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General/Other - Kotal Kahn Kotal Kahn needs BUFFS

Do you think Kotal Kahn need buffs?

  • Yes ASAP

  • No, he is fine

  • No way, he needs nerfs


Results are only viewable after voting.
I think Sun God could benefit from buffs. He really doesn't get a lot of damage out of the command grab, and "cashing out" for health and meter doesn't feel worth it. After all, if you can't really enjoy the threat of a damaging command grab, what's the point of that variation? It really doesn't do much damage, and it has to hit an opponent twice before it even does its maximum amount of measly damage.

I really hope that variation in general is buffed, because its the one I like. I say that completely selfishly. The Sun God Choke is such a cool looking move, and the concept of a powerful Sun God in general is what drew me to the character to begin with.

A slight buff on the speed or recovery of his projectile in that variation would be nice. It's not like Kotal Kahn has a lot of combos in the Sun God variation anyways; at least letting him end the B1, 4 string without spending meter would be nice.

Also, the suggested buffs to God Ray are very nice. The move doesn't need to be broken, it just needs to recover slightly faster to be useful. Not sure about Blood Offering... it still seems useful as is... I guess. It's such a risky move to use, but I suppose that's the point.

I do want to say, Kotal's War God variation is VERY good. As he is now, Kotal Kahn is a very useful character, and the low/overhead options he has in War God are very threatening. His reach on F+2, and F+1, B+2 let him whiff punish A LOT. So whether he is buffed or not, I still intend to use War God.

In a perfect world, Sun God would be just as viable though. ;)
 
Because realistically, not all characters are going to be done equally well. There are plenty of design choices I disagree with, but since there is not going to be a complete overhaul of the game to bring all 78 (with more to come) variations into parity, bringing potential upheaval to whatever balance we currently have, I'll live with the fact that there are tiers in this fighting game, just like every other fighting game. Not to mention that seeking perfection is something of a fool's errand. There will always be something you can make just one little tweak to that will make things just a little bit better.

Kotal is lucky in that he has one variation that is actually very good. Other characters do not have that. They need buffs. I want buffs for Kotal. I want better recovery on sun ray, better base damage on Sun Choke, and anti zoning tools in one of Kotal's variations. That doesn't mean I require these things. Sun God is adequate. It could be better, but I don't think it needs to be at this point in time.
I sort of agree with this sentiment. There are unbalanced characters, just like any fighting game. Unfortunately, Kotal could do with a few more buffs, but I share your fear of what too much "balancing" could do to this game. Even at this stage, there are still several viable characters in this game, and Kotal is very lucky that he has at least one variation that he does well in.

Still...nothing you asked for really seems to demanding...so who knows. Maybe we'll get lucky and see those changes. Like you, I would LOVE for the Sun God variation to be viable. I would drop that sword and go right back to command grabbing *****es all day, the second it was worth it.
 

D. R.

Noob
Any vids of your Kotal? I remember you beasted with Noob when everyone was saying he was ass
I haven't really thought to upload matches but since you can direct upload from PS4, I guess I could start uploading some matches to my YouTube.

And thanks for the Kudos. I miss Noob... :'(
 
Reactions: RYX

RYX

BIG PUSHER
Sooooo in summary what you're saying is he 'can do with' some buffs hahahahaah after all your whining, you just agreed with me? LOLZ

It's a shame you have no videos of your superior khan though, seriously? i'd really like to see how you get on with other MU's you must have tech i'm not seeing, please show us all?

I honestly see no wrong in wanting a below average variation improved on. It clearly has some problems which wouldn't take a lot of work to impove on, even if it were minor thing, recovery frames on certain moves, or for example his parry 'absorbing projectiles' to help with the zoning MU. Frankly at this point i'd take anything, EX grab damage would be good, i.e. make it worth using outside of random wakeup. Or what about making his overhead not a hard knockdown?
i've been saying he 'can do' with quality of life improvements for consistency (114 air grab not whiffing on Ferra/Torr, f.34 air grab connecting midscreen) for a while now. doesn't mean i want him to be bane 2.0 with stupid shit like a projectile absorb on an 8 frame parry, get out of here

he doesn't need help with zoning either, he has the fastest run in the game and one of the better walks too, not to mention having long-reaching advancing normals. a projectile absorb would be absurd on an 8 frame move that recovers near-instantly if it's successful
 

Barrogh

Meta saltmine
For the record, I believe that touching his vanilla options may be scary except maybe for sunray. However, Even that one can be made variation-specific in a way F/T's command grab is.
 

