![]() Watch your opponent’s location to determine which attack you should be using. If you hold Back after the notation the attack lands directly in front of Kenshi. If you hold Forward immediately after the notation (Down, Back+4, Forward) the attack will land on the far side of the screen. The normal notation places the attack one jump distance in front of Kenshi. Kenshi can perform the Telekinetic Slice in three different locations. This is safe if the opponent blocks, but ending with a special move instead inflicts more damage if the combo hits. If it’s blocked you can continue into the Inner Darkness combo (4,4,1,2). If See No Evil hits, you can end it with a special move. Heighten Senses ends in an overhead attack that can catch an opponent off-guard if you don’t use it too much. The Stolen Soul (2,1,1), Shortsighted (2,1,2), Soul Blade (Forward+3,2), Split Ends (4,2,1), Heighten Senses (4,D own+4) and See No Evil (4,4,1) combos are all safe if the opponent blocks. You should only finish these combos if the first two attacks connect, but you need to react quickly or you won’t have time to finish the combos. You can mix this up with the Farsighted combo (3,2,2,4) which ends with an overhead attack, but it’s also not safe. However, while Gray Matter is safe if the opponent blocks, Blind Swordsman is not. It leads into the Blind Swordsman combo (3,2,2,3) which knocks the opponent back and can be followed with certain special moves depending on the variation (Tele-Flurry in the Balanced variant for example). If you’re good at reacting to a combo connecting before you continue the combo, the Gray Matter combo (3,2) should be put to good use.
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