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Guide - Kotal Kahn KOTAL KAHN GENERAL GUIDE

Percimon

Sky above, Voice within



Strong sides:

- meterless (either midscreen or corner) and 1 ex-bar combos do massive damage;
- air-to-air combos do a lot of damage too;
- all these combos don't require difficult inputs/timing;
- great uppercut (one of the best in the game);
- 6 frame d1 and d4;
- good NJK (neutral jump kick);
- good space control (one of the best in the game).

Weak sides:

- only War God variation has armored wake-up with good range (Sun God has just armored command throw, Blood God has no armored wakeup);
- no overhead combo starters;
- very slow low combo starter;
- it's very difficult to play against zoning characters;
- all combo starters are unsafe on block;
- almost all basic attacks and combos can't be safely canceled into special moves because of gaps;
- Kotal has only one and slow projectile;
- 113 -> df1 still whiffs on Ferra/Torr.

Basic attacks

Quick moves (start-up: 6-10 frames)
Normal speed moves (start-up: 10-15 frames)
Slow moves (start-up > 15 frames)

1) 1.
Start-up: 10. Active: 2. Recover: 11. Block advantage: 2. Hit Advantage: 10. Cancel: 21.
2) b1.
Start-up: 9. Active: 5. Recover: 19. Block advantage: -2. Hit Advantage: 15. Cancel: 22.

3) f1.
Start-up: 11. Active: 5. Recover: 21. Block advantage: -6. Hit Advantage: 6. Cancel: 19.

4) d1.
Start-up: 6. Active: 2. Recover: 14. Block advantage: -5. Hit Advantage: 14. Cancel: 14.

5) 2.
Start-up: 11. Active: 3. Recover: 17. Block advantage: 2. Hit Advantage: 16. Cancel: 21.

6) b2.
Start-up: 25. Active: 4. Recover: 20. Block advantage: -6. Hit Advantage: 29. Cancel: 0.
7) f2.
Start-up: 18. Active: 5. Recover: 22. Block advantage: -10. Hit Advantage: 59. Cancel: 0.

8) d2.
Start-up: 7. Active: 5. Recover: 38. Block advantage: -17. Hit Advantage: 24. Cancel: 0.

9) 3.
Start-up: 14. Active: 2. Recover: 32. Block advantage: -7. Hit Advantage: 6. Cancel: 22.
10) b3.
Start-up: 13. Active: 5. Recover: 23. Block advantage: -5. Hit Advantage: 6. Cancel: 24.

11) f3.
Start-up: 16. Active: 3. Recover: 30. Block advantage: -5. Hit Advantage: 7. Cancel: 25.

12) d3.
Start-up: 7. Active: 3. Recover: 16. Block advantage: -6. Hit Advantage: 10. Cancel: 13.

13) 4.
Start-up: 15. Active: 4. Recover: 28. Block advantage: 2. Hit Advantage: 29. Cancel: 24.
14) b4.
Start-up: 16. Active: 2. Recover: 29. Block advantage: -13. Hit Advantage: 20. Cancel: 0.
15) f4.
Start-up: 20. Active: 3. Recover: 36. Block advantage: -2. Hit Advantage: 33. Cancel: 0.

16) d4.
Start-up: 6. Active: 2. Recover: 26. Block advantage: -10. Hit Advantage: 13. Cancel: 14.


Basic combos
1) 11.
Start-up: 13. Active: 2. Recover: 18. Block advantage: -2. Hit Advantage: 20. Cancel: 2.
2) 114.
Start-up: 18. Active: 2. Recover: 34. Block advantage: 1. Hit Advantage: 37. Cancel: 24.
3) b12.
Start-up: 10. Active: 3. Recover: 33. Block advantage: -8. Hit Advantage: 14. Cancel: 20.
4) b122.
Start-up: 14. Active: 3. Recover: 35. Block advantage: -10. Hit Advantage: 26. Cancel: 25.
5) b14.
Start-up: 10. Active: 3. Recover: 32. Block advantage: -17. Hit Advantage: 5. Cancel: 19.
6) f12.
Start-up: 25. Active: 4. Recover: 20. Block advantage: -6. Hit Advantage: 29. Cancel: 0.
7) f1, b2
Start-up: 13. Active: 5. Recover: 30. Block advantage: -13. Hit Advantage: 52. Cancel: 24.
8) 21.
Start-up: 13. Active: 5. Recover: 21. Block advantage: -2. Hit Advantage: 13. Cancel: 22.
9) 2b2.
Start-up: 16. Active: 2. Recover: 24. Block advantage: -8. Hit Advantage: 24. Cancel: 0.
10) 212.
Start-up: 17. Active: 4. Recover: 19. Block advantage: -1. Hit Advantage: 29. Cancel: 0.
11) b32.
Start-up: 15. Active: 8. Recover: 27. Block advantage: -3. Hit Advantage: 29. Cancel: 0.
12) f34.
Start-up: 20. Active: 4. Recover: 38. Block advantage: -10. Hit Advantage: 47. Cancel: 36.
1) Blood Offering: fdb4.
Start-up: 1. Active: 0. Recover: 63. Block advantage: -63. Hit Advantage: -63. Cancel: 0.
- lasts for 3 hits;
- increases damage 1.5 times;
- deals 10% of damage to Kotal Kahn.