Klesk_1

RIP Grundy
i've been saying he 'can do' with quality of life improvements for consistency (114 air grab not whiffing on Ferra/Torr, f.34 air grab connecting midscreen) for a while now. doesn't mean i want him to be bane 2.0 with stupid shit like a projectile absorb on an 8 frame parry, get out of here

he doesn't need help with zoning either, he has the fastest run in the game and one of the better walks too, not to mention having long-reaching advancing normals. a projectile absorb would be absurd on an 8 frame move that recovers near-instantly if it's successful
where are the videos?
 
So does Shinnok, Kitana, Kenshi, Reptile, and (supposedly) Takeda, but ya know, why do we even bother with buffs when it's been a month since launch
reptile wuuuuuuut? high low mixups, in your face pressure, unblockable forceball throw setups invisible mixups how does that need buffs?
 
reptile wuuuuuuut? high low mixups, in your face pressure, unblockable forceball throw setups invisible mixups how does that need buffs?
No sir, I disagree with you. I WAS a big Reptile player but he needs help seriously. F+,3, 4 and B+3, 4, are both unsafe. B+3, 4 seems to be hard to punish for most characters.

His overhead IS nice. But Reptile doesn't get a whole lot of damage. And he can be very nasty while in your face certainly, but he has a difficult time getting there.

How about this; put yourself against a very good Bojutsu Kung Jin, Grandmaster Sun-Zero, or Buzzsaw Kung Lao. You'll realize very quickly that Reptile's forceballs are very beatable and slow, his normals have very poor range save for the F+2 string, and he gets abysmal damage for the effort he has to put in. Or maybe you're just a far better Reptile player than myself.

But this isn't a Reptile thread. Sorry for the de-railment.
 

GuerillaTactix

#bufftakeda
I don't play this character and I hopefully never will because he is OP. I'm not cheap like you guys. I really just came in here to say you guys don't need buffs. Listen before you guys start going crazy. I KNOW this. Here's why: The game has been out only four weeks. That's the lifespan of a housefly do you understand? By my calculations, that's a whole 7 days less than five weeks. I think that because I used numbers and facts you guys should realize that this thread needs to stop.

:DOGE

Sincerely, A Takeda Main.
 
I don't play this character and I hopefully never will because he is OP. I'm not cheap like you guys. I really just came in here to say you guys don't need buffs. Listen before you guys start going crazy. I KNOW this. Here's why: The game has been out only four weeks. That's the lifespan of a housefly do you understand? By my calculations, that's a whole 7 days less than five weeks. I think that because I used numbers and facts you guys should realize that this thread needs to stop.

:DOGE

Sincerely, A Takeda Main.
Your concerns have been filed with the complaint department and are currently under review. You will receive notification when a decision is reached.

...

Denied.
 
I think his sun god command grab should do more damage. I mean if it needs 3 charges and the whole variation is built around it, why should it only do 13% or whatever.

Thats not going to fix everything but that just annoys me for some reason lol
 
Been playing Kotal for awhile. To be honest, he needs buffs but nothing hard. If anything some things need retweaking to make him a round decent and most importantly fun character.

Because the biggest problem is that he isn't fun, even if your winning he's kind of boring and one dimensional. He needs more options and with his limited move set, your only going to find what your looking for in the War God variation. Too predictable, less if you have War God variation.

I think a lot of his moves need retooling.

In Blood God, I feel if its his primary moves, they need to be strong. Core Kotal Kahn is weak without his sword. The damage buff is fine but the defense buff needs something else. Maybe armor, maybe no chip damage? I have no reason to use a defensive buff unless I plan to get hit and that's something I don't plan for, it either happens or it doesn't, you can't really plan for it. His Blood Totem is great but it has a fatal flaw. The idea is you take meter from your opponent but since your doing damage they gain meter, so the little you take form him/her is hardly worth it. Most likely a design flaw.

