Morgan the pilgrim
Noob
Thx , didnt know about that . It does feel kinda niceYep. You can also jump kick cancel into amplified cat for 198 dmg. Its pretty sweet.
Thx , didnt know about that . It does feel kinda niceYep. You can also jump kick cancel into amplified cat for 198 dmg. Its pretty sweet.
Maybe like amp for instant 3 totems.Totems need reworked entirely. They feel awful compared to how they were in X. Either they need to increase their duration significantly or reduce their stack to 1.
Totaly agree.He needs a faster mid.
F2 active frames should be buffed from 2 to 3.
B22 should be safe on block.
Sun Ray needs its recovery significantly lowered.
The floating timing when kotal hits some one with Kahn cut needs to be adjusted. So landing the follow up f12 is more intuitive. Right now it just feels odd. No other character I've encountered has this strange timing.
Sword cut needs a larger hit box. Its terrible for setting up the KB because of it. The opponent can just jump kick you, when clearly the sword touched them before they touched you.
I think there are enough situations where you can smartly get a totem up, I don’t think they need to be that much fasterWhat I feel Kotal needs:
Reduced recovery on:
Sun/God Ray
Ground pound
Panther dance
Totems
Hitbox fixed on:
F2 (Reactible 22f mid)
Add Kahn-cut as a base move to help all variations.
Do you all agree or disagree with me on suggested fixes? He struggles to do what many other characters do for free. Is it too early to ask for adjustments? I originally made the thread to get tech from other Kotal mains not to ask for buffs.
Sonya, Jacqui, Erron, Cassie, Geras and Baraka are ten times the character Kotal is.
It would help if practice allowed us to set AI to wake up special like X so I can practice combo set-ups into Sun-Ray. But since 11 doesn't have wakeup Special I don't know how to practice it other than online.
Now that you mention it - sounds like a good idea. Thanks for your input. :16BitAnd he should also be able to fly
You need to stick to his theme. A fully invincible cat lunge would be a good fit.And he should also be able to fly
How would that help his other variation? Unless you think they should just delete it.I think there are enough situations where you can smartly get a totem up, I don’t think they need to be that much faster
I think people think he’s worse than he is, honestly.
He only needs simple shit, controlling command grab side switch and another decent tick for example.
I would love to be able to control sides after CG no doubt but his sunlight is far too slow, his zoning sucks and sunlight would fix that. His Kahn-cut should be base and God Ray needs to go.I think there are enough situations where you can smartly get a totem up, I don’t think they need to be that much faster
I think people think he’s worse than he is, honestly.
He only needs simple shit, controlling command grab side switch and another decent tick for example.
You’re right, I see shit in here like people asking for better zoning options, on a footsie centric grappler..Kotal is not a good character, but he's not complete garbage either.
Not to sound like an asshole, and I will, but 99% of the posts I see here are completely clueless as to how this character actually performs in his matchups besides generic shit or the user just not knowing how to play footsies without crutches, which this character doesn't have, and wanting ridiculous buffs, most of which wouldn't even actually help him, just the specific situations they themselves are having trouble with.
I'll make an informative thread tomorrow or in a few days going over his issues and what type of matchups give him problems and exactly why.
His zoning is supposed to suck, he’s not a zoner and his ranged tools are more for counter zoning if anything.I would love to be able to control sides after CG no doubt but his sunlight is far too slow, his zoning sucks and sunlight would fix that. His Kahn-cut should be base and God Ray needs to go.
He has so many issues it's not even a joke. I have thought Kotal is good for so long until I had to finally face it. He struggles up close, he struggles far away, his mids are slow AF compared to top tier, he has no real mix, both have gaps, his unblockable sword Pound is reactible on animation, he has far to many highs and the two that are fast have raptor arms syndrome and wiff after poke and pushback.
In almost every way this character falls short compared to high tier characters that have everything you need. I have experimented with almost the entire cast and aside from D'Vorah I do far better with them. Which is funny because everyone tells me my Kotal is good and advises me to pick someone else up because of his issues.
I'm not the only one, HoneyBee, Sonic, REO, and many other top players put Kotal along side D'Vorah at bottom tier. And it's not cuz certain people can't make them look good it's because of his tools compared to top tier is trash. Remember MK9 there was a Sheeva that made top 8 and beat REO's Kabal. So any character can be played by someone but the up hill battle is clear and Kotal has a disadvantage to many of the cast. He does have one good thing Range but many characters have that as well.