2) God Ray, Close God Ray, Far God Ray: df4, df4 (b), df4 (f).
Start-up: 19. Active: 401. Recover: -351. Block advantage: -68. Hit Advantage: -68. Cancel: 0.
- heals Kotal (0.5% per frame) if he stands in the ray;
- deals damage to opponent (0.5% per frame) if he stands in the ray.

3) Sunlight, Close Sunlight, Far Sunlight: df4+R2, df4+R2 (b), df4+R2 (f).
Start-up: 19. Active: 401. Recover: -351. Block advantage: -68. Hit Advantage: -68. Cancel: 0.
- heals Kotal (1% per frame) if he stands in the ray;
- deals damage to opponent (1% per frame) if he stands in the ray.

4) Air Takedown: df1.
Start-up: 8. Active: 4. Recover: 20. Block advantage: -6. Hit Advantage: -2. Cancel: 0.
5) Anti-air Throw: df1+R2.
Start-up: 8. Active: 4. Recover: 20. Block advantage: -6. Hit Advantage: 42. Cancel: 0.

1) Best way to use God Ray or Sunlight is to use it after 114, f34 (strings with biggest hit advantage). Depending on match-up you can do God Ray or Sunlight after b122 (if opponent doesn't have teleports or quick wake=ups). Also you can finish round with d4 -> God Ray or Sunlight (in case if opponent has about 1-3% of health) ;

2) Best Kotal's anti-air is d2 (in all three variations);

3) Fastest punish of unsafe opponent's attack:
- d2 (7 fr, start-up);
- b14 (9 fr. start-up) -> any special move;
- 114 (10 fr, start-up) -> any special move.

4) f1 is really good to punish opponent's jumps because of great range;

5) If you started combo with f1, but opponent started blocking it, press 2 (after f1), because f12 is safe;

6) If opponent keeps blocking all your attacks, you can change his mind with help of:
- 1 (+ 2 on block) -> throw;
- b1 (unsafe: -9 on block) -> throw.

7) 114 -> df1 is +4 on block.

8) Nice tech found by Qwark28. He described it in another guide called "The post-patch B1 metagame":
http://testyourmight.com/threads/the-post-patch-b1-metagame.55720/


9) Best ways to continue air-to-air combo after your opponent got hit in the air are:
1. f2->...;
2. b12->...;
3. b14->....

10) d4 decreases hitbox;

11) NJK (neutral jump kick) is useful the corner because:
- it is overhead attack and gives hard knockdown;
- some special moves miss Kotal while he's doing NJK, but his NJK doesn't miss opponent.

The basics:
- df2 (Sun and Blood God);
- 8 frame start-up;
- you don't get pushed;
- ex-df2 has a 1 frame start-up with a 23 frame active window.

1) Lasts for 3 seconds;
2) List of projectiles that can be absorbed: link;
3) Absorbs projectiles, parry low, mid, high and overhead attacks and increases damage 1.33 times by one parry. So, if you successfully parried 2 attacks in a row, damage will be increased 1,77 times.

1. Unique special moves
1) Soul Scorch: fdb1.
Start-up: 1. Active: 0. Recover: 29. Block advantage: -29. Hit Advantage: -29. Cancel: 0.
- Gains a Super Meter Boost;
- Must Perform Sun God Choke first.
2) Soul Burn: fdb1.
Start-up: 1. Active: 0. Recover: 29. Block advantage: -29. Hit Advantage: -29. Cancel: 0.
- Gains a Health Boost;
- Must Perform Sun God Choke first.
3) Soul Spark: fdb3.
Start-up: 1. Active: 0. Recover: 41. Block advantage: -41. Hit Advantage: -41. Cancel: 0.
- Gains 1 level of Sun God Choke.
4) Soul Charge: fdb3+R2.
Start-up: 1. Active: 0. Recover: 41. Block advantage: -41. Hit Advantage: -41. Cancel: 0.
- Gains max level of Sun God Choke.
5) Sun God Choke: db2.
Start-up: 14. Active: 2. Recover: 49. Block advantage: -14. Hit Advantage: 25. Cancel: 0.
6) Moon God Choke: db2+R2.
Start-up: 14. Active: 2. Recover: 49. Block advantage: -14. Hit Advantage: 25. Cancel: 0.

