Red Earth/War-Zard/Kenji

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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.

Strengths Weaknesses
  • High Damage with Orbs: One of Kenji’s greatest strengths is the ability to cash out with multiple orbs. He can turn stray hits into health melting damage if he has the resources and the desire to spend it, or go for a more conservative yet high damage combo to save for the next exchange.
  • Lots of Combo Variety: Kenji’s combo theory is the most versatile in the game. While everyone else has a few bnb’s they rotate between, the amount of combos Kenji potentially has is huge if he has the resources.
  • Fantastic Anti-Air Guard Break Super: Everyone can use two Ice supers to guard break a jumping opponent for some damage, but the 2 version of Kenji’s Jyuumonji puts Ice super to shame. Better in almost every way, from dealing much higher damage, being able to be followed up, being more consistent, and staying on screen even if Kenji is hit, this super is the ultimate punish tool for an opponent that gets too comfortable jumping against Kenji with multiple orbs.
  • j.3: This move is easily Kenji’s best normal, and can really carry his neutral game. It greatly helps him control space if mastered. Every character would be jealous to have a move like this.
  • Double Jump: Kenji’s unique ability to double jump is very useful for both defensive and offensive play. It allows him to have very tricky movement while jumping as he can choose to double jump in any direction, which can make him hard to anti-air if used well.
  • Fastest Normal in the Game: While Kenji’s and Mai Ling’s cr.1 also share the award for having the fastest startup, the utility of Kenji’s cr.4 makes it’s 2f startup extremely useful. He’s able to unleash a rapid flurry of these normals that pretty much has to be respected, as almost no other normal can match its speed, and it will lead into a full combo for Kenji.
  • Good Grab: His 2 grab is very good even if softened. Kenji is still at an advantage on the opponent with them close by, and he can still use his Homura Tsumuji super to combo after. It’s also very easy to loop.
  • Has a Fatality: Kenji is the only character in the game that can perform fatalities on the other playable characters.
  • Looks Cool: He’s a cool ninja.
  • Takes Extra Hitstun: Due to an animation glitch, Kenji takes anywhere from 5 to 7 extra frames of hitstun from certain heavy moves when he’s standing. This is obviously a huge downside, and there are even Kenji-only combos because of this.
  • Very Weak to Ice Super: Ice super is arguably the best elemental super in the game. Being weak to the best super in the game would already be devastating. But Kenji isn’t just a little bit weak to ice, he's extremely weak to it for some reason. At times, a single Ice super can drain HALF of Kenji’s health, making jumping against an opponent with multiple orbs a death sentence.
  • No Winning Matchups: Self-explanatory.
  • Very Reliant on Orbs: Most of Kenji’s good qualities come from his orb use, and his bad qualities can in part be made up for with them. Because of that, he feels very naked without any. An orbless Kenji has zero threats and can be easily bullied.
  • Bad Anti-Airs: If Kenji has no orbs to either use Ice super or Jyuumonji, he can pretty much do nothing against a jumping opponent. Really the only attempt he has at anti-airing is by UGing with hopes that the opponent doesn’t just empty jump, and then proceed to use his punch UC. Even then, his punch UC goes very far forward and can easily whiff even on jumping opponents.
  • No Orbless Reversals: Not having a good reversal makes Kenji easy to bully, as his only option really is to use his fast cr.4 normal. He also almost never wants to spend an orb on a reversal as he really needs the meter for almost everything else.
  • High Execution: Kenji’s good combos require tight timing at certain parts, and in some cases messing up can be deadly. He can’t afford to waste orbs, so having good execution is needed to squeeze as much value out of his orbs as possible.
  • Bad Frame Data: While it’s not all bad, he has many moves that just have horrific frame data, notably his heavy moves. Unfortunately that means that there are a lot of normals that just will never be used as they offer little reward with a ton of risk.
  • Bad Projectile: Having a projectile is very useful. Unfortunately, Kenji’s kunai is the worst projectile in the game. It’s slow, has extremely low hitstun making it very punishable, and can be destroyed by normals. It’s better than nothing, but not by much.
Red Earth: Kenji's Moveset by HP

