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Combo List - Kotal Kahn [Outdated] The Kotal Kahnbo Thread

That thing you showed at the end with god ray, yeah that's not safe at all. You can be straight punished stupidly enough.
 
That thing you showed at the end with god ray, yeah that's not safe at all. You can be straight punished stupidly enough.
Fair enuf. its not something you do multiply times in a match maybe just once if u get the situation not everyone reacts to it properly but i get what your saying.
Edit: tested it out its only really punishable by reptile and Kung laos speedy ass wake ups other wise u can block just fine on a variety of wake ups
 
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Yeah if they decide to stay down it will work (and get some nice free damage in the process I guess) so all isn't lost. But I would only ever use it as a response of noticing my opponent likes to stay down all the time, never as a thing I just throw out.
 
Yeah if they decide to stay down it will work (and get some nice free damage in the process I guess) so all isn't lost. But I would only ever use it as a response of noticing my opponent likes to stay down all the time, never as a thing I just throw out.
im confused on how they would punish this? ive tested a several wake up moves and i am able to block all except kung laos spin. is there something im missing?
 
Roll > wakeup special.

Not sure how many frames we have exactly, but sub slide is punishing too
well you are correct roll wake up special works just fine on punishing that. either way the video was more about showing corner low starting non meter combo more so but thanks for the info
 
Been recording my attempts at optimizing Kotal's BnB combos over the past few days. See video below. No damage buffs were utilized.


List of take-aways:
  • F+2 is the ideal combo-extending attack in all variations. With proper use thereof, Kotal is easily capable 38-45% one-bar midscreen combos.
  • Likewise, with the exception of Blood God, with which optimal damage combos are best started with f1b2~totem, it seems Kotal's best launcher/combo-starter is also f+2. Blood God is capable of the highest damage using the damage buff totem and then launching with F+2.
  • War God seems to be the only variation where two-bar midscreen combos are reasonable. With Sun God and Blood God, the only reason to use two-bar combos is when you can take the opponent to the corner, ergo extend the combo.
  • I reckon uppercuts to be the secret ingredient for optimal damage, but those spacial-temporal scenarios are difficult to come by.
Anyone see anything missing?
 
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alexbib

Noob
Been recording my attempts at optimizing Kotal's BnB combos over the past few days. See video below. No damage buffs were utilized.


List of take-aways:
  • F+2 is the ideal combo-extending attack in all variations. With proper use thereof, Kotal is easily capable 38-45% one-bar midscreen combos.
  • Likewise, with the exception of Blood God, with which optimal damage combos are best started with f1b2~totem, it seems Kotal's best launcher/combo-starter is also f+2. Blood God is capable of the highest damage using the damage buff totem and then launching with F+2.
  • War God seems to be the only variation where two-bar midscreen combos are reasonable. With Sun God and Blood God, the only reason to use two-bar combos is when you can take the opponent to the corner, ergo extend the combo.
  • I reckon uppercuts to be the secret ingredient for optimal damage, but those spacial-temporal scenarios are difficult to come by.
Anyone see anything missing?

There are a few places where you should do b14 instead of b12 for more damage. f2,d2 as an ender (after EXdf1) is possible and does more damage in some combos.

BTW, how the hell do you get f1b2 after f2,f2,d2? Do you need to walk forward a bit before? Maybe it doesn't work against characters with smaller hitboxes?
 
There are a few places where you should do b14 instead of b12 for more damage. f2,d2 as an ender (after EXdf1) is possible and does more damage in some combos.

BTW, how the hell do you get f1b2 after f2,f2,d2? Do you need to walk forward a bit before? Maybe it doesn't work against characters with smaller hitboxes?
You're right about b14 doing slightly more damage. It's less reliable in my experience though--sometimes the 4 whiffs.

After the uppercut you have to run and immediately cancel into the follow up attack. Not sure about it being hitbox specific, but I doubt it. The f2, f2 portion might be affected though.
 

alexbib

Noob
You're right about b14 doing slightly more damage. It's less reliable in my experience though--sometimes the 4 whiffs.

After the uppercut you have to run and immediately cancel into the follow up attack. Not sure about it being hitbox specific, but I doubt it. The f2, f2 portion might be affected though.
Cool, thanks, I'll give it a try (even though I suck at run combos)! In most cases doing f2,f2,f2,b14... does the same damage, but if you've got blood offering up the version with the uppercut is better.
 

Second Saint

A man with too many names.
So, after getting blown up by a friend of mine that decided to jump all day, I found kotal's d2...lacking. It just didn't have the right shaped hit box to hit crossup jumps consistently, and I wasn't having any better luck with his air throw. I decided to go to lab and see what I could find and, as it turns out, d3 is a really good AA.

It's 6 frames, it lowers his hit box, it hits surprisingly high, and I can combo off of it.

