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Well, she maybe the weakest character in Deception but she sure is hell fun to use. Don't know how many fans are out there that like the character, but I certainly want her to comeback out of the new chars(Havik as well). Not trying to show off but I've received many comments about my Kira being a worthy adversary. Other Kiras that I've ran into that are seemly amazing are Li-Mei Fan, Danabab, BMB-Fists, Malone, KIRA-OWN and GroyNYC
As James Bond would say, "Lets get down to business"
down + forw 3
Good projectile for long range attacks
Since majority of players hardly ever play against her, fire the move and many will think its a low attack. It isn't. Catches everyone but don't spam it when your opponent is close, the recovery is great but I can't guarantee its 100% safe.
back forward +4
A damaging move but very risky
When you see your opponent off guard, let one go
Don't make it a habit though since if blocked, the dmg will increase tremendously costing the round or even the game
TIP>>Props to Dan, If you ever get a cannonball off, do not hesitate and yet do another one, most players won't block right after getting hit
back forward +1
Her best special move because once hit, your stunned for long periods of time. Just as long as Smoke's cloud. Get your big combos ready or just throw everytime you nail it. She has one plant and its pretty average. Make it simple just throw everytime you get your opponent into the kiss of death.
Now with the styles.
XING-YI
Numerous players think this stance is weak and just to Kenpo. From their perspective, they could be right but necessarily. Majority of the time when I play with Kira I use this stance. There are so many mix-ups, it will consume your opponent and have no idea of when to pickup the pipe.
There should be only two pokes used in this chance
D+1 Low punch very quick
D+4 Faster than the first poke but the recovery can prove costly
As with all pokes for all characters, you better nail it or else a Kabal's Spin or a teleslam will occur
Her mixups for Xing-Yi
1 minor stun(100% safe)
1,1 stuns them but you can do any of the following combos in this(100% safe) paragraph for the greatest mix-ups(a throw would be acceptable too)
1,1,3 finish off with aerials or plant them with do another 1,1,3 to knock em down. You nail this, switch these mix-ups again or just switch to Kenpo and do >+3 and d+4 SS for some more dmg
1,1,4 not 100% safe but use just once or twice
1,1,4,2 Most will block all hits except the last one since it minorly delayed
4, I hardly use it but use it at your own risk. If blocked, your done for
1,1,4,3 Again the last hit as almost never blocked, I would start a mix-up with 4 as the starting combo
2
4,2
>These two I use a lot because they phenominal mix-ups. However its not 100% safe since some chars can punish it but some can't. Strange but thats what I've seen from experience.
4,3
KENPO
This stance is very unsafe but very strong for your opponents life bar being towed away
1,3,3 This move online is delayed so it might catch the opponent. Don't spam it though. If your opponent is almost dead, do this move only once and I won't be surprised if they caught in it.
2 Good launcher but not safe
>+3 use this launcher because its her best launcher. It isn't safe but everytime your opponent blocks it, use the down + 4 poke. It works like a charm but when I do it the poke hits them or misses but it sidesteps greatly and even sometimes putting behind my opponent for some more punishment.
back + 3 great sweep and it trips the player. Do a throw afterwards or >+3
If your fast with changing styles, go back to Xing-Yi and follow my mix-ups again. Or just do back+3 twice in a row
Combos in Kenpo
>+3, >+3, CS+
>+3, CS+d+2 Good unbreakable unless your opponent has quick reflexes and breaks the >+3. The damage goes in the upper twenties
if your opponent auto rec, do the cannonball
>+3, >+3, d+2
>+3, >+3, 1,1,CS,2 47% and possibly 49% depending on the timing, very hard to pull off
Again if your fast switching styles do the following
>+3, >+3,CS,CS, 1,1,3,4 cool combo to see but is it worth it? i use it sometimes but rarely
Dragon-teeth
To be honest, I do not like this style so I'll be brief
Any member can add on to this style, it's just that this style's moves are mostly all unsafe.
All you need to use is two moves
^+3 Stuns your opponent. You need perfect timing to nail your opponent with this move. If nailed, switch to Xing-Yi for my mix-ups once more. Or throw!!!!
Now Kira can take out any character except Dairou and Bo Rai Cho. Kira can beat N/S and surprisely Kobra and Darrius if mastered correctly. She can contend but takes a while to master her as it took me quite a journey. You hardly see Kiras online so the crowd won't have a clue what you're doing.
As James Bond would say, "Lets get down to business"
down + forw 3
Good projectile for long range attacks
Since majority of players hardly ever play against her, fire the move and many will think its a low attack. It isn't. Catches everyone but don't spam it when your opponent is close, the recovery is great but I can't guarantee its 100% safe.
back forward +4
A damaging move but very risky
When you see your opponent off guard, let one go
Don't make it a habit though since if blocked, the dmg will increase tremendously costing the round or even the game
TIP>>Props to Dan, If you ever get a cannonball off, do not hesitate and yet do another one, most players won't block right after getting hit
back forward +1
Her best special move because once hit, your stunned for long periods of time. Just as long as Smoke's cloud. Get your big combos ready or just throw everytime you nail it. She has one plant and its pretty average. Make it simple just throw everytime you get your opponent into the kiss of death.
Now with the styles.