RE Kenji Portrait.gif

  • Defense: Normal
  • Guard Gauge: Normal
  • Stun Meter: 34
  • Forward dash duration: 19f (minimum)
  • Back dash duration: 25f
  • Prejump: 4f
  • Normal jump airtime: 50f
  • Starting Element: RE Poison Orb.png Poison
  • Elemental Weakness: RE Ice Orb.png Ice

Level 32 Password: 6 3 1 4 1 2 4 5 2 4

Normal Moves

1
RE Kenji 1.png
Can be ducked.
Can be ducked.
RE Kenji 1 3.png
3 followup.
3 followup.
RE Kenji 1 D 3.png
d+3 followup.
d+3 followup.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 6-8 Mid 11 (2-3-6) 3 3 6 +2 +1 +1 (+16) 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 41 (29-4-8) [minimum] 30 [minimum] 4 8 HKD +11 +11 (+26) No

Kenji chains his jab into a second punch. This does not link, and could be used as a frame trap. This chain can also be done from cr.1

1 > d+3 11-14 Mid 40 (18-3-19) [minimum] 19 [minimum] 3 19 HKD +1 +1 (+16) No

Quick combo from 1 if you want to keep things simple. Can followup with pursuit. This chain can also be done from cr.1

2
RE Kenji 2.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
11-13 Mid 28 (9-2-17) 10 2 17 +3 +2 +2 (+17) Super only

A medium-ranged sword slash. Not as fast as the jab, but its hitbox makes it a rather effective counterpoke in certain situations.

3
RE Kenji 3.png
Staggers Kenji.
Staggers Kenji.
RE Kenji 3 3.png
3 followup.
3 followup.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
3 12-15 Mid 51 (28-4-19) 29 4 19 -3 (+4) -4 -4 (+11) 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 84 (61-3-20) [minimum] 62 [minimum] 3 20 HKD -4 -4 (+11) No

A decent frame trap on the off-chance that you accidently pressed 3 beforehand.

4
RE Kenji 4.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
6-8 Mid 13 (2-3-8) 3 3 8 +3 +2 +2 (+17) 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
RE Kenji 5.png
Standing 5.
Standing 5.
RE Kenji 5 6 First.png
RE Kenji 5 6 Second.png
6 followup.
6 followup.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
5 11-13 Mid 27 (6-3-18) 7 3 18 Launch -3 -3 (+12) Super only

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 56 (27-11-18) [minimum] 28 [minimum] 11 18 Launch N/A 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
RE Kenji 6.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
14-18 Mid 50 (20-7-23) 21 7 23 HKD -7 -7 (+8) 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
RE Kenji Crouch 1.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
6-8 Mid 8 (1-2-5) 2 2 5 +4 +3 +3 (+18) 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
RE Kenji Crouch 2 First.png
RE Kenji Crouch 2 Second.png
Two hits. Staggers Kenji.
Two hits. Staggers Kenji.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
13-15 Mid 32 (6-[9]-17) 7 3/3 17 0 (+7) -5 -5 (+10) 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
RE Kenji Crouch 3.png
Staggers Kenji.
Staggers Kenji.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
11-14 Low 58 (16-4-38) 17 4 38 -22 (-17) -23 -23 (-8) 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
RE Kenji Crouch 4.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
6-8 Low 9 (1-3-5) 2 3 5 +3 +2 +2 (+17) 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
RE Kenji Crouch 5.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
11-13 Low 33 (6-4-23) 7 4 23 0 -1 +4 (+19) 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
RE Kenji Crouch 6.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
14-18 Low 53 (20-7-26) 21 7 26 HKD -10 -10 (+5) No

A medium-ranged cannon blast. Identical to 6, except it hits low.

j.1
RE Kenji Jump 1 Ascending.png
While ascending.
While ascending.
RE Kenji Jump 1 Descending.png
While descending.
While descending.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
aj.1 6-8 Unknown Varies 10 6 Until landing N/A N/A N/A No
asj.1 6-8 Unknown 40 (9-6-25) 10 6 25 N/A N/A N/A No

Never used.

dj.1 6-8 High Varies 4 19 Until landing +11 [maximum] +10 [maximum] +10 (+25) [maximum] No
dsj.1 6-8 High 34 (3-19-12) 4 19 12 +11 [maximum] +10 [maximum] +10 (+25) [maximum] No

A short-ranged jab. Very poor move, and should be avoided.

