- Fighting Spirit: Summoning the Ancestor is practically a win condition unto itself thanks to its ability to enable extended block strings, damaging mix-ups, and armor break setups; the "Sento Sandwich" is arguably the worst case scenario for every opponent to face;
- Kameo Independent: Kenshi only needs his Kameo until he can setup Sento Stance safely, at which point he has his Ancestor out to continue the fight;
- Starts Out Simple: Default Stance Kenshi is no slouch, as he has a solid, well-rounded move set to make starting the real party an inevitability.
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- Two Step Game Plan: Kenshi does not begin the round at his full potential and entering his win condition requires him to score a hit first; a savvy opponent who can steamroll a round is his worst enemy;
- Swords Work Better Unsheathed: Base Kenshi's damage is pretty weak even with meter or Kameos, highlighting the need to transition into Sento stance;
- Ow, The Edge: While common setups are available in the in-game kombo trials, mastering Sento Stance requires understanding the concept of Negative Edge, or using the release of a button to activate the Ancestor; no other character requires this kind of input and it is the largest barrier to executing advanced tech with this character;
- The Last Samurai: While not completely helpless, Sento Stance Kenshi is limited when his Ancestor is out of the fight; when the opponent stuns the Ancestor by hitting it or runs out the timer, Kenshi can't afford to take risks in the same way he could previously and is also briefly locked out of his Kameo.
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