The Kenichi strategies thread

Ukita’s launching counter seems pretty weird. It seems like it works mostly in the corner against airborne attacks, so it’s pretty difficult to set up, but it’s possible and not in the least useless since cornering with him is pretty easy.

To answer you Tea, there are high/mid/low attacks, most are used to counter one another. For example, Kenichi’s :snkc: hits high while Hermit’s :d:+:snkb: hits low, so even if Kenichi’s guard crush is out already, it’ll be beaten by the low attack. If Hermit had tried to do :f:+:snka: instead, it would have either clashed (if he was too far to be hit) or been beaten by the attack.

Not teching is rarely good. Teching makes you invincible the whole time through and gives you enough space to force your opponent to run to you to setup his next attack. You can also counter the very second you wakeup, and since most guard breaks are slow to come out and cause an effect to appear on screen, you’ll likely score a counter hit on reaction. If there’s no effect, it’s either he’s trying to grab, in which case you can break the throw (:snkb: at the same time the throw connects) or just attack him back. So yeah, I don’t see WHY you wouldn’t tech.

Throws are pretty slow too, though you can kara them by doing :r: (fast step forward) then :r:+:snkb: the very second your character starts moving. This gives around half a character space of extra reach to most grabs. It’s mostly important to Freiya’s game, because she stays away so much from the other players.

What’s the blonde guy called? Highest damage combo with him I got was about 85%, which was a, a, a, qcf + b @ a, a, a, qcf + a, a, a, a, qcf + a, a, a, a, qcf + a xx qcfx2 + b.

Hermit is the blonde guy (you mean the hooded one, right? Or the other one with the red shirt?). Anyway, Hermit’s highest damage combo is
:r:+:snka::snka: :qcf:+:snka: :snka::snka::snka::qcf:+:snka: :snka::snka::snka::qcf:+:snkb: @ :r:+:snka::snka::qcf:+:snkb: xx :qcf::qcf::snkb:

This is all untechable too and has various other branches like adding one more :qcf:+:snka: or doing other specials and such or cancelling and doing a launch combo. He’s really deadly.

that hermit combo does about as much as berserkers best combo and slightly more than valkyries.

also valkyrie can combo her super at least two ways without a juggle

both berserker and valkyrie have launchers that arent in a combo string. valkyries is a counter to boot.

my only beef with thor is he has no good mixup of his basic strings since his command throw is blockable. plus all his stuff is slow that its fairly easy to counter without any real fear of messing up the timing(unlike valkyrie)

also the calm groove regains health once activated. however it doesnt gain health when blocking.

How do you guard cancel with calm?

^ Any special while blocking after you activate the gauge.

Oh, if you haven’t unlocked her yet, you get her by beating time attack with Loki in under 12 minutes (it’s his suborinate as a playable character).

Question:
Does Fury really give an extra speed and damage boost? If so, is this after the gauge is activated or is it all the time? I’m having a hard time noticing the difference in damage. I wish they had an Attack Data option in practice so I could see.

Something wierd I just noticed, while in Fury mode if you press activate during an attack’s start up animation, it wall still activate but at the earliest point.

I was a little curious, and sorry if it’s been posted already… but it seems the characters change open and closed (right foot forward/left foot forward) stances. Does this matter like in VF or is it just to look ‘cool’?