-Kenshi Pressuring game and Footsies:
In the Project learning lab video: part 4 covers Pressure, Footsies and mind games. Take a look at the samples and get a general knowledge of are those footsies,ming game and ways for kenshi to pressure opponent.
Kenshi has amazing pressure game, and he got a lot of tools for it as well. basically, it revolve around his regular TKS pressure, EX RK, or in general Target combos which put kenshi into a safe situation as well as advantageous after wards in a lot of situations.
before going anywhere deeper, you must have a basic idea of kenshi's normals Frame data. here are the important footsies Frame data/ start up speed:
Important Normals:
Standing 1 : A 10 framer
Standing 2 : A 12 Framer
Crouch 1: A 6 framer
Crouch 3: A 7 framer
Crouch 4: A 12 framer
Forward 2: A 12 framer
Forward 3: A 15 Framer
Special moves:
note: EX and Regular special moves has the same exact speed. the only diffrence is that they will gain either multiple hits, and most importantly for kenshi, Armor for Mitigations.
b,f+2 Spirit Charge: 8 Frames in close range and14 frames from max distance
d,b+1 Rising Karma: 14 Frames
Telekenesis Slashes: 25 frames for each on start up speed
b,f+3 Telefurry: 21 frames
d,b+2 Reflect/Absorb - N/A
Now, Lets talk first about what are they , and how/when to use them:
A)-cr+4/ cr+3~ pressure links:
The basic footsie i use for any character in the game. With kenshi, it's a great footsie due to the fact that if cr+4 hit opponent, then you can chain it to sustain the pressure with a guarantee free hit or blocked TKS. This will make the mix up more aggressive due to the fact that opponent has to block low then high (TKS is Med). If opponent decided to block only high, then kenshi is causing 3% low attack damage Plus Pressure guard of TKS(5% total). After TKS you can either stuff in any of opponents pokes, or simply frame trap or counter normals/special moves with Armor Mitigations (Example: EX RK or EX SC).By means on block, it's a complete Frame war follow up after.
cr+3 is also very decent, and it's a great tool for anti play dead. forcing opponent to get off the ground and block high. though cr+3 is so fast, so it's all guessing game right after. You can follow up after cr+3 into b+2 or chain into TKS, though they are stuff-able by faster Pokes , or specials. this will require mix ups from you to mind confuse the opponent. EX armor does a great job afterwards if you know opponent will try to either Counter poke or special escape/ counter. EX RK in that case makes it SUPERB at countering.
In conclusion: cr+4~ linked to special is safe on block or hit. cr+3~ link to special is not due to the fact that after cr+3 the frame is reseted to null, which means it's a total frame war. Frame war means, the faster the frame, is the one who gets the follow up hit or escape. Thus cr+3 is used for quick pressure and mix ups instead.
Mid screen, you can preform two reps on cr+4~ tks as long as TKS hit opponent. Corner, cr+4 reps can go up to 4 or 3.
Further explanation of : cr+4~ tks and cr+3 footsies.
use in Mid screen Situation:
-If it did hit, you have a free footise mix up rep of another cr+4~ TKS. two reps and then you will be forced to dash after to connect a third cr+4. so after the second cr+4~tks it's all your mind game/mix ups experience.
-If TKS was blocked. it's a Frame war. the faster frame poker or move, is the winner. Basically against other pokers, Kenshi has a VERY fast cr+1 and cr+3! (6 and 7 frames respectively) making TKS chain a good use in pressure. though, unlike cr+4; cr+1 and cr+3 are escapable easily by arcs of the jumps due to the hitbox (though TKS can catch them easily if they did so, and it leads to wake up pressure game from kenshi) or punishable by a fast poke after blocking or eating cr+1 or cr+3 .OR punishable by counter special moves after blocking or eating cr+1 or cr+3 (example: Ermac's force push or TK)
use in Corner:
-cr+4 ~ TKS can go up to 4 reps if they hit. due to cr+4 not pushing back in corners.Though,the TKS will instead.
-as for cr+1 or cr+3 follow up. Same concept
in general, as for corners, i would say cr+4~ tks even on block. cr+4 is 12 frame, so it's not that slow compared to other characters. as well that cr+4 DOES stuff a lot of special like any other cr+4 in the game.
in here, corner situation,comes cr+3, b+2. b+2 stuff a lot of moves and catches jump escapees. cr+3 has a faster recovery than cr+1. also it's not bad idea to use mid screen, though a required dash is needed after tks. and doing a dash into cr+3 after a blocked TKS, is not fast enough against opponent with fast pokes, footsies, or Special moves.
instead i would suggest a mix up of EX RK if you know opponent will counter with either poke/footsies, or special.
