Background
Somewhere in the Farcific Ocean lies Zipang... a country which has been secluded for centuries. In the Year of our Lord 13XX, an invasion threatens the quiet life of the people of Zipang. To stop the invasion, Zipang's Shogun Naosuke sends his best Shinobi to destroy the invaders.
" You must find out who they are and destroy them! "
But one man feels that Naosuke has a hidden agenda...
His name is Kenji, leader of the Shinobi.
" ... An invasion... "
Introduction
Kenji is often referred to as the worst character in Red Earth. While this is true, he is still very capable with a solid array of mixup, zoning, and neutral options. His focus is on spacing in neutral, and as with most low tiers, capitalizing on the mistakes your top tier opponents make. You will be at an innate disadvantage when playing him, but with enough practice and utilization of his few but very powerful tools, you can even the playing field.
Starting Element: Poison
Elemental Weakness: Ice
Level 32 Password: 6 3 1 4 1 2 4 5 2 4
Normal Moves
1 Can be ducked. 3 followup. d+3 followup.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
1
|
6-8
|
Mid
|
3
|
3
|
6
|
+2
|
+1
|
Yes
|
A short-ranged jab. Very quick as with most of Kenji’s normals, though the range leaves something to be desired. Can be used as a mediocre anti-air at close range. Generally not to be used over 4. Combos into itself at close range.
|
1 > 3
|
12-15
|
Mid
|
30
|
4
|
8
|
HKD
|
+11
|
No
|
Kenji chains his jab into a second punch. This does not link, and could be used as a frame trap.
|
1 > d+3
|
11-14
|
Mid
|
19
|
3
|
19
|
HKD
|
+1
|
No
|
Quick combo from 1 if you want to keep things simple. Can followup with pursuit.
|
|
2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
11-13
|
Mid
|
10
|
2
|
17
|
+3
|
+2
|
No
|
A medium-ranged sword slash. Not as fast as the jab, but its hitbox makes it a rather effective counterpoke in certain situations.
|
|
3 Staggers Kenji (+4). 3 followup.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
3
|
12-15
|
Mid
|
29
|
4
|
19
|
-3
|
-4
|
No
|
A very long-ranged chain slash. One of Kenji’s worst moves. The lack of a hitbox save for long range and its incredibly long startup makes it very difficult to use and it should be avoided in all situations, save for BMing your opponent. The followup strike is also just as bad, as it requires you to have pressed this button in the first place.
|
3 > 3
|
12-15
|
Mid
|
62
|
3
|
20
|
HKD
|
-4
|
No
|
A decent frame trap on the off-chance that you accidently pressed 3 beforehand.
|
|
4
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
6-8
|
Mid
|
3
|
3
|
8
|
+3
|
+2
|
Yes
|
A short-ranged kick. A more effective version of 1, as this leads into the BNB. Shouldn’t be used for much outside of that combo. Combos into itself at close range
|
|
5 Standing 5. 6 followup.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
5
|
11-13
|
Mid
|
7
|
3
|
18
|
Launch
|
-3
|
No
|
A short-ranged launching kick. If used as an anti-air, can then be followed up with 6 akin to the BNB. Useful if you hit an airborne opponent with Tsumuji, as 4 > 5 won’t combo.
|
5 > 6
|
8-9
|
Unknown
|
28
|
11
|
18
|
Launch
|
N/A
|
No
|
A staple in Kenji's bnb. Does good damage and can followup with pursuit or Homura Tsumuji if you have an orb.
|
|
6
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14-18
|
Mid
|
21
|
7
|
23
|
HKD
|
-7
|
No
|
A medium-ranged cannon blast. Its startup leaves something to be desired, however can be used in a blockstring as a very effective frame trap. Knocks down, and has a lot of knockback on both block and hit, though when blocked knocks Kenji back a good distance instead of the opponent.
|
|
cr.1
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
6-8
|
Mid
|
2
|
2
|
5
|
+4
|
+3
|
Yes
|
A very short-ranged jab. Practically the same as 1, though with even less practical application, its speed being its only redeeming quality. Notably does not hit low. Should never be used over cr.4.
|
|
cr.2 Staggers Kenji (+7).
