KeyserSoze
Fabled Villain
I really wish NRS would address Blood Totem. If it is somehow (I can't imagine how) working as intended, just let us know. Otherwise, fix it already!
lol yes, its usefulDid you know that blood sacrifice deals 6:60 when obsidian totem is active?
Yep. I basically only set up blood offering with the obsidian totem active.Did you know that blood sacrifice deals 6:60 when obsidian totem is active?
I've been using this strategy for blood offering more lately especially since obsidian is 50% dmg now. I sometimes like to take the risk now when I have blood offering active and obsidian expiring to setup for crystal and insane damage. Just my regular bnb will do over 60% dmg this way and with one combo turn the tides of any match.Yep. I basically only set up blood offering with the obsidian totem active.
Better question is, what are those MUs where you'd rather switch from WG to SG.Variations are not supposed to be able to play against every matchup in the game.
Sun god I personally think is just fine right now. Some matchups like Tempest Lao/KW Goro I would still switch to war god but that's just how the game goes.
I wouldn't care, I only use war god in extremely bad matchups for sun god, sun god is my default variation.Better question is, what are those MUs where you'd rather switch from WG to SG.
Well, I wasn't exactly talking about preferences. I understand that people like different things, but when it comes to objective toolset I don't see a good reason to ever pick a Sun God. Pretty much everything he can is possible to emulate with WG, and more it seems.I wouldn't care, I only use war god in extremely bad matchups for sun god, sun god is my default variation.
War god is a gimmick variation, people like now are throwing out shit like b122 ~ random sword special like candy. Sun god has a much more solid pressure game and makes you want to do stupid stuff in order to avoid the sun choke, causing you to catch people in 45% combos. The fact that you have a 19% unblockable is a huge boon, block a D1, counterpoke with sun choke and watch them try to move at - frames the second time they do it.Well, I wasn't exactly talking about preferences. I understand that people like different things, but when it comes to objective toolset I don't see a good reason to ever pick a Sun God. Pretty much everything he can is possible to emulate with WG, and more it seems.
Agree.which I think is the best armoured move in the game.
Nope. He has no armored attacks, and as a result, he's very susceptible to being rushed down. It's his biggest weakness.Hi guys I just recently picked this character and this variation is what I'm diving into first. So far I like the style this character plays and the damage is so rewarding but I was curious, does he not have any armored attacks in this variation? I didn't see any when I tested and parry just seems really useless to me. I can't get that move to ever work, even the MB version gets me blown up
Hmm, I was afraid of that. Well what other improvements to his gameplay does he need aside from an armored move? He seems really good if you're a patient player but his lack of opening people up through gaps or quick poking out of pressure seems to really hurt him.Nope. He has no armored attacks, and as a result, he's very susceptible to being rushed down. It's his biggest weakness.
Well, yeah, but it's not an "attack"I could be wrong, but I think EX Parry is armored. I've never been able to make much use of it however and I've never seen any videos of anyone whose mastered it. Kotal BG's best wake up is to block lol, it's his only 50/50 mixup, he can either roll and get up fast or lay there longer. Sometimes that trips up the opponent though
"This setup can be tech rolled and woken out off. The problem is not the tech roll, it's the reversal/wakeup after.You all know the combo f1b2~db1 totem, it deals about 40% damage (42% at max)
I found an interesting application of blood totem here
f1b2~db3,d1~exairgrab,f2,throw = 30%
This combo ends right in time for totem to expire which regains around 5% life and some meter, you also get a free sunray here so probably a few percent more health and meter gain. Unfortunately a throw can be broken but it is still its a nice option to have. Keep in mind that it doesnt replenish opponent meter during combo (and even drains it) so it might be great as a round ender, if your opponent almost has that bar for breaker
Another interesting application of the former with crystal totem
f1b2~db1,d1~exairgrab,f2,b32 = 39%
this combo nets a safe jump into free mixup on your opponent , throw will deal 16% with totem buff