Nexallus
From Takeda to Robin
I've been playing Kenjutsu a lot recently and I've been having a lot of fun with the variation recently. When I found this thread by @Lokheit talking about using DF1 as a combo ender, I decided to look more in depth to it, and I just wanted to share what I found with whoever else uses this variation.
Just as the last thread that talked about this subject explained, the Hit Adv of DF1 can allow for a free follow-up after any combo, however I haven't seen many people talk about what specifically to do after the DF1 knockdown ender. I decided to lab some more using my basic Ronin Hard Knockdown follow-up as a sort of Lab Guide and it looks like it could really help people who don't know what to do after a combo.
After every DF1 Knockdown, I've found that you can Run Cancel and use D3 to check the opponent for a Delayed Wake-Up and then follow-up using one of Kenshi's pressure strings.
I like to use the 4,4,1 string because it is plus on block with extremely low recovery and it seems like I am able to either use D1 or B3 immediately afterwards. I can also just cancel into DF1 if the opponent is expecting B3, and if I get a hit in, I can just repeat the process again. I can also just finish the string and I think this whole setup is a neat way to trick your opponent into making a mistake.
I have also seen some Kenjutsu players forget to use 2,1,1,2+4 as a Punisher rather than 1,1,1 DB1, and I can openly admit I make this mistake sometimes as well haha.
What do you think about this as a possible setup?
@Immortal @Pig Of The Hut
I don't know very many other Kenshi players.
Just as the last thread that talked about this subject explained, the Hit Adv of DF1 can allow for a free follow-up after any combo, however I haven't seen many people talk about what specifically to do after the DF1 knockdown ender. I decided to lab some more using my basic Ronin Hard Knockdown follow-up as a sort of Lab Guide and it looks like it could really help people who don't know what to do after a combo.
After every DF1 Knockdown, I've found that you can Run Cancel and use D3 to check the opponent for a Delayed Wake-Up and then follow-up using one of Kenshi's pressure strings.
I like to use the 4,4,1 string because it is plus on block with extremely low recovery and it seems like I am able to either use D1 or B3 immediately afterwards. I can also just cancel into DF1 if the opponent is expecting B3, and if I get a hit in, I can just repeat the process again. I can also just finish the string and I think this whole setup is a neat way to trick your opponent into making a mistake.
I have also seen some Kenjutsu players forget to use 2,1,1,2+4 as a Punisher rather than 1,1,1 DB1, and I can openly admit I make this mistake sometimes as well haha.
What do you think about this as a possible setup?
@Immortal @Pig Of The Hut
I don't know very many other Kenshi players.
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