At this point, it seems to me that KI has a high portion of characters that heavily pressure or require the player to keep track of a special meter, mechanic, or resource in order to utilize them competitively. To sell my point, I’ve made two lists of all the characters I believe belong in each category. These are debatable and there’s most likely a sizable grey area between them, so feel free to add input to them.
Keep in mind not all Resource-Intensive Characters are particularly hard to play. And not all “Straightfoward” characters are super-accessible and easier to succeed with competitively. (And also remember that pretty much all of the “Straightfoward” characters have special mechanics as well; their playstyle just doesn’t heavily revolve around them.)
“Straightforward” Characters:
Jago
Saberwulf
Glacius
Thunder
Sadira
Orchid
TJ
Riptor
Omen
Rash
Tusk
RAAM
Resource-Intensive Characters:
Spinal (Skulls)
Fulgore (Meter Charge)
Shadow Jago (Surge)
Maya (Daggers, Pips)
Kan-Ra (Sand Trap)
Aganos (Chunks)
Hisako (Wrath)
Cinder (Fired Up Status, Burnout)
ARIA (Bodies, Assists)
Kim Wu (Dragons)
Arbiter (Grenades, Carbine Ammo)
Mira (Blood Health)
Gargos (Minions)
Eyedol (Warrior and Mage Stances, Charges)
Kilgore (Non-overheated and Overheated Status)
So it’s a 12-15 split, making the majority of characters fall into the latter category. The vast majority of Resource-Intensive Characters are in S2 and S3, while half of the “Straightforward” Characters are in S1.
In my opinion, there should be more characters without special meters or conditions in the future. It would add more variety and fun to the game, especially for new players and those who feel like most of the cast is too complicated for them. I’m not asking to take away depth with future characters, just to focus them around interesting movesets and fundamentals rather than resource management more often.