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Question - Sun God How can Sun God get better?

TommyKing5

But the saw... the saw is family
The only thing Sun God needs is fixing the stupid whiffing issues on F/T, but that's not exclusive to Sun God.

Other than that I think he's perfect the way he is. The recovery on whiff sucks but I feel it's fair for a throw that does 19% meterless at full level and it's a tick from one of the best mids in the game.
 

SM StarGazer

The voice of reason in a Sea of Salt
Speak for yourself, fool! I pick Sun God over War God plenty. I just don't do it against you because you play Quan. I get the luxury of being able to bully the everloving shit out of you upon knockdown in the corner. :p War God excels at bullying in the corner versus Sun God in my opinion.
He's not lieing. Sun God is swag though.





Nightmares.
 

snort

Noob
I picked up SG a few months ago and I'm really liking him, pretty much my second main now. I think the only change should be to reduce the recovery on whiffed command grab OR at least reduce the recovery on whiffed EX command grab. I also think EX command grab should get a slight damage buff. That is all.
 
Reactions: GAV

omooba

fear the moobs
If you just land the 22 part of B122, make it so the command grab never whiffs.

Besides that he's fine imo.

The whiff recovery of his grab is probably fine, it just sucks because there are characters with much less recovery. I mean can you really punish Jason's command grabs? Maybe 38-40 instead of 49, or something.
that's cus jason is broke. everyone else's command grab is pretty punishable
 

thlityoursloat

kick kick
Commando's 10f command grab is over 40f recovery and his knee sex is over 30 lol.
The only character with whiff recovery comparable to Jason's is Butcher but his command grab is a high and has pretty bad range.
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
Honestly he only needs fix on his F/T Wiff issues. as for Sun God grapple compared to Jason's id say Jason is much easier to NJP/Backdash/and Low profile the B3-1+3/F2 xx DBF2/1 than it is to NJP Kotals B1 and B14 DB2. if anything they should make Kotals input DBF instead of being so simple and then tighten some of his gaps.
 

GAV

Resolution through knowledge and resolve.
No blood God needs it
Blood God gets a Blood Shower they can access after performing Blood Sacrifice that makes the ground slippery for opponents. They move slower in it and get stunned if they try to dash out of it.

Its motion and placement is just like Sun Ray. The animation is just Sun Ray, but red.
 

omooba

fear the moobs
Honestly he only needs fix on his F/T Wiff issues. as for Sun God grapple compared to Jason's id say Jason is much easier to NJP/Backdash/and Low profile the B3-1+3/F2 xx DBF2/1 than it is to NJP Kotals B1 and B14 DB2. if anything they should make Kotals input DBF instead of being so simple and then tighten some of his gaps.
bruh
what about jason's b1 tick throw? for kotal you can jump come down and punish. for jason you need to instant air njp. shit ferra torr can't even punish this meterlessly that match up is so shitty
 

buyacushun

Normalize grab immunity.
I am not a sun god main (I merely used him as a secondary for a while), so it's possible I've missed something here but, to me, ex command grab is one of the best (maybe the absolute best honestly) armor moves to option select in the entire game. When I play sun god, I basically mash this during everyone's pressure. As with all OS armor, it doesn't come out of there is no gap, but it does come out of there is a gap. However, unlike most other moves, it's unblockable, so people can't bait it out by stopping their pressure, blocking, and punishing. It's also fairly hard to armor break. So for a lot of characters the only options they have are gapless pressure and randomly jumping during their own offense, which opens them up for big combos at times when they should be at an advantage.

So to respond to the question of when you would use sun god - I would say vs characters with strong pressure that have gaps.
Gotta point out that you shouldn't just mash if your opponent knows their stuff. Especially on wakeup. Because of the silly grab immunity on strings, which is what I suspect @TheGangstaFace is referring to. Certain normals/strings, ones that pretty much have an extra benefit or at least no downside just blow through grabs. That should be request numero uno for NRS grappler mains. I haven't played in a long time but besides that and a better sun ray I don't see any other viable changes besides odd bugs. Since NRS doesn't fully separate each variations movelist and you can't get one Kotal with say, less string gaps.
 
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Paul the Octopus

Slow Starter
Gotta point out that you shouldn't just mash if your opponent knows their stuff. Especially on wakeup. Because of the silly grab immunity on strings, which is what I suspect @TheGangstaFace is referring to. Certain normals/strings, ones that pretty much have an extra benefit or at least no downside blow grabs. That should be request numero uno for NRS grappler mains. I haven't played in a long time but besides that and a better sun ray I don't see any other viable changes besides odd bugs. Since NRS doesn't fully separate each variations movelist and you can't get one Kotal with say, less string gaps.
Could you please give an example of the grab immune strings where this would not be viable? As I said, I only played this character as a secondary, and not for that long, so I totally admit I could be missing something.

However, even if there are a few strings where this works, I think this is pretty powerful tech. For example vs A list JC, you can do it after every point of his st 1,1,3 string. If he tries any stagger, he gets grabbed. If he finishes the string or cancels into nutpunch, you also punish. Can also do it after every point of Liu Kang's f213 string (e.g., after the run cancel). These are some of these characters' most powerful go to strings that they can usually do with little consequence. If you force them to go away from this with the OS, I think that's rather powerful.
 
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buyacushun

Normalize grab immunity.
Could you please give an example of the grab immune strings where this would not be viable? As I said, I only played this character as a secondary, and not for that long, so I totally admit I could be missing something.

However, even if there are a few strings where this works, I think this is pretty powerful tech. For example vs A list JC, you can do it after every point of his st 1,1,3 string. If he tries any stagger, he gets grabbed. If he finishes the string or cancels into nutpunch, you also punish. Can also do it after every point of Liu Kang's f213 string (e.g., after the run cancel). These are some of these characters' most powerful go to strings that they can usually do with little consequence. If you force them to go away from this with the OS, I think that's rather powerful.
Not saying don't do it. Just to be careful about mashing it out in any situation. Really on wakeup could be a bad idea in some MU.

I haven't played in a long time but I remember Erron Black could use his overhead where he smacks you with the pistol, the dropkick, one of his strings where he kicks you with the sole of his foot. So in this scenario he could just go for his overhead or just pressure you with buttons. I think he his low might cause the grab to whiff to. To clarify, the grab can whiff on someone right next to you pressing buttons, and the opponent can attack hitting your armor then hitting you again because of the massive recovery.

It's throughout the cast and basically a system mechanic in NRS games. Other fighters have movea with throw invincible properties but it's not on the level of abundance and usefulness as NRS makes it.
 

TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
Gotta point out that you shouldn't just mash if your opponent knows their stuff. Especially on wakeup. Because of the silly grab immunity on strings, which is what I suspect @TheGangstaFace is referring to. Certain normals/strings, ones that pretty much have an extra benefit or at least no downside blow grabs. That should be request numero uno for NRS grappler mains. I haven't played in a long time but besides that and a better sun ray I don't see any other viable changes besides odd bugs. Since NRS doesn't fully separate each variations movelist and you can't get one Kotal with say, less string gaps.
Exactly what I'm referring to