KeyserSoze
Fabled Villain
Obsidian Totem reduces damage taken by 50%
Our beloved blood god is now a motherfucking problem
Our beloved blood god is now a motherfucking problem
The patch notes indicate that its suppose to take priority over jumping attacks. Apparently it still trades and gets stuffed.How exactly does the anti-air grab change with this new patch? If it's slightly better, in what way exactly? It's not supposed to trade? What does that mean?
Quark's a better Kotal player than I am - and I know everyone hates being told to practice, but this worked for me...Kano is definitely a problem as well. Ironically the grappler variant makes me the saddest because he has such high damage command grabs while Sun God Kotal's command grab is ass by comparison.
Just puts me in a blender with his high/low setups and speed. All the Erron's I see play the Sonicfox style and the matches pretty much look like SonicFox matches too. Extreme pressure and mixups into long combos.
It seems that the f1b2-totem, b14 ex airgrab, f2 b14 air grab combo is alot harder to pull of on smaller characters. I only tested it for a short time on tanya and never could pull it off but landed it on the first time vs kotal kahn. You sure this works on every character?after further re-checking my Blood Totem combo I come to an interesting conclusion
So for those new to it here is the combo
f1b2 ~ any totem, b14~ex air grab, f2 ~ throw/b14~air grab
Why end with throw? - better positioning and more importantly - blood totem will expire as you're doing it, allows for re-establishing of any totem
So anyway, whats so new
Damage totem max combo will deal 46% or 42% if ended with throw and will build your opponent 4/5 of a bar and you will build about 1/8 bar
Blood totem will deal 34% + 6.50% health gain ~ 40% damage and build you 1/2 bar as well as build about 1/8 bar to your opponent if you end with throw. You even get extra meter b/c special is free here.
If you dont end with throw it will deal 36% , gain 7% (43% total) and even DRAIN about 1/8 your enemy meter but you will have to avoid blocks for a while to profit from it
So in fact you only spend 1/2 bar to deal 40% which is pretty amazing already while also neglecting any combo meter build to your opponent. I think that might be a better way to combo than even crystal totem
Discuss
Let's not get crazy here, the choke was not a very good command grab at all before this patch.Sun god's choke did a decent chunk of damage
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f1b2 is more than -20 iirc, probably in the high -10's post-patchIs f1b2 xx totem safe?? Or b12 xx totem? D4 xx totem? I'm happy to hear 114 xx totem is plus on block but man I'd really love it if one of his main footsie tools could be made safe by canceling into totem. In the previous patch, f1 xx totem was safe against 20 or 21f reversals.
I'm also curious about whether he gets new juggles with totem. It used to be that the only combo where you could activate totem and continue the juggle was f1b2 xx totem etc, but now I wonder if there are more choices. Hope so! Maybe like, f2, 1 xx totem, continue juggle?
It's already awesome that he can do f1b2 xx totem then continue the combo without spending meter as well!
What is iirc?f1b2 is more than -20 iirc, probably in the high -10's post-patch