I see. Those are good points, and I'm not going to say the match up is a good one for Sun God. Let me try to explain why I listed what I did and defend the points a little.
- being -15 (from blocking clone I assume, -4 clone plus however many frames it takes the opponent to shatter it with block, probably is very positive) means Kotal has to block 1 mix up between a low and a reactable, punishable overhead. But SZ no longer has a clone to cancel into, giving Kotal the advantage in both pressure and real estate upon successfully defending.
- As SZ, I crouch behind clone to avoid a jik/ jip. I play a lot of other GM's that will auto pilot clone>ice ball and punish accordingly. And unfortunately, not all members of the kast has a good enough jik/jip to do this.
- Reversal back dash whatever string/ normal SZ cancels into clone, just for fastest possible distance. Admittedly God/ Sun Ray are gimmicky options, but +20% health for a bar when you're not doing much else isn't bad.
SZ will control the pace of the match. That's Grandmasters thing. It's requires a lot more effort on Sun God Kotals part to deal with him, but variations y'know.
If SZ uses clone to approach, parry and pressure. If he approaches without clone, own the neutral with d4 or other strong normals. If he fails to use clone and it disappears, approach. When you're in the corner, you should be scared. SZ is designed to own the corner. He can actually hurt War God worse than Sun God here.
After parrying the clone toss, b122 might be unsafe but you can end it early, use a different string, poke, etc. You pressure as you would any other time. Tick throw being unsafe is the risk/ reward of that technique, so be it.
I like where this is going though. Flesh it out some more, I don't know Kotal well enough.