XING-YI
Numerous players think this stance is weak and just to Kenpo. From their perspective, they could be right but necessarily. Majority of the time when I play with Kira I use this stance. There are so many mix-ups, it will consume your opponent and have no idea of when to pickup the pipe.
There should be only two pokes used in this chance
D+1 Low punch very quick
D+4 Faster than the first poke but the recovery can prove costly
As with all pokes for all characters, you better nail it or else a Kabal's Spin or a teleslam will occur
Her mixups for Xing-Yi
1 minor stun(100% safe)
1,1 stuns them but you can do any of the following combos in this(100% safe) paragraph for the greatest mix-ups(a throw would be acceptable too)
1,1,3 finish off with aerials or plant them with do another 1,1,3 to knock em down. You nail this, switch these mix-ups again or just switch to Kenpo and do >+3 and d+4 SS for some more dmg
1,1,4 not 100% safe but use just once or twice
1,1,4,2 Most will block all hits except the last one since it minorly delayed
4, I hardly use it but use it at your own risk. If blocked, your done for
1,1,4,3 Again the last hit as almost never blocked, I would start a mix-up with 4 as the starting combo
2
4,2
>These two I use a lot because they phenominal mix-ups. However its not 100% safe since some chars can punish it but some can't. Strange but thats what I've seen from experience.
4,3
KENPO
This stance is very unsafe but very strong for your opponents life bar being towed away
1,3,3 This move online is delayed so it might catch the opponent. Don't spam it though. If your opponent is almost dead, do this move only once and I won't be surprised if they caught in it.
2 Good launcher but not safe
>+3 use this launcher because its her best launcher. It isn't safe but everytime your opponent blocks it, use the down + 4 poke. It works like a charm but when I do it the poke hits them or misses but it sidesteps greatly and even sometimes putting behind my opponent for some more punishment.
back + 3 great sweep and it trips the player. Do a throw afterwards or >+3
If your fast with changing styles, go back to Xing-Yi and follow my mix-ups again. Or just do back+3 twice in a row
Combos in Kenpo
>+3, >+3, CS+
>+3, CS+d+2 Good unbreakable unless your opponent has quick reflexes and breaks the >+3. The damage goes in the upper twenties
if your opponent auto rec, do the cannonball
>+3, >+3, d+2
>+3, >+3, 1,1,CS,2 47% and possibly 49% depending on the timing, very hard to pull off
Again if your fast switching styles do the following
>+3, >+3,CS,CS, 1,1,3,4 cool combo to see but is it worth it? i use it sometimes but rarely
Dragon-teeth
To be honest, I do not like this style so I'll be brief
Any member can add on to this style, it's just that this style's moves are mostly all unsafe.
All you need to use is two moves
^+3 Stuns your opponent. You need perfect timing to nail your opponent with this move. If nailed, switch to Xing-Yi for my mix-ups once more. Or throw!!!!
Now Kira can take out any character except Dairou and Bo Rai Cho. Kira can beat N/S and surprisely Kobra and Darrius if mastered correctly. She can contend but takes a while to master her as it took me quite a journey. You hardly see Kiras online so the crowd won't have a clue what you're doing.

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Just some cool tips for havik
I love this character along with Kira as the newest assembled characters I want kept for the next Mortal Kombat.
TANG-SO-DO
down + 4 If poke hits or misses, its not the point do these moves after it.
CS+3 and do CS+1,1,2,CS
down back +1
Or for fast players changing styles CS,CS up +2
I swear, all players are getting caught into this
I would mix it up though, don't make it a habit.
Since Scorpion has a similar crappy poke to Havik, I might add some tips for Scorpion another time
Remember this "crappy poke" can lead to great blows
I love this character along with Kira as the newest assembled characters I want kept for the next Mortal Kombat.
TANG-SO-DO
down + 4 If poke hits or misses, its not the point do these moves after it.
CS+3 and do CS+1,1,2,CS
down back +1
Or for fast players changing styles CS,CS up +2
I swear, all players are getting caught into this
I would mix it up though, don't make it a habit.
Since Scorpion has a similar crappy poke to Havik, I might add some tips for Scorpion another time
Remember this "crappy poke" can lead to great blows


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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GIMME GIMME KONQRR. :)
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Anyway, here's my promised Kira guide...
KIRA GUIDE v.1.0
Most top-level players think Kira is the worst character of MKD, a minority of them (to which I belong) thinks she is the second-worst. That is not to say that Kira cannot win or does not have proper tools that can be used to achieve victory, but the simple fact is that she is far less broken than most other MKD characters, and that her game revolves almost entirely around set-ups because she lacks safe moves. Knowing that, her game is refreshingly simple without becoming completely stale. I know that Alexei has already done a Kira guide, and this one is not meant to compete with his, nor is it meant to copy all his stuff. I hope youll enjoy it, and if you have any constructive criticism, please speak your mind.
As with my other guides (Darrius, Kabal), content or quotes from it may be used freely without permission, if you give proper credit to the author and mention where you found it.
