Kindred
Let Be Be Finale Of Seem
I initially tried to make Frost-byte work but the shitty vertical and horizontal range of her bombs made setups near impossible to get consistently. As a result, her only combo extender rarely worked leaving Frost-Byte to suffer from weak damage compared to her Ice Machine counterpart.
A simple fix would be to buff their range but somehow I doubt NRS would do that since they really want the game to rely on footsies and avoid the never ending bomb setups we saw with Cyrax in the previous games (im guessing, who know what they were smoking when they made this character lets be honest).
My suggestion is to remove the Arctic Barrage and replace it with the Microburst.
After spending some time in the lab with this, I find that yes, she loses her ender, but what she gains might actually be better.
A simple fix would be to buff their range but somehow I doubt NRS would do that since they really want the game to rely on footsies and avoid the never ending bomb setups we saw with Cyrax in the previous games (im guessing, who know what they were smoking when they made this character lets be honest).
My suggestion is to remove the Arctic Barrage and replace it with the Microburst.
After spending some time in the lab with this, I find that yes, she loses her ender, but what she gains might actually be better.
- She wont be reliant on her bad ranged bombs to extend her combos anymore = more damage output
- She can end her combos with BF2 instead of the Arctic Barrage.
- "But Kindred, she loses a KB!" So what? It's not like the Auger Lunge KB ever occurs anyway so it's as though ice machine doesnt have a KB from a combo ender either and it's fine in that department. Not ideal but we all live with it and honestly, she has way more pressing issues than that anyway.
- You can now end your more damaging combos with a perfectly placed bomb setup considering their shitty range. For example: B22~Microburst(amp) > J2 > B32D1 > 13~CloseBomb. In that scenario, if the opponent wakes up blocking, the bomb allows you to grab them so they get frozen (in many cases, the grab pulls them away from the bomb but not here). If they wake up with U3 or U2, they get frozen. Their only options if they know you are coming in for a grab is to (a) jump out or (b) wake up with a string that moves them forward and away from the bomb. Both options allow them to start their own pressure or combo. This means you both have to try and read what the opponent is going to do and respond with the correct option. If they mess up & you guess right, they eat a combo (how a setup should work) and if you mess up, you can get fucked too. Sounds pretty fair to me.
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