome and a great player. I have no personal issue with you ever. But you need to stop propagating this fallacy of Kabal even POSSIBLY not having the advantage over Kenshi. If your argument comes down to "Kenshi has some great moves and Kabal can't play really comfortably" isn't an argument to stand up against the mountain of handicaps faced by us in this matchup.

BTW: Teef, yeah. It really is all about D3. D3 is awesome.
1-4 I'm going to address together, since these are all options at which you're presumably standing midscreen or farther and just throwing them out. A mistake, in other words. These should not be happening, so while those are decent points, standing midscreen and throwing crap at Kabal is not a way to beat him (Is rarely a way to beat anybody really) so those shouldn't really factor into the matchup.

5 is a thing where it's just simple risk/reward. Sometimes he will armor through it, sometimes he won't. Either way, this is another thing that isn't particularly crucial to winning the match. To put it in terms of other games, you can throw a meaty fireball at Dudley with Ryu in SSF4, and he could ultra through it and really hurt you. Does that really swing the momentum of a match? Not really, just don't throw fireballs when he has Ultra. With Kenshi, just watch the TKS on wakeup

6 is a thing where people under-appreciate just how fast Kenshi walks. I'm pretty sure he has the fastest walkspeed in the game, and especially now with the dash nerf, that walkspeed is super appealing, and you can cover quite a bit of distance from a hit shoulder charge just by holding foward.

7 is similar to 5. He could, but does that make it bad? Jax can EX dash punch through my frame traps or Overhead, but does that mean those frame traps are any less effective? Not really. It's one of those things where if to get out of your pressure you have to guess armor, then that's not really that great for the player (Kabal)

8 is something every character can do. I often buffer a back forward motion as if to bait a ND, and sometimes it works. Sometimes it doesn't. Baiting is not just particular to Kabal, although I would agree he has it better than most. Either way, it doesn't swing the matchup in either person's favor.

9, 10 and 11 go back to 6 in that you are gaining ground every time you land a Spirit Charge, and you are continuously pushing Kabal to the corner where he does not want to be. IAGb pressure is irritating, but you can get through it using d3 and just simple walks and dashes forward, coupled with some Spirit Charge to trade or hit him out of it. Every landed Spirit Charge is a victory, plain and simple.

12 goes back to my first point. Kabal can stay in the air easily as well as dash through Teleflurry, and Teleflurry should really only be used in the matches where it is okay to stay fullscreen and throw those out, this match not being one of them. Thankfully your other tools help cover this one not being so effective.

13 is a point that has been made time and time again, that being Spirit Charge is hands down one of the best space control moves in the game, and it goes pretty damn far, and the EX one doubles that. There is no reason that can't be used against ND.

14 is true, but at the same time, if armor is so good for Kabal and practically ruins Kenshi, doesn't by the same token Kenshi's armor (Which is a little better in that it hits twice) kind of hurt Kabal in his pressuring strategy? To me this is a wash if you say that Kabal's armor moves wreck your offense.

Again, I just want to reiterate that while armor is good, it's not really the end of the world. Kenshi has incredibly good corner pressure, and all the armored moves in the world aren't going to help you from that so much, much less save you from Kenshi's own which can help make his corner pressure that much better.