5. Kenshi (Balanced)
'Balanced' my behind. Kenshi's so-called variation has literally nothing balanced about it; frontal attacks and poor zoning capability are all he has in this form. Unlike Possessed and Kenjutsu, Balanced has literally zero jump-in capability. I mean, it's not particularly surprising that his aerial game is weak, being a zoner and all, but when you have nothing to mix-up your game, Balanced becomes very predictable, very quickly. Your mission with Balanced is to keep your opponent out of melee range at all costs through the use of telekinetic clones that always materialise next to your opponent. With no aerial defence, though, competent players will immediately jump in to close range distance where Balanced becomes essentially useless. All of Kenshi's special attacks in Balanced have huge recovery times if blocked by the opponent, extremely limiting your options. What the variant sorely needs is a non-damaging teleport move that can keep him out of harm's way when cornered. 'But then he'd have no weakness!' you say? Hey, his aerial game would still provide one hell of a challenge.
Joe Pring
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Joe is a freelance games journalist who, while not spending every waking minute selling himself to websites around the world, spends his free time writing. Most of it makes no sense, but when it does, he treats each article as if it were his Magnum Opus - with varying results.
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