I won't give up cuz he is my main but I'd appreciate fixes for his problems and if others think he is so great I say to them, then make multiple top 8's with him vs Geras's, Sonya's, SubZero, Scorpion, Erron, Kabal, and Jax.
I'm pretty sure everyone understands that he is not a zoner. Obviously his sunlight and knockdown from disk is counter zoning tools and not zoning tools. With that said I've stayed before that the KB is a one time only threat and ends after allowing him to be zoned all day in certain matchups almost by every top tier. He is clearly bad in that department. If his sunlight was safe to get out he would be holing his own against any zoner when played right.His zoning is supposed to suck, he’s not a zoner and his ranged tools are more for counter zoning if anything.
It's one time use and does 22%. I honestly shouldn't have to explain why it's not the greatest compared to top tier. Just compare it to any top tier for instance Geras low sand is lightning fast and hits you anywhere on screen, faster, higher damage and has Krushing Blow as well and also leaves Geras with more options since Geras has a better toolkit in every way.Sure he can’t spam disc but the threat of that meaty ass KB if he catches you spamming shit full screen is a valuable deterrent.
I completely dissagree. It shouldn't be that punishable and him having such a bad toolkit leaves him vulnerable when using it even after setups.Sunlight doesn’t really need to be fast for what you’re supposed to be using it for. It was a very situational tool in X and it’s the same here, use it wisely and carefully.
It’s a one time threat but that has a lot of mileage. It does 22% but that’s alkaline a quarter of the healthbar in one hit. I find in sets you can get whole rounds with your opponent being conservative with their zoning out of fear until you tag them with it if you even need to at all.I'm pretty sure everyone understands that he is not a zoner. Obviously his sunlight and knockdown from disk is counter zoning tools and not zoning tools. With that said I've stayed before that the KB is a one time only threat and ends after allowing him to be zoned all day in certain matchups almost by every top tier. He is clearly bad in that department. If his sunlight was safe to get out he would be holing his own against any zoner when played right.
It's one time use and does 22%. I honestly shouldn't have to explain why it's not the greatest compared to top tier. Just compare it to any top tier for instance Geras low sand is lightning fast and hits you anywhere on screen, faster, higher damage and has Krushing Blow as well and also leaves Geras with more options since Geras has a better toolkit in every way.
Sonya, scorpion, Sub Zero, nearly everyone has better far range tools than him.
I completely dissagree. It shouldn't be that punishable and him having such a bad toolkit leaves him vulnerable when using it even after setups.
I believe it could be used for counter zoning and increased damage if it was made slightly more safe and I'm not the only one who feels this way, nearly every top player has Kotal on bottom tier and for good reason. I'm not sure what your motivation for keeping Kotal below average but I'd like to be proved wrong. I among many feel Kotal is lacking and needs minor adjustments to help him in a few ways to offset these obvious flaws.
If you feel Kotal is perfectly fine then by all means prove everyone wrong and make consistent top 8s with him vs characters that are better than him in every way.
I've never asked for anything crazy just some small adjustments to level the playing ground so he can be used competitively and see him make top 8s which nothing would make me happier. If he got rediculous buffs by all means they can be toned down or adjusted accordingly.
Barely anyone is using him and there is a good reason for that. Most top players feel they are at a huge disadvantage using him just like how Destoryer dropped Kollector for similar reasons and Kotal is definitely farworse off than Kollector.
When ever you have a ability that is extremely difficult to use practically, then its bad game design. You have to look at it from a design stand point then compare it to similar mechanics that exist in game. Then ask yourself: Does the negative match the positives of the ability. Sun ray can heal a tiny bit and do a little damage but is the long recovery really a justified trade off?Sunlight could be more safe but I don’t know if it really needs to be, I’m not arguing against any buffs but I just don’t think it’s vital to have that improved for his kit over others things.
It's just one of the things I want fixed. Most of all I want to be able to choose sides after CG and a better tool up close maybe a faster D4 as well. His Kahn-cut should be a base move and good Ray needs to go.I dont know why u guys keep talking about the recovery of his sunray, i think thats the least of his problems.
When ever you have a ability that is extremely difficult to use practically, then its bad game design. You have to look at it from a design stand point then compare it to similar mechanics that exist in game. Then ask yourself: Does the negative match the positives of the ability. Sun ray can heal a tiny bit and do a little damage but is the long recovery really a justified trade off?