SPECIAL MOVES & THROW
Dust Attack (b,f,1): this move temporarily blinds your on-screen opponent and immobilises them, leaving them open for an attack. The dust works at close and mid-range, and can catch any opponent in it while it is being thrown, or two-three seconds when it is still in the air. Compared to Sub-Zeros ice clone and Smokes cloud, it disappears fairly quickly. It is also not safe on block, but thats a bit moot because when its there, most opponents will not risk walking in (even after they have blocked it, which neutralises the dust) and attack you. Even projectiles are not safe as a retaliation measure on mid-range, because many of these animations will suck the opponent into the dust. When the dust attack hits, you can do pretty much anything you like. More concrete tips about that below.
Cannonball (b,f,4): while an unsafe move with laggy animation online, it does 14% all by itself, and in contrast to other big-hitting special moves like Hotarus grasshopper, Darriuss helicopter kick or Haviks corpse spin, it cant be broken or reduced, your opponent gets the 14% all in one big chunk. Its effective as a surprise move, mostly on mid range, or if youre certain your opponent is ducking and you want to travel to the other end of the screen quickly. Otherwise, its a big risk youre taking, because youre open to counterhits on block.
Projectile (d,f,3): a missed opportunity. The animation shows a low or a mid attack, but it just hits high like all of Kiras specials do. It is a fairly regular projectile that has little other uses than pinning the opponent back or being whipped out as a last-moment surprise. It may be effective when you abundantly use her dust cloud. Most players will forget about this attack and will be hit.
Throw: Kiras throw cant be broken, but thats about its only advantage. It is not necessarily weak, but it simply resets the game, offering you neither advantages, nor disadvantages on waking up. But because you have to go with what you can get, her throw should be used a lot. A free 16% is never a bad thing.
XING YI
Xing yi is pretty much her worst style. Most moves in it are unsafe and/or weak, and her low pokes to slow or awkward to be of good use. Its not all bad, though. A move you should mix up with her throw in xing yi is:
4,b2: 4 hits mid and b2 pops the opponent up. Most people follow it up with cs,1,1,cs,b2 but while it looks flashy, its not that good. Its better to plant the opponent using b4, then walk up and have an advantageous 50/50 game.
For the rest, pretty much avoid xing yi.
KENPO
Kenpo is Kiras style I use the most, because she has three pop-up attacks that hit mid and lead to powerful juggles, plus a good sweep with decent reach and 50/50 starter potential. Moves of interest are:
b3: a sweep. Because Kira is fairly tall, her sweep has one of the best reaches in the game. Unless your opponent knows youre going to do it, hell fall for it. Depending on what type of player he is, you can either sweep again, throw, or move in for a pop-up attack. The trick is to keep your opponent guessing what youre going to do. Her sweep is relatively safe on block, so trying to squeeze in an extra sweep is never a bad thing. Also remind yourself that after most sweep attacks, opponents are prone to being thrown easier. Use this to your advantage.
(1,1,)2: Kiras first pop-up attack from kenpo. Its her least powerful, but the good thing is that you can follow it up with her dust attack. If you sidestep, use 2 again, and then dust attack, you can build an infinite. But thats just some side-information you can keep in the back of your head if youre facing someone who uses infinites or cheats on you. Anyhow, after 2 hits you can also use f3 and go for her style branch (1,1,cs,b2), which does fairly decent damage. 2 is extremely punishable, however, and I mostly avoid using it.
f3: this is Kiras second pop-up attack. Its her second-most powerful, and leads to great juggle opportunities. After f3, you can fairly easily do 2,1,1,cs,b2 which, if all hits land, does about 40%. Without the 2 it does 45%, but the timing is so difficult that it will most likely not work online. You can also use an uppercut after this pop-up, making the small combo unbreakable, and guaranteeing you 25% damage. f3 itself is breakable, however.
(1,1,)u1: Kiras third and most powerful pop-up attack. If you follow it up with an uppercut, you get 28%. Thats good, but u1 itself has a weak range, and its hard on the timing to get a combo off of it. It is also unsafe. That is why I stick with f3: it offers more reliable juggle opportunities, is better in terms of range and simply doesnt look as punishable as u1 (which is also an advantage that can mislead opponents).
(1,)3,3: most people wont see this small combo coming, especially if your game is revolving around 50/50 set-ups. Its good to throw it in for good measure. Its not particularily safe, but its not as unsafe as most of her other attacks. Especially the second 3 is prone to hit an unsuspecting opponent.
1,1,cs,b2: surprisingly safe, this is an attack that doesnt hurt, especially because, like the combo above, for some reason many people dont block the last hit and you can thus get in some free damage.
DRAGON TEETH
Dragon teeth is a little underrated. Its the safest of Kiras styles. While kenpo is a better juggle starter, dragon teeth is where you need to be for safe and quick attacks. Generally however, I also stay out of this stance, especially when Im low on health, because you take 25% damage more when youre hit in weapon stance.
b4: a sweep with all the same properties as her sweep in kenpo. Abuse it and mix it up well with her throw or launcher.
2: a pop-up attack that hits mid and is entirely safe. After it, I always do b1,b2. That does about 25%. Not spectacular and breakable, but solid stuff.
b1,b2: as mentioned before, both these attacks are safe. They also hit mid (I think, Im not 100% of this right now). A good attack pattern is b1,b1 and then b1,b2. They wont expect the last hit and eat the damage. For variation you can use 3,f1, which is safe and quick, and does comparable damage.
