You won't see someone use other options like the Kotal Kahn player blocking and waiting for your armor move to beat the Sun God Choke tick attempt until after they've been thrown by the tick throw sequence once, or seen you play before. Kotal Kahn has some very good tools, but you really have to be good with fundamentals to be successful with him. All of his normals have a purpose, moreso than his special moves at times. He is very annoying when someone can poke really well with him because he opens characters up at different ranges.what do you mean by see a fake? also, this kotal seems to be a very annoying character, especially with his disc toss. doesnt he have a thing where air grab makes him +?
EX. d+4 on hit, then f+2 OR d+4 on hit, then dash SGC when they're blocking to avoid the f+2. This simple example works well because it makes them have to guess between strike at a far range that makes f+2's or dash SGC travel time irrelevant. The hit stun on d+4 is so great that you have plenty of time to follow up with either. Sun Kotal Kahn blows up opponents in two different scenarios:
1. The opponent has taken too many SGC for their liking, so now all of their effort to avoid the SGC causes them to be hit by random strings after the normal which was originally setting up the tick throws. He converts this to a 30%+ damage juggle easily.
2. The opponent DOESN'T want to lose half life from a juggle, and concedes to take the SGC because it's the lesser of two evils.
You get opponents at these extremes and everywhere in between, and your job is just to figure out how far they'll let you take them.... then go farther
Yes, 1,1,4 > air throw whiff is +4 on block. Qwark has an amazing write up on optimizing your follow ups after this block string, so I'd check it out. It will really help you know what you're up against.