More impressions of Sun God.
Sunlight seems to play a pretty large role in Sun God.
I'm not yet aware of many of the different footsie tools in the game, so I can't really tell how good it is exactly, but Kotal Kahn's b1 just feels godlike. It covers so much distance, is fast, and cancels into a mixup
The general mixup I'm using is b14 (low leg sweep) and b1 xx Throw. The throw will actually still connect against the opponent if b1 is blocked (will not on hit though) which allows it to work as a mixup.
It's unsafe though, and the damage payout isn't what you'd expect from an unsafe move, but the sheer range of b1 kinda makes up for this as you'll often hit the opponent just out of regular spacing games rather than relying on it's mixup properties.
I think it's important because it makes the sun beams scary. You place a beam of sunlight on your opponent to chip them out, and naturally the first thing they want to do is run out of it. But b1 is so good at punishing forward dashes out of it, they don't want to move. Your opponent will literally stand their baking in the chip damage because they are afraid the second they move they'll eat a b1.
This is just my impressions from very, very low level play with the character, and ind of my starting point for figuring out this variation. I still need to look at things like Mace parry, which I think will also come in great use. I just haven't put much time into it yet.
Will probably be trying out War God soon. I wonder what his best variation will be for dealing with zoners?