I want this to be a discussion about his sun charge system as well as a thread that gathers attention to the perceived problems of Sun God.
I have been picking up exclusively Sun God and have noticed a lot of misunderstood and unsure properties about him, as if the developers didn't know what he should be.
Let's start with the command grab.
The command grab is 14f, a bit slow but not bad.
The whiff recovery is 49, absolutely horrible.
LVL 1 - 7%
LVL 2 - 11%
LVL 3 - 16%
There is an obvious trend here. The game rewards you for accumulating charges, up to 3.
At first, the command throw is almost not worth using, it does absolutely pitiful damage and is the only armoured wakeup he has. It leaves your opponent right next to you.
Moving on, after you land one command grab, you get up to 11%. It's less than a regular throw but at least you can work with this. It leaves the opponent a little further on.
The last stage is 16%, now this does good damage and is a noteworthy reversal that actually feels like a real command grab. On hit, it sends your opponent 3/4 of the screen away.
The rewards are the following for consuming the charges
5% HP
8% HP
12% HP
.20 of a bar
No idea
A bar
It costs meter to turn the charges into life. It is supposed to be only for when you really need it, as evidenced by the terrible scaling and the bar sacrifice. The same applies to meter, but you obviously don't need to spend any to "turn in" your charges, you use this when in need.
Now, there is a problem.
Obviously, you must balance the acquisition and expedition of charges, you gain something for keeping them, gain something for paying to get rid of them.
The problem is that his command grab doesn't do noteworthy damage, why would someone ever stop blocking when the threat is a 40% combo and the maximum punishment is 7 and 11% at the start, respectively? Who cares if you land a command grab unless it's lvl 3? Were the rewards worth it, sure, but the reward in the end is a command grab that does the same average damage as every other command grab in the game. And what is your reward for getting stuck with so bad damage on it? Emergency life/meter of a scale such that it can only be put to use in moments of desperation because it is simply not worth doing so anytime else.
So we've established the fundamental problem of those charges, you give up too much for something too situational and small.
There's another problem. Kotal's lvl 3 command grab sends the opponents 3/4 of the screen. Why?
If you want to summon a sun ray, you can end your combos with S4 ~ Ray or several other enders to get a safe beam out which is used to bait your opponent. L3 grab fails to fullfill that purpose and doesn't add that much damage in the case that you'd use it instead, only 3% or so. Any other lvl of command grab leaves them at either a safejumpable distance or otherwise within pressure range anyway. The third one fails to be of use for both safejumps and setups.
This isn't a buff/nerf thread. I want to discuss this with the Sun God community, just spare me the "you just need fundamentals and some good reads" because that same thing can be said for any fighting game character, there is no denying Sun God's conflicting rewards, sacrifices and setups.