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Combo List - Kotal Kahn [Outdated] The Kotal Kahnbo Thread

_CHINOCUDEIRO_

Machakabotones
Im beginning to see different threads of one combo only so I think its a nice a idea to generate a unique combo thread
I´ve taken the idea from other combo threads to use different colors for each variation, and if its universal then uso NO color.
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regulas said:
I'm updating this to be clearer and consistent all the way through as well as a brief overview. Still more work to be done to add on more combo's though:
Notation:
Each line starts with meters used then total percentage e.g.: 1 [36%] is 1 meter used for 36% total damage
(EX) is used here for well EX
xx is for cancel
- is for the next string or ability when not cancelled into, Note: to avoid clutter I didn't space every button press with commas but left whole strings (what the move list calls Kombos) together e.g.: B122
Totem Indicates that this string summons a totem within the combo.
Colours indicate the type. I didn't otherwise separate otherwise them because most combo's are fairly interchangeable other then the last hit.

War God
Blood God
Sun God

Overview:
F2-F2-F2: Highest damage starter – but it is somewhat unsafe and punishable on block – Cannot be cancelled but offers a large juggle window

F1B2: Fast far reaching starter – large juggle - Cancellable – But lower damage then a lot of starters

B14: Decent speed on start-up – Only first hit has notable reach – Second hit is low especially useful for the high mix-up potential with war god

B122: Excellent speed and reach, cancelable though sometimes can’t cancel into Air throw.

114: No reach – high juggle and damage

F34: Slow slow start-up good juggle

DF1 EX – F2 – String – Ender: the primary extender gives a consistent juggle height, with a good follow up potential. It’s weakness is that it can’t always follow onto all strings if the enemy is too low, as such can usually only be used a first extension and rarely as a secondary

DB1 EX – String – Ender: The downside is that this extender cannot always be followed easily, at minimum you may need to use a f1 which offers lower damage

DF3 EX – Only extends in certain situations like the corner but allows for very high damage

DF1 : Ok dmg but terrible frames mean this is mostly only for Blood god

DB2: Sun god: Primary ender best to use in all cases where it will connect
War God: Low reach and bad frames mean this should be avoided

DF2: War god only: Best ender but it often will not connect

DB1: War God only: Pretty decent ender at 17 frames positive, easiest to connect as an ending move by a long shot decent dmg


DF3~EX decent damage if you want to spend the meter, excellent frames

COMBOS:
0 [32%] F2-F2-F2-D2
1 [39%] F2-NJP-F2-F2-B12 xx (EX)DF1-B122 Note this can be cancelled into specials either for more dmg or passive effects

0 [29%] F1B2-F2-F2-F1B2 xx DB2
0 [30%] F1B2-F2-F2-F1B2 xx DF2
1 [34%] F1-B2 xx DB1- D1 xx (EX)DF1-F1-B2 Totem
1 [35%] F1B2 xx (EX) DF1-F2-B122 xx DB1
1 [38%] F1-B2 xx DB1-D1 xx DF1 (EX)-B2-B122 Totem
1 [38%] F1B2-F2B1-4 xx (EX) DF1-B14 xx sun choke
1 [38%] F1B2-F2-F2 xx (EX) DF1-F2-B12 xx DF1
1 [39%] F1B2 xx DB1-D1 xx (EX)DF1-F2-D2 Totem

1 [34%] B14 xx (EX)DB1-F2-D2
1 [36%] B14 xx(EX)DB1-F2-F1B2 xx DF2
1 [37%] B14 xx (EX)DB1-F2-B122 xx DB1 These two are ideal combo's easy to land solid damage with DF2 giving better advantage for 1 less dmg
1 [39%] B14 xx (EX)DB1-F2-F2-B12 xx DF1

1 [12%]B12 xx DB2
1 [35%]B122 xx (EX) DF1-F2-F1B2 xx DB2
1 [38%]B122 xx (EX) DF3-D1-114 xx DB2

0 [20%] 114 xx DF1
1 [37%] 114 xx (EX)DF1-F2-F1B2 xx DB2
1 [40%] 114 xx (EX)DF1-F2-F1B2 xx DF2
1 [42%] 114 xx (EX)DF1-F2-B122 xx DB1

1 [32%] F34 xx (EX)DB1-F1B2 xx DF2
1 [35%]F34 xx (EX)DF1-F2-F1B2 xx DB2
1 [42%]F34 xx (EX)DF3-F2-D1-114 xx DB2

1 [39%] (JI2)-B14 xx (EX)DB1-F2-B122 xx DB1
2 [43%] (JI2)-B14 xx (EX)DB1-F2-B12 xx (EX)DF1-B12 xx DF1

1 [36%] (EX)DB1-F2-B122-DB1
Corner
1 [34%] F1B2-F2-B14 xx (EX)DF1-B14 xx DB2
1 [35%] F34 xx (EX)DF1-F2-F1B2 xx DB2

1 [35%] F1B2 xx (EX)DF1-F2-B122 xx DB1
1 [35%] F1B2-F2-(EX)DF1-F2-B12 xx DF1
1 [37%] 114 xx (EX)DF1-F2-F1B2 xx DB2
1 [38%[ F1B2-F2-F2 xx (EX)DF1-F2-B12 xx DF1
1 [42%]114 xx (EX)DF3-D1-D1-D1-114 XX DB2
 
