As the newest addition to Batcap, Krilowatt is the character I currently know the least about. My impression of him ranges at times from overpowered to underwhelming, and I was just wondering what people's opinions of the little guy are.
Fim recently uploaded a couple of kril vids for an example of decently high level shrimp play.
Krilowatt seems to have rather limited offensive options and relies more on reactionary damage, in my opinion.
He'll rely on Dive mostly to get his offense started and from there go into his varied blockstring combos and usually finish with one of three things. Spark, for the damage, Fliptail (4C) if they block and you want to get to safety, or the trip (2C) for the knock down. While getting a KD is always a good thing, kril's wakeup options seem pretty limited compared to the rest of the cast, his best option perhaps trying for an ambiguous crossup attempt to repeat the situation.
His dashes allow him to position himself advantageously at all times, and, I'd argue, if he's going to adopt a reactionary playstyle, he's going to want to aim for midscreen. His C shockwave being his most damaging midrange punish bar Zap Cannon.
With his mobility also comes responsibility of being aware of his positioning on the stage at all times. The closer he is to the corner, the harder it is to escape using Aqua Jet. If he is backing his opponent into the corner, his damage potential off of Zap Cannon is greatly reduced. Perhaps of lesser importance if you opt for rushdown tactics, but interesting nonetheless, I find.
Have you had success with Krilowatt? Or are you perhaps finding it hard to overcome his shortcomings like low health and limited range? Any tips? I've found kril to be very fun to play even if it does sometimes lead to somewhat protracted matches.
Fim recently uploaded a couple of kril vids for an example of decently high level shrimp play.
Krilowatt seems to have rather limited offensive options and relies more on reactionary damage, in my opinion.
He'll rely on Dive mostly to get his offense started and from there go into his varied blockstring combos and usually finish with one of three things. Spark, for the damage, Fliptail (4C) if they block and you want to get to safety, or the trip (2C) for the knock down. While getting a KD is always a good thing, kril's wakeup options seem pretty limited compared to the rest of the cast, his best option perhaps trying for an ambiguous crossup attempt to repeat the situation.
His dashes allow him to position himself advantageously at all times, and, I'd argue, if he's going to adopt a reactionary playstyle, he's going to want to aim for midscreen. His C shockwave being his most damaging midrange punish bar Zap Cannon.
With his mobility also comes responsibility of being aware of his positioning on the stage at all times. The closer he is to the corner, the harder it is to escape using Aqua Jet. If he is backing his opponent into the corner, his damage potential off of Zap Cannon is greatly reduced. Perhaps of lesser importance if you opt for rushdown tactics, but interesting nonetheless, I find.
Have you had success with Krilowatt? Or are you perhaps finding it hard to overcome his shortcomings like low health and limited range? Any tips? I've found kril to be very fun to play even if it does sometimes lead to somewhat protracted matches.