Video/Tutorial KUNG LAO 2.0 - Guide

Discussion in 'Kung Lao' started by UsedForGlue, Mar 28, 2012.

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  1. Only gimps play Kung Lao Brah!

    26 vote(s)
    23.9%
  2. Where's my 24 Low Hat?

    83 vote(s)
    76.1%
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  1. Angel Oleander

    Angel Oleander Hellfire & DoomStroke. Moderator

    He has sooooooooo many good bits and pieces to mix up in pressure and defense. Nothing particularly OMGWTF, but enough bits of small ball that when you put them together, you get a great fuckin' array of choices.
    I could get used to this Hat. I really could. I just have to keep my smarts turned up.
    Hellion_96 likes this.
  2. Squeaker101

    Squeaker101 As I live, ALL will die

    Wow! This stiff is pure gold. Big thanks to UsedForGlue for doing such an awesome guide! Another big thanks to SunnyD for directing me here! Don't see how I didn't come here like forever ago....
    UsedForGlue, Hellion_96 and SunnyD like this.
  3. deathgun

    deathgun Member

    Its a nice guide, Id just to add an extra line at the end of it:

    If youre playing against a low hurtbox character, forget everything you just read.
  4. gdf

    gdf Well-Known Member

    Low hitbox characters aren't so bad. Just footsie and ex teleport them to death. Unless Glue has an alternative.
  5. UsedForGlue

    UsedForGlue Patience is the key.

    I guess you didn't read the section anything I wrote about punishing the opponents pokes after your block strings...

    Give it another look through.
  6. ManOfManyActs

    ManOfManyActs TYM|Premium Supporter TYM|Premium Supporter

    I kind of get the idea of blowing pokes up, but glue would you say the guessing game is in lao's favor or in the opponents favor? imo it depends on the character, I mean you don't want to do that shit against cyrax, but against mileena I would say it is in lao's favor.
  7. UsedForGlue

    UsedForGlue Patience is the key.

    It depends on character.

    You can't afford to fuck around on any high punishment character that has fast normals that lead to combos, such as Cage, Sektor, Sonya and KL mirrors.

    This style of play works best on poke happy cast members, such as Mileena, Kitana (if they opt for D1 instead of 21), Smoke (Allot of them throw out D1 smoke bomb as if they are allowed to do it, and it is -9, KL's 2 is 7, and spin is 6), Scoprions, etc, some other players of certain characters may go for full block strings when you are at zero, but only the smartest and bravest opponents out there will do that.

    Spinning is another thing, weigh up the risk reward for spinning certain characters if you are going to throw out after block strings to punish opponents for pressing anything, such as Cyrax, it's not really worth it as his damage massively out guns yours, along with Rain, although you can spin him for any RH cancel, but Jax, he can't full combo punish very well midscreen, so it's worth the trade/risk on him almost everytime.
    ManOfManyActs and Hellion_96 like this.
  8. UsedForGlue

    UsedForGlue Patience is the key.

    Updated Guide with a section on how to use the teleport and turn it into a mix up game.
  9. STB Sgt Reed

    STB Sgt Reed Online Warrior

    UsedForGlue

    I love you.

    My quest to pick up Kung Lao has been rekindled!
    SunnyD likes this.
  10. STB Sgt Reed

    STB Sgt Reed Online Warrior

    I have a question...

    when you do 112 spin and you want to go for the F3 spin ender so you can whiff the dive kick and pressure them again... is it better to do it with or without a NJP in the combo?

    I usually find myself doing...

    112 spin NJP JK Dive kick F3 spin whiff dive kick ... but it seems like I miss it a lot. Would it be better without the NJP?
  11. eskuAdradit0

    eskuAdradit0 "Thanks" button abuser.

    no njp gives you a bigger window to hit the f3.
    After a njp I think people like to go for 2,4, 1+3, 2 (or 4) ender.
    Sgt Reed 24 likes this.
  12. SunnyD

    SunnyD 24 Low Hat!

    Cut out NJP and F3 spin out of your Bnb's entirely. Ending with 24 grab is much more advantageous in terms of positioning, damage and the ability to pick which side to throw your opponent in.

    112 spin, jk dive kick dash 1, dash 24 grab.

    ending combos with f3 spin is an outdated concept.
    UsedForGlue likes this.
  13. STB Sgt Reed

    STB Sgt Reed Online Warrior

    Why is it outdated?

    Either way, I'm not gonna end everything in 24 grab. (Though, now I am gonna start using it more. Thanks) I like the speed of F3 spin whiff dive kick b/c you're on them again right away. Can really fuck people up.
  14. UsedForGlue

    UsedForGlue Patience is the key.

    It was first used by PL when we didn't have the knowledge we have now. It takes no priory over 24 Grab, with no command.

    The only thing the roll spin into dive kick or crossover teleport is good for, is for intimidating the opponent or making them panic, it's outdated yes, but everyone once in a few games, it's not a bad idea to throw it in.

    But doing 24 Grab, then a JIP creates pressure too, even F2 after the knockdown.
    SunnyD likes this.
  15. SunnyD

    SunnyD 24 Low Hat!

    Its outdated because it was Perfect Legend who favoured that setup with Vanilla Kung Lao way back when. Using f3 spin isnt bad per say, but try to use 24 grab as much as possible.

    *edit i knew the minute Glue liked my post that me and him were writing the same thing. lol
    UsedForGlue likes this.
  16. STB Sgt Reed

    STB Sgt Reed Online Warrior

    That was my point... it happens faster, at least visually, than the trip on the 24 grab. So after 24 grab... they have time, at least mentally, to get ready for what you're about to do... JIP 24 pressure w/e.
  17. Death

    Death PSN: EMPR_Death

    I noticed you messed up the EN spin combo percentage. You lised it as 28% but its only 24%.

    Also, whats a reliable whiff punisher? Sometimes 21/24 whiff and i get blown up. Is EN Spin the only one?
  18. UsedForGlue

    UsedForGlue Patience is the key.

    24 Spin in specific stance is good, :ex spin is excellent and well under used.

    But 24 overhead or command grab ( :bp ) is the only 100% reliable option, 21 will wiff, and you know it will happen at the worst possible game winning times.

    The 2 (4) has a very good hit box and gives +4 on hit.
  19. SunnyD

    SunnyD 24 Low Hat!

    UsedForGlue

    do you think buffing 24 spin so that it isnt stance specific anymore would be a large or small buff?
  20. UsedForGlue

    UsedForGlue Patience is the key.

    It would only matter in your wiff punishing, and not for your rushdown, as you would still have to hit confirm it.

    Just look at what stance you are in, do 112, and your 24 will still be in the same stance.
  21. Death

    Death PSN: EMPR_Death

    It sucks you have to waste a bar for only 24% on a whiff punish
  22. UsedForGlue

    UsedForGlue Patience is the key.

    Its not often you would need to use it, only if you notice a pattern.
  23. SunnyD

    SunnyD 24 Low Hat!

    Can you not just dash spin rather than 24 spin? You'll lose significant damage but you wont have to use the meter.
  24. UsedForGlue

    UsedForGlue Patience is the key.

    :ex spin is situational.

    Like a cage player wiffing a F33 from a good distance, its a small window for a punish and it's an option.
  25. shinshistu

    shinshistu Member

    PSN:
    RM_xShinx
    cant i 21212 spin since that is hit conformable?

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