j.2
RE Kenji Jump 2.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.2 10-12 High Varies 5 4 Until landing +16 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.2 10-12 High 26 (4-4-18) 5 4 18 +16 [maximum] +15 [maximum] +15 (+30) [maximum] No

A horizontal slash. Pretty good air-to-air, but has little use outside of that.

j.3
RE Kenji Jump 3.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.3 12-15 High Varies 11 3 Until landing +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.3 12-15 High 40 (10-3-27) 11 3 27 +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] 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
RE Kenji Jump 4.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.4 6-8 High Varies 8 Until landing Until landing +15 [maximum] +15 [maximum] +15 (+30) [maximum] 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.

sj.4 6-8 High 19 (7-12-0) 8 12 0 +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

Can block again on frame 21.

j.5
RE Kenji Jump 5 First.png
RE Kenji Jump 5 Second.png
Two hits.
Two hits.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.5 10/9-12/11 High Varies 12 2/2 Until landing +16 [maximum] +10 [maximum] +10 (+25) [maximum] No
sj.5 10/9-12/11 High 29 (11-4-14) 12 2/2 14 +16 [maximum] +10 [maximum] +10 (+25) [maximum] 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
RE Kenji Neutral Jump 5.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
nj.5 11-13 Unknown Varies 7 9 Until landing N/A N/A N/A No
nsj.5 11-13 Unknown 39 (6-9-24) 7 9 24 Launch +19 N/A No

Almost never used over any other air normal. Can't hit opponents on the ground unless it's the super jump version against a standing Leo. Best selling point is that it causes a knockdown state on hit.

j.6
RE Kenji Jump 6.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.6 14-18 High Varies 17 6 Until landing +4 (+11) [maximum] -1 [maximum] -1 (+14) [maximum] 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.

sj.6 14-18 High 54 (16-6-32) 17 6 32 +4 (+11) [maximum] -1 [maximum] -1 (+14) [maximum] No

Can block again on frame 56.

Command Normals

f+2
RE Kenji F 2.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
9-11 High 41 (15-3-23) 16 3 23 -10 -11 -11 (+4) 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
RE Kenji DF 5.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10-12 Mid 34 (9-3-22) 10 3 22 Launch -15 -15 (0) No

A medium ranged kick. Practically identical to 5, save for a bit slower and a worse hitbox. Should be avoided.

j.d+6
RE Kenji Jump D 6.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.d+6 14-18 High Varies 17 6 Until landing +3 (+10) [maximum] -2 [maximum] -2 (+13) [maximum] No

This version of j.6 is very useful for halting your air momentum as it allows you to mix-up your jump timing to bait out an anti air.

sj.d+6 14-18 High 54 (16-6-32) 17 6 32 +3 (+10) [maximum] -2 [maximum] -2 (+13) [maximum] No

Can block again on frame 56.

j.f+6
RE Kenji Jump F 6.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.f+6 14-18 High Varies 17 6 Until landing +6 (+13) [maximum] +1 [maximum] +1 (+16) [maximum] No

Really no use for this move as you have better air to air options. This would be his best air to air move if it had faster startup as it has a really nice hitbox and hurtbox.

sj.f+6 14-18 High 54 (16-6-32) 17 6 32 +6 (+13) [maximum] +1 [maximum] +1 (+16) [maximum] No

Can block again on frame 56.

Special Moves

Ichimonji
QCF+1/2/3
LEVEL 1
LEVEL 1
RE Kenji QCF 123.png
RE Kenji QCF 123 Proj.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 5/5/5-6/6/6 Mid 49 (11-38) 12 Proj. 38 -22 [point blank] -23 [point blank] -15 (0) [point blank] Yes
2 5/5/5-6/6/6 Mid 50 (11-39) 12 Proj. 39 -23 [point blank] -24 [point blank] -16 (-1) [point blank] Yes
3 5/5/5-6/6/6 Mid 51 (11-40) 12 Proj. 40 -24 [point blank] -25 [point blank] -17 (-2) [point blank] Yes

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.

Rasen Kyaku
QCB+4/5/6
LEVEL 1
LEVEL 1
RE Kenji QCB 456.png

The Tatsu of Red Earth. Changes duration and number of hits with light/medium/heavy kick. 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 Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
4 12-14 Mid 48 (12-[9]-27) 13 3/3 27 -14 -20 -20 (-5) Yes

Two hits.

