They just hate kotal man. Shao kahn already took his legs and now they are taking away his tick throws and leaving him to wither away. Press F to pay respect.
Ok so I think Kotal can benefit from minor adjustments but too much could make him S Tier, I think any of the following would help Kotal immensely: only one of the following fixes:
- Tonatiuh Beam:
could use less recovery to be safe only on F12 xx Kahn-cut F12 xx Tonatiuh Beam
or
starter xx Kahn-cut 122/amp CG.
but keep it unsafe in the neutral.
This will help him counter zone while not being to powerful because all his corner setups will be unsafe.
- Increase range of (1)2 and (2)2 on first hit. It has Jacqui mkx syndrome.
This would help him up close while not being to powerful being high starters.
Make D4 startup 9f to help keep rushdown characters from looking him up having no fast mids or really any fast Strings that don't wiff.
Make Kahn-cut a base move so he can get better damage off totem and other variation loadouts.
Any of those changes would help him in some way while he still has huge weaknesses like every character should.
But if he isn't adjusted I'll just try to figure it out cuz at this point I'll need a pocket to deal with S Tier characters with Jack of all trades tools and strong loops, close game, mid range and zoning like Sonya, Geras, Kabal, Cassie, Sub Zero and Scorpion.
A few tips:
I have found that he has strong tools but lacks close up and far away. But you can mitigate these weaknesses by staying in footsie range and keep them guessing with number of hits and bait out wiff Punishers. When you decide to take a chance by F12/F24/F3 to button check, hit confirm he will be in thier face but 12 and 22 will wiff first hit be sure of pushback so he will be in a bad spot and you have a couple options:
Throw, D1 tick or if you think they will counter poke with a fast low/mid do Coatl Parry off the D1 it will absorb one hit and add a damage buff and allows you to block after absorb. If they are doing a mid normal they can pull you into combo so be ready to block.
I like to do Coatl Parry block counter and counter with D4 which puts them at F12 rangeso you can either back up for wiff punish to come in hot with F24 if you backed up far enough or F4 to slam that mid with pushback in thier face even F3 but if you don't read a mash comming to wiff punish then use F12 and it's also hit confirmable just like F24 and B22 so no reason to ever get caught using Kahn-cut on block.
Kotal is very strong when playing to his strengths it's just when he is up against a character that has strong close and mid range he struggles alot not to mention zoning. His sunlight is great for counter zoning and he has that KB off counter disk but it's not like he can spam the thing it's like 29f startup and the Beam is punishable everywhere so only available when opponent makes huge mistakes or really doesn't know the matchup. I get away with Tonatiuh Beam online all the time but that won't be safe in tournament after everyone gets familiar with the match up.
His unblockable setup in corner off
Starter xx Kahn-cut D1 34 xx DB4 stuffs Roll and U2 but gets avoided by Delay wake up and beat out by U3. Still very good and restands from meterless version and nets 15% and knockdown from amplified OVERHEAD.