That might be the case of some. Many others that actually understand the game see that the problem with this character is that his set of tools does not enforce the way he was designed to be played.Most of the Balanced Kenshi community just do not understand the game and form issues with the character from their own personal skillset.
"Ugh why are all of these specials so negative" - Don't cancel +2 and -1 strings into specials.
"Ugh why does rising karma not work as a cross over anti air" - It's too slow. Use your D2, it's one of the best anti cross overs in the game.
"Ugh why does tele-flurry not solve all my problems" - Idk bro. Just use it as a tool instead of as your main offense. Pressure, mix with throws. Play mid range with push, D4 and B1, anti airs.
Hit confirm strings like F21, 11, 421, etc. Enforce mind games off of B1 on block and on hit. Don't use 322 because it's garbage in non-Possessed variations imo. Just my opinion tho.
He gets 30%+ meterlessly and 40%+ for a bar for almost every touch. His throw is +25 on hit. When you mix with hit or throw, it's a lot more powerful than when others do, besides like Kotal and Takeda.
d1 being low profiled by some pokes doesn't help, that affects all three variations.What exactly is the difference between counterpoking with Balanced and counterpoking with Possessed?
What about d1?d1 being low profiled by some pokes doesn't help, that affects all three variations.
In balanced I would say counterpoke is a bit worse, since when you want to give a mid answer in those situations, you have to use 13 frames b1 which is not the fastest thing in the world and also options after it on block/hit are worse in this variation. Standing 3 options with balanced are bad too.
You basically described how it works in general, yes. Now if you want to try, take Kenshi vs chars like Cassie, Mileena, Smoke (where their d3s have decided to make your d1 non existent) or even Liu, and rejoice lolWhat about d1?
Like, if you block a poke and you read they're going to mash, why can't you d1 them?
Most characters are negative enough on block that if they're mashing even a slower d1 will stop it. Then just go into a string or throw.
Once they block after seeing their d1 blocked, you can do whatever you want.
Or, in a low profile situation couldn't you walk back and whiff punish or block a poke and throw if they're mashing?
"Honest" just means the character relies on more base-level fundamentals rather than tricks and gimmicks, 50/50s, teleports, armor in unexpected situations, etc...The existence of an "honest" character would also imply to me that there are characters who are "dishonest," and I'm really not sure how that even works.
That's silliness."Honest" just means the character relies on more base-level fundamentals rather than tricks and gimmicks, 50/50s, teleports, armor in unexpected situations, etc...
Like how Ninjutsu can full-combo you from an incredible range. That's considered an "honest" tactic because it's very straightforward, you know he can do it at any time and it shouldn't ever surprise you. Tremor's 50/50 into multiple other 50/50 business in the corner, or Cyrax 1 frame (or whatever it is) hard-to-blockable oki would not be considered very honest. That's all people mean.
What I understand by "honest" is a character that more or less can play the game and at the same time allows the majority of the chars play their game vs him too. A character that has a reasonable risk/reward relation.It sounds like most people think "honest" means "mid-tier".
Honest usually pertains to how much you know you're dealing with upfront. Doesn't mean it's necessarily better or worse.What I understand by "honest" is a character that more or less can play the game and at the same time allows the majority of the chars play their game vs him too. A character that has a reasonable risk/reward relation.
For example, Smoke would not be an honest character because he gets completely safe 50/50 starters with a gap that this meta has made practically irrelevant. Risk/reward relation is fucked up there.