Thank you for the thoughtful reply and for checking out my videos--I greatly appreciate both. Also, sorry for my delayed response.
I've definitely been called "optimistic" about Sub, lol, and I'll be the first to agree that rating Kenshi in MK 1 is quite challenging since he goes from being a relatively mid-tier character without Sento to easily the best character in the game when you're stuck in the corner against him. Due to that, I don't mind calling the MU even if someone has strong opinions to the contrary.
However, I wouldn't go beyond that because Sub can:
- Full combo punish zoning after up blocking.
- Full combo punish Kenshi's main footsie string through the gap.
- Full combo punish any random Sento call from range that Kenshi is normally safe against other characters. The same is true even if Kenshi uses Mavado trap to hide behind.
- Klone can be placed on top of Sento to delay Sento's return.
- With Sento out in neutral, besides sword throw, Kenshi has little hope of approaching through the Klone.
- In Sento sandwich, due to the speed of Sub's armor, Kenshi has to commit to an immediate armor break or wait to see if you use armor. If waiting, jump into klone will escape and hit Sento. If Kenshi attacks right away, this can create a gap to escape. And, if Sub is using Scorpion, there's even more of a mindgame about escaping with Spear Pull.
- Slide switching sides now allows Sub to quickly escape the corner on any hit. So too does jumping over Kenshi and using enhanced Klone, which will put you full screen.
- Lastly, Slide pushes Kenshi on hit, moving him away from Sento, which often lets you maul him while he has no armor options. This is especially true if you are playing a kameo that provides mix like Khameleon or Sonya. And even when Kenshi has armor, it leads to nothing, so gaps in strings/mix isn't very concerning.
In contrast, the only counterplay Kenshi has against Sub is:
- Footsie buttons outrange Sub (but those can be Slide punished).
- Sword throw going through Klone.
- Run going through Klone.
- And with Sub Kameo, like you mention, he can walk/jump through Klone, so you have have to anti-air, punish whiffed normals, or armor break gaps.
Of course, if Kenshi gets you in the corner or a sandwich + a good guess, you explode, but that's the same against any character. However, Sub unlike most characters, has many options for dealing with Kenshi, and I find that fact notable.
I'm also familiar with the matches you mention, and while I understand why you would reference them, those Subs weren't playing a kameo that let them Slide punish at any time, which is important for putting Kenshi on the back foot. Honestly, from the beginning, I think most of us were playing Sub wrong. Time will tell though, assuming the game lasts long enough. Thanks for the chat!