2. Variation features:

- Kotal Kahn has command throw (ex-version has 1 hit armor);
- Kotal can heal him self or build Super Meter with help Soul Scorch (Burn) and Soul Spark (Charge);
- Kotal Kahn can absorb projectiles and parry low, mid, high and overhead attacks with Mace Parry.

3. Soul Scorch (Burn) info
First level of Sun God Choke:
Soul Scorch returns ~30% of Super Meter; Soul Burn returns 8% of health.

Second level of Sun God Choke:
Soul Scorch returns ~40-50% of Super Meter; Soul Burn returns 12% of health.

Third level of Sun God Choke:
Soul Scorch returns ~60-70% of Super Meter; Soul Burn returns 18% of health.

4. Sun God Choke tech
Sun God Choke tech 1:
Following attacks can be canceled into Sun God Choke on block:
- 1;
- b1;
- b14;
- d1;
- d3;
- d4.


Sun God Choke tech 2:
There's gap between attacks from "Sun God Choke tech 1" and Sun God Choke, that can be interrupted by armored reversals. BUT: if you do a little pause between these attacks and then do Moon God Choke, opponent will get hit.
NOTICE:
1. doesn't work with Power Flip of Cassie Cage, Vortex of Kung Lao, Cartwheel Smash of Kung Jin, Dash Fist of Jax;
2. opponent can read your tactics and do a backdash and then punish whiff of command throw.


Sun God Choke tech 3:
You can do Moon God Choke after f1 or b2. But still:
NOTICE:
1. doesn't work with Power Flip of Cassie Cage, Vortex of Kung Lao, Cartwheel Smash of Kung Jin, Dash Fist of Jax;
2. opponent can read your tactics and do a backdash and then punish whiff of command throw.


5. Safe moves on block:
You can safely do Soul Scorch (Burn) after 114 and 4.
You can safely do Soul Spark (Charge) after 114.

1. Unique special moves

1) Crystal Totem: db1.
Start-up: 1. Active: 0. Recover: 31. Block advantage: -31. Hit Advantage: -31. Cancel: 0.
- increases damage by 1.33 times;
- db1 + fdb1 (Blood Offering) increase damage by 2 times;
2) Obsidian Totem: db2.
Start-up: 1. Active: 0. Recover: 31. Block advantage: -31. Hit Advantage: -31. Cancel: 0.
- decreases damage of opponent by 2;
- builds Super meter if Kotal blocks opponent attacks (20 blocked hits = 1 ex-bar)
3) Blood Totem: db3.
Start-up: 1. Active: 0. Recover: 31. Block advantage: -31. Hit Advantage: -31. Cancel: 0.
- it will disappear if Kotal get hit;
- absorbs opponent's Super Meter and heals Kotal when it ends.
- health boost is equal to 1/4 of damage that Kotal did to the opponent;
- 15 hits = 0,5 of ex-bar;
- restores 10% of health in case if Kotal used Blood Offering while Blood Totem was activated.

2. Variations features:

- Kotal Kahn can summon different totems (Crystal, Obsidian, Blood);
- with summoned Obsidian totem Blood Offering does 5% of damage to Kotal Kahn;
- with summoned Blood totem (+ Kotal Kahn must not get hit while this totem is active) 10% of health that were taken by Blood Offering return to Kotal Kahn as soon as Blood Totem dissappears;
- Kotal Kahn can absorb projectiles and parry low, mid, high and overhead attacks with Mace Parry.
- Kotal Kahn has no armored wake-ups.

3. Totems summon
You can safely summon totems on block after:
1) 114;
2) 3;
4) 4.


Totems have quick recovery, so if opponent doesn't stay close to you, you can quickly do some setups like these:
1) Defense and heal setup: Obsidian Totem -> God Ray (unsafe because of long God Ray recovery);
2) Defense and damage buff setup: Obsidian Totem -> Blood Offering (it will deal 5% of damage);
3) Offense setup: Crystal totem -> Blood Offering;
4) Offense and heal setup: Crystal totem -> God Ray (unsafe because of long God Ray recovery);
5) Bloody setup: Blood totem -> Blood Offering.

