The PantyChrist
Rest in Pantiez
Kl's dive kick unsafe AF.JUST
DON'T
PUT
ANY
SAFE
DIVEKICKS
I already hate Kung Lao and Black Adam enough...
Bladams dk -21
Kl's dive kick unsafe AF.JUST
DON'T
PUT
ANY
SAFE
DIVEKICKS
I already hate Kung Lao and Black Adam enough...
safe divekicks?
KL's divekick has no recovery if it whiffs which is super dumb and allows KL to be birdy as fuck. It can also be made safe if it hits low enough.Kl's dive kick unsafe AF.
Bladams dk -21
I wish Kung Lao's dive kick was safe.JUST
DON'T
PUT
ANY
SAFE
DIVEKICKS
I already hate Kung Lao and Black Adam enough...
What you're saying about the low divekick only works if kung lao has to waste a bar of meter and at any time the opponent walks forward or backwards it can get messed up and full combo punished. No one uses it. The divekick is part of his game, it is punishable on block what more do you want.KL's divekick has no recovery if it whiffs which is super dumb and allows KL to be birdy as fuck. It can also be made safe if it hits low enough.
BA's regular DK is -15 on block and still hard AF to punish because of the pushback. (NW for example has only a 1-frame window to punish if he was in Escrima)
And his MB DK is +gazillion ofc on block.
Most of Kung Lao's gameplay is built around being able to use divekick to (relatively) safely move around (I say relatively because in certain positions you can actually dash forward and block + punish in anticipation of a whiffed dive kick). If he didn't have that all he'd have is unreliable pressure/pokes and a hella unsafe teleport. And before someone points it out, yes, he'd still be better than a lot of characters but he would really suffer. Kung Lao, as good as he is, is a pretty well designed, balanced character (balanced doesn't mean he's not super top tier). He's got a lot of horseshit, but there are universal ways to get around them: Standing 2 is beaten by low pokes, spin is hella punishable on whiff/block, dive kick is punishable on block, teleport is super punishable (especially as players learned to fight him more and more). He really doesn't have anything that's a terror to deal with, but he's got a full package that makes him super good.KL's divekick has no recovery if it whiffs which is super dumb and allows KL to be birdy as fuck. It can also be made safe if it hits low enough.
Agreed 100%. My opinion is as useless as a dog's fart, but Kung Lao is the most complete and best designed fighter in MK9. His should be the ideal for future MK games, from a balance standpoint.Most of Kung Lao's gameplay is built around being able to use divekick to (relatively) safely move around (I say relatively because in certain positions you can actually dash forward and block + punish in anticipation of a whiffed dive kick). If he didn't have that all he'd have is unreliable pressure/pokes and a hella unsafe teleport. And before someone points it out, yes, he'd still be better than a lot of characters but he would really suffer. Kung Lao, as good as he is, is a pretty well designed, balanced character (balanced doesn't mean he's not super top tier). He's got a lot of horseshit, but there are universal ways to get around them: Standing 2 is beaten by low pokes, spin is hella punishable on whiff/block, dive kick is punishable on block, teleport is super punishable (especially as players learned to fight him more and more). He really doesn't have anything that's a terror to deal with, but he's got a full package that makes him super good.
He's a mobility character. And he's pretty unsafe. Making his mobility further unsafe would be pretty silly.
It's not the same thing, though. His statements implied guessing as you would a vortex or a 50/50 situation.That's what he means by guessing... reads are essentially educated guesses.
I know the feels. The suspense for waiting on your favorite character is rough.<----- Will make or break the game for me.
Like I said those are educated guesses. It requires good adaption skills, but at the end of the day it still has a random factor in it. Not saying if that is good or bad, but it is what it is.It's not the same thing, though. His statements implied guessing as you would a vortex or a 50/50 situation.
The Post Doomsday-Shoulder meta is more about being able to predict habits, noticing patterns, and knowing your best option vs. their best option. If what I have described doesn't require fundamentals, I'm not sure what does.
Most of Kung Lao's gameplay is built around being able to use divekick to (relatively) safely move around (I say relatively because in certain positions you can actually dash forward and block + punish in anticipation of a whiffed dive kick). If he didn't have that all he'd have is unreliable pressure/pokes and a hella unsafe teleport. And before someone points it out, yes, he'd still be better than a lot of characters but he would really suffer. Kung Lao, as good as he is, is a pretty well designed, balanced character (balanced doesn't mean he's not super top tier). He's got a lot of horseshit, but there are universal ways to get around them: Standing 2 is beaten by low pokes, spin is hella punishable on whiff/block, dive kick is punishable on block, teleport is super punishable (especially as players learned to fight him more and more). He really doesn't have anything that's a terror to deal with, but he's got a full package that makes him super good.
He's a mobility character. And he's pretty unsafe. Making his mobility further unsafe would be pretty silly.
What you're saying about the low divekick only works if kung lao has to waste a bar of meter and at any time the opponent walks forward or backwards it can get messed up and full combo punished. No one uses it. The divekick is part of his game, it is punishable on block what more do you want.
Yeah well I admit it was mostly my salt talking. Fuck it I just hate those two characters.I wish Kung Lao's dive kick was safe.
I have found TYM to be a much more enjoyable site to visit after discovering the "ignore member" button. I suggest you make liberal use of it. I think you'd realize that it's really like 10 guys who suck and are horrible posters and most people are fine.
i know its hard, but you could just ignore the trolls/haters. i know exactly how hard it is, and sometimes you can't help it, but i see it like this, if you let a troll get to you and it makes you not want to come back and post on the site, then its your own damn fault in the first place. that's why i have never said i will leave TYM, because i know that haters exist in the world, and am not self righteous enough to proclaim myself above hate and to avoid it at all cause (not calling you or anyone self righteous). it seems to me that you let the trolls dictate how good or bad everything is when we know 99% of the time its inevitable that you will have people who hate.
Dealing with jumpers around in MK fishing for a combo was never a problem. There was jump kick, teleports, neutral jump punch, jabs that anti air, armor, air projectile, dive kicks, uppercuts to bait bunnies.lol can't wait to see a character with an op air to air jumping around like a rabbit because it grants a 45%
Not really, no. If Player B blocks Player A's Doomy Shoulder Charge, and he is more knowledgeable about which options beat out player A's, then the situation is in player B's favor. Match-up knowledge isn't random at all.Like I said those are educated guesses. It requires good adaption skills, but at the end of the day it still has a random factor in it. Not saying if that is good or bad, but it is what it is.
how about we all just play what we have and stop bitching if you keep losing then you suck simple don't complain about the game being bad when its you that's bad have you noticed that everytime someone complained about characters in mk or inj shit got worse in the game with other characters because other characters wasn't even explored or played very well so then patches can along and then could possibly kill the game. ive never complained about how characters were broken I still play its the player that makes the difference that's all that matters it takes time and effort to create your mix ups/tech its up to you to trick your opponent but simple let netherrealm and pro players take care mkx to balance it
Is that a logical comparison in your brain? A bunch of people WATCHING transformers is exactly the same as tons of people PLAYING AND GETTING GOOD at CoD?is transformers an amazing movie because a lot of people watched it???
( i called cod competitively successful because it has a scene)
Yes actually it is... it is called appeal to majority... just because a lot of people do something or believe in something doesn't validate it. In fact its quite common in human interactions, the majority in one area of people might have believed a person was a witch in the middle ages or might deny the science of evolution in general. Just because a lot of people play call of duty frequently doesn't in my opinion validate it as a GOOD competitive game. I just thought my analogy might get the point across. If you want to argue the validity comparison anymore then provide me with an actual point debunking the comparison.