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GENERAL combo
-toward+2, neutral jump punch, toward+2, toward+2, back+1-2 xx ex antiair grab, back+1-2-2: 39%, last hit can be canceled into sacrifice, meaty fireball, sunlight onto Kotal or the opponent, etc

BLOOD GOD combo
-toward+1 back+2 xx damage totem, juggle down+1 xx ex antiair grab, back+2, back+1-2-2: 38%, last hit can be canceled into sacrifice, meaty fireball, sunlight onto Kotal or the opponent, etc

Video:

 
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AK L0rdoftheFLY

I hatelove this game
GENERAL combo
-toward+2, neutral jump punch, toward+2, toward+2, back+1-2 xx ex antiair grab, back+1-2-2: 39%, last hit can be canceled into sacrifice, meaty fireball, sunlight onto Kotal or the opponent, etc

BLOOD GOD combo
-toward+1 back+2 xx totem, juggle down+1 xx ex antiair grab, back+2, back+1-2-2: 38%, last hit can be canceled into sacrifice, meaty fireball, sunlight onto Kotal or the opponent, etc
Nice. Im stealing that first one thank you
 

regulas

Your Emporer
BLOOD GOD combo
-toward+1 back+2 xx totem, juggle down+1 xx ex antiair grab, back+2, back+1-2-2: 38%, last hit can be canceled into sacrifice, meaty fireball, sunlight onto Kotal or the opponent, etc
Is the 38% assuming it's a damage totem?
 

_CHINOCUDEIRO_

Machakabotones
WAR GOD
The sword opens new combos/enders with huge combo potential. I love the db1 sword,it cancels the low strings into an overhead and if MB it juggles(also MB has armor for wakeups and makes strings safe on block). Just a quick and easy example:
(Ji2)-b14-db1:ex-f2-b122-db1 (39%,midscreen)
 
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SaJa

FH_FenriR
SUN GOD
The sword opens new combos/enders with huge combo potential. I love the db1 sword,it cancels the low strings into an overhead and if MB it juggles(also MB has armor for wakeups and makes strings safe on block). Just a quick and easy example:
(Ji2)-b14-db1:ex-f2-b122-db1 (39%,midscreen)
Yes, but the sword is called War God :D
 

NoobSaibot

PSN: JP_THUNDA
For Sun God: f2, f2, f1, b2, ex anti air grab, f1, b2 sun god command grab. damage varies depending on what stage of sun god you have and whether or not you have the damage buff activated. pretty sure it's like mid 30% at first stage and around 42% at max sun god state. most i got with it was like 54% but that was with the damage buff and max sun god state. Also spacing is very important, if opponent is too close the second f2 will whiff.
 

regulas

Your Emporer
Keep in mind F2 not really a safe starter I don't think.

For sun god really the only diff with blood is no totems in the middle and diff ender, except for the short Grab tic combos

Gonna remove this while I do more testing I am finding that what characters the grab connects with on what hits is... variable...
 
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MYZTERY_-ICE

Kotal Kahn will destroy you!
What do you all think about this set up for totem? I was playing around with some different ideas for totem set ups:

F2 F2 1,1 Ex Grab 114 totem
 
B1,2 into sun choke does not connect for me if the the opponent blocks the b1,2. This leads to me getting punished big time.

B1 into sunchoke will connect if the opponent blocks the b1 but the choke will not connect if they get hit by the b1.

My quick and easy BnB for sun god is:

4= circle??

F2, b1,4 EX Air grab b1, 4 sun choke

Easy 38% at level 3 sun choke.
 
Hey guys. working on Kotal here. I am having a lot of issues getting his Sun choke to connect off of f1, b2 in a combo.

For example...if I just use f1, b2 SG Choke lands at the end of it no problem...but using f2, exAir-Throw, f1, b2, SG Choke...the SG Choke wiffs whether I delay or cancel into it. Can it be landed off that? Seems like it should
 
Hey guys. working on Kotal here. I am having a lot of issues getting his Sun choke to connect off of f1, b2 in a combo.

For example...if I just use f1, b2 SG Choke lands at the end of it no problem...but using f2, exAir-Throw, f1, b2, SG Choke...the SG Choke wiffs whether I delay or cancel into it. Can it be landed off that? Seems like it should
I think its easier to do b1,2 sun choke or b1,4 sun choke (I think this one is slightly more damage).
 
WAR GOD
The sword opens new combos/enders with huge combo potential. I love the db1 sword,it cancels the low strings into an overhead and if MB it juggles(also MB has armor for wakeups and makes strings safe on block). Just a quick and easy example:
(Ji2)-b14-db1:ex-f2-b122-db1 (39%,midscreen)
You can also cancel the last b122 into an ex-Anti Air Throw, b12, Air Throw. 41%. Two meter but it's an option to eke out more damage. Might be able to pull out more damage after the ex-throw also but I'd have to test.

<edit>

Okay did more testing...

(Ji2)-b14-db1:ex-f2-b12-df1:ex-b12-df1

43% for two bars. 49% with BOff on. That is not too shabby at all.
 
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regulas

Your Emporer
WAR GOD
The sword opens new combos/enders with huge combo potential. I love the db1 sword,it cancels the low strings into an overhead and if MB it juggles(also MB has armor for wakeups and makes strings safe on block). Just a quick and easy example:
(Ji2)-b14-db1:ex-f2-b122-db1 (39%,midscreen)
As an added note if the sword ex is the first non blocked hit, it still nets 33%: db1EX-f2-b122-db1.