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
13-15
|
Mid
|
7
|
3/3
|
17
|
0
|
-5
|
No
|
A medium-ranged sword slash, with two hits. Practically the same use as 2, except it's punishable. Should be avoided in neutral.
|
|
cr.3 Staggers Kenji (-17).
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
11-14
|
Low
|
17
|
4
|
38
|
-22
|
-23
|
No
|
A long-ranged chain slash along the ground. This is one of Kenji’s better normals, as it can be used rather effectively from far away. Its primary purpose is punishing an opponent who UGs at a poor time, and you aren’t close enough to get anything else. Can be used after j.3 as a poor man’s high-low, and has a very niche application as a last ditch effort to get some value out of a max-ranged anti-air Tsumuji, as it can hit the opponent even as they’re falling.
|
|
cr.4
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
6-8
|
Low
|
2
|
3
|
5
|
+3
|
+2
|
Yes
|
A short-ranged kick. One of Kenji’s best normals, this move is very fast and can combo into BNB. More useful than 4 because it hits low, it can be used as a meaty if you predict your opponent will be pressing buttons on wakeup. Combos into itself at close range. An effective mashing tool due to its speed and low recovery to beat out some risky buttons.
|
|
cr.5
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
11-13
|
Low
|
7
|
4
|
23
|
0
|
-1
|
Yes
|
A medium ranged-kick. This should be avoided over the use of 5 in combos, as this does not launch or knock down, but it has a few applications as a punish for whiffed moves due to its decent range.
|
|
cr.6
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14-18
|
Low
|
21
|
7
|
26
|
HKD
|
-10
|
No
|
A medium-ranged cannon blast. Identical to 6, except it hits low.
|
|
j.1 While ascending. While descending.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
aj.1
|
6-8
|
Unknown
|
10
|
6
|
Until landing
|
N/A
|
N/A
|
No
|
A short-ranged jab. Very poor move, and should be avoided.
|
dj.1
|
6-8
|
High
|
4
|
19
|
Until landing
|
+11
|
+9
|
No
|
|
|
j.2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
10-12
|
High
|
5
|
4
|
Until landing
|
+16
|
+15
|
No
|
A horizontal slash. Pretty good air-to-air, but has little use outside of that.
|
|
j.3 Staggers Kenji (+27).
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
12-15
|
High
|
11
|
3
|
Until landing
|
+20
|
+15
|
No
|
A very-long ranged chain slash. Easily Kenji’s best normal, and any good Kenji will make as much use of this godlike button as much as they possibly can. One of Kenji’s main tools for spacing, the fact that it hits slightly below you is very useful on jump-ins, for zoning, spacing, and stuffing out jump-in attempts. If spaced correctly can provide a damn near unpunishable poke with a massively disjointed hitbox stuffing out most all attempts to beat it. You can use it on reaction to jumps, using the double jump to space it correctly to stuff out jump-ins. You can use it to jump in, beating out anti airs, including Tessa’s DP (god bless). It can combo into ice if you knock an opponent out of the air and land quick enough. This move is one of the many keys to winning as Kenji.
|
|
j.4
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
6-8
|
High
|
8
|
12
|
Until landing
|
+15
|
+15
|
No
|
A high-priority kick. This move lasts until you hit the ground, and its hitbox allows it to trade in most situations. It also combos into 4, giving you easy access to the BNB. Kenji’s second best air normal.
|
|
j.5
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
10/9-12/11
|
High
|
12
|
2/2
|
Until landing
|
+16
|
+10
|
No
|
A vertically descending kick. Not very useful, and you should generally avoid it. Has some nice application if a Tsumuji hits your opponent very high up due to huge hurtboxes.
|
|
nj.5
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
11-13
|
Unknown
|
7
|
9
|
Until landing
|
N/A
|
N/A
|
No
|
Almost never used over any other air normal. Can't hit opponents on the ground. Best selling point is that it causes a knockdown state on hit.
|
|
j.6 Staggers Kenji (+11). d+6 version. Staggers Kenji (+10). f+6 version. Staggers Kenji (+13).