I do agree that Sun Ray needs a frame tweak, Its actually a great move because it can be used to heal you from afar or damage from afar, or placed as an obstacle. Either way, getting this off in a practical sense is like pulling teeth. If you guess wrong, your going to eat a projectile, combo Xray, whatever.

I think his Mace parry needs to have invincible frames on start up. It needs to be stronger because its all Kotal's got in his other variants. He has no solid wake up options. Not even his Sun Stone has armor.

I feel EX Anti-Air needs armor. At times I feel people get too jumpy and even if I anticipate the jump, my grab just gets hit anyway. Funky hit box detection maybe but again, if your going to give this guy a small move set, make sure his moves don't have glaring weaknesses.

Lastly I feel in his Sun God variant his Sun God Choke is strong and is great for pressure. But its a bit boring. More damage is ok but I'd rather see the levels have a passive effect on him. Simply using the charge to get meter and health seems like sloppy game design. He has these buffs in Blood God so why put them here? Give him higher defense, health per second, armored attacks, something. Perhaps make the level three version ground bounce. I don't know but while its effective it needs something else. Right now its just a grab I think could have been in all his variations and I think they just ran out of ideas.

I don't want him OP because then he wouldn't be fun. Just make him fun to play. Its a pain playing against characters that can throw whatever they want at him all day without an answer. I like War God but I don't want it to be my only go to variant. I hope NRS takes note when they are ready to balance patch.
 

John Grizzly

The axe that clears the forest
This thread is just a Bunch of people who have never played the character seriously spouting a bunch of BS. I'll take my leave now.

#Buff K.K
No one has played the character seriously, yet. The game has been out a month.
 
This notion that everyone thinks because it's been only a month that nobody can suggest improvments is silly. How much more time you need on a character to know what he needs or not? This isn't rocket science, it's common sense. I've never seen a character automatically get better because the game was out longer than a year.

I can see this as a valid argument for nerfing a character. But denying a character needs improvement without having significant proof or demonstration of his strength is very blind.
 

Klesk_1

RIP Grundy
where's the counterargument?
i've conceeded to your theory fighting arguments by asking for some videos to help me understand the error of my ways, do you have trouble following simple lines of conversation?

I guess there are no videos, which frankly, I'm not the least bit surprised about. I guess your opinion is just another opinion then.

Now then, lets get sun god buffed :D
 

RYX

BIG PUSHER
i've conceeded to your theory fighting arguments by asking for some videos to help me understand the error of my ways, do you have trouble following simple lines of conversation?

I guess there are no videos, which frankly, I'm not the least bit surprised about. I guess your opinion is just another opinion then.

Now then, lets get sun god buffed :D
you sure got me

Are you excited for his new Water God variation?
 

LeeVanDam

Sun God Advocate
how do you think this variation doesn't need work? has no proper mixup game, no vortex, no on hit tick throws, no low combo starters. His projectile is garbage, his parry doesn't parry projectiles, his uppercut is an embarrassment and anti air throw trades most of the time. He needs to get three correct throws before it reaches 'max damage' and with this, despite his ridiculous size, being emperor of outworld and a 'sun god' he hits barely past 40% with 1 meter... yet you have characters like devorah/ermac who hit 45% with 1 meter?

I have no idea how anyone can think he's remotely viable when you compare him to the rest of the cast.
I'd like to discuss these points with you because I believe that every fighter in a fighting game doesn't need every tool in order to be successful, however as long as you has something good going for you it can be harnessed into a successful career.

1. Sun God Kotal Kahn does have a proper mix up. His mixup is based on strikes/command grabs. The reason the mix up is strong is because the opponent has to choose whether to block the attack, or physically escape the command grab since it cannot be throw escaped and is unblockable. He does have on-hit, and on block tick throws. His on block tick throws are especially nasty since you can cancel the attack into the command grab for the fastest execution of the grab on block.

