What's new

General/Other - Kotal Kahn Kotal Kahn General Discussion

What is your favorite Variation?

  • War God

    Votes: 170 42.0%
  • Sun God

    Votes: 139 34.3%
  • Blood God

    Votes: 61 15.1%
  • All Equally

    Votes: 35 8.6%

  • Total voters
    405
There are a lot of characters with advancing specials that are 8 frames or less that can punish the string so I'd advise against "abusing" it.
alot of them seem to be 10f or so iirc. I would have to look at frame data again, but I'm almost positive.
 

RYX

BIG PUSHER
God damn it why does his standing 1 have to be 9 frames

He could have so many Mace Parry punishes if his standing 1 was just a little bit faster
 
Wow... the frame data did change, almost every string is like -1 more than what it used to be lol.. wtf man. I guess that update did that.
 
he was already really unsafe, it makes the other variations unplayable outside of war god imo. I'm actually upset about this. He has no safe approach now. The F12 was pretty good until I seen all this lol.
 

RYX

BIG PUSHER
I wonder if they nerfed Kotal before release because he could parry frame gaps for big damage in Blood God

I'm gonna have to look later at what you can and can't parry from block. So far I've just got this;

Sub-Zero has no frame gaps at all

Goro's B12U2 can be parried but he can fuck you over with flame breath. Punch walk won't stop you unless you release block prematurely but he gets more pressure. (You can parry if he armor walks at you)

You can EX Parry Kung Jin canceling into his popup but it's already full combo punishable. I wouldn't recommend wasting the bar and taking damage anyway
 

Breakin Wordzz

Best Rengar NA, also ares of world
I feel like it's never worth it...only for the EX version which OTG's.

Oh and by the way, Mace Parry and Sunstone are not in War God.
wouldn't it be cool if i mained kotal kahn so for 2 consecutive games i could be the god of war of the world. i might just do, yeah?
 

RYX

BIG PUSHER
Takeda's b212+4 string is parryable. With Sun God you can get anywhere from 42% to 48% varying on level ofn your throw.

My friend told me that they just fixed the frame data, originally it was supposed to be the way it is now
so NRS doesn't like Kotal, good to know
 

D. R.

Noob
he was already really unsafe, it makes the other variations unplayable outside of war god imo. I'm actually upset about this. He has no safe approach now. The F12 was pretty good until I seen all this lol.
Use b32 instead. Safe and causes a hard knockdown. F1 is safe on it's own as well from 1-2 character space apart (-4) but at 0 is barely unsafe (at most -5). He's not a rushdown heavy character which is why I prefer Blood God. If I combo into one or both of my damage buffs, my opponent needs to be weary of my follow ups since I can kill with one good read.
 

Hidan

Where the hell is Reiko's wheel kick
I hope you guys are abusing F12, the pushback makes it virtually impossible to punish because its -9. And you get even more pushback when you do it in the corner.
It's good for midscreen combo ender too. You have free sun ray after.

EDIT: ok no you can't use ray safely after f12. Only in cancellable strings
 
Last edited:

declimax

extreme waifu
I like Kotal Kahn a lot but he feels kind of incomplete in Sun God...his fully charged command grab is just so weak. Maybe I'm just spoiled by the damage you can get off of Wild Throw but honestly if a command grab with that speed/range isn't doing >20% then nobody's going to be afraid of it.
 

NHDR

Noob
Question about War God. What's the best string to use for all punish situations? I'm thinking 11 xx special? Thanks.
 

Second Saint

A man with too many names.
Question about War God. What's the best string to use for all punish situations? I'm thinking 11 xx special? Thanks.
But if you know they're in range, 114~(EX)df1, f2, b122~db1 is your most damaging punisher at 42%. It can be a little tricky to make the db1 hit though. You've got to hit b122 fairly high for it to connect. Another strong option is 114~(EX)df1, f2, f1b2~df2 (40% + hard knockdown), which is more consistent.
 
Question about War God. What's the best string to use for all punish situations? I'm thinking 11 xx special? Thanks.
I almost always punish with f1b2 into a good chunk of meterless damage and oki.

If I'm close but not sure of the punish or know it is tight I will do d3 (or SOMETIMES d4) then use the advantage for more pressure/mixup while being safe (d4 isn't safe obviously)
 
he was already really unsafe, it makes the other variations unplayable outside of war god imo. I'm actually upset about this. He has no safe approach now. The F12 was pretty good until I seen all this lol.
Yeah... I was just checking punishes with typical characters like Scorpion and Sub-Zero, they can punish with their 1 starter into full combo for free, they don't even need to advance.

Kotal's best bet now seems to be hitconfirming off of Coatl Strikes (2-1-2), but the problem with that is the first hit is a high. And then what? Combo into ex overhead sword as your only combo option out of a safe starter?

Kotal for shit tier? :(
 
War God doesn't suffer from that because of df2 and the ability to cancel anything into a 50/50 mixup.

Blood/Sun God both just feel far too unsafe to me.... PLUS they lack the sheer amount of tools War God has.

Honestly I think War God is a solid contender, may be very good in the long run, but Sun and Blood God just feel like they will drop further and further as the game develops.
 
Yeah... I was just checking punishes with typical characters like Scorpion and Sub-Zero, they can punish with their 1 starter into full combo for free, they don't even need to advance.

Kotal's best bet now seems to be hitconfirming off of Coatl Strikes (2-1-2), but the problem with that is the first hit is a high. And then what? Combo into ex overhead sword as your only combo option out of a safe starter?

Kotal for shit tier? :(
I still think Kotal is good, but War God just has too much versatility, they would have to change frame data. But lets see how the game turns out before we start asking for buffs :) but yeah just judging off frame data, if it wasn't for War God, he would be pretty butt.
 

Khaoz77

Don't run, you're gonna trip...
The main issue is just that he gets overshadowed by all these characters that have fast, good strings, and safe options that are pretty consistent in all their variations. With Kotal, if you aren't going War God, then you are taking a HUGE risk by losing those versatile options he has in War God.

Just because he does a lot of damage does not mean he's gonna be viable in every situation, we actually have to work harder in order to get in and not get out. Kotal just needs a few adjustments in his moveset to complement that, because his other variations suffer for it. It's gonna make him weaker, predictable since everyone is gonna pretty much be forced to use War God in tournament, and sadly, less interesting.
 

regulas

Your Emporer
As a massive pessimist who's gone on about how much I think Sun and blood are bad I still like trying to make them work.

What I've found is that first 212 is the prime string. Don't bother hitconfirming, just throw it out, if they get hit pop a totem before they get up, if not then they are placed at a great footsies distance at 0 frames (so +1 for you) putting you in good advantageous position

You're other good string is 114, less footsies power but also 0 on block and this one can be cancelled into whatever, most importantly you can hitconfirm into a combo. Best used when you are already in their face.

b3 and 4 make for alternate one hit options (with b3 going into 2 for a safe long charge), they both have superb reach and tend to leave you with distance while staying at or near 0 frames on block.

Lots of other strings have great usage but it gets increasingly situational (like the slow low/overhead starters) whereas these ones here tend to work more universally. The big thing as I noted elsewhere is that staying at 0 frames is extremely extremely powerful which is what makes these better even if some of his more dashing strings are generally safe, the essence of footsies is safe poke and these 0 frame on block moves allow you to pressure without allowing your opponent to safly return that pressure, often cases you will probably get hits in specifically because they tried to return the pressure and got hit by your follow up string.