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
j.6
|
14-18
|
High
|
17
|
6
|
Until landing
|
+4
|
-1
|
No
|
A medium-ranged cannon. It's usually punishable on hit, but it can be used very occasionally to stop your movement in the air and punish anti-airs. Takes skill to master, but can further improve your air game if utilized correctly.
|
j.d+6
|
14-18
|
High
|
17
|
6
|
Until landing
|
+3
|
-2
|
No
|
|
j.f+6
|
14-18
|
High
|
17
|
6
|
Until landing
|
+6
|
+1
|
No
|
|
|
Command Normals
f+2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
9-11
|
High
|
16
|
3
|
23
|
-10
|
-11
|
No
|
A medium-ranged sword slash that causes Kenji to move slightly forwards. This takes him off the ground and allows him to avoid some low-hitting moves. Additionally, it’s an overhead, and can be used occasionally in mixup situations. It is minus on hit, though, so it should be avoided unless you are confident your opponent either does not know it’s punishable, does not know how to, or it’s hitting near its maximum range.
|
|
df+5
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
10-12
|
Mid
|
10
|
3
|
22
|
Launch
|
-15
|
No
|
A medium ranged kick. Practically identical to 5, save for a bit slower and a worse hitbox. Should be avoided.
|
|
Special Moves
Ichimonji QCF+1/2/3
|
The worst fireball in the game, Kenji throws out three Kunai towards his opponent. The speed of the projectiles changes with light/medium/heavy punch. Is beat out by most things, including normals. Notably out-prioritizes Tessa’s Ghost Jammer. Is only to be used against either Leo or Kenji, and only at fullscreen.
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
1
|
5/5/5-6/6/6
|
Mid
|
12
|
Proj.
|
38
|
-22
|
-23
|
No
|
|
2
|
5/5/5-6/6/6
|
Mid
|
12
|
Proj.
|
39
|
-23
|
-24
|
No
|
|
3
|
5/5/5-6/6/6
|
Mid
|
12
|
Proj.
|
40
|
-24
|
-25
|
No
|
|
|
Rasen Kyaku QCB+4/5/6
|
The Tatsu of Red Earth. Changes duration and number of hits with light/medium/heavy punch. Can be combo’d into, however only if you are sure it’ll dizzy, as it is punishable on hit. Otherwise a mostly useless special.
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
4
|
12-14
|
Mid
|
13
|
3/3
|
27
|
-14
|
-20
|
No
|
|
5
|
19-23
|
Mid
|
13
|
3/3/3/3
|
27
|
-14
|
-20
|
No
|
|
6
|
24-29
|
Mid
|
13
|
3/3/3/3/3/3
|
33
|
-20
|
-26
|
No
|
|
|
Tsumuji R.DP+1/2/3 "Garlic Breath"
|
One of Kenji’s best specials, he creates a swirl of wind in front of him for a short duration. It can be extended by doing medium or heavy, though the recovery increases proportionately. If the opponent is hit, they enter a very long stun, allowing you to punish with practically anything. This easily confirms into the BNB if landed, and its disjointed hitbox allows you to stuff out (or in some cases trade with) most normals, giving you big value. If an opponent is hit by it in the air, you’ll have to adjust the combo accordingly. It also beats out most projectiles due to its incredibly disjointed hitbox. Very useful, master it as quickly as you can.
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
1
|
5-6
|
Mid
|
17
|
24
|
11
|
+54
|
-16
|
No
|
Hit advantage is +46 on Kenji.
|
2
|
5-6
|
Mid
|
17
|
44
|
11
|
+34
|
-36
|
No
|
Hit advantage is +26 on Kenji.
|
3
|
5-6
|
Mid
|
17
|
64
|
11
|
+14
|
-56
|
No
|
Hit advantage is +6 on Kenji.
