AK L0rdoftheFLY
I hatelove this game
I think I have picked my main before the games launch. Still with characters to be released, I have done it again and know who I am going to pick out the gate.
Other contenders are:
2) Raiden
3) Sub Zero
4) maybe a new character I don't know yet
I have been reading through the forums to make sure I understand what he is about and how he works and theorizing gameplans...What else can we do for the next 2 months right?
As a Sun God, however, Kotal’s offense is mostly derived from the variations unique command grab. Each successful attempt to grab the opponent with this attack adds another hit to the string, capping out at three. Kotal can then use the stored energy to continue dealing bigger damage with the command grab or use it to restore his health, meter, or both resources in one shot, though we assume at smaller amounts.
Questions still unknown:
1) Since throws can be comboed into, does this mean he can combo into his chain throw? If so it may be pretty easy to stack and damage buff on throw can be kept till the end of the match where you can cash it out to time out your opponent.
2) What is "Soul Scorch"? Is this the move that cashes out his throw level for health?
3) Is it possible he still has moves we haven't seen in this variation?
4) Is "Sun God Choke" unblockable? Since all MKX videos have been notorious for not ever using the block button, we don't know if it is yet.
5) Tic Throws? No idea if good, bad, or relevant but I hope they are good if it is unblockable.
6) Is this his only grapple variation? None of the other variations seem to have the same kind of throw.
Kotal’s Blood God variation focuses on his use of three specific totems and the buffs they impart. The first, made of obsidian, lessens the damage he takes from enemy attacks, while the crystal totem is more offensive in nature, imparting a boost to attack power that can be combined with his Blood Offering special (which sacrifices health for a damage bonus) to drop ridiculous amounts of health from an opponent’s life bar. The blood totem is a bit different in that it steals energy from the enemy as Kotal lands attacks, storing it in the small figure and replenishing his life until the ancient fighter himself is hit.
Questions still unknown:
1) Is the sunbeam special unique to this variation? It seems like it would be useful in the Sun God variation and based on the comic, could make sense for all variations.
2) Are there any limitations to the stacking?
3) We have seen a footage where totums are used mid combo. Do all totums have the same frames to be used mid combo. I would assume so but want to be sure.
4) Quan Chi had fairly useless buffs in MK9 that acted similar to this. What has been done to make them viable?
War God fighting style gives the character a Macuahuitl weapon that adds to his special moves. The length of the weapon also gives him considerably more reach. It's assumed that the weapon inflicts more damage than his normal attacks in other styles.
Questions still unknown:
1) Does this equate to a "zoning" stance or is it simply a stance that grants him above average footsies?
2) Have we seen all the specials? It seems like there is much more to be seen with this one specifically.
As of now, the Sun God variation interests me the most.
Other things I have noticed:
1) His walk speed is super fast
2) That AA uppercut launcher mixed with his AA throw look tight. No free jumps here
3) Damage looks huge and that is tight
4) Sound effects are some of the best so far
5) When he has full meter, his xray looks hard to avoid. Watch out for that tracking!
All info taken from http://shoryuken.com/2014/11/05/kotal-kahns-blood-god-totems-quan-chis-sorcerer-spells-in-mortal-kombat-x-explained/
and
http://testyourmight.com/threads/pray-for-the-kahns-mercy-kotal-kahn-general-discussion.43849/
Other contenders are:
2) Raiden
3) Sub Zero
4) maybe a new character I don't know yet
I have been reading through the forums to make sure I understand what he is about and how he works and theorizing gameplans...What else can we do for the next 2 months right?
As a Sun God, however, Kotal’s offense is mostly derived from the variations unique command grab. Each successful attempt to grab the opponent with this attack adds another hit to the string, capping out at three. Kotal can then use the stored energy to continue dealing bigger damage with the command grab or use it to restore his health, meter, or both resources in one shot, though we assume at smaller amounts.
Questions still unknown:
1) Since throws can be comboed into, does this mean he can combo into his chain throw? If so it may be pretty easy to stack and damage buff on throw can be kept till the end of the match where you can cash it out to time out your opponent.
2) What is "Soul Scorch"? Is this the move that cashes out his throw level for health?
3) Is it possible he still has moves we haven't seen in this variation?
4) Is "Sun God Choke" unblockable? Since all MKX videos have been notorious for not ever using the block button, we don't know if it is yet.
5) Tic Throws? No idea if good, bad, or relevant but I hope they are good if it is unblockable.
6) Is this his only grapple variation? None of the other variations seem to have the same kind of throw.
Kotal’s Blood God variation focuses on his use of three specific totems and the buffs they impart. The first, made of obsidian, lessens the damage he takes from enemy attacks, while the crystal totem is more offensive in nature, imparting a boost to attack power that can be combined with his Blood Offering special (which sacrifices health for a damage bonus) to drop ridiculous amounts of health from an opponent’s life bar. The blood totem is a bit different in that it steals energy from the enemy as Kotal lands attacks, storing it in the small figure and replenishing his life until the ancient fighter himself is hit.
Questions still unknown:
1) Is the sunbeam special unique to this variation? It seems like it would be useful in the Sun God variation and based on the comic, could make sense for all variations.
2) Are there any limitations to the stacking?
3) We have seen a footage where totums are used mid combo. Do all totums have the same frames to be used mid combo. I would assume so but want to be sure.
4) Quan Chi had fairly useless buffs in MK9 that acted similar to this. What has been done to make them viable?
War God fighting style gives the character a Macuahuitl weapon that adds to his special moves. The length of the weapon also gives him considerably more reach. It's assumed that the weapon inflicts more damage than his normal attacks in other styles.
Questions still unknown:
1) Does this equate to a "zoning" stance or is it simply a stance that grants him above average footsies?
2) Have we seen all the specials? It seems like there is much more to be seen with this one specifically.
As of now, the Sun God variation interests me the most.
Other things I have noticed:
1) His walk speed is super fast
2) That AA uppercut launcher mixed with his AA throw look tight. No free jumps here
3) Damage looks huge and that is tight
4) Sound effects are some of the best so far
5) When he has full meter, his xray looks hard to avoid. Watch out for that tracking!
All info taken from http://shoryuken.com/2014/11/05/kotal-kahns-blood-god-totems-quan-chis-sorcerer-spells-in-mortal-kombat-x-explained/
and
http://testyourmight.com/threads/pray-for-the-kahns-mercy-kotal-kahn-general-discussion.43849/