Another use for Cr+3 is , a frame trap:
-After a cr+4~ TKS on hit, if followed by cr+3 it can be used as a frame trap when linked into EX attack or even regular.
Basically, the most powerful of all of them are those two option. cr+3~ EX RK, or cr+3~ regular SC (EX can be used for more safety as well).
the frame trap works when opponent try to either, jump, Uppercut, counter poke, or counter special after cr+3. SC regular is fast, and it actually stuffs in a lot of normals (though some fast pokes can stuff it on initial start up). the reason this is a strong frame trap is that the special move is ~ chained after cr+3, making it harder to stop the following move after cr+3.
it's a great tool to be used after a hit connect or cr+4~ TKS. the regular SC will push kenshi away to safety were it's not punishable. Beside the fact that it can punish moves.
Crouch 3 is 7 frame move, and Regular SC is 8 in close up. this making the frame trap, VERY fast.
Please Note: Close 2,1~RK OS, is not useful in this frame trap situation due to the fact, that 2 is duckable. thus it means, the opponent poke or normal or special countering, will always have the advantage.
THOUGH, some moves are really fast, like some pokes and special moves (e.g any special with Mitigation armor, like raiden superman, kungs spin...or even regular specials, like reptile dash..etc). in that case, EX RK comes in handy, or even EX SC. so for a guarentee counter, chain cr+3 into EX RK if you know opponent want to punish your cr+3, leading kenshi into juggle state.
B)-b+2:
A very great fast Med attack with an amazing hit box. It's very useful in footsie in my opinion, though very punishable if predicted after either a standing 1, cr+1 or cr+3 (best option is of course d+3). Though, that doesnt mean the move got a lot of good properties.
First of all, this is an amazing anti Jump ins, or jump away. It catches opponent if they tried to jump away after a blocked string or cr+3 or wutever the poke is. Imagine it like subzero's standing 2,2 Arc.
Secondly, it catches and stops a lot of properties and moves. for example, jump in attacks arcs, Kung lao dive kicks, Cyber sub dive kicks....etc
Third, a great hit box and fast move. Completely safe on block as well due to the frame recovery after.
the best examples to use this is after cr+3 footsies, or maybe a frame trap after f+2,2,b+1 on block. though this frame trap can be stop by fast pokes like cr+1 or cr+3 or some special moves (Example ermac Force push/ TK).
C)-1,1,1:
A good Staggering tool, Shenanigans. 3 hits on close, fast, safe on block and stagger on hit. allowing low , med or high mix ups safe after wards. Very deadly in corner were it give you free time to maneuver freely. the beauty of this attack is, you can link it into special move on hit or Block. following after with a TKS shenanigans is really useful, specially in corner.Also a dash afterwards is completely SAFE on hit.By nature if opponent tried to mash out after the stagger hit, Kenshi will always have the upper hand for sure if kenshi used the correct stuffing. here are some of the options i use;
-Dash in f+3~ TKS. If blocked then your safe, if hit then you can do Multiple pressure options afterwards. also you can free add a rep of cr+4~ TKS guarantee (whether blocked or not)..take it like this, the more the TKS hits opponent, the more the pressure rep kenshi can do after wards (whether cr+4~tks , f+3~ tks or whatever footsie /pressure you would like to use)
-Dash in f+2,2,b+1. Against cage, Lui kang, Kung lao,and others, they dont have much option if f+2,2,b+1 is blocked. so any reckless dash in, Special attack or normals, will be Definitely stuffed with either a follow up of 2,1~ RK or just Directly RK after f+2,2,b+1.
-A regular guess or pressure of f+3,2~ EX RK afterwards.
-In corner, it's amazing for multiple cr+4~ tks reps as long as the TKS hits opponent.As well as , all of the mentioned examples without even dashing. That's why it makes this setup more useful in corner than in mid screen.
D
)-f+2,2,b+1 / f+2,2,b+2 on block:
One of the safest TC's that kenshi has. Completely safe on block and can be used for traps after wards. you can use example (E) and stuff in any dash, or long range starters (whether normal or special move), which works in a lot of examples. Here are some baits you can do after a block f+2,2,b+1
-Example (E), which is 2,1~ RK: it's good cause it stuff reckless attacks, like a dash in, standing pokes, Slow moves, and sometimes even stuff special moves depending on its property. the reason this is a good footsie, is that it also catch Jumpers due to the second hit. so it's a not bad at all, Anti air, as well as a decent footsie speed (12 frame starter on standing 2). it also works as an Option select. By means, if you did such a footsie and opponent jumped backward instead, the Rising karma wont come up, Putting Kenshi Back to safety after the animation is done.