|
|
Baku Ryusho DP+1/2/3 1 version. 2 version. 3 version.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
16-19
|
Mid
|
55
|
25
|
21
|
Launch
|
+22
|
No
|
Kenji does not have a stereotypical DP, rather a flame pillar shoots out of the ground at different distances depending on which punch you do. Light is in front of Kenji, with a small deadzone between, medium is midscreen, and heavy is fullscreen. This is useful for zoning, as well as catching your opponent off guard. One of its most prominent uses is for chip, as it does quite a bit.
|
|
Enma Zuki HCB+1/2/3
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
12-15
|
Mid
|
5
|
6
|
41
|
HKD
|
-22
|
No
|
Kenji runs forward until meeting the opponent then quickly jabbing them in the chest, knocking them down. The strength of punch used determines how far Kenji will run before stopping. As a consequence of this, 2 version's startup is 6-25f, and 3 version's startup is 6-45f. Good for catching an opponent off guard due to its speed, but unsafe so it’s better saved for combos. Killing an opponent with this move will result in a fatality, the only one in the game that can be performed against other players.
|
|
Kagerou R.DP+4/5/6 > 1/2/3 4 version. 5 and 6 version.
|
A very weak special. Kenji creates two clones of himself, which travel from one side of the opponent to the other, in the same amount of time regardless of where they are. If you press 4 you’ll be the bottom clone, 5 the middle, and 6 the top. If you press a punch button during this, Kenji will do a sword slash similar to f.2. All versions hit overhead.
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
4
|
11-13
|
High
|
3 (minimum)
|
2
|
23
|
HKD
|
-15
|
No
|
Previously thought to be useless, it was discovered that the 4 version of this special is quite useful. It technically functions as a superior f.2, and it knocks down. It also combos into Homura Tsumuji, and though using it is difficult it’s another hidden gem of Kenji tech.
|
5 and 6
|
12-15
|
High
|
1 (minimum)
|
4
|
3 upon landing
|
HKD
|
+15
|
No
|
|
|
Utsusemi DP+4/5/6 Invincible for the full duration.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
0
|
None
|
48
|
0
|
0
|
N/A
|
N/A
|
No
|
A very useful teleport. The light puts you in front of the opponent, medium directly overhead, and heavy behind. It has an incredibly high amount of i-frames, allowing you to escape pressure easily. The most useful one is the heavy, as being placed behind your opponent allows you to escape the corner if pressured, as well as giving you mixup potential. Holding a direction after the teleport allows you to move in the air, and steering forwards or backwards can confuse the opponent and allow you to land some hits. A good use of this is to escape corner pressure using the heavy teleport, then steering to maintain the perfect distance and using j.3, effectively countering anything your opponent tries. One of Kenji’s best specials and definitely one you want to spend time mastering.
|
|
Rasetsu Jin HCF+4/5/6 Staggers Kenji (-36/-40/-44).
|
The worst move in the game. Kenji unsheathes his sword and creates a large slash, sending a projectile travelling a medium distance. It looks cool, and it’s fun to palmod, but never use it. The damage is ok, but it’s practically -75843 on block and hit, and can be punished with anything.
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
4
|
30-38
|
Mid
|
17
|
3/3/19
|
51
|
-43
|
-48
|
No
|
|
5
|
33-43
|
Mid
|
17
|
3/3/19
|
66
|
-47
|
-52
|
No
|
|
6
|
36-46
|
Mid
|
17
|
3/3/19
|
81
|
-51
|
-56
|
No
|
|
|
Super Moves
Jyuumonji QCFQCF+1/2/3 Invincible for the entire startup. Staggers Kenji. 1 version. 2 version. 3 version.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
1
|
Varies
|
Mid
|
TBD
|
Proj.
|
22
|
Varies
|
Varies
|
No
|
Kenji creates a barrage of Kunais, which fire diagonally downwards directly in front of him. This does a lot of damage, but you will rarely, if ever, be able to get most of the kunai to hit, and it is not able to be combo’d into from anything save for the most niche of suboptimal combos. Avoid this super.
|
2
|
Varies
|
Mid
|
TBD
|
Proj.