4. Totems summon during combos:

Inputs:
1) f1b2, db3, b14, ex-df1, f2, L1: 34% of damage + 7% of health;
2) f1b2, db1, b14, ex-df1, f2, b14, df1: 46% of damage;
3) f1b2, db3, b14, ex-df1, f2, d2: 44% of damage
1. Unique special moves

1) Saw Blade: df2.
Start-up: 26. Active: 4. Recover: 37. Block advantage: -5. Hit Advantage: 32. Cancel: 0.
2) Buzz Saw: df2+R2.
Start-up: 26. Active: 4. Recover: 37. Block advantage: -5. Hit Advantage: -5. Cancel: 0.
3) Overhead Sword Strike: db1.
Start-up: 17. Active: 3. Recover: 51. Block advantage: -18. Hit Advantage: 10. Cancel: 0.
4) Overhead Sword Smash: db1+R2.
Start-up: 17. Active: 3. Recover: -19. Block advantage: -15. Hit Advantage: 0. Cancel: 0.
5) Sword Sweep: db2.
Start-up: 21. Active: 2. Recover: 50. Block advantage: -15. Hit Advantage: -1. Cancel: 0.
6) Sword Takedown: db2+R2
Start-up: 21. Active: 2. Recover: 50. Block advantage: -15. Hit Advantage: -1. Cancel: 0.
7) Sword Toss: df3.
Start-up: 57. Active: 101. Recover: -82. Block advantage: 18. Hit Advantage: 58. Cancel: 0.
8) Spinning Sword Toss: df3.
Start-up: 2. Active: 121. Recover: -105. Block advantage: 30. Hit Advantage: 48. Cancel: 0.
9) Sword Shake: db3.
Start-up: 24. Active: 2. Recover: -25. Block advantage: 18. Hit Advantage: 0. Cancel: 0.
- gives hard knockdown by unblockable hit.
Cancel: Hold "Up"
Start-up: 0. Active: 0. Recover: 0. Block advantage: -6. Hit Advantage: 0. Cancel: 0.
10) Sword Quake: db3.
Start-up: 24. Active: 2. Recover: -25. Block advantage: 18. Hit Advantage: 0. Cancel: 0.
- gives hard knockdown by unblockable hit.
Cancel: Hold "Up"
Start-up: 0. Active: 0. Recover: 0. Block advantage: -6. Hit Advantage: 0. Cancel: 0.

2. Variation features:

- db1 is overhead, db2 is low, so Kotal has good mix-ups in this variation + opponent always should think about if you cancel your attack into sword attacks or not;
- Kotal Kahn has wake-ups with good range and 1 hit armor: ex-db1; ex-db2; ex-df2;
- Sword attacks (and ex-versions too) are unsafe, but db1, df2, ex-df2 have good pushback;
- with help of "ex-df3 -> run" Kotal can short distance between him and opponent;
- Kotal Kahn is no longer available to absorb projectiles or parry attacks.

3. Mixups:
1) You can cancel any attack (except attacks which have cancel = 0) into db1 (overhead) or db2 (low);
2) Strings which starts with b1 are especially good for mixups:

b122 -> db1 (mid, mid, overhead, overhead);
b122 -> db2 (mid, mid, overhead, low);
b12 -> db2 (mid, mid, low);
b12 -> db1 (mid, mid, overhead);
b14 -> db1 (mid, low, overhead);
b14 -> db2 (mid, low, low);
b1 -> db1 (mid, overhead);
b1 -> db2 (mid, low)

BUT:

Here are all true blockstrings without gaps:

- 11 -> db1;
- 11 -> db2;
- 114 -> db1;
- 3 -> db1;
- 3 -> db2;
- f3 -> db1;
- f3 -> db2;
- 4 -> db1;
- 4 -> db2.

4. Sword Quake cancel is a combo extender in the corner:




5. Unblockable damage:
You can get 8% of unblockable damage if you do ex-db3 after:
1) f1b2;
2) b34.

Few combos which end with unblockable damage:

1) f1b2, f2, b14, ex-df3 (23% + 8% unblockable);
2) f1b2, f2, f2, b12, ex-df3 (30% + 8% unblockable).


Special thanks to Qwark28 for help and corrections!
 