Example: after a blocked f+2,2,b+1 against NW, if NW tried to f+3,1. then kenshi's 2,1 OS~ RK will halt such attack, and punish NW severely. Whether manuevering by back dashing after the TC or not, it puts a since of distance control toward kenshi's favor, making any reckless normals or specials or even jump ins very in effective.
-One of the most usefull option is anti jumps. Which is, a simple back dash or regular back stepping into a Rising karma. This back step will allow you to evade either the Jump in P or K curve and follow up with a punish of RK. Leading to a 20% combo followed by TKS Okizeme, or whatever desired by the player. This is by far the safest. THOUGH, watch it if opponent dashed in first into RK! the dash will allow them to jump further and faster, making a Miss timed RK very Punishable by opponent. Though same could be said the other way around, if opponent miss timed the dash, RK will catch their Initial jump starter for sure.
PS: if you didnt back step and preformed a RK after wards, sometimes it wont be a succesful RK anti Air due to the Hitbox. If opponent dashed into jump, then opponent can be faster than Kenshi's Initial frame start of RK, which is 15 frames! making Kenshi Whiff his RK, and opponent will safely jump over kenshi. Leading to a severe punishment from opponent.
-If opponent is aggressive and tried to either footsie counter with a fast good Normals, or a special move. Armor moves comes in handy in such Situation! EX RK would be a perfect use in such situation
-a footsie example of cr+4~ tks can be followed after wards. though, opponent will have frame advantage depending on the poke, if it's a fast normal/poke, then it will stuff in kenshi from doing cr+4 (though, this is toward specific normals, like Rain's b+3, or mil cr+4 due to her speed....etc)
-f+3,2 footsie is also great in such situation, due to the fast frame speed on f+3,as will as the very WIDE range of f+3 Hit box.
PS:watch it, long range pokes like Mileena cr+4, will COMPLETELY stuff such trap! f+3 is 14 frame speed, there are a lot of pokes that can stuff it easily if it does have a wide hitbox!
-As for f+2,2,b+2: it has the same safety if not even better. I think, due to the lack of frame list, that this target combo finisher has the same speed property of b+2. You can completely have a frame war after a block b+2 or this specific TC. All of the mentioned above examples can work as well.
the only difference between this TC and f+2,2,b+1, is that this one will leave you Up close to opponent. While f+2,2,b+1 will put you safely at sweep distance. Both of these TC's have their Pros and Cons. Though they are both good for mind game after wards.
frame war of cr+4 or cr+3 can be followed afterwards easily.
E)-(2),1 ~ RK or TKS Option select.:
The best example to use this OS , is after either "cr+4 ~ TKS" ,blocked "f+2,2,b+1" , or blocked f+3,2~ EX RK/ TKS. the reason is, the blocked attack will put you in a safe sweep position. Making opponent forced to either counter with a normal, move , dash or jump.
In such case, 2,1~ RK will come in handy. As mentioned above in the example (EXAMPLE D). It can be used as a good anti air and a good stuffer/Frame trap.
F)-f+3 confirms:
f+3,2 alone is not safe at all. the only reaosn to make it safe , is by following up into either Frame trap TKS, which is stuffable by fast pokes/normal or specials. Or safety moves like EX SC, or RK. Other than that, then blocked f+3,2 is not safe at all.
a good reason to use f+3,2~tks is for frame trap. if opponent tried to stuff kenshi in with a slow poke or counter special after blocking f+3,2, the TKS will hit them 100%. this TKS hit, will allow kenshi to have another free rep of either f+3~TKS footsie, cr+4~ footsie, cr+3~ footsie or whatever desired footsie strategy You would like to use.
though, f+3~ TKS is completely safe and can be used as a footsie. opponent cannot stuff anything in between f+3 and a linked special. Making f+3~TKS completely safe on block and of course, on hit.
another reason why this footsie is good to use, is due to the wide hitbox it has. it catches opponent from max sweep distance. the speed is not that fast compared to pokes through out the whole roaster! though as a regular normal, it's difenatly a good one and does stuff a lot of special move and normals.
the speed is, 14 frames
Example: f+3,2 form sweep or closer distance, stuffs in; Sonya's Wheel kick (regular). cyrax b+2. Ermac f+4,4 . Reptile 3,2,1.....and so on
G)-2,1,f+4:
This move, as a stand alone is very risky, were the finisher is easily punished after blocking it. Though , the good approach for this move is on random. basically, against kenshi crossing up or initially starting a combo, it will always be f+3,2 due to the jump P mix up (total of Med,Low, and then high). the other mix up is ofcourse 2,1,b+2, which is (highx2, into med Finisher). If this the f+4 (Low finisher) poped in all of a sudden, it can cause MAJOR threat toward opponent.