4,4,4: better than most people think, because when you whip it out as a surprise attack, many get caught off guard. It also death traps opponents.
---
---
Anyway, here's my promised Kira guide...
KIRA GUIDE v.1.0
Most top-level players think Kira is the worst character of MKD, a minority of them (to which I belong) thinks she is the second-worst. That is not to say that Kira cannot win or does not have proper tools that can be used to achieve victory, but the simple fact is that she is far less broken than most other MKD characters, and that her game revolves almost entirely around set-ups because she lacks safe moves. Knowing that, her game is refreshingly simple without becoming completely stale. I know that Alexei has already done a Kira guide, and this one is not meant to compete with his, nor is it meant to copy all his stuff. I hope youll enjoy it, and if you have any constructive criticism, please speak your mind.
As with my other guides (Darrius, Kabal), content or quotes from it may be used freely without permission, if you give proper credit to the author and mention where you found it.
SPECIAL MOVES & THROW
Dust Attack (b,f,1): this move temporarily blinds your on-screen opponent and immobilises them, leaving them open for an attack. The dust works at close and mid-range, and can catch any opponent in it while it is being thrown, or two-three seconds when it is still in the air. Compared to Sub-Zeros ice clone and Smokes cloud, it disappears fairly quickly. It is also not safe on block, but thats a bit moot because when its there, most opponents will not risk walking in (even after they have blocked it, which neutralises the dust) and attack you. Even projectiles are not safe as a retaliation measure on mid-range, because many of these animations will suck the opponent into the dust. When the dust attack hits, you can do pretty much anything you like. More concrete tips about that below.
Cannonball (b,f,4): while an unsafe move with laggy animation online, it does 14% all by itself, and in contrast to other big-hitting special moves like Hotarus grasshopper, Darriuss helicopter kick or Haviks corpse spin, it cant be broken or reduced, your opponent gets the 14% all in one big chunk. Its effective as a surprise move, mostly on mid range, or if youre certain your opponent is ducking and you want to travel to the other end of the screen quickly. Otherwise, its a big risk youre taking, because youre open to counterhits on block.
Projectile (d,f,3): a missed opportunity. The animation shows a low or a mid attack, but it just hits high like all of Kiras specials do. It is a fairly regular projectile that has little other uses than pinning the opponent back or being whipped out as a last-moment surprise. It may be effective when you abundantly use her dust cloud. Most players will forget about this attack and will be hit.
Throw: Kiras throw cant be broken, but thats about its only advantage. It is not necessarily weak, but it simply resets the game, offering you neither advantages, nor disadvantages on waking up. But because you have to go with what you can get, her throw should be used a lot. A free 16% is never a bad thing.
XING YI
Xing yi is pretty much her worst style. Most moves in it are unsafe and/or weak, and her low pokes to slow or awkward to be of good use. Its not all bad, though. A move you should mix up with her throw in xing yi is:
4,b2: 4 hits mid and b2 pops the opponent up. Most people follow it up with cs,1,1,cs,b2 but while it looks flashy, its not that good. Its better to plant the opponent using b4, then walk up and have an advantageous 50/50 game.
For the rest, pretty much avoid xing yi.
KENPO
Kenpo is Kiras style I use the most, because she has three pop-up attacks that hit mid and lead to powerful juggles, plus a good sweep with decent reach and 50/50 starter potential. Moves of interest are:
b3: a sweep. Because Kira is fairly tall, her sweep has one of the best reaches in the game. Unless your opponent knows youre going to do it, hell fall for it. Depending on what type of player he is, you can either sweep again, throw, or move in for a pop-up attack. The trick is to keep your opponent guessing what youre going to do. Her sweep is relatively safe on block, so trying to squeeze in an extra sweep is never a bad thing. Also remind yourself that after most sweep attacks, opponents are prone to being thrown easier. Use this to your advantage.
(1,1,)2: Kiras first pop-up attack from kenpo. Its her least powerful, but the good thing is that you can follow it up with her dust attack. If you sidestep, use 2 again, and then dust attack, you can build an infinite. But thats just some side-information you can keep in the back of your head if youre facing someone who uses infinites or cheats on you. Anyhow, after 2 hits you can also use f3 and go for her style branch (1,1,cs,b2), which does fairly decent damage. 2 is extremely punishable, however, and I mostly avoid using it.
f3: this is Kiras second pop-up attack. Its her second-most powerful, and leads to great juggle opportunities. After f3, you can fairly easily do 2,1,1,cs,b2 which, if all hits land, does about 40%. Without the 2 it does 45%, but the timing is so difficult that it will most likely not work online. You can also use an uppercut after this pop-up, making the small combo unbreakable, and guaranteeing you 25% damage. f3 itself is breakable, however.
(1,1,)u1: Kiras third and most powerful pop-up attack. If you follow it up with an uppercut, you get 28%. Thats good, but u1 itself has a weak range, and its hard on the timing to get a combo off of it. It is also unsafe. That is why I stick with f3: it offers more reliable juggle opportunities, is better in terms of range and simply doesnt look as punishable as u1 (which is also an advantage that can mislead opponents).
(1,)3,3: most people wont see this small combo coming, especially if your game is revolving around 50/50 set-ups. Its good to throw it in for good measure. Its not particularily safe, but its not as unsafe as most of her other attacks. Especially the second 3 is prone to hit an unsuspecting opponent.
1,1,cs,b2: surprisingly safe, this is an attack that doesnt hurt, especially because, like the combo above, for some reason many people dont block the last hit and you can thus get in some free damage.
DRAGON TEETH
Dragon teeth is a little underrated. Its the safest of Kiras styles. While kenpo is a better juggle starter, dragon teeth is where you need to be for safe and quick attacks. Generally however, I also stay out of this stance, especially when Im low on health, because you take 25% damage more when youre hit in weapon stance.
b4: a sweep with all the same properties as her sweep in kenpo. Abuse it and mix it up well with her throw or launcher.
2: a pop-up attack that hits mid and is entirely safe. After it, I always do b1,b2. That does about 25%. Not spectacular and breakable, but solid stuff.
b1,b2: as mentioned before, both these attacks are safe. They also hit mid (I think, Im not 100% of this right now). A good attack pattern is b1,b1 and then b1,b2. They wont expect the last hit and eat the damage. For variation you can use 3,f1, which is safe and quick, and does comparable damage.
4,4,4: better than most people think, because when you whip it out as a surprise attack, many get caught off guard. It also death traps opponents.
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About Me
UMK3- YOU HAVE NO IDEA.
Who is Kaiser Soze?
People are always asking me if I know who Tyler Durden is.
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I may soon have a sub-zero guide. No one seems to know how to use him properly for a 50/50, and he has alot of good ones
quick sub tips, lows are his best moves and as konqrr said so many free throw possibilitys for easy mixups of mids and more throws, if u ever do 112 in dragon, ice clone after they bounce the second time off the ground because then they cant approach u and u can do an real easy low followed by an attemped free throw, and easy mix up even if they avoid the throw and sometimes a free ice clone if your close enough to them without it not appearing, after that set up ice clone off of 112 in dragon move in and stand inside the clone right here u can throw depending what they do or easy low when u see them counter and offline B+2 in weapon since its so much faster offline which and occasional mid and low of your choices
freeze ball and ice clone defense to win with sub, if someone just sits there and keeps ice balling u or cloning and not trying to mix it up, recognize that they are trying to take a major disadvantage in this pos game's mechanics, and, well, just drop the controller and stand there and let them win because u and him know how pussy he is and that he doesn't deserve that win and is a rank whore or whatever
so much more to say, but im tired
freeze ball and ice clone defense to win with sub, if someone just sits there and keeps ice balling u or cloning and not trying to mix it up, recognize that they are trying to take a major disadvantage in this pos game's mechanics, and, well, just drop the controller and stand there and let them win because u and him know how pussy he is and that he doesn't deserve that win and is a rank whore or whatever
so much more to say, but im tired

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Neo, I mean kenshi was a personal favourite back In Deadly Alliance. I was glad he came back for the next installment, which is called Deception.
Triple Threat
<>+3 Great move against defensive players. Great range, but if your very close and the opponent blocks it, the recovery time isn't enough. Good combo finisher too. It hits mid also.
Tele-throw
v
Teleslam
Teleport Very good move but don't make it a habit. The elite layers out there will catch on.
POKES
The following are pokes that you should only use while your Kenshi
Tai Chi
v+4
Judo
v+4 Best poke he has. If opponent blocks it, you'll take a beating.
v+1 Change this pokes around to confuse your opponent.
Katana
v+1
END OF POKES
TaiChi
2 Good stun and I would hold up + 2 a couple of times up close at your opponent. If opponent is hit, free throw. If they keep blocking, throw them. If they duck, poke them or if you got bad-ass timing, triple threat.
If you're good at branch combos, use this 2,2,2,CS,4,This branch combo is completely safe
Cool tip, if opponent blocks Works everytime
Combos
teleslam,teleslam,
teleslam,2,2,2,4,2,2,2,4,triple threat
I love this combo but practice it because online its easier to do
Only use one branch combo and is 2,2,2,CS,4, CS+2,CS,2,2,2,4, triple threat
CS+v+2
Judo
A very fast style and great because its beside the weapon stance.
2, a throw but does minimal damage. Its a fairly good move because it confuses the opponent to block or go off-guard.
4,4,
This combo is good because of the 100% recovery time.
What I would do is press 4, or 4, then 4,4, or just to 4,4,The damage won't seem high but its good to use a lot since its safe.
v+4 poke is his best because you can either follow up with a throw or CS+2
A great one-two punch. Teleport and do this mini-startup combo if there is distance.
Combos
4,4,CS,2,1 Good move because it plants but it's not entirely safe on block.
Sword
Great for combo start-ups and quite damaging.
^+2 use this to start combos or to interrupt unsafe combos being acknowledged by your opponent.
2,2,1 A plant move, works very nicely but not entirely safe on block.
^+2,v+2 Damaging and unbreakable (teleport afterwards to 50/50 once more)
Long Combos
^+2,CS+2,2,2,4,triple-threat(38%)
^+2,CS+2,2,2,4, walk forward slighty than 2,2,2,4,triple threat (56%)
^+2,CS+2,(or add another 2 here)teleslam,2,2,2,4,triple-threat
^+2,CS+2,(or add another 2 here)teleslam,2,2,2,4, walk forward slightly 2,2,2,4, triple threat (in the 40% range)
With the stuff I just listed above, that's basically all you should do with Kenshi.
