Kenjutsu
Kenshi’s Kenjutsu variation plays rather similarly to Ermac in that he has the ability to grab opponents in midair from a distance and throw them around. This variation adds the abilities Telekinetic Push, Slam, and Toss to Kenshi’s repertoire. Rising Sword is another one of his unique abilities that allows Kenshi to slash with his blade from below. Meter Burning this move will launch your opponent high up in the air, allowing you to execute a juggle combo. His other unique ability, Spinning Blade, is an overhead attack. Kenjutsu Kenshi is a hybrid of a close and mid-ranged fighter because of his abilities to grab opponents from midscreen and punish them with his sword when they’re close. Meter Burning Tele-Slam will stun your opponent for awhile, giving you a wide window to run in with Rising Sword – a viable strategy for those wanting to try out huge combos with the Kenjutsu variation.
Rising Sword: Down, Back, Square
Spinning Blade: Down, Forward, Square
Blade Reflect: Down, Back, Triangle
Tele-Slam: Down, Back, Circle
Tele-Push: Down, Forward, Triangle
Tele-Toss: Back, Forward, X
Balanced
Balanced Kenshi has the ability to project images of himself to attack. If you perform Telekinetic Slice with just the default inputs, Kenshi’s projection will only hit the opponent at mid range. However, holding the back or forward buttons will allow you to determine the range with which the projection can attack. For instance, if you hold forward while performing Telekinetic Slice, the projection will hit the opponent from full-screen distance away. This ability to control the distance makes Kenshi’s telekinetic moves viable at any range. Tele-Flurry, on the other hand, is a full-screen attack that could come in handy for interrupting opponents when they’re getting ready to use a projectile attack.
Spirit Push, Telekinetic Slice, and Tele-Flurry aren’t very good for combo setups as Meter Burning these moves will only give you one extra hit. Rising Karma, however, is an anti-air attack that can launch your opponent if you Meter Burn it. With the moves you get in this variation, Balanced Kenshi is much more focused on keeping opponents at a distance.
Spirit Push: Back, Forward, Triangle
Telekinetic Slice: Down, Back, Circle
Tele-Flurry: Back, Forward, X
Rising Karma: Down, Back, Square
Blade Reflect: Down, Back, Triangle
Possessed
With the Possessed variation, Kenshi gets to summon demons with his shattered blade to help him attack. Possessed Kenshi plays rather similarly to his Balanced version because of his ability to summon help and attack from a distance. You’ll find that Sickle Lift and Soul Push are more for zoning tactics, whereas Demon Assault and Demon Beam are moves that will allow you to get in close. Meter Burning Demon Assault will allow Kenshi to attack from mid-range before throwing the opponent behind him. Dashing to the opponent after the throw will give you a small window for assault. Demon Beam, on the other hand, works a little like a teleportation skill and transports you right above your opponent. Performing a ground attack right after Demon Beam is a great way to get the drop on your opponent. Literally.
Sickle Lift: Down, Back, Square
Demon Assault: Back, Forward, X
Soul Push: Back, Forward, Triangle
Demon Slam: Down, Back, Circle
Demon Beam: Down, Back, Triangle
X-Ray and Finishers
Fatalities:
- (Long-range) Forward, Down, Back, Up
- (Long-range) Back, Forward, Back, Back
Brutalities:
- Triangle, Triangle, Circle
- Down, Back + Square
- Back, Forward+ Triangle + R2
- Back, Forward + X
- R2 + X
X-Ray (L2+R2 with full meter)
Kenshi makes full use of his telekinetic abilities with his X-Ray attack. He first suspends his opponent in midair before driving his blade into the opponent’s skull. After that, he pulls the opponent towards him, drives the blade even deeper into his skull, and then pulls out and stabs him right in the rib cage. For a pleasant looking guy, Kenshi sure is ruthless.