It's like your teaching your opponent that kenshi, DOES have tricks up his sleeve. One knockdown from this TC, can also lead to EX RK anti wake up if opponent went aggressive. Other wise, Kenshi can Cross over after wards and keep the pressure.
So in general, kenshi has Multiple Finishers and mix up starters, BESIDE the footsies of TKS and b+2. this puts Kenshi into the category, of good offense game.
-Anti Air:
Kenshi has a very Decent anti air control. In general he's a great Zoner of course, and his only down under is when he's pressured in close range. Here are the main Anti air sources for Kenshi;
1-Rising Karma RK: His main Anti air move, and leads of course to his core juggles/combos. RK might require some Maneuvering when opponent is close. As mentioned in previously in this write up; in close, on wake up, or after pressure strings like f+2,2,b+1 on block, Maneuvering into RK is a great anti air.The only down under is that, it's not a good wake up attack against cross overs, or not good in general against cross over if kenshi is standing in his place.
2-Air to Air P or kick: Both Air to air P or K, can lead to f+3,2 Link on ground. Air to air K is more suitable in Corner, or if done mid screen, kenshi can land fast and preform an RK. Air to Air P, midscreen or corner can be followed up by many options
A)Air to Air K In corner: Follow up f+3,2 or 2,1,b+2
B)Air to Air K Mid-screen: Follow up with RK, SC or any of their EX version
C)Air to Air P In conrer: Follw up any TC or special moves (except TKS)
D)Air to Air P Mid-screen: Follow up f+2,2,b+1.Or f+3,2 .Or RK Or SC (Enhanced okay)
3-2,1~ RK: Very decent due to the two chances of Air Launcher, which is the second hit from 2,1 Target combo and the Special link of RK. 2,1 Has a nice arc that can catch jump ins up to sweep distance, and close range on ground situation only. The reason it might be good is that it can be also used as stuffer, pressure guard or as frame trap after certain moves (as mentioned in the guide)
4-Spirit charge: A very Decent anti air. Pushes ofcourse opponent full screen, which leads to TKS OKI.
-Kenshi On pressure:
In the Project learning lab video: part 4 covers Pressure, Footsies and ming games. Take a look at the samples and get a general knowledge of what kenshi has to offer when it comes to being pressured.
What people not aware of is that, kenshi's Defense game is his OFFENSE game. Kenshi is great at defense once is free to breath after any block guard pressure. This is what people doesnt know. they think kenshi has problem in close kombat just because he doesnt have an easy 1 button answer like other character. will....wake up and smell the coffee mister, step up your game if you want to learn Kenshi!! this is not a kung lao forum! so it's time to step up some of your skills.
Turtling is something and defense is something else! dont confuse the both as one! Turtle is the concept that you play far away game and escape as much as possible. Defense is correctly defending against what hails on you from opponent, whether block, tech throw, perfect maneuvering at correct times...etc
Something that people doesnt know about kenshi, is that part of his defense, is countering with OFFENSE. EX armors do have a great Effect on his defending game, THOUGH. you have to be smart about it. that's why it might be a little hard compared to other characters.
kenshi's Major problem is that it's a little Harsh for him to escape Close Pressure. This is not a problem that only kenshi has as well, a lot of other chars do too. I see a lot of player and forum poster , not able or knowing how to escape close cross ups, Jump ins and close pressure in general. I can tell you this, Learn the game more! learn the combos that are forcing you to block so can opponent re jump cross over safely after a string. learn the traps characters do. Learn to counter them in general.
For example: Cyrax Teleport, ALWAYS do d+1~ RK after wards. If timed correctly, the poke will catch cyrax teleport before it hits ground, causing an air hit. thus making RK free form connector and leads to 20% + juggles.
For example: Lui kang Pressure. after 1,2,f+4 (med attack), Lui kang will ALWAYS go to b+3,2,1 combo string. if you tried to break the block to reverse after blocking the med attack, then you simply fell for the bait, because b+3,2,1 is faster than kenshi's Start ups/ pokes.
so the best way to counter spam attack like that, is a perfect timed EX RK. Or block the b+3,2,1 and punish after with PLENTY of options.
So first step; you as an MK9 player,what you should do is, have a basic knowledge of every character and how they pressure. After knowing the sequence, try to fight against good players who play this specific char, and see if there are any frame trap, special sequence, footsies on block...etc.