War God Meterless:
d3, 1, f1b2~df2 (20% hkd)
d3, 1, b122~db1 (21%)
You have to hit them while still pretty high in the air for these next ones to work.
d3, 1, f2, f1b2~df2 (25% hkd)
d3, 1, f2, b122~db1 (27%)

1bar:
d3, b14~EX df1, f1b2~df2 (33% hkd)
d3, b14~EX df1, b122, db1 (35%)
d3, EX df1, f2, f1b2~df2 (34% hkd)
d3, EX df1, f2 b122~db1 (36%)

I tried comboing EX airgrab off the meterless combos with f2, but the gravity gets too high and I can't make the enders connect, though this doesn't mean it's impossible. I listed the 1 bar version with b14 in it because, while slightly less damage, it gives much more time to hit confirm, than going straight to the EX airgrab. As someone who sucks at hit confirming, this seems worth mentioning. (EDIT: I just found out you don't have to cancel the airgrab from d3, so I guess the part about hit confirming is redundant)

Sun God level 3 choke (Meterless):
d3, b14~db2 (23%)
d3, 1, f2, b14~db2 (29%)

1 bar:
d3, b14~ex df1, b14~db2 (37%)
d3, 1, f2, b14~EX df1, b14~db2 (39%)
 

Pnut

Mouth of the Illuminati
So, after getting blown up by a friend of mine that decided to jump all day, I found kotal's d2...lacking. It just didn't have the right shaped hit box to hit crossup jumps consistently, and I wasn't having any better luck with his air throw. I decided to go to lab and see what I could find and, as it turns out, d3 is a really good AA.

It's 6 frames, it lowers his hit box, it hits surprisingly high, and I can combo off of it.

War God Meterless:
d3, 1, f1b2~df2 (20% hkd)
d3, 1, b122~db1 (21%)
You have to hit them while still pretty high in the air for these next ones to work.
d3, 1, f2, f1b2~df2 (25% hkd)
d3, 1, f2, b122~db1 (27%)

1bar:
d3, b14~EX df1, f1b2~df2 (33% hkd)
d3, b14~EX df1, b122, db1 (35%)
d3, EX df1, f2, f1b2~df2 (34% hkd)
d3, EX df1, f2 b122~db1 (36%)

I tried comboing EX airgrab off the meterless combos with f2, but the gravity gets too high and I can't make the enders connect, though this doesn't mean it's impossible. I listed the 1 bar version with b14 in it because, while slightly less damage, it gives much more time to hit confirm, than going straight to the EX airgrab. As someone who sucks at hit confirming, this seems worth mentioning. (EDIT: I just found out you don't have to cancel the airgrab from d3, so I guess the part about hit confirming is redundant)

Sun God level 3 choke (Meterless):
d3, b14~db2 (23%)
d3, 1, f2, b14~db2 (29%)

1 bar:
d3, b14~ex df1, b14~db2 (37%)
d3, 1, f2, b14~EX df1, b14~db2 (39%)
I'll test this against people. If it works you are a god send and you get all the props.
 

Second Saint

A man with too many names.
I'll test this against people. If it works you are a god send and you get all the props.
I hope it does, man. I don't think the combos that get a f2 in them are really viable because you have to be damn certain that they were high enough, but I'm pretty happy with 20% meterless and ~35% with a bar that I don't have to gamble on.

Let me know if it works out; I don't actually get to play people that much, so it's untested on humans. Computer can't run the game at 60 fps, so I vary wildly between 25-45, making consistency next to impossible and online play annoying at best. So if my time in the lab brings out more useful stuff, I'll be pretty damn happy.
 

Hellbringer

1 2 3 drink
Holy shit do you guys actually read my posts? :/
I posted about this weeks ago but no1 seemed to give a shit.


Kotals' D3 is godlike for AA. It has a huge hitbox and it lowers kotals hitbox. Easy to convert in a combo.
Also:
What are guys using to AA?
At closer range i try to use s2 or s1 and vs certain characters d3.
I know vs sub zero d3 is not possible because of his different angle and hitbox when using ji1/2 so s1/2 works alot better.
Against characters with bigger hitbox and more range like dvorah, d3 works better.
 
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Hellbringer

1 2 3 drink
Sorry man, I mostly just skim general discussion. Good find. Got any combos better than these?
I think the ones you posted seem pretty good. I normally do 21~special but the one with 1 f2 b14 seems pretty good. F2 f2 seems not too reliable.
 
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FYI

As a combo starter, 114~ex Air Takedown does not connect against Ferra/Torr.

I tested against Goro, the other big character, and it works just fine. Anyone else discovered this against any other characters?
 

Hellbringer

1 2 3 drink
Any video of using D3 as an anti air? I try it and can't seem to figure out the timing.
Ill try and make one soon. But beware vs some characters u cant use d3 because of the different hitboxes so u have to use s2 or s1.
Also you need to be aware of spacing, how far your opponent is from you cause of hes from half screen its much harder to aa.