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just want to clarify that his overhead sword smash is definitely not +0 on block. Its very punishable.

also his sword quake cancel is not +0 on block either.
 

gongfuren

Arma Virumque Cano
I took frame data straight from the game..
You should have seen the error immediately. You need to realize that, if the hit advantage of the EX db1 is 0, then it would be impossible to combo off of it. Furthermore, a few minutes of testing in training mode will tell you that, on block, EX db1 is punishable with Ravenous Mileena's High Pounce (15f startup), but not by her Sai Blast (16f startup), so EX db1 is -15 on block.

Also, his Sword Quake Cancel is -6 on block.

Maybe you should double check your stuff before posting it as a guide. It would be a shame if unsuspecting players read your guide and take the misinformation as fact.
 
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Percimon

Sky above, Voice within
kk, guys, i got it, don't be so aggressive. Gonna upload more stuff + correct previous mistakes today and in next 2-3 days.
 

Parasurama

Dragon
kk, guys, i got it, don't be so aggressive. Gonna upload more stuff + correct previous mistakes today and in next 2-3 days.
Hi, thanks for a guide, I am looking at playing with blood god or sun god, I would appreciate it if you mentioned the utilities and strategies in using certain moves and combos and ways to play him, at what range is best for him? block strings, chip strategies, I love the idea of healing strategies, (I wish Liu Kang actually had proper healing move.)
 

Percimon

Sky above, Voice within
Guide is updated!

1) Mistakes in frame data are corrected;
2) New three parts are added;
3) New info for each part is added, frame data of basic attacks is redesigned.

If there is any mistake, please write in comments!
Thanks!
 
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Qwark28

Joker waiting room
This is basically a very general guide with lots of misinformation.

Guides aren't supposed to be a copy-paste of the in-game frame data and a general at best idea of how a variation plays. There are also very risky things you should rarely be doing in high lvl play.
 

Percimon

Sky above, Voice within
This is basically a very general guide with lots of misinformation.

Guides aren't supposed to be a copy-paste of the in-game frame data and a general at best idea of how a variation plays. There are also very risky things you should rarely be doing in high lvl play.
1. Tell me, where is misinformation?
2. I created this guide because there are no guides about this character at all. Yes, it's about general things, I admit it. But I didn't write "Here is the best guide about Kotal Kahn for pro players" or "How to win EVO with Kotal Kahn".
No offense, m8.
 

Qwark28

Joker waiting room
1. Tell me, where is misinformation?
2. I created this guide because there are no guides about this character at all. Yes, it's about general things, I admit it. But I didn't write "Here is the best guide about Kotal Kahn for pro players" or "How to win EVO with Kotal Kahn".
No offense, m8.

Weak sides:

- in 2 of 3 variations he has no good wakeups; - EX sun choke is decent

- it's very difficult to play against zoning characters; - Not really, just Shinnok
- all combo starters are unsafe on block; - 114/F2.
- Kotal has only one and slow projectile; - EX is faster than the average projectile
- 113 -> df1 still whiffs on Ferra/Torr. - 114

[/SPOILER]

Basic attacks


Slow moves (start-up > 10 frames)

Slow is 15+, with this logic F1 is slow.










1) Best way to use God Ray or Sunlight is to use it after d4 or b122; - Gimmick, you haven't tested the safety of this. d4 doesn't grant enough advantage, B122 will get you killed if they tech roll.

2) Best Kotal's anti-air is d2 (in all three variations); - Best anti air depends on which character you're vsing and actually is the EX overhead sword. If I were someone getting into MKX I wouldn't even have been told that D3, B1, S2, S1 and EX OSS anti air.

3) Fastest punish of unsafe opponent's attack is either b14 (9 fr. start-up) -> any special move or 114-> air takedown (or ant-air throw -> combo); - B12 Air throw. D2 also punishes things B1 doesn't e.g Kenshi specials/mixups.

4) f1 is really good to punish opponent's jumps because of great range;

5) If you started combo with f1, but opponent started blocking it, press 2 (after f1), because f12 is safe; - F1 stagger is really strong.

6) If opponent keeps blocking all your attacks, you can change his mind with help of:
- 1 -> throw;
- b1 -> throw.
But be careful because these attacks can be punished by fast reversals like Kung Lao's Vortex. - And pretty much any standing jab. S1 is +2 IIRC and that is a good option.

7) 114 -> df1 is +6 on block. So you can safely do following attacks after df1:
- d1; d4. Except cases when opponent does armored attack as reversal;
- d1; d2; d3; d4; df2 (Sun and Blood God). Except cases when opponent does armored attack as reversal or attacks with start-up < 7 frames;
- d1; d2; d3; d4; df2 (Sun and Blood God); b1; 2. Except cases when opponent does armored attack as reversal or attacks with start-up < 9 frames.

See my B1 thread, most of this is wrong.

8) Best way to continue air-to-air combo after your opponent got hit in the air is f2; - Depends on the height, B1 and F1 are much more consistent depending on the elevation.

9) d4 decreases hitbox; - Hurtbox

10) NJK (neutral jump kick) is useful the corner because:
- it is overhead attack and gives hard knockdown;
- some special moves miss Kotal while he's doing NJK, but his NJK doesn't miss opponent.





2. Strong and weak sides

Strong sides:
- Kotal Kahn has command throw;
- Kotal can heal him self or build Super Meter with help Soul Scorch (Burn) and Soul Spark (Charge);

Weak Sides:

- watch "overview of character". - That's not how variations work. Not every variation has the same weaknesses.



Sun God Choke tech 2:
There's gap between attacks from "Sun God Choke tech 1" and Sun God Choke, that can be interrupted by armored reversals. BUT: if you do a little pause between these attacks and then do Moon God Choke, opponent will get hit (NOTICE: doesn't work with Power Flip of Cassie Cage, Vortex of Kung Lao, Cartwheel Smash of Kung Jin, Dash Fist of Jax). - If someone is pressing buttons after your tick throws you bait it, you don't spend a bar to punish their already unsafe special for 19%. Smart players would simply backdash or jump and not only did you spend a bar but you got punished.


Sun God Choke tech 3:
You can safely do Moon God Choke after f1 or b2. (NOTICE: doesn't work with Power Flip of Cassie Cage, Vortex of Kung Lao, Cartwheel Smash of Kung Jin, Dash Fist of Jax). - A command throw is never safe.


5. Safe moves on block:
You can safely do Soul Scorch (Burn) after 114 and 4. - You're +.
You can safely do Soul Spark (Charge) after 114. - Reports say that EX spin punishes it. IADKs probably do as well.



2. Strong and weak sides

Strong sides:

- totems help Kotal to get more damage in combos and to receive less damage from opponent. - As generic as it gets. He doesn't generally get more damage, you don't explain how the crystal totem functions in the neutral game and in combos.



Totems have quick recovery, so if opponent doesn't stay close to you, you can quickly do some setups like these:
1) Defense and heal setup: Obsidian Totem -> God Ray;
2) Defense and damage buff setup: Obsidian Totem -> Blood Offering (it will deal 5% of damage);
3) Offense setup: Crystal totem -> Blood Offering;
4) Offense and heal setup: Crystal totem -> God Ray;
5) Bloody setup: Blood totem -> Blood Offering;

1 - unsafe
2 - decent option
3 - gimmicky
4 - unsafe
5 - legit



2. Strong and weak sides

Strong sides:

- db1 is overhead, db2 is low, so Kotal has good mix-ups in this variation; - War god mixups aren't low or overhead, it's wether he will do sword cancel or not and that's how he conditions you. He's not a character that you B12 herp derp OH/low with.

- Kotal has 3 good wakeups (ex-db1; ex-db2; ex-df2) in this variation. - 1 good wakeup, possibly the best in the game.

Weak Sides:

- Kotal has no parry/absorb special move (df2).
- Meter dependent
- Does less damage than other variations off of most common starter ( OH sword )

- Every sword is punishable in some way, most ouright.

3. Mixups:
2) Strings which starts with b1 are especially good for mixups:

b122 -> db1 (mid, mid, overhead, overhead);
b122 -> db2 (mid, mid, overhead, low);
b12 -> db2 (mid, mid, low);
b12 -> db1 (mid, mid, overhead);
b14 -> db1 (mid, low, overhead);
b14 -> db2 (mid, low, low);
b1 -> db1 (mid, overhead);
b1 -> db2 (mid, low)

BUT:

Here are all true blockstrings without gaps:

- 11 -> db1;
- 11 -> db2;
- 114 -> db1;
- 114 -> db2; - Has a gap
- 3 -> db1;
- 3 -> db2;
- f3 -> db1;
- f3 -> db2;
- 4 -> db1;
- 4 -> db2.




 

Qwark28

Joker waiting room
These are the mistakes in your guide, other than that you mention but don't expand on his footsie game or normals. I'm not trying to criticize you for making the guide, I'm pointing out the misinformation.

As for guides, there is @LeeVanDam 's

edit: accidentaly deleted some corrections in the blood god section.
 
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