5 19-23 Mid 60 (12-[21]-27) 13 3/3/3/3 27 -14 -20 -20 (-5) Yes

Four hits.

6 24-29 Mid 78 (12-[33]-33) 13 3/3/3/3/3/3 33 -20 -26 -26 (-11) Yes

Six hits.

Tsumuji
R.DP+1/2/3
LEVEL 3
LEVEL 3
RE Kenji RDP 123.png
"Garlic Breath"
"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 followup 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 Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 5-6 Mid 51 (16-24-11) 17 24 11 +54 -16 -8 (+7) No

Hit advantage is +46 on Kenji.

2 5-6 Mid 71 (16-44-11) 17 44 11 +34 -36 -28 (-13) No

Hit advantage is +26 on Kenji.

3 5-6 Mid 91 (16-64-11) 17 64 11 +14 -56 -48 (-33) No

Hit advantage is +6 on Kenji.

Baku Ryusho
DP+1/2/3
LEVEL 10
LEVEL 10
RE Kenji DP 1.png
1 version. Three hits.
1 version. Three hits.
RE Kenji DP 2.png
2 version. Three hits.
2 version. Three hits.
RE Kenji DP 3.png
3 version. Three hits.
3 version. Three hits.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
16-19 Mid 100 (54-25-21) 55 25 21 Launch +22 +30 (+45) Yes

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
LEVEL 14
LEVEL 14
RE Kenji HCB 123 First.png
RE Kenji HCB 123 Third.png

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. Killing an opponent with this move will result in a fatality, the only one in the game that can be performed against other players.


Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 12-15 Mid 51 (4-6-41) 5 6 41 HKD -22 -22 (-7) No

Good for catching an opponent off guard due to its speed, but unsafe so it’s better saved for punishes.

2 12-15 Mid 71 (24-6-41) [maximum] 6 [minimum] 6 41 HKD -22 -22 (-7) No

Never used apart from trying to style on your opponent with fatality from afar.

3 12-15 Mid 91 (44-6-41) [maximum] 6 [minimum] 6 41 HKD -22 -22 (-7) No

Same as 2 version, but REALLY from afar.

Kagerou
R.DP+4/5/6 > 1/2/3
LEVEL 19
LEVEL 19
RE Kenji RDP 4 First.png
RE Kenji RDP 4 Second.png
4 version. 3f until followup may be input.
4 version. 3f until followup may be input.
RE Kenji RDP 56 First.png
RE Kenji RDP 56 Second.png
5 and 6 version. 1f until followup may be input.
5 and 6 version. 1f until followup may be input.

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 followup. All versions hit overhead.


Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
4 11-13 High 41 [no activation] 15 [minimum] 2 23 HKD -15 -15 (0) Yes

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 12-15 High 48 8 [minimum] 4 3 [upon landing] HKD +15 [maximum] +15 (+30) [maximum] Yes

5 version is good for going over a projectile and meeting someone in the air but that tends to be based on a read.

6 12-15 High 57 7 [minimum] 4 3 [upon landing] HKD +15 [maximum] +15 (+30) [maximum] Yes

6 version is good for meeting someone who has super jumped or someone who has been setup to Ultimate Guard at full screen. You can use r.dp.6 after a UG'd qcfqcf.2 to hop over almost any UC, land right next to them, and get a guaranteed throw.

Utsusemi
DP+4/5/6
LEVEL 25
LEVEL 25
RE Kenji DP 456.png
Invincible for the full duration.
Invincible for the full duration.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
0 None 48 48 0 0 N/A N/A N/A Yes

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
LEVEL 32
LEVEL 32
RE Kenji HCF 456 First.png
RE Kenji HCF 456 Second.png
RE Kenji HCF 456 Third.png
RE Kenji HCF 456 Fourth.png
RE Kenji HCF 456 Fifth.png
RE Kenji HCF 456 Sixth.png
Staggers Kenji.
Staggers Kenji.

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 Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
4 30-38 Mid 105 (16-[38]-51) 17 3/3/19 51 -43 (-36) -48 -40 (-25) Yes

Three hits.

5 33-43 Mid 120 (16-[38]-66) 17 3/3/19 66 -47 (-40) -52 -44 (-29) Yes

Four hits.

6 36-46 Mid 135 (16-[38]-81) 17 3/3/19 81 -51 (-44) -56 -48 (-33) Yes

Five hits.

Super Moves

Jyuumonji
QCFQCF+1/2/3
LEVEL 1
LEVEL 1
Invincible for the entire startup. Staggers Kenji.
Invincible for the entire startup. Staggers Kenji.
RE Kenji QCFQCF 1.png
RE Kenji QCFQCF 1 Proj.png
1 version.
1 version.
RE Kenji QCFQCF 2.png
RE Kenji QCFQCF 2 Proj.png
2 version.
2 version.
RE Kenji QCFQCF 3.png
RE Kenji QCFQCF 3 Proj.png
3 version.
3 version.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 Varies Mid TBD TBD Proj. 22 Varies Varies Varies Yes

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 TBD Proj. 23 Varies Varies Varies Yes

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 TBD Proj. 22 Varies Varies Varies Yes

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
LEVEL 16
LEVEL 16
RE Kenji QCBQCB 123 Begin.png
Beginning of the super.
Beginning of the super.
RE Kenji QCBQCB 123 End.png
End of the super.
End of the super.
Five hits.
Five hits.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
27-34 Mid TBD TBD 117 2 Launch -43 -35 (-20) Yes

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 2 throw. Akin to other supers with low startup, if you aren’t holding block before the super flash it will always hit.

Universal Mechanics

Throw
F+2 or F+3
RE Kenji Throw 2.png
2 throw. Loopable. Can be softened.
2 throw. Loopable. Can be softened.
RE Kenji Throw 3.png
3 throw. Can be teched.
3 throw. Can be teched.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
2 14-17 UB - 0 - - +6 [soften; minimum] - - -

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 - - -25 [tech] - - -

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
F, F or F, [F] or B, B
RE Kenji Dash Forward.png
Forward dash
Forward dash
RE Kenji Dash Backward.png
Back dash
Back dash
RE Kenji Slide First.png
RE Kenji Slide Second.png
RE Kenji Slide Third.png
Kenji's slide.
Kenji's slide.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - 19 [forward; minimum] / 25 [backward] - - - - - - -

Holding forward while forward dashing will extend the dash until you let go of forward. When forward is held next to the opponent while forward dashing, Kenji enters an uncancelable 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.

Ultimate Guard
P+K
RE Kenji UG.png
Ultimate Guard
Ultimate Guard
RE Kenji Parry.png
Parry
Parry
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - 91 (0-60-31) 1 60 31 - - - -

Kenji's ultimate guard.

Ultimate Counter
R.QCB+1/2/3 or R.QCB+4/5/6
RE Kenji GC Punch.png
Punch version. Staggers Kenji.
Punch version. Staggers Kenji.
RE Kenji GC Kick.png
Kick version.
Kick version.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
Punch 5-6 UB 18 (0-6-12) 0 6 12 +2 (+7) UB +1 (+16) No

Kenji takes a moment to punch at a very short range in front of him. The second worst ultimate counter 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 31 (0-7-24) 0 7 24 HKD -3 -8 (+7) No

Kenji pulls out the cannon, and fires. A very good UC, 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 ultimate counter.

Pursuit
U+4/5/6
RE Kenji Pursuit.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - - - - - - - - -

One of the better pursuits in the game. Has a tendency to whiff, but unlike all the other pursuits, Kenji's pursuit has no recovery. This not only makes it very safe, but it also let's Kenji still get oki after a pursuit! There's also very specific situations where Kenji can land two pursuits in a row, although this is difficult to pull off.

General Strategy

Unfortunately, due to Kenji’s weakness in comparison to the rest of the cast, his general strategy is entirely matchup dependent. As such, this section is scarce. Kenji’s game plan, in any given match, is to adapt and form his playstyle around the behavior of his opponent, and capitalize on their weaknesses. Kenji has a few fundamental tools that are universal for all matchups, including his super anti-airs, garlic breath, and a few others. Firstly, prioritize using normals like j.4, cr.4, and j.3 to maximize on what little positive frame data Kenji has. Next, Kenji’s basic anti air is using two orbs on his Kunai 2 super, to guard-break his opponent for assured damage or at the very minimum, chip and a knockdown. This is both his basic anti air, and his only anti air, as every other option with that intended purpose, save for garlic breath, is horribly bad, and will almost assuredly get you punished for even attempting it. If you have no orbs, or even one orb, don’t try to anti air, and instead look for a combo off of trip guard.

Additionally, practice using the different distances of flame pillar to zone your opponent, as if they’re very low on health at the end of a round, Kenji’s zoning is incredibly effective at cheesing out a chip kill. With practice you can learn to bait out a UG, and get a larger punish with 2 Kunai super, or another flame pillar. Furthermore, garlic breath is effective against any opponent who likes to press their buttons, as long as you practice the correct punish if it lands. Remember, if garlic breath intercepts an airborne opponent, and the stun lands, you have to use 5 > 6, as 4 > 5 will whiff.

Kenji also has a pair of movement options in his arsenal. Double jump is very good at helping Kenji slip out of dangerous situations, or mixing up your opponent when they go for an anti-air. Secondly, Kenji’s slide has a niche use in escaping corner pressure, allowing you to slide through a long recovery button, special, or jump in order to reset to neutral. Remember however, the slide is very punishable and you can be hit out of it, so it should only be used sparingly and with very good reason. Most important to Kenji’s survival though, is how weak he is to Ice super. If an opponent has an Ice orb, and they’re staying still waiting for you to act, DO NOT JUMP. Kenji takes a downright unreasonable amount of damage from the super if it punishes, and it should be avoided at all costs. Read the Matchup Strategy section for more in-depth information on how to stand a chance, but remember that the most important part of playing Kenji is playing smart, and learning as you play.

Matchup Strategy

Tessa

Tessa has the high honor of being Kenji’s second most fun matchup, and one of his most complicated. This matchup requires the most practical experience out of any, and in order to excel you’ll need to focus more on getting practice playing real games rather than training in the lab. Tessa’s main tools against Kenji are threefold. Her incredible damage output, ability to zone, and rushdown. Firstly, the zoning. Her backdash fireball has very low recovery, and is her main tool for pressure. Jumping over it is free, and your most important tool for this matchup is learning the perfect spacing for a j.3 to punish her wanton fireballing. This is the most complex part of any of Kenji’s matchups, as mistiming a j.3 easily gets you punished by another fireball, an Ice super, a DP, or an Icicle super. Practice it until you can effectively know when to, and when to not, go for the punish for her zoning. Secondly, her rushdown. Tessa has the strongest rushdown of any character in the game, primarily through her divekick. It is incredibly strong, and due to Kenji’s lack of non-super anti-airs, unpunishable. Your best bet is to UG on reaction, and UC in time to punish the attempt. Be careful with the timing though, as messing it up gives her a free punish due to how low the hitbox on Kenji’s Kick UC is. Furthermore, after her divekick she has two options, which create a 50/50 situation due to how fast they are. She can continue the combo, leading into a DP, ending the combo and knocking you down. Or, she can go for another divekick (it’s plus on block), to continue the mixups. Your best bet if the Tessa is going absolutely furious with rushdown is to just jump back and reset to neutral, as there are no winning scenarios for you in the mixups.

Lastly, her damage output. Dividing this section up into even further bits, this damage comes from three main sources. Pressure, Chip, and Supers. With Ghosts and Balloons, Tessa gets free pressure against you and can throw out generally whatever she wants. The secret is, you don’t have to respect either of these! Simply jump back with ghosts or press buttons to scare them off, and with balloons, wait until the countdown is just about to end (Notably, it ends when the timer would hit -1, not 0. This is important for timing) and UG, ignore all the damage that would have otherwise been unblockable. And if you somehow fail that, perfectly timing a teleport of any variety can cause you to avoid pressure if the Tessa is on top of you, and only get hit by one of the Balloons. This should only be used sparingly however, as if the Tessa reacts fast enough, she can link the Balloon hit into DP. Next, her chip, mainly coming from Ghosts, DP, and Fireball. Simply jump over as many fireballs as you can, practice using your double jump to bait out her DP so you can avoid the punish, and avoid the Ghosts as described above. Lastly, and most dangerously, her supers. Tessa is the only character in the game with an unblockable anti-air super, and it combo’s into itself. If the Tessa has orbs, you must do your best to not jump-in close enough to allow her to use the Icicle super(s) and get a free Duck Stun / Touch of death on you. She can also use this at close range to stuff out a button due to its brief iframes, or less commonly, she can hold the button to delay the release of the super, in order to bait out a UG. To avoid being baited, only hold back to block the beginning of the Icicle super (If you’re on the ground) in order to check if its actually going to hit you, then UG if it will, and use the Kenji BNB on Tessa if it won’t. Finally, the Ice Cannon Super. Leading into the easiest touch of death in the game, if the Tessa has 2 or more orbs and lands this on you, the round is over. It combos into itself for free. The only counterplay to this is to UG the cannon if she’s using it on block, otherwise you can simply jump over it at full screen. In conclusion, practice, practice, practice!