More people are going to try and jump out of Sun God Kotal Kahn's tick throws because many of them cannot be reversed on block without using an armored move (just like everyone using an EX move to blow up a 50/50.) The trick is, Kotal can also armor up his command grab if necessary to better his chances of landing it. I made a video about option you have if you need to combat victims jumping/backdashing your command grab tick throw attempts so I'll list it here for you:

2. f+3,4 is a low combo start for him in the corner. In open field, it still nets you nearly 30% by cancelling into an EX sunstone. f+3 on it's own is hard to punish on block, and also has enough time to where you could catch retaliation attempts with an EX Sun God Choke.

3. The Sunstone is very different. The normal version is extremely slow on start up and travel time. It's not the best for counterzoning, but it is awkward enough to where it will throw off someone's timing that is attempting to avoid it. It'd also mid and deals good damage for a projectile. If blocked, you do have enough time to run to your opponent which for Sun God is optimal. EX Sunstone is fast enough on start up and travel that it can disrupt zoners in between projectiles. Again, giving you time to run to them. At full screen, alternating between the two will pester opponents who do not have a good projectile themselves.

4. I agree with his uppercut, but since it also recovers fast enough to where you can low jab into a combo when you are in the corner... I just understand we can't have everything.

5. I agree with the EX Air Takedown that it should trade less often than it does. I've conceded to using Kotal's mobility when people jump in (i.e. run, f+2 under them, back dash). The EX Air Takedown is still very good against deeper jump in punches more so than people attacking early in the air with jump kicks. It's also good versus cross up pressure. I do try to anti air with the takedown often still because the damage potential is too good to pass up. Also, d+4 makes you small enough for some attacks to whiff you if they attack too high in the air. I'd like the EX Air Takedown to gain armor, so it will work more effectively but still give characters who can cancel into air specials an opportunity to escape.

6. Normally characters will have an attack parry, or a projectile reflect move, they won't have both. It would be absurd if Kotal's parry reflected projectiles since it immediately puts him at 0 at success. If he had that, then you could always follow up with an EX Sunstone/Blood Offering/Sun Ray safely and it would completely change the dynamic of any fight. If projectiles were useless against him fundamentally, then he would need to be a boss character. His parry is good for what it is supposed to do. At 8 frames the regular comes out as fast as a counter poke (I understand it now!), and if you block someone's jump in you can use EX parry to start parrying the attack string if the jump in wasn't deep enough for lots of block stun. Someone mentioned earlier that they cannot cancel into their special attack when a move is parried, and that is true. Since it effectively stops the attack once the string is over, we have to study up so that we can be ready to counter with 114, or f+2 and take advantage of the extra damage. Kotal's normal 114 BnB after parry deals 50% with 1 bar open field. That's stout.

Sun God Choke makes him viable, just like the Spinning Pile Driver makes Zangief viable in Street Fighter. Only difference? We have a projectile and many more ways to get close to our victims. In respect to needing 3 throws in order to reach level 3, the quality of life improvement I was discussing in the other thread would be to make EX Sun God Choke perform the level 3 version all the time, and immediately give him access to level 3 normal choke and Soul Scorch afterwards. It would give you extra damage for 1 bar, and also give you the improvement on your normal choke's damage after. Along with that, you'd have the opportunity where you could refund half the meter cost or use another bar to heal with Soul Scorch. I think it's very fair and would give you a reason to use EX choke often outside of just the armor.

Finally, don't be fooled by Kotal only getting 40% with his BnB w/ level 3 Sun God Choke as a bad thing. The reason being is that if you can reach 40% damage combos consistently, then the match is only a 2 juggle round to begin with. Your poking and command grab will easily make up the difference. Kotal has tools to increase his damage, so we can't ask for lots of base damage increases because it would become ridiculous when powered up. Here is a pretty easy juggle after a parry:


Late game is going to be very big for Kotal Kahn. Once the opportunities for increasing his damage are sorted out better through Blood Offering and/or Parries, we're going to be ending rounds with one juggle. People are going to cry when they don't have meter to break, or we're going to force them to lose their meter because they can't afford to take the damage from us. There won't be any choice. After getting parried, it's normally going to be "breaker or death" situation for them. Once our ground game is better, our conversation is going to be different because when you have a defensive tool like we do... our success depends even more so on knowledge of every other character along with our own. I hate that I'm beating a dead horse, but keep in mind that the parry beats overhead/low mixups... and if there is a 3 frame gap in a vortex it could beat a vortex reset. We just have to work together and figure that stuff out so that we can take Sun God to the next level.
 
