LawAbidingCitizen
Bomb Setups & Ball Rolls(Mileena/Cyrax)
I'm very curious what others think about Kotal. I personally think he has potential but doesn't have the best tool kit compared to A tier and up and nearly every top players tier list has him placed on bottom tier with D'Vorah for obvious reasons.
If it's not obvious I'll explain on some of it.
This games meta is highly focused on good mids and D2 Krushing blows. With his mids being very slow compared to high tiers and even mid tier and even his highs being on the slow side he struggles in many situations especially close up and far away.
His fast highs for up close 1 and 2 are 8f but wiff after pushback, poke and even after using his get in tools which is shit considering all of his good tools put him up close when blocked and crouch block eliminates his pushback.
His mix-ups are very gimicky and easily punished having gaps and one is tied to a move that should only be used to wiff punish B22 which also has gaps.
So he has no real mix like many in the roster do and even if you found that viable he doesn't combo from them.
His only combo comes from a non base move Kahn-cut that is very unsafe and slow.
His zoning is Sub par having a disk that is 29f startup and long recovery but he does have a 22% Krushing Blow if opponent gets hit with thier projectiles in air. But once it's gone there is no threat and his counter zoning tool sunlight is very unsafe everywhere.
His sword pound is fully punishable after strings on block and is very reactable from seeing animation. Making it almost useless and another tool he should use sparingly, add it to the list.
He doesn't have plus on block or many ways to open except wiff punishing. Compare that to the A tier and up and you will see it's clear, they have multiple fast highs and mids(9f mids), true 50/50s usually into combo, decent zoning/counter zoning, rushdown, close up, mid range and block pressure while he only has range and almost all of them have that as well.
His damage is on the low end and is only made decent when using Command Grab to end combos, which gives a damage buff but destorys his positions by switching sides. The sun choke is a no optional side switch metered or meterless and gives up position and corner carry forcing players to use Kahn-cut to end and give up much needed damage and buff. His party buff doesn't give him advantage and only stops one hit, will also give damage buff unless he gets hit and it goes away. His Krushing blows have decent requirements but do almost zero damage compared to his basic combos and his best one is incredibly risky for not much reward F122 since there is no real way to condition the overhead other than wiff and number of hits.
His is a bottom tier tool kit in every way.
That is just my opinion but I'd like to hear what others think? Do you think he has the tools to deal with high tier and win tournaments?
Does he need small adjustments and if so what?
Does he need large rework and if so what?
Is he fine and can make consistent top 8s easy?
If it's not obvious I'll explain on some of it.
This games meta is highly focused on good mids and D2 Krushing blows. With his mids being very slow compared to high tiers and even mid tier and even his highs being on the slow side he struggles in many situations especially close up and far away.
His fast highs for up close 1 and 2 are 8f but wiff after pushback, poke and even after using his get in tools which is shit considering all of his good tools put him up close when blocked and crouch block eliminates his pushback.
His mix-ups are very gimicky and easily punished having gaps and one is tied to a move that should only be used to wiff punish B22 which also has gaps.
So he has no real mix like many in the roster do and even if you found that viable he doesn't combo from them.
His only combo comes from a non base move Kahn-cut that is very unsafe and slow.
His zoning is Sub par having a disk that is 29f startup and long recovery but he does have a 22% Krushing Blow if opponent gets hit with thier projectiles in air. But once it's gone there is no threat and his counter zoning tool sunlight is very unsafe everywhere.
His sword pound is fully punishable after strings on block and is very reactable from seeing animation. Making it almost useless and another tool he should use sparingly, add it to the list.
He doesn't have plus on block or many ways to open except wiff punishing. Compare that to the A tier and up and you will see it's clear, they have multiple fast highs and mids(9f mids), true 50/50s usually into combo, decent zoning/counter zoning, rushdown, close up, mid range and block pressure while he only has range and almost all of them have that as well.
His damage is on the low end and is only made decent when using Command Grab to end combos, which gives a damage buff but destorys his positions by switching sides. The sun choke is a no optional side switch metered or meterless and gives up position and corner carry forcing players to use Kahn-cut to end and give up much needed damage and buff. His party buff doesn't give him advantage and only stops one hit, will also give damage buff unless he gets hit and it goes away. His Krushing blows have decent requirements but do almost zero damage compared to his basic combos and his best one is incredibly risky for not much reward F122 since there is no real way to condition the overhead other than wiff and number of hits.
His is a bottom tier tool kit in every way.
That is just my opinion but I'd like to hear what others think? Do you think he has the tools to deal with high tier and win tournaments?
Does he need small adjustments and if so what?
Does he need large rework and if so what?
Is he fine and can make consistent top 8s easy?
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