Are ya' ready for MK11 kids?!
Surely most characters could use an armoured/invincible move to beat EX Overhead on reaction if they wanted to? Guess the risk reward varies per matchup though.Kenshi doesn't really need to teleport vs Mileena imo. B1 is great at stuffing regular roll and EX roll simultaneously due to the active frames and double hits. D3 low profiles his D1 but it's pretty minus on block, so she can't mash it.
B1 and D4 work pretty well vs her from mid range. Her jump 1 is really dumb but can be read with njps and jump back 1. She definitely wins but I don't think it's too bad.
I feel like Cassie dominates mid range footsies(her D4 and mid are both faster than Kenshi's) and counterpoking(D3 is only -3 and low profiles Kenshi's D1) in this match up. She doesn't have one thing that beats every teleport option, but between run under 242 and flip kick, she does pretty well. She can react to EX overhead with EX nutpunch.
Smoke is troublesome because of his mobility, low profiling D3, fast mid that can be made safe in the Smoke variation, B21, Kenshi can't really punish Smoke bomb outside of an instant jump 4. I think Smoke is overall just a more solid character and can make reads on Kenshi's dirt(armor and teleport) with okay risk/reward. Could be 5-5 tho.
Cassie's B1 is faster upfront but also risks losing her turn more decisively. Yes B124 is + but not only is that part of the string slow enough to reversal on reaction, even if you do get clipped by it, has to run back in and may lose the sufficient stamina to convert if she proceeds to open you up again.
I don't discount that it could be in Cassie's favour but I don't think it sounds like 3-7 material.
Smoke makes sense. Possessed lacking the reflect for a makeshift Smoke Bomb punish sounds like it's a big deal. Wouldn't disagree with 4-6.