|
23
|
Varies
|
Varies
|
No
|
Kenji summons multiple Kunai in the air, which track the opponent and curve to hit them. Kenji’s most useful super, as it is a part of the extended BNB, and his TOD. Very useful anti-air, as using two of them guard-breaks, and can combo into his flame pillar. Master this to get better at Kenji’s highest damaging combos, as well as dominating the airspace.
|
3
|
Varies
|
Mid
|
TBD
|
Proj.
|
22
|
Varies
|
Varies
|
No
|
Kenji summons a circle of Kunai in front of him, and fires them individually forwards in succession. Not very useful, and does not do very much damage. It is however used in some niche super combos, and may be preferable to Kunai 2 when in the corner.
|
|
Homura Tsumuji QCBQCB+1/2/3 Beginning of the super. End of the super.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
27-34
|
Mid
|
TBD
|
117
|
2
|
Launch
|
-43
|
No
|
Kenji holds a hand up to his face and breathes a pillar of flame that quickly grows to the other side of the screen. Fairly damaging, and guardbreaks if your opponent doesn’t UG. Can be combo’d into after grab. Akin to other supers with low startup, if you aren’t holding block before the super flash it will always hit.
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|
Universal Mechanics
Throw F+2 or F+3 2 throw. Loopable. Can be softened. 3 throw. Can be teched.
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
2
|
14-17
|
UB
|
0
|
-
|
-
|
-
|
-
|
-
|
Kenji’s 2 throw is decent, throwing the opponent forward, dealing a notable amount of damage and being able to combo into Homura Tsumuji. Unfortunately, the throw may sometimes come out as f.2, as opposed to a throw, which may in some matchups cost you the round.
|
3
|
14-17
|
UB
|
0
|
-
|
-
|
-
|
-
|
-
|
Kenji’s 3 throw is bad, dealing little damage and throwing the opponent behind you. No use over his 2 throw save for keeping your opponent in the corner in some very niche circumstances.
|
|
Dash (Slide) F, F Kenji's slide.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
When inputting a forward dash next to the opponent, Kenji enters a sliding state where he completely passes through behind them. Kenji's slide is another facet of Kenji which can be described as "cool idea, terrible in execution." It has a few minor applications, those being sliding through an opponent to escape corner okizeme, as well as sliding through an opponent during the startup of a move to get to the other side and punish. Unfortunately, the window of opportunity for this punish is incredibly tight, and if you mistime it, your opponent can just hit you or punish the slide since Kenji still has a hurtbox in this state. All in all, avoid using it, as its applications are impractical and other, better options are always available.
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|
Ultimate Guard P+K Ultimate Guard Parry
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
-
|
-
|
1
|
60
|
31
|
-
|
-
|
-
|
|
|
Ultimate Counter R.QCB+1/2/3 or R.QCB+4/5/6 Punch version. Staggers Kenji (+7). Kick version.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
Punch
|
5-6
|
UB
|
0
|
6
|
12
|
+2
|
UB
|
No
|
Kenji takes a moment to punch at a very short range in front of him. The second worst guard cancel in the game, with an unreliable hitbox and mediocre damage. Only to be used if your opponent is in the air, and kick may not hit, and even then there’s a very good chance it’ll miss, or for some god forsaken reason they’ll be able to block it.
|
Kick
|
14-18
|
Low
|
0
|
7
|
24
|
HKD
|
-3
|
No
|
Kenji pulls out the cannon, and fires. A very good move, the range is exceptional, with high damage and it knocks down! Unfortunately, the hitbox is quite low, so in some cases your opponent may just go over it. The go-to guard cancel.
|
|
General Strategy
Combos
Standard bnb. Can followup with pursuit instead of super.
- cr.4, cr.4, cr.5 xx r.dp.4 > 1/2/3, qcbqcb.1/2/3
Alternate confirmable bnb, tighter link. Guard breaks if the entire thing is blocked (except against Leo).
- 4, 5, qcfqcf.2, qcfqcf.2, dp.3
Big damage combo if you've got plenty of orbs. Can do another rep of qcfqcf.2, dp.3 if you have a third orb.
Kenji only combo, useful in the mirror when you're out of orbs.
Trivia