Kenshi is good against every character in the game except Bo,Dairou and Kobra. Don't get me wrong, top notch Kenshi's can beat those characters but the odds are way up against you. Believe it or not, Kenshi is amazing against N/S and Darrius players. Sure he's lower tier, but like Kira, many players don't see what's coming. A fun character to use but takes long to master him.
Triple Threat
<>+3 Great move against defensive players. Great range, but if your very close and the opponent blocks it, the recovery time isn't enough. Good combo finisher too. It hits mid also.
Tele-throw
v
Teleslam
Teleport Very good move but don't make it a habit. The elite layers out there will catch on.
POKES
The following are pokes that you should only use while your Kenshi
Tai Chi
v+4
Judo
v+4 Best poke he has. If opponent blocks it, you'll take a beating.
v+1 Change this pokes around to confuse your opponent.
Katana
v+1
END OF POKES
TaiChi
2 Good stun and I would hold up + 2 a couple of times up close at your opponent. If opponent is hit, free throw. If they keep blocking, throw them. If they duck, poke them or if you got bad-ass timing, triple threat.
If you're good at branch combos, use this 2,2,2,CS,4,This branch combo is completely safe
Cool tip, if opponent blocks Works everytime
Combos
teleslam,teleslam,
teleslam,2,2,2,4,2,2,2,4,triple threat
I love this combo but practice it because online its easier to do
Only use one branch combo and is 2,2,2,CS,4, CS+2,CS,2,2,2,4, triple threat
CS+v+2
Judo
A very fast style and great because its beside the weapon stance.
2, a throw but does minimal damage. Its a fairly good move because it confuses the opponent to block or go off-guard.
4,4,
This combo is good because of the 100% recovery time.
What I would do is press 4, or 4, then 4,4, or just to 4,4,The damage won't seem high but its good to use a lot since its safe.
v+4 poke is his best because you can either follow up with a throw or CS+2
A great one-two punch. Teleport and do this mini-startup combo if there is distance.
Combos
4,4,CS,2,1 Good move because it plants but it's not entirely safe on block.
Sword
Great for combo start-ups and quite damaging.
^+2 use this to start combos or to interrupt unsafe combos being acknowledged by your opponent.
2,2,1 A plant move, works very nicely but not entirely safe on block.
^+2,v+2 Damaging and unbreakable (teleport afterwards to 50/50 once more)
Long Combos
^+2,CS+2,2,2,4,triple-threat(38%)
^+2,CS+2,2,2,4, walk forward slighty than 2,2,2,4,triple threat (56%)
^+2,CS+2,(or add another 2 here)teleslam,2,2,2,4,triple-threat
^+2,CS+2,(or add another 2 here)teleslam,2,2,2,4, walk forward slightly 2,2,2,4, triple threat (in the 40% range)
With the stuff I just listed above, that's basically all you should do with Kenshi.
Kenshi is good against every character in the game except Bo,Dairou and Kobra. Don't get me wrong, top notch Kenshi's can beat those characters but the odds are way up against you. Believe it or not, Kenshi is amazing against N/S and Darrius players. Sure he's lower tier, but like Kira, many players don't see what's coming. A fun character to use but takes long to master him.
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Nice guide Alexei. Just a couple of things I would like to add
50/50s
Sure, Kenshi hasn't got ANY overhead moves that start a nice juggle combo but that doesn't mean he can't play a good 50/50 game. Read on...
TAI CHI
B+4, B+4 (This will train ur opponent to block low) then let rip with B,F+3 (because it hits mid if they are blocking low it will catch them out!)
JUDO
As Alexei said D+4 is fast as fuck for a nasty low poking game. Do it a couple of times and quickly change stance U+2 and choose a juggle combo of your choice - 9 times outta 10 this will catch them off guard!
KATANA
Try mixing up D+1, D+2 and B+3 for pokes (B+3 trips them) then once 'trained' hit U+2 for the juggle starter again!
GENERAL
Always try and use a tele-slam(B,D,B+1) or tele-flurry(B,F+3) at the start of a match as they usually catch people off guard and they won't be close enough to punish you if you miss. Just make sure you back dash immediately
Always follow up a juggle starting move (B+1 in TAI CHI, U+2 in KATANA etc) with a tele-slam as it's unbreakable. If you follow the slam with an uppercut move (D+2 any stance) voila - quite a bit of damage and your opponent couldn't do a thing to stop it! Breakers??? Pah!
If your opponent is chucking projectiles at ya to keep you away then if timed correctly Kenshi's mind warp teleport is a good way to get back into the fight. Try throwing as soon as you teleport - works more often than you'd think.
Also I know it's very unsafe but try throwing out a F,F+2 evry now and then if you don't abuse it then your opponent will get a nasty shock!
D,B+4 is good for finishing combos and also catching turtlers/teleporters (Subby, N/S, Jade hell even Kobra sometimes) A lot of the time online you might trade hits when you try it and their animation will be as if you caught them with it but it won't actually throw them away - Effectively they are glitched out for a split second... Long enough for you to try the same move again or tele-slam (you gotta be fast tho!)
