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General/Other - Kotal Kahn Kotal Kahn changes for the Future

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Eldriken

Guest
Must be nice moving on from Jacqui and Jason to Kotal lmao.
I still use Jason. He's fun to use. But I use Kotal more than anyone else now, even Tremor. My execution isn't on point enough to be any good with Tremor. I play him completely wrong, lol.
 

EntropicByDesign

It's all so very confusing.
First, I appreciate this thread and the tag. Regardless of ones opinions on the matter, making a buff or nerf thread on TYM takes balls and I commend you on yours.

Second, thank you for the tag.

Third, sadly, I cannot entirely agree with most of what you proposed.

Now, 114, yes. Numerous times yes. That, to me, is a 'fix' not a buff so doesn't fall in the same category. I can certainly live with it not working, but it SHOULD work. Making it work properly wont push him up or down in strength, my opinion is that NRS needs a comprehensive sweep to find and fix ALL of this crap across all characters. I don't care of Lao has whiffing issues. If he does, fix 'em.

Choose your side on ChokeAFool would be super nice, but it might end up being too strong and if it became a triple input move, I would hate my MKX playing life. If it WERE changed, and I'm not real sure it should be - Id like the command to remain the same, but you hold the direction of the throw/slam. So, done like any distance-alterable move, you'd just db2 then hold back to chuck them behind you or forward to throw them in front. Something like that. Performing the move without an additional input (just db2) would make it react exactly as it does now.

More frames after Air Grab? As a pure luxury buff - I can see it being nice. Its not game changing, but I could see it.

The rest though.. I dunno. I see Kotal as a very variation specific character. He, more-so than many other characters, benefits enormously from being able to use all his variations. I say that because I feel like Kotal is very solid and instead of trying to fill up the holes that an already strong variation has, I'd rather switch to a different variation to make the MU work. I know you're not advocating buffs to make any variation totally stand-alone, but I'm speaking from a general standpoint on how I approach Kotal from a balance perspective.

I think Kotal is strong. Top tier? No.. but hes not far outside of them. I feel like he's knocking at the door, when you talk about him across all his variations. He certainly doesn't have the dirt that some of the top guys and gals have, but he's solid and across all his variations, its hard to find *too* many MU's that you cant put to around a 5/5.
 

MsMiharo

Kuff Bano
Air Grab being more plus on hit is sort of redundant. It's max damage for Blood god but b32 or 212 ender guarantees a totem. WG usually ends in sword and SG in grab. I don't really see the problem at all. Luxury buff that wouldn't affect his core game (unless I'm really missing something). Being able to control the direction of the grab at lvl 3 would be strong af. Don't think he needs in but then again does Quan need to be +14 after a MB rune? Does he need a 6f d1? 50+% in the corner? If we're talking luxury buffs I'd rather have the 4 in b14 have more horizontal range so max damage combos are slightly easier.
 
I think the majority of these are warranted! Especially for online, with lag... Try closing distance on a half way skilled zoner then see how u feel...
 
114 hitbox fix 114 airthrow whiff on ferra fix

Side choice for sun god would be a huge buff so I'm not sure if it's right.

Armor move for blood God would be nice. But I fear he would be stupid good then if done wrong.

War God is pretty solid if anything maybe a little more advantage on low sword. But nothing crazy.
 

Eddy Wang

Skarlet scientist
Half screen 6f punisher, damage boost, damage stack, parry, can build a bar while blocking in blood god, fastest walkspeed forward in the game, priority on air grab, stupid good buttons, -11 advancing launcher who only a few can reversal punish or thigh punish.

And he wants to give him an armor move, more plus frames, more knockdown advantage, and less recovery on god ray.


#I'mTyrone
 

ImAura

Ironic Irony
It's as if I wrote this myself XD. I 100% agree on the Sun God & Universal buffs, but I don't play the other two variations so you know. All & all nice stuff, If only though.
 

REYTHEGREAT

..........................
that damn 114 needs to be fixed. sometimes i go in with a JIP into 114 and 11 doesnt even reach. maybe its me? Also, i think his projectiles shouldn't disappear whenever he is in the middle of throwing it and he gets hit.
 

ATP2014

The best mediocre Batman
The armor buff for Blood God is just an idea to ping pong around. The basic design of this variation is so lopsided, and many people have suggested giving it a new move of some sort. Instead of giving Blood God an armored special that he can use whenever, I figured a temporary power up that cost life and had a good amount of recovery frames would have been fair.

As for the use of Air Grab in combos, the biggest use for it would be whenever you have your back to the corner and want to switch positions. This is something that happens pretty often, but it isn't optimal to use the Air Grab because it is so negative. War God ends his combos in Mid Sword, Blood God in Totem and Sun God in Sun Choke, and all 3 leave the opponent midscreen.

I also agree that Kotal's alternate costume is wack. Maybe the worst in the game. Should have included that in the Universal section.
 
Reduce the recovery on sunlight, faster sword toss, b14 more safe on block.

Top tier here we come!

But seriously, he's fine
 

Harlequin969

Always press buttons
Make Blood Totem viable? Like what is the actual use of Blood Totem for Kotals gameplan that would make it a worthwhile choice over Obsidian or Crystal.

Outside of Blood Totem, Blood Sacrifice, Heartrip Fatality combo.