Kindred
Let Be Be Finale Of Seem
So I've been labbing her all week pretty intensely and I'm noticing some serious issues with her.
We've talked about her finicky bombs with their bad range but looking at other aspects than her special moves, here's what Im noticing:
But anyway, what do you guys think?
We've talked about her finicky bombs with their bad range but looking at other aspects than her special moves, here's what Im noticing:
- Her lack of OH ..... Deleted this point because its moot. There are other ways of opening people up than with an OH. Past Kindred was short-sighted here.
- Her Krushing Blows blow. Talking about the midscreen. With many characters doing a minimum around 40% dmg, some, like Raiden, even pulling off 50% off a KB, her midscreen options for D2 or B2212 KB lead to shit. It makes them almost not worth doing. Better to wait to be in the corner to get some significant dmg, but being in such a situation in a guaranteed so putting your eggs in that basket is a risk other characters dont have to worry about.
- S1 & S3 range & Punishing issues. Someone can pokes you and you block it. You predict that the opponent, despite having their poke blocked, will go into a string, so you throw out a fast S1 or S3 and they, of course come out first, but their range is so bad that they whiff, allowing the opponent's string to hit confirm u instead. Also certain punishes work in some situation and in others they dont. Im not talking about a situation where you need to punish Scorpion's teleport with S1 but Sub's slide with S4. Thats cool and part of the game. Im talking about have to figure out the input for situations like these:
- Her dmg output midscreen isnt great in Frost-Byte. Frost-Byte is limited in terms of combo extension. Ice Machine has the Burst and can consistently get from 270 to 320 dmg. Yes, you need to use meter but that's what its there for so that doesnt bother me.
- What's her style? ......As perfectly said by @Hendrixson :
She's a space-control monster with incredible counter-zoning and one of the best projectiles in the game in Ice Machine's DB2. Most of her options are safe. Moving against her is incredibly dangerous. Everyone's gonna play her differently but that's an excellent foundation. Build off of that. Sorry she's not as easy to classify as 'zoner' or 'rushdown' but that's what makes her so fun.
- No good AA options. The only consistent AA is D2. Others, like D3 or S3 dont leed to significantly more dmg. This bothers me mainly for Frost-Byte because I throw a bomb and I read their Jump in but can only uppercut them. I can't set up another setup because they get up too fast and Im too far nor can I significantly punish their jump. With Ice-Machine, I feel it is less of an issue.
But anyway, what do you guys think?
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