Second step, learning how to manuever in GENERAL and in between those strings against specified chars. For example, Jump in on kenshi" non knock down situation" , kenshi can simply back dash and punihs opponents jump Kick or punch by using a simply RK after the back dash.
Third and finaly step, Learn the distances,range and attack frame time. learn the distance of your dashes, the distance and range of kenshi's attacks (RK hitbox and SC) so you can punish correctly as well as know what move to be used at the correct time. Each move has a different frame starter and finisher, TKS frame starter is so slow, thus making it not a good close/point blank anti air at all.
A personal note: Kenshi is really great at defense as long as you have meter. consider meter an easy mode. if you dont have meter, kenshi is STILL good at defense, though it requires manuevering and perfect tactics. below, you shall read couple of tactics that can be used either on wake up against jumpers/ cross overs or in general close combat.
here are some examples of what can kenshi do:
-Successful block, followed by dash under opponent to the other side. This will give you time to take control, whether if opponent tried to ground approach (whatever the way) or re jump. if opponent re jumped, a simply back dash into SC or RK will punish them severely
-A well timed standing 1 or 2. Standing 1 or 2 chained into RK.
standing 2,1~ rk is also a good option, though, standing 2 is slower than standing 1
Standing 1 is 10 frames and standing 2 is 12 !
- a well timed cr+1 into RK. this is VERY risky compared to standing 1. a Jump kick can simply hit kenshi. apparently kenshi's hitbox on crouch is way LOWER than others? not quite sure, but i can assume it's correct. cr+1 with reptile catches opponents jump ins or cross over jump punch if timed correctly.With rain, cr+1 can change the hit box of the jumpers, Exactly like Mileena's cr+4. with kenshi , it seems a little harder and it doesnt have any hitbox change. thus, making it not valuable at all compared to the other useful options (example standing 1)
-Against pressure gaurd in general: if there are any frame traps done on kenshi , then it's a very wrong idea in most cases, except so few (E.G: Cage fire ball ex on block or quanchi rune trap small rep...etc). basically, any opponent who try to recklessly attack kenshi with a non linkable string, kenshi can severely punish with an EX RISING KARMA, EX SPIRIT CHARGE OR EX TELEFURYY. The best of them all, is ofcourse EX Rising karma, which leads to a juggle state, having a total damage around 25%, followed by completely safe Okizeme of either TKS or pressure footsies.
-On knock down: this is the hardest situation kenshi can face if he's knocked down and opponent is close by. Though again, he's not the only character with such a problem. But! kenshi sadly doesnt have a good point blank range Anti air, making it harder to counter close pressure. the correct way is, Manuevering correctly , blocking correctly, and THEN punish afterwards depending on your opponent attacks.
Kenshi is rewarding at range, though at close he requires a lot of skills. reuire good reading, understanding of opponent, and respected/timed correctly reversals or read. Might be hard at the begining, but once you get used to kenshi, close range is not severe problem as it might seems like.
-Armor guide /Absorbtion and matigation:
In the Project learning lab video: part 7 and 8 covers Armor mitigation moves and their use in battle. Take a look at the samples and get a general knowledge of what those moves are capable of.
Basically Armor in special move is anti any regular special move or normal attacks in the whole game. some have priority of having armor status in some area on the body on (example: either upper body armor or lower body only), others has full armor Invincibility for certain amount of hits (depends from one armored special attack to another). The most toughest of all , are X ray, were nothing can stop them at all! not even an armored special move, were x ray easily pierce through them. Next followed by armored special move, though they will have some restraints, which are;
-Either a certain body area of mitigation only or whole body
-Anti Some attributes and not all some doesnt counter an Armored attack, and only regular.
-Certain amount of hits to mitigate only. exceed the limit and they break.
For kenshi, his armor attacks can be one of the best due to the fact of the hit matigation, AND fast counter with his move. Making the armor Mitigation a superb answer to any frame trap, footsies or attacks in general, Special moves and anti wake up game. kenshi's armors are Full body THROTTLE (doesnt get stuffed by any thing due to full body invincibility), as well as mitigating 1 hit. Adding fast counters afterwards, due to RK and SC, makes kenshi veyr lethal up close and defense.
