Those are both good bits of advice, but they don't really addresss my balance concerns and they're fairly situational.
Running away is better than dying, sure, but given that Kraken can be used in an instant to avoid death and get several kills before it can be reacted to, it's very often easier said than done. And while it's not like pretty much every super can't be used for a free push or free re-securing of an objective, none of the others last as long or require you to run as far away to get safe.
It's technically possible to halt a Kraken, but the situations where doing it is a good idea are surprisingly few, and only a fraction of weapons can effectively do it. You pretty much have to outnumber the Kraken or its teammates can kill you while you're sitting there defenseless trying to hold it off. You can't be surprised by it, which often means it's gotten one kill and cancelled one super already. You have to be playing the right weapon, you have to have enough ink left, you'll lose the exchange if there's any lag on either of you, and in my case with my low-powered weapon you often won't be able to finish it off once it changes back before it splats you too.
I appreciate the advice, and I recognize that my problem might just be a result of me being horrible at Splatoon, but I lost so many matches to timely and/or constant Kraken pushes yesterday. And after playing against them for this long I've found so few counters to how strong and versatile they are that it's starting to get really frustrating.