x-azeez
Bullet with your name on it
War God and Universal suggested changes. (( with examples & explanations ))
* B1 --- remains a High, but reduce its startup to 7 ( from 9 )
why give him a faster advancing high ?
(( Tremor's F1 is 6 frames , Advancing High ))
(( Triborg F1 is 7 frames , Advancing High ))
This will give him a better punisher for moves that are -8 or more,
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* B122 --- Becomes -7 on block ( from -10 ) ----- why make it -7 on block :
(( Triborg F121 is -8 block , Advancing High ))
(( Jason B121 is -8 on block , Advancing Mid ))
(( Tremor F121 is +2 on block , Advancing High ))
(( Piercing B12 is -1 on block , Advancing High ))
(( D'vorah F112 is -5 (( not sure )) 12 frame Advancing Mid ))
(( Jax F212 is +1 on block ))
All the moves above are special cancellable (( Except for Jason & Jax ))
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* B12 --- Should have better upward hitbox.--- to catch jumping back opponents, Kotal players knows what i'm talking about.
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* F12 --- becomes +1 on block ( from -1 )
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* F1B2 --- Becomes -10 on block ( from -13 ) --- This string currently launches and F1 is currently an 11 frame mid normal
Why make it -10 on Block ?
Jason B121 a launcher and is -8 on block. (( it launches for a full combo, and B1 is a 13 frame advancing mid ))
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* 212 is +1 on block ( from -1 ) --- 212 has a gap between 21(gap)2, making it +1 will give the Kotal player a reason to use that string.
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* B32 becomes +3 on block ( from +2 )
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* B2 becomes +1 on block ( from -6 ) ----- this move is a super slow advancing overhead and has 26 startup frames.
Why make it + on block ?
(( Goro's F4 has 20 startup frames and leaves him at +4 ))
(( Tremor's F2 is super slow but leaves him around +3 or more ... not sure of the exact number, i have to check again.
(( Jason's F3 is +9 on block ))
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* DB2 Low Sword --- Becomes -11 on block ( from -15 )
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* EX DB2 --- Extend the frames on the armor
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* DB3 sword shake --- The unblockable has better recovery
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* DF2 --- Becomes 17 frames ( frome 26 )
Why make it 17 frames ?
so that War God can have a safe ( - 5 on block ) special to cancel it after B122 .... (( Currently if the move is cancelled after a B122, it will create a Gap. ))
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* EX DF2 --- Remains 26 frames, with 2 hits of armor
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* DB1 Overhead Sword --- Becomes -30 on block ( from -18 )
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* EX DB1 Overhead --- Becomes -30 on block ( from -14 )
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EDIT: if you don't like a certain change ... ask me and i'll explain the reason behind it
EDIT 2: Reasons for a certain change:
* Why B1 should be 7 frames ?
Kotal doesn't have a fast punishing move except for 9 frame B1. his other fastest normals are D1 (6f) / D4 (6f) / D2 (7f) / D3 (7f) / S1 (10F) F1 (11f)
* Why B122 Should be -7 on block ?
Kotal's B1 is a high and second part of the string comes in 12 frames ( not sure, need to check later ) ... so you can poke if you reacted to it or anything that come in mind for the character that you're choosing,
B122 is one of Kotal's few tools to get in, but the problem is, is that he can't get in safely, and with this string he reaps few rewards
* Why B12 should have upward hitbox ?
to catch jumping back opponents .... this will help kotal stop random jumping back opponents.
* Why should F12 becomes +1 ?
so that after a blocked F12, the opponent can't jump if i went fora followed up D4. if the opponent tried to jump, he will get caught with Kotal's D4
* Why Should F1B2 becomes -10 ?
lol .. i don't have a good reason ... being -10 would be too OP
* why should 212 becomes +1 ?
the move is rarely used ... being plus would give the Kotal player to use it more often a mix it up with his other normals and strings and not be repetative ... and BTW this move has a gap.
* Why should B32 become +3 ... so that Kotal can cross jump the opponent for another mix up ... even with it being +2, the opponent can still poke Kotal if he tried to forward jump after being +2 ... making it +3 will enable Kotal to jump forward. that's what 1 extra frame can do.
even with 114xx air grab which leaves kotal at +4 on block ... the opponent will still poke back because they are taking minimal risk knowing they'll only get hit with a follow up poke and not a full string.
* Why B2 should be +1 ?
to be honest .. no kotal player use this move on purpose. it only comes out by accident trying to do B122 but they miss-time it and B2 comes out by accident. that's why i suggested it being +1. because no kotal player use it ... and if you see kotal players use it ... just know that they used it by accident and not on purpose ...... @TheGangstaFace , can you confirm this ?
* Why Should DB2 becomes -11 on block ?
i have no good reason why it should be -11 .. it should stay -15 ... and there is no essential need for it anymore except for mixup purposes, since i have the new 17F DF2 to make Kotal pokes, normals and strings safer by cancelling it with DF2
* Why should i extend the armor frames on EX DB2 ?
because armor frames ends before he even hits the opponent.
* Why should DB3 unblockable should recovery faster ?
currently it takes an eternity to recover, like more than 100 recovery frames ... it should reduce by half
* why should DF2 becomes 17 frames ?
so that Kotal can have a fast safe special to cancel it after Pokes, Normals & Strings. instead of Overhead Sword ( DB1 ) which currently is -18, and with my suggestion will be -30
@omooba B122 is indeed -7 with my suggestion, but it leaves Kotal super close to the opponent, but cancelling it with the new DF2, it will create a distance due to its pushback. and give kotal many options on how to approach next.
* Why should EX DF2 remains 26 frames and has 2 hits of armor ?
this move is 26 frames. you can poke and still block in time, or better yet, you can safely jump-in/ Cross jump-in punch and you can still block on time when you react to it.
he needs it because currently, WG Kotal has the worst wake-up reversals in the game.
* Why Should DB1 becomes -30 on block ?
this will create a huge mindgame for Kotal, because the opponent will know that the overhead is super punishable now with a full combo. Currently its used after B122 because it doesn't have a gap, but now with the new DF2, he doesn't need to used it, except for mixup purpose. because imo, WG is Designed to a footsies character, but he should have safe fast mid specials like the change i suggested for DF2.
* Why Should EX DB1 becomes -30 on block ?
because this is an OVERHEAD Launcher that leads to 32% midscreen and 34% in the corner ... imo all Low and Overhead launcher should be punishable by death ....
Also EX DB1 often goes unpunished by most of the cast due to its pushback, even though its -14 on block
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