Kenshi's pretty much counters any move in the game except for X rays. Even unblockables. If it's a war of armor move VS another armor move, then it will depend on who will land the second hit first (hince it depends on initial start up speed of who excuted the move faster)
(E.G Kenshi vs Kenshi , RK VS RK or SC VS SC)
So to conclude:
-Very fast stuffer due to two hits attack speed
-Full body armor mitigation of 1 hit
-Anti every move in the game , even unblockables. Except for X rays
-Great Anti wake up, Anti frame traps, Anti pressure strings...etc
-Anti wake up game (TKS and Armor):
In the Project learning lab video: Specifically part 7 and 8 covers Armor mitigation moves and TKS Anti wake up use. Take a look at the samples and get a general knowledge of what those moves are capable of in Anti wake up game situations.
Kenshi's core game is his TKS Pressure and anti Wake up from full screen. Kenshi's Basic core is his Spirit charge hit, sending opponent to full screen, followed by a shut up attack called Tele kenesis Slash. Their are twi main anti wake up games for kenshi, Full screen Oki, and close range Anti Wake up specials/and moves.
1) Full Screen Okizeme,Anti wake up and general Pressure:
As seen in the first learning Lab Project for Kenshi. After any combo , try to always finish it with Spirit charge. The reason is, Spirit charge puts opponent at full screen, making the Follow up TKS guaranteed after most of the time. If opponent Played dead, TKS will wake them up. If they woke up and didnt gaurd, TKS will punish for not waking up quickly and gaurding. If opponent rolled, he's stuck at full screen, making TKS a guaranteed punish on Initial Roll animation.
few moves can escape this TKS Pressure, though, they can escape the direction not TKS in general! What makes this setup even stronger, is that TKS is controllable. Close range, medium range, and far range. the Regular Setup that works everytime is the Far TKS, due to the fact that It catches literlly every move in the game except so few (Example Mil EX teleport, and Smoke EX teleport). But, for characters that has Fast approaches, like Reptiles Dash, medium Range TKS will stuff Reptile for sure....and so on.
Please be aware, that SC in a combo or as a finisher is amazing for all mid screens. Though, Corner combos, you can break the potential due to the fact that you can link more damage as well as TKS follow up is not 100% safe due to the distance.
2) Close Range Anti Wake up Moves and Pressure:
Enhanced version of Rising karma, Plays the Major role in here. As seen in the learning Lab Kenshi Tutorial, EX RK has an armor that can mitigate anything in the game except for X rays.
EX RK is anti all wake up special moves, so if opponent woke up with a move, EX RK will catch them 100% of the time. if opponent Played dead, then EX RK can OTG (whether blocked or not).
take a look at section 8 in the project learning Lab video, it shows examples of what EX RK is capable off as anti wake up move.
-Reflect Guide:
In the Project learning lab video: part 6 Anti Projectile, Absorbtion and reflect properties. Take a look at the samples and get a general knowledge of what those moves are capable of in different situations.
As we all know, reflect is an amazing tool. here's a list of what can Kenshi reflect or absorb:
-Scorpion: Can Absorb EX and regular Spears
-Sindel: Can reflect and absorb all her ground and air EX or regular Projectiles
-Subzero: Can regular reflect Regular Freeze. Can Absorb EX freeze. Can Absorb any clones
-Sonya: Can reflect and absorb EX and regular Projectile
-Reptile: Can reflect or absorb any Fire balls. Can reflect regular spit. Can absorb EX spit
-Jax: Can reflect or absord EX or regular Projectiles
-Ermac: Can Absorb or reflect EX or regular Projectile
-Noob: Can Reflect Non ground projectile.Can reflect or absorb EX or regular Fog projectile. Can absorb EX Non Ground or EX slide Projectiles
-Stryker: Can reflect or absrob EX or Regular gun shot as well as bombs
-Smoke: ------- Cannot reflect or absorb Anything -----
-Lui Kang: Can reflect and absorb EX or regular AIR or ground projectile (low or high)
-Mileena: Can reflect and absorb any sai's whether EX or not
-Kung Lao: Can reflect and absorb any hat projectile, whether EX or not
-Kitana: Can reflect and absorb any fan whether EX or not. Can reflect and absorb X ray
-Kano: Can reflect or absorb any Knive projectile whether EX or not
-Jade: Can reflect and absorb any of Jades projectiles, whether EX or not
-Nightwolf: Can reflect or absorb his arrows whether Regular or EX
-Skarlet: Can reflect or absorb any of her ground or air Knives, whether EX or reular. Can reflect or absorb Regular or EX Blood toss
-Kabal:Can only absorb Regular or EX saws. Can reflect and absorb any of Air or ground Plasma energy Projectile, whether EX or no.
