Qwark28
Joker waiting room
Take note that this is for players who want to use variations that are not War god, as it's not popular at all among the community.
So, I recently checked out Blood god to see how much damage it does. I thought that Kotal's variations might be badly done ( except war god ) but there is one extremely solid aspect he has, whiff punishing.
He seemed to do insanely good damage with crystal totem and I'm a sucker for good damage to come along with good whiff punishes. Then I thought, Kotal already does very high damage combos, what's the actual difference? How much of that 57% combo is actually the crystal totem, especially when coupled with the fact Sun god gets the most damaging ender out of all 3 variations?
I have recorded both totem and non-totem combos.
Now please compare that damage to this
The answer is fluctuating near 11% and Sun choke adds 3% extra damage to his highest damage BnBs, making the real difference ~8%.
And what is the price of totems? Now, I'm sure it's very obvious War god is the best variation and anyone not playing it is doing a disservice to themselves. So the real meter of comparison is Sun god.
Sun god has a command grab, crystal totem allows a regular throw to do as much as a L3 Sun choke, is faster and better on whiff but doesn't have the frametrap properties of a real command grab. It also doesn't have armour properties, Blood god has no armour whatsoever and the parry is notoriously bad.
I have also taken into account the common KK "gimmick" I guess of throwing out B14 into ex sunstone or F34 ex sunstone, the damage difference was 7/8% with the crystal totem active.
Totems also have startup. Blood god must set them up first before his damage can accumulate and he runs the risk of the totem running dry of Aku Aku's tiki powers, not to mention that constant upkeep is required.
Therefore we reach the conclusion that if you pressure Blood god, he has no reversal and cannot set up his totems, effectively rendering him variationless in certain situations for a period of time.
We naturally reach the conclusion that Sun god is better versus character who pressure you and have an adequate enough presence of space control to constantly check you if you whiff or need to set something up. Likewise, in matchups where the opponent doesn't have very good pressure or space control, Crystal totem would completely decimate the opponent's lifebar.
A few words about Obsidian totem. I have almost completely disregarded it, this is a damage comparison and as it currently stands, if you're barely able to get a totem out then it means your opponent's pressure is good and merely taking less damage for a small period of time without knowing if you'll be able to breathe enough to lay another one down is very meh.
So, I recently checked out Blood god to see how much damage it does. I thought that Kotal's variations might be badly done ( except war god ) but there is one extremely solid aspect he has, whiff punishing.
He seemed to do insanely good damage with crystal totem and I'm a sucker for good damage to come along with good whiff punishes. Then I thought, Kotal already does very high damage combos, what's the actual difference? How much of that 57% combo is actually the crystal totem, especially when coupled with the fact Sun god gets the most damaging ender out of all 3 variations?
I have recorded both totem and non-totem combos.
Now please compare that damage to this
The answer is fluctuating near 11% and Sun choke adds 3% extra damage to his highest damage BnBs, making the real difference ~8%.
And what is the price of totems? Now, I'm sure it's very obvious War god is the best variation and anyone not playing it is doing a disservice to themselves. So the real meter of comparison is Sun god.
Sun god has a command grab, crystal totem allows a regular throw to do as much as a L3 Sun choke, is faster and better on whiff but doesn't have the frametrap properties of a real command grab. It also doesn't have armour properties, Blood god has no armour whatsoever and the parry is notoriously bad.
I have also taken into account the common KK "gimmick" I guess of throwing out B14 into ex sunstone or F34 ex sunstone, the damage difference was 7/8% with the crystal totem active.
Totems also have startup. Blood god must set them up first before his damage can accumulate and he runs the risk of the totem running dry of Aku Aku's tiki powers, not to mention that constant upkeep is required.
Therefore we reach the conclusion that if you pressure Blood god, he has no reversal and cannot set up his totems, effectively rendering him variationless in certain situations for a period of time.
We naturally reach the conclusion that Sun god is better versus character who pressure you and have an adequate enough presence of space control to constantly check you if you whiff or need to set something up. Likewise, in matchups where the opponent doesn't have very good pressure or space control, Crystal totem would completely decimate the opponent's lifebar.
A few words about Obsidian totem. I have almost completely disregarded it, this is a damage comparison and as it currently stands, if you're barely able to get a totem out then it means your opponent's pressure is good and merely taking less damage for a small period of time without knowing if you'll be able to breathe enough to lay another one down is very meh.