Basically with Kenshi (as with all the low-tiers) you gotta keep people guessing with - Like Alexei said because not many people play Kenshi players don't know what to expect and you can easily surprise them!
You get free throws if you tele-slam and don't follow up with any other move let them crack their skull and sidestep throw them! Heh!
Another free throw from B+2 in Judo (again don't follow up - let em hit the deck and SSthrow)
I think I'm right with those??? Konqrr please correct me if I'm wrong! (And let us all know the other free throws pleeeeeaase?)
Hope this all makes sense? And if it helps Kenshi become more popular that's all good - He's definitely one of my faves!
VQ (VainQueur) may be able to make some additions to your Kenshi guide Alexei - He taught me everything I know (but he must know more stuff he's not letting on LOL) I'll ask him to contribute.
50/50s
Sure, Kenshi hasn't got ANY overhead moves that start a nice juggle combo but that doesn't mean he can't play a good 50/50 game. Read on...
TAI CHI
B+4, B+4 (This will train ur opponent to block low) then let rip with B,F+3 (because it hits mid if they are blocking low it will catch them out!)
JUDO
As Alexei said D+4 is fast as fuck for a nasty low poking game. Do it a couple of times and quickly change stance U+2 and choose a juggle combo of your choice - 9 times outta 10 this will catch them off guard!
KATANA
Try mixing up D+1, D+2 and B+3 for pokes (B+3 trips them) then once 'trained' hit U+2 for the juggle starter again!
GENERAL
Always try and use a tele-slam(B,D,B+1) or tele-flurry(B,F+3) at the start of a match as they usually catch people off guard and they won't be close enough to punish you if you miss. Just make sure you back dash immediately
Always follow up a juggle starting move (B+1 in TAI CHI, U+2 in KATANA etc) with a tele-slam as it's unbreakable. If you follow the slam with an uppercut move (D+2 any stance) voila - quite a bit of damage and your opponent couldn't do a thing to stop it! Breakers??? Pah!
If your opponent is chucking projectiles at ya to keep you away then if timed correctly Kenshi's mind warp teleport is a good way to get back into the fight. Try throwing as soon as you teleport - works more often than you'd think.
Also I know it's very unsafe but try throwing out a F,F+2 evry now and then if you don't abuse it then your opponent will get a nasty shock!
D,B+4 is good for finishing combos and also catching turtlers/teleporters (Subby, N/S, Jade hell even Kobra sometimes) A lot of the time online you might trade hits when you try it and their animation will be as if you caught them with it but it won't actually throw them away - Effectively they are glitched out for a split second... Long enough for you to try the same move again or tele-slam (you gotta be fast tho!)
Basically with Kenshi (as with all the low-tiers) you gotta keep people guessing with - Like Alexei said because not many people play Kenshi players don't know what to expect and you can easily surprise them!
You get free throws if you tele-slam and don't follow up with any other move let them crack their skull and sidestep throw them! Heh!
Another free throw from B+2 in Judo (again don't follow up - let em hit the deck and SSthrow)
I think I'm right with those??? Konqrr please correct me if I'm wrong! (And let us all know the other free throws pleeeeeaase?)
Hope this all makes sense? And if it helps Kenshi become more popular that's all good - He's definitely one of my faves!
VQ (VainQueur) may be able to make some additions to your Kenshi guide Alexei - He taught me everything I know (but he must know more stuff he's not letting on LOL) I'll ask him to contribute.


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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Good stuff Alexei and Hado. Basically I don't have much more to add, just a few other remarks.
I never start online juggles with b+1 in tai chi because it gets blocked 80% of the time and while I can do those nasty juggles, due to lag and other issues (such as the fact that when you do this stuff after a sidestep, you actually begin to miss your opponent mid-juggle because of positioning errors), it often won't work. I tend to end most juggles not with the tele-kombo but with his tele-throw. In the corner it gives you a free throw, and it does more damage than his tele-kombo. Admittedly the tele-kombo looks cooler, though. Tele-throw as a stand-alone move is not as bad as it's made out to be because it hits mid.
Good catch on the 4 confusion in judo Alexei, I do it often. I also whore his tele-kombo at mid-range, it's a very effective interrupting move.
In katana I tend to favour d+3 for a low poke, though b+3 is more damaging and offers 50/50 mix-ups. Either way d+3 is as unsafe as the rest, but most people don't know that so they won't punish it.
What's nice about 2,2,2,b+1 in tai chi is that people will release block most of the time when b+1 hits because of the delay. It doesn't work on high level players though.
After katana u+2, I generally just do u+2,2,2,4. This does 32% damage and knocks the opponent far away, forcing them to come and get you again. Kenshi should be played defensively, and you have the luxury of just waiting for your opponent because you can reach them anytime with your teleport. I've also seen u+2,u+2,2,2,1 used because the 1 plants. Kenshi doesn't recover fast after it though, so a free throw opportunity is a bit squandered here. When I hit opponents with judo 4,4,b+2 I tend to cs,u+2 and tele-throw. Basically also for the reason you create a lot of space, and Kenshi is good at spacing. Even against notorious teleporters, he can still have the upper hand in a defensive game because his tele-kombo and judo d+4 (or katana u+2) come out at blazing speeds.