Because realistically, not all characters are going to be done equally well. There are plenty of design choices I disagree with, but since there is not going to be a complete overhaul of the game to bring all 78 (with more to come) variations into parity, bringing potential upheaval to whatever balance we currently have, I'll live with the fact that there are tiers in this fighting game, just like every other fighting game. Not to mention that seeking perfection is something of a fool's errand. There will always be something you can make just one little tweak to that will make things just a little bit better.

Kotal is lucky in that he has one variation that is actually very good. Other characters do not have that. They need buffs. I want buffs for Kotal. I want better recovery on sun ray, better base damage on Sun Choke, and anti zoning tools in one of Kotal's variations. That doesn't mean I require these things. Sun God is adequate. It could be better, but I don't think it needs to be at this point in time.
As a programmer, it's hard for me to accept to accept a character because it's "fine" even though there are glaring flaws and ways to improve said character without breaking him, and this applies to all characters not just KK. If you can improve on something without hindering other aspects of the game, you do it. Buffing up KK with some obvious tweaks will not break tiers.
 
Based on my non-expertise, i love war god but sun god just seems dumb. It has no way to open people up. They can just crouch block and theres not much you can do. Its like mileena but worse sincd she has that overhead launcher.

No low starter that leads to anything and no overhead. Your whole gameplan has to revolve around a tick throw that has to be used 3x to get its full damage and then throws them full screen. You risk a full combo if you mess up with the parry to add like 2% damage to your combos.

And if b12 acfually hits and you go to tick throw, the throw whiffs. Sun god could use something i think
 

GAV

Resolution through knowledge and resolve.
In the only variation truly worth putting time into (War God), he gets around 30 midscreen with no meter and around 40 with meter. All of which are pretty easy (unless you're online).

Kotal is fine right now. He has some really good tools. He was the character that intrigued me most so I've finally decided to just put some time into him. It's too early to call for buffs or nerfs. I feel like people are registering on TYM just to post that their character is ass and ask for buffs.
I know that I'm not on your level, but I have a small piece of information that you have overlooked.

Sun God is viable at all levels of this game. Just use chip and armor to get his Sun Throw off on the ground and timed armor to make it dominant anti-air.
 

Hellbringer

1 2 3 drink
Based on my non-expertise, i love war god but sun god just seems dumb. It has no way to open people up. They can just crouch block and theres not much you can do. Its like mileena but worse sincd she has that overhead launcher.

No low starter that leads to anything and no overhead. Your whole gameplan has to revolve around a tick throw that has to be used 3x to get its full damage and then throws them full screen. You risk a full combo if you mess up with the parry to add like 2% damage to your combos.

And if b12 acfually hits and you go to tick throw, the throw whiffs. Sun god could use something i think
I dont agree at all.
Sungod has mixups, just not as many as wargod.
Now if they just crouchblock, why dont u command grab? I mean u have the b14 string that can be cancelled i CG that hits. Like seriously im excited when my opponent just crouches and block.
Also sungod choke does connect on hit with b12. If u have meter u can do ex airgrab instead.

I really wouldnt reccomend playing bloodgod if u cant open up ppl with sungod.
 
I dont agree at all.
Sungod has mixups, just not as many as wargod.
Now if they just crouchblock, why dont u command grab? I mean u have the b14 string that can be cancelled i CG that hits. Like seriously im excited when my opponent just crouches and block.
Also sungod choke does connect on hit with b12. If u have meter u can do ex airgrab instead.

I really wouldnt reccomend playing bloodgod if u cant open up ppl with sungod.
I dont play blood god. War god has the overhead that leads to sick damage. Every character in the game has a tick throw so i dont see whats so special about kotals. If it did more damage, maybe. It only does 4% more damage maxed out and throws them across the screen. I dont use the health regen ability ever so maybe theres that too

Maybe i have it backwards as i havent played sun god in awhile. Is it b12 blocked makes the command grab whiff? And i could have sworn b14 on oow hit made command grab miss. Ill have to go back into practice later