-Sektor: Can reflect and absorb ANY of sektors missles, whether EX or not. Can Absorb X ray
-Baraka: Can reflect and absorb Regular or EX projectile
-Cyrax: Can reflect and absorb EX or regular EX. Can reflect and absorb EX bombs
-Shang tsung: Can reflect and absorb ANY skull projectile
-Cyber Subzero: Can reflect Regular Freeze. Can absorb EX freeze
-Quanchi: Can reflect and absorb Regular or EX skulls. Can Absorb Runes ex or regular
-Kenshi: Can Absorb X ray
-Raiden: Can reflect and absorb Projectiles, whether EX or regular
-Rain: Can reflect and absorb Water bubble, whether EX or regular
-Sheeva: Can reflect or Absorb EX or regular projectile
-Kratos: Can reflect and absorb Regular or EX projectiles
-OTG Blockables/Soft Resets :
In the Project learning lab video: Part 5 coveres OTG Mixups/Pressure followed by sustaind footsie pressure.It covers the OTG blockable reset. Take a look at the samples and get a general knowledge of what those moves are capable of, and how does OTG reset works in general.
It's a blockable OTG! the idea is that after some certain moves and situation, if Kenshi tried to input a specified brackets of moves, it will cause an OTG effect. It's not exactly a Reset due to the fact, it's blockable, though you can consider it an OTG due to the fact that u will force opponent to either Block the guard pressure follow up or get hit by another string sequence.
The OTG example is done after any launcher in the game, Whether RK, {2,1,2}TC, Or {f+2,2,b+1}TC. After the Launcher, a dash in is required (not a very Deep Dash in though). After the dash, f+2,2,b+1 must barely 3 Hit opponent, so timing might be a little strict first depending on the launcher effect. After the the TC connects (f+2,2,b+1), some certain follow up if used and timed correctly will cause the OTG Blockable Reset Effect.Can be done either in Corner or not, though corner OTG timing and spacing is slightly different.
The usefulness of this series, is that it can be used for pressure and mind mix ups game. here are some examples of what you can do. Note: Not all of them are useful compared to f+3,2 or cr+4. these two are the best examples
Example Launcher f+2,2,b+1: Afterwards a Dash in F+2,2,b+1, and then any of the following:
1)f+3,2:
The most useful of all the OTG blockables examples.It forces opponent to Block Low while in the middle of a juggle. You can use those mix ups examples as follow up
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On hit, f+3,2~ RK : followed by your desired combo choice
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f+3~TKS : On hit or block
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f+3,2~TKS: On block, though, opponent can counter with fast specials after blocking f+3,2.
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f+3,2~EXRK: On block or hit. Good on Block for pushing away kenshi to safety.though not effective due to the fact or using/wasting a meter which can be very useful at time.
2)Cr+4:
The second useful move to be used. Sadly, this is a very shenanigans due to the fact that TKS after cr+4 is not linkable. Though ,this setup is useful in corner due to the fact that TKS on hit can stagger opponent. So in corner, whether hit or blocked, cr+4~TKS footsie might be useful on giving kenshi a slight edge on being Offensive/ Guard pressuring, or simple mixups in general.
3)Other Examples: They are not that useful compared to the previous two examples.
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f+2,2,b+1 or f+2,2,b+2:
Can be done mid screen and/or corner. Though the timing is very Strict, and by far the hardest of all of the OTG blockacble reset example. Not very effective due to the Fact it's all blocked high, whether b+1 finisher or b+2 finisher.
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b+2 or Standing 3 (Corner Only):
Can be used to reset as well.
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Late SC and RK (Both EX version can be used as well)
Late excution of RK or SC may cause this effect.
-Kenshi Frame data:
Many thanks to
Dr.dogg for his useful work on Frame data on TYM! Ty so much for this and all the other characters frame data. I know it's not the full frame transcript, but this atleats help us in identifying a lot of stuff in the game.
Thank you
Refrence of actual Thread:
http://testyourmight.com/forum/showthread.php?7799-Kenshi-Frame-Data
Attack - Execution Frames
Normals:
1 - 10
2 - 12
3 - 13
4 - 28
d+1 - 6
d+2 - 14
d+3 - 7
d+4 - 12
u+4 - 26
f+2 - 12
f+3 - 15
f+4 - 23
b+2 - 19
b+4 - 19
Throw - 10
Combos:
1,1,1 - 10
1,1,2 - 10
1,1,4 - 10
2,1,b+2 - 12
2,1,f+4 - 12
f+2,2,b+1 - 12
f+2,2,b+2 - 12
f+3,2 - 15
Specials:
b,f+2 - 8 (14 from max range)
d,b+1 - 14
d,b+4 - 25
d,f+4 - 25
d,b,f+4 - 25
b,f+3 - 21
d,b+2 - N/A
EX Specials:
b,f+2 - 8
d,b+1 - 14
d,b+4 - 25
d,f+4 - 25
d,b,f+4 - 25
b,f+3 - 21
d,b+2 - N/A
X-Ray - 25 (43 from full screen)
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Combos and New/Advanced Combos:
In the Project learning lab video: part 1 and 2 covers Combos and Bnb's. Take a look at the samples and get a general knowledge of what those combos are, and what Kenshi capable of as a combotere.