Leo

Easily Kenji’s worst matchup, and potentially the worst matchup in the entire game. You’re going to find yourself beaten in almost every regard, and most of your tools will be rendered useless. To summarize, you cannot jump in, you cannot zone, you cannot contest any of his buttons in the air, you cannot use j.3, you cannot use teleport, you cannot jump back in the corner, you cannot guess wrong. If you want a more in-depth explanation, read this. You need to play very well with everything, and maintain a life lead while perfectly guessing how the Leo is going to approach, but there are a few key things to look out for. Firstly, the infamous double cross-up. In order to prevent the Leo from chopping off half your health with a cheap cross, you have to block the cross-up, then the second cross-up from the opposite direction, then the combo from the original direction, then UG so you don’t get guard broken. Secondly, you must never get grabbed, at all costs, as Leo can combo it into Ice Super, regardless of whether or not you tech it. Thirdly, never jump in, you will lose 100% of the time, and Leo’s primary anti air combos into Ice super. And lastly, if Leo has an orb, he can 50/50 you for okizeme, by either using his 720/360 command grab and chunking you for a massive amount of health, or using his rush super and doing the same amount of damage if you weren’t holding back. In order to prevent this, mix up your decisions whenever you wake up in order to prevent the Leo playing from reading you and gaining a huge lifelead, or winning the round outright.

Mai Ling

Kenji’s second hardest matchup finds itself in the hands of Mai Ling. Where Mai Ling has shortcomings, in her stubby normals, bad hitboxes, and mediocre anti-air, Kenji has it many times worse, leading to a strategy that requires you keep your distance and punish your opponent’s mistakes efficiently and effectively. Her defensive options through both her DP and superior fireball require you to maintain the lifelead, and make it difficult to recover once lost. Luckily her airdash is able to be stuffed out with a well placed j.3, so she’ll be forced into approaching on the ground if you condition your opponent enough. She has a very strong crossup in her j.4, and it shouldn’t be contested. Simply block it and her following chain, then punish if you can. Notably, her sweep has only one niche, low damage and meterless punish, requiring you to use Enma Zuki in order to do so. Most importantly, her touch of death is to be avoided at all costs, as it is very easy to perform and only requires the Mai Ling to have one orb. Learn to block her low combos to avoid this, and become skilled at running away with both your double jump and the teleport.

Kenji

Kenji’s easiest matchup is, unsurprisingly, the mirror. Both players are on even footing, as both of their characters are the worst in the game. Due to Kenji’s lack of viable tools, he can actually use the full extent of his kit in the mirror. At fullscreen, his zoning is very useful, he has free reign to jump around as much as he wants and all 3 versions of his teleport can be used to varying effect. Even close, his moves are still effective, as his usually poorly performing mixups and options become at least a little viable against Kenji. Your only real concern in this matchup, other than losing neutral, is orbs. Whoever has more orbs is winning. Ice super’s devastating damage against Kenji is never to be underestimated, and that goes for both sides. Get as many orbs as you can, even throwing a round to preserve orbs for the next if you have to, and don’t use them for anything except for his super combo or Ice super. Most importantly, unlike every other matchup in the game, you can actually jump in. What a freedom!

Combos

  • 4, 5 > 6, qcbqcb.1/2/3

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.

  • cr.2, hcb.1

Kenji only combo, useful in the mirror when you're out of orbs.

Trivia

  • Kenji’s Japanese name is Mukuro.
  • A commonly cited joke amongst Kenji mains and the Red Earth community alike revolves around an interesting feature that his f+2 overhead has. Notably, if the overhead lands as the final hit on an opponent in the round, it is not minus!

RE Kenji Not Minus Ten.png


General
FAQ
Controls ⁄ System
HUD
Characters
Tessa
Leo
Mai Ling
Kenji