Hellbringer
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sungod atleast has his armor sunchoke for wakeup, bloodgod doesnt have anything except a parry loli mean, they have the same shitty wakeups
sungod atleast has his armor sunchoke for wakeup, bloodgod doesnt have anything except a parry loli mean, they have the same shitty wakeups
You actually do still have "tic throws" Technically: D3, Throw works very much in the same way especially on hit (it's not a true cancel so it connects a moment after hitstun ends). Compared to needing to build up to get damage and the ease of keeping totem out when your used to it you definitely do better damage. Third is probably true to an extent.Except you don't have tick throws, as high damage without totems and ways to force people to let go of block.
There's absolutely no doubt that sun god is the better variation at opening people up, you trying to argue about how the basic throw than anyone can use stands up to a true command grab just proves it.You actually do still have "tic throws" Technically: D3, Throw works very much in the same way especially on hit (it's not a true cancel so it connects a moment after hitstun ends). Compared to needing to build up to get damage and the ease of keeping totem out when your used to it you definitely do better damage. Third is probably true to an extent.
Even Kotal Kahn's anti air move is beat out by any jump attack or air move. Kind of strange how despite its name and its function, it doesn't do well air attacks.i once hoped mace parry would accually work as semi AA but ofc every air move stuffs it.. fuck my life trying accually AA in this game
[D3 then Throw] if the D3 hits (which as a poke low oft does) then your throw will connect 1 frame after the hitstun from the poke ends before they can react despite not being a cancel. Secondly with just under 40 frames of advantage our throw's main asset is the huge frame advantage it gives nearly double the command grabs, and many times in excess of what most other characters get from throws. Honestly if the C grab was like 4 frames faster or did 2% more damage in either case it would be amazing but as is it just doesn't tend to feel that good most of the time.There's absolutely no doubt that sun god is the better variation at opening people up, you trying to argue about how the basic throw than anyone can use stands up to a true command grab just proves it.
Sun god tick throws are frametraps, you blocked something? You're thrown before you could possibly react and are forced to do something punishable next time if you want to avoid it.
Meanwhile people with 6-7f pokes can just poke you out of anything you do into throw because of throws unable to connect during blockstun.
Base bnb is 39%, with L3 charges 44%, are you telling me you're always setting up a damage totem?
When you have no overhead threat there is no reason to block low.[D3 then Throw] if the D3 hits (which as a poke low oft does) then your throw will connect 1 frame after the hitstun from the poke ends before they can react despite not being a cancel. Secondly with just under 40 frames of advantage our throw's main asset is the huge frame advantage it gives nearly double the command grabs, and many times in excess of what most other characters get from throws. Honestly if the C grab was like 4 frames faster or did 2% more damage in either case it would be amazing but as is it just doesn't tend to feel that good most of the time.
Typically a non-totem BnB is only 40% plus a Sun Ray or Offering, with the totem set-up and with some duration left. However in general a lot of normals pokes and strings can be cancelled into totems safely on block, which along with ranged casts makes it simple enough to keep totems out. And the regular BnB's with totem out tend for around 48%+ depending on what you end with (usually only 48 because again you're going for Sun Ray or Offering over more immediate damage).
A command grab is not about tick throws. Tick throws are merely a very nice extra but on a read can be punished for full combo, especially with the horrendous recovery sun choke has, worst in the game I believe.Also, keep in mind that the Sun God tick throw isn't reliable, since, aside from a few exceptions, this game doesn't let you hit confirm. Sure, it looks great when the opponent blocks, and you immediately grab them. But if you hit with your poke, which, again, you can't react to, then your grab whiffs, leaving you open for a full combo punish. As has been discussed multiple times, the damage on the command throw is poor and so generally not worth this risk.
Please don't think I'm saying Sun is worse than Blood because of this. Both are unplayable at tournament level imo.
B14 is full combo punishable on block though, no matter what you do. -17, makes command grab whiff on block and sunstone interrupted at the same time.A big part of the sun god mindgames for me is the tic throws, if you can hit confirm your b14 you can just do it again if it hits and again if they refuse to block the low, you can just keep doing it until they learn to take the grab instead. that and B1/D1 sun choke is where I'd say I get most of my damage outside of combos.
I don't think Sun God is amazeballs but I seriously think War God is getting away with murder atm, once people learn to punish it or just counter pick it ( there are match ups out there that leave you with very few options in war god ) is when we'll see where kotal really stands as a character.
That's not a reliable strategy since that would require you to actually predict the block. Very different form hit confirming. Its difficult to hit confirm a block string because you already have to be canceling the move into the special grab so your already committed (or not).B14 grab wiffs on hit not on block, maybe you missunderstood my post, what I meant was if you can hit confirm the B14 and wait till the low is blocked before dialing in your grab and your b14 isn't blocked you repeat b14 again and keep them in that situation until they actually block the low letting you get the grab.
An instant NJP will punish both cases. This is a gimmick at its finest.B14 grab wiffs on hit not on block, maybe you missunderstood my post, what I meant was if you can hit confirm the B14 and wait till the low is blocked before dialing in your grab and your b14 isn't blocked you repeat b14 again and keep them in that situation until they actually block the low letting you get the grab.
I also think War God is going to drop down as time goes on (unless patches change everything of course). I still think he's the best Kotal variation of the three but once people get more matchup experience the holes in his game are going to become more apparent. He's been getting away with quite a bit in the tournaments I've seen so far.I don't think Sun God is amazeballs but I seriously think War God is getting away with murder atm, once people learn to punish it or just counter pick it ( there are match ups out there that leave you with very few options in war god ) is when we'll see where kotal really stands as a character.
This is from Week one when i mained blood so it may look bad since it was the first week but i got wins. i really want to play sun in certain match ups cuz i love it so muchCould someone PLEASE point me to some channels with good Sun and Blood god variations kicking ass?
I can win all day with Wargod but once I stay out that variation I dunno what to do XD.
Yes I accidentally picked blood and went full retard a match and got bodied.
But normal throws can be ducked, d2 for that matter if they read you. You can't duck the choke or break it. Its not hard to connect Sun God Choke. Even against a super ultra good Kung Lao that wupped me good, I still managed to land all three sun god chokes in all kinds of manner and hold my own, even though fighting him was like pulling teeth.normal throw's still better than sun choke and it's the only reason blood god can open people up
which is why he can open you up with just mids and throws
that's the entire point of most of his moves being mids, to make you guess between mids and throws and if he throws you again then it's a 50/50 whether he's going to meaty you or throw you again into the corner where he can set up a totem and check you with d1 (guaranteed if you can time totem to come out fast enough, kind of hard online though). he can throw you a third time but it's a waste of the totem buff since it'll only do 16%, but it's a good ender with totems up since it runs out the timer so hardBut normal throws can be ducked, d2 for that matter if they read you. You can't duck the choke or break it. Its not hard to connect Sun God Choke. Even against a super ultra good Kung Lao that wupped me good, I still managed to land all three sun god chokes in all kinds of manner and hold my own, even though fighting him was like pulling teeth.
Thats just how I feel though, to each his own.