I never start online juggles with b+1 in tai chi because it gets blocked 80% of the time and while I can do those nasty juggles, due to lag and other issues (such as the fact that when you do this stuff after a sidestep, you actually begin to miss your opponent mid-juggle because of positioning errors), it often won't work. I tend to end most juggles not with the tele-kombo but with his tele-throw. In the corner it gives you a free throw, and it does more damage than his tele-kombo. Admittedly the tele-kombo looks cooler, though. Tele-throw as a stand-alone move is not as bad as it's made out to be because it hits mid.
Good catch on the 4 confusion in judo Alexei, I do it often. I also whore his tele-kombo at mid-range, it's a very effective interrupting move.
In katana I tend to favour d+3 for a low poke, though b+3 is more damaging and offers 50/50 mix-ups. Either way d+3 is as unsafe as the rest, but most people don't know that so they won't punish it.
What's nice about 2,2,2,b+1 in tai chi is that people will release block most of the time when b+1 hits because of the delay. It doesn't work on high level players though.
After katana u+2, I generally just do u+2,2,2,4. This does 32% damage and knocks the opponent far away, forcing them to come and get you again. Kenshi should be played defensively, and you have the luxury of just waiting for your opponent because you can reach them anytime with your teleport. I've also seen u+2,u+2,2,2,1 used because the 1 plants. Kenshi doesn't recover fast after it though, so a free throw opportunity is a bit squandered here. When I hit opponents with judo 4,4,b+2 I tend to cs,u+2 and tele-throw. Basically also for the reason you create a lot of space, and Kenshi is good at spacing. Even against notorious teleporters, he can still have the upper hand in a defensive game because his tele-kombo and judo d+4 (or katana u+2) come out at blazing speeds.

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VainQueur Wrote:
I've also seen u+2,u+2,2,2,1 used because the 1 plants. Kenshi doesn't recover fast after it though, so a free throw opportunity is a bit squandered here.
I've also seen u+2,u+2,2,2,1 used because the 1 plants. Kenshi doesn't recover fast after it though, so a free throw opportunity is a bit squandered here.
Use Jump Cancel to get your free throw...221, d~uf on recovery frames.


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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Hmmm... I have to try that out. Thanks man.

0
Konqrr Wrote:
Use Jump Cancel to get your free throw...221, d~uf on recovery frames.
Use Jump Cancel to get your free throw...221, d~uf on recovery frames.
WTF??? wasn't jump cancel something like uf+1~2,2,2 in deadly alliance, or did i miss the memo on this? lol
Spill it Kell!!!! hehe
peace
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I really dont feel like pming every single person that made these Guides anyways, i would like permmision to use your guides, thnx in advacne 
About Me
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Go for it fella. Got my vote.
What ya up to Thug? You making a definitive character guide collection?
What ya up to Thug? You making a definitive character guide collection?


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
0
ThuggishRuggish Wrote:
I really dont feel like pming every single person that made these Guides anyways, i would like permmision to use your guides, thnx in advacne
I really dont feel like pming every single person that made these Guides anyways, i would like permmision to use your guides, thnx in advacne
You can use mine, as long as you credit me for them.


About Me
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ThuggishRuggish Wrote:
I really dont feel like pming every single person that made these Guides anyways, i would like permmision to use your guides, thnx in advacne
I really dont feel like pming every single person that made these Guides anyways, i would like permmision to use your guides, thnx in advacne
Yeah, feel free to use mine as long as you give me credit for it.


About Me
...ThE SpiRiT LiVeS On...MORTAL KOMBAAAT!!!
0
Umm hey konqrr when will you finish you ashra guide? I really want you to post it lol. im trying to learn ashra (for the last 3 days) but i dont know much yet....please post it
Hey Alex 1 quick question. The Cannoball with kira, Ive found that even if it hits, the opponent can use auto recover and get a combo on you totally free, does this mean I should only use it to deal the fatal blow, or am I not doing something properly?

0
OPTI0N Wrote:
Hey Alex 1 quick question. The Cannoball with kira, Ive found that even if it hits, the opponent can use auto recover and get a combo on you totally free, does this mean I should only use it to deal the fatal blow, or am I not doing something properly?
Hey Alex 1 quick question. The Cannoball with kira, Ive found that even if it hits, the opponent can use auto recover and get a combo on you totally free, does this mean I should only use it to deal the fatal blow, or am I not doing something properly?
I usually auto recover with it or use it for guaranteed damage after a juggle hit. You should never through it our randomly. It's a good punisher move and them using auto reovery to punish you back is usually easier done when they're near a wall or corner. Be careful of this and try to find alternate means to punish them. You should never be too predictable with the Cannonball either.
I'm part way through my Jade guide. I hope it''ll be of use to some of you.
0
Hey guys just joined up. You guys are crazy cool, never new so many people were fanatics about this game. All of u make very usefull guides and tips for MOST characters........ but please, some one make a guide and put out tips for nightwolf. ive gotten some tricks on him but i need him perfectly down. so anyone please add the best guide and tips for him if possible.
thx
thx
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