Couldn't agree more on his F34. Good to know you can't abuse it and it has the potential to make F3 stronger on block.Thank you for taking the time to put together this info and upload it, particularly the last one.
To your question about F34, I think it's an incredibly important tool for Kotal, due to his lack of quick mids. The gap is both a positive and negative. Negative because you can't just throw out the full string whenever you wish, but slight positive because if people are focused on flawless blocking it, their reaction will be slightly slower after a blocked F3 making it not quite as minus.
In terms of further tech, though Kotal's Parry isn't what I hoped for after using it in MKX, it has some definite uses, which is what I'm focused on exploring to up my Kotal game. That and flawless blocking myself, since Kotal has a very strong U2 and usually plenty of meter in his Ascension variation.
After a F3 on hit (+16) they can't jump or D1 and it doesn't matter if they crouch since the S1 jails. If you think they're going to jump out of a S1 tick throw you can jail a S1 stagger (+17 on hit, -2 on block), 12 stagger (+6 on hit, -2 on block), 122 for knockdown (+39 on hit if grounded, +41 on hit if they jumped during the gap between 1-22 after blocking the 1, -6 on block),or commit with S1~Kahn Cut (optimal damage if they jump after a blocked S1), 12~Kahn Cut, or any of your other guaranteed options outside of S1.I think S1 tick throw is useless outside of specific setups, namely them respecting your options are normal command grab and you wavedash J1.
I don't like S1 after F3, it they ate f3 they must not be blocking/doing things and I'd rather not risk tick throws in this kind of game where crouching, jumping, d1ing and being an orangutan in general is encouraged, esp with a character that doesn't have mids.
LOL error fixed!Why is this not called “Kotal Kahncepts”?
I'm gonna be using the 12 hitconfirm after f3 on hit but I'd never do s1 command grab like that. It was a risky thing in MKX, a game where if someone wasn't blocking they'd eat 46%. In this game, life matters a lot more, and you're encouraged to D2, jump, poke etc and if your grab whiffs a shitton of characters have krushing blows for punishes.After a F3 on hit (+16) they can't jump or D1 and it doesn't matter if they crouch since the S1 jails. If you think they're going to jump out of a S1 tick throw you can jail a S1 stagger (+17 on hit, -2 on block), 12 stagger (+6 on hit, -2 on block), 122 for knockdown (+39 on hit if grounded, +41 on hit if they jumped during the gap between 1-22 after blocking the 1, -6 on block),or commit with S1~Kahn Cut (optimal damage if they jump after a blocked S1), 12~Kahn Cut, or any of your other guaranteed options outside of S1.
What are the specific setups you use for S1 tick throw?
What do you typically do after F3 on hit when you do not commit into Kahn Cut? @Qwark28