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.
- 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.
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.
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.
- 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:- 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
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
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:- 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
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);- 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:
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:5. Unblockable damage:
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).
1) General discussion: http://testyourmight.com/threads/kotal-kahn-general-discussion.50059/
2) Sun God guide: http://testyourmight.com/threads/sun-god-choke-lets-put-em-all-to-sleep-videos-and-discussion.51288/
3) Combos: http://testyourmight.com/threads/the-kotal-kahnbo-thread.49839/
4) f2 safety list: http://testyourmight.com/threads/f2-safety-list.52763/
5) Video thread: http://testyourmight.com/threads/kotal-kahn-video-thread.52854/
2) Sun God guide: http://testyourmight.com/threads/sun-god-choke-lets-put-em-all-to-sleep-videos-and-discussion.51288/
3) Combos: http://testyourmight.com/threads/the-kotal-kahnbo-thread.49839/
4) f2 safety list: http://testyourmight.com/threads/f2-safety-list.52763/
5) Video thread: http://testyourmight.com/threads/kotal-kahn-video-thread.52854/
Special thanks to Qwark28 for help and corrections!
Last edited: