A F0xy Grampa...Normally you are very intelligent about this game but you have a slight error in your calculations. Please sit down and welcome to math class where I will attempt to dispel some myths that you are saying.
Myth one:
if you could armour her slides very time like you're supposed to be able to, then she shouldn't have a chance, she gets shoulder abused like everybody else
Red dash slide is a 20 frame move (12 rd plus 8 slide) this means I can whiff punish a shoulder (45 frame duration) on reaction from the right distance. You cant armor that friend.
Myth 2 and 3:
Her armour isn't that amazing againt Kensington because from its effective range she has to jus throw it out randomly which isn't too hard to punish
If I can whiff punish slide why do I have to random armor to get in at all? Plus out side of shoulder range it can be difficult to reflect daggers. If one hits and I cancel it into red dash, the dagger puts me at +12. The goal isnt to slide always but to make you hesitate. If you armor a slide attempt (like you said) and I armor at the same time, I will win for a 40% combo. If you hesitate because of my meter, I get the slide for free.
Skrlett can eventually get in, but she HAS to slide or overhead or Kenshi will get her out, even if she hit a slide it still let him escape
So slide gets you out huh? If skarlet has no meter you are correct. If skarlet has meter your fucked on wakeup. What can you do? My armor lasts longer than all of yours and if you try I get a combo, If you just block I get a block string. I like my odds.
Myth 4:
The high hitbox thing doesn't really matter against skarlett, even kl vs skarlett she gets away with the same bullshit.
After Skarlets highest damaging meterless reset (46%) she can eh dagger into an 11% blockstring into safe slide that builds 3/4 of the eh dagger bar right back. This cannot be done on lao. He gets a free spin every time. Skarlet has to modify her Bnb combos to grant her more cancel advantage off of 112. This lowers her damage output, and makes pressure after a reset much more risky. Guaranteeing resets with eh dagger limits her block strings also because he can cpin or 21 spin her out of f212 1+2. hit box has a LOT to do with this.
Also this applies to all large hitbox characters...but When slide doesnt give you a fast enough approach, skarlet can whiff punish with eh dagger wither into safe jump or into f212 1+2. This cannot be done against mid or low hitbox characters. When I want to chip out kenshi, this is the perfect tactic.
Myth 5:
Kenshi should only spend his meter on ex rk to interrupt the red slide after block strings
the slide has something like 6-8 frames to interupt so if you're going for a blockstring, instead of giving me 6-8 frames it gives me...
The only complete blocksting that is interruptible is b11f4 rd slide with a 2 frame window. Good luck doing that consistently. every other string is airtight and CANNOT be interrupted before slide. red dash slide is 20 frames. If the string has 19 or more frames of cancel advantage on block you cant do shit.
Myth 6:
when I break a matchup down, I really break it down.
Sorry I couldn't resist...dick move I know.
Things I agree with:
Kenosha can win this match by careful shoulder placement, reflects into chip, baiting the ex rd
Duh...applies to every kenshi MU
Things I kind of agree with:
if you empty dash intro more pressure you're already slower n frames thn you would have been if you went for a slide or an overhead
After I whiff punish a few shoulders and bait your wakeup with eh red dash for full combos, you will be forced to respect red dash. When I see this respect (and she will get it) empty dashes are perfectly reasonable to use... especially after block strings f2121+2 where she is only at -3 and can armor or d3 into more pressure or combos. Or eh dagger into frame traps or more blockstrings.
I had to be thorough because of how wrong you were. sorry if you get mad at this but math is math.