New Ideas and combos:
-f+2,2,b+1 x2, dash in d+1~ RK , dash in f+3,2~ SC
40% An improved BNB. not that worth it compared to the regular 39%. though it's diffenatly a nice tool to discover, that after f+2,2,b+1 you can actually dash in, into cr+1~ rk to relunch and continue the juggle. Landing the regular at the end, is time strict.
-Anti jump p: dash in f+3,2~ rk, dash in f+3,2~ SC
20% this is the best answer or combo follow up i can find after Jump in P (Air to air). Easy to pull as well and very reliable.
-Corner: f+3,2~ EX SC d+1~ RK/. b+2, d+1~RK, d+1~ SC
35%. The idea of this combo is that , EX SC in corner can be followed up after by cr+1 into RK. so i was missing around and i came up with this combo
-Corner: f+2,2,b+1, f+3,2~ EX SC. d+1~ RK/. b+2, 3~RK, cr+1~sc
45%. The same concept like the previous combo. though, this is a VERY excution heavy
-Kenshi Matchups:
I've been playing kenshi offline and online now since he was released. Though more online than offline. here are some of my view on the matchups, some of them i am pretty sure due to a lot of refrences and reason/ experience, others are still in progress.
Subzero VS Kenshi: 5 - 5
I would say kenshi does have upper hand for sure. So far i played every good subzero (Except few, like Shoryuken from the 88's) on PSN and some good sub players offline. out of 5 matches, kenshi would win 5 while subzero tops 2 or 3 when it's a happy day for them. i would give this match a 4 -6 favored kenshi.
the main reason is because it's SO EASY to pass through sub. Sub goin offensive , then he wont have many tools at all, even in corner against kenshi. Thus kenshi has free lancing manuevering in this match, especially in close.
-Corner trap doesnt work due to RK or SC , which stuffs sub easily. also 2,1 footsies is anti sub 2,2.
-Projectile game wont work with subzero due to reflect and absorbtion. It will be hard for Subzero to get closer, and if he slides and it's blocked, subzero can be severely punished afterwards.
-Clones trap wont work due to kenshi's Turtle and okizeme. Whether with TKS or SC. thus making Kenshi superb against subzero range game, due to projectile reflect and his special moves footsies (SC and TKS and RK)
-Armor mitigation shuts down any wake up from Subzero, aside form footsies. In general it escapes pressure easily as well. EX SC shuts down Subzero as well.
-sub zero resorting to slide = dead sub zero
In general, subzero doesnt have lots of answers in here. his clones traps doesnt work, his projectile game is not effective at all against kenshi. Sadly projectile and turtle game, is SUBZERO's core. TKS along with Reflect/absorb shuts down Sub far away, forcing him to get closer. Close range, kenshi doesnt that much problem, due to the fact kenshi doesnt need to jump at all to counter anything. As well as subzero doesnt have a lot of mix ups on pressure guard at all, except his med Kick. so all you have to do is block High, and then RK any reckless attempt of either jump in form subzero, Clones,or Pressure guard.
Things to be aware off from Subzero:
1-All his combos are blocked high and finishers blocked Low. Blocked Low due to the fact they are linkable into Special moves, so slide can be a mix up option.
2-Watch his f+2,1 and 2,2 Frame traps. This f+2,1 and 2 frame traps on block are so fast and tricky. EX armor from kenshi is a good answer for complete safety.
3-Subzero on offensive is the only answer to kenshi in this match up. If sub reached kenshi, he can be a little pain , specially with his trap gaurd/frame traps, or in general Mix ups and cross ups. So dont let subzero in and always save a meter to break through his traps with either EX RK combo punish, or EX SC push away.
-Ermac VS Kenshi: 5 - 5
Will be Discussed Later
UPDATE: will be posted with correct numbers and fixed at the end of this week
I apologize for the matchups for now. Though, these are still on progress. I have the write ups for the matches, but i would like to still take a week or two of learning kenshi's matchup before posting any analyses.
Will be in constant update as well as the combo Section
EXTRA:
To all kenshi players, dont judge kenshi based on online play! he's simply not that great against a lot of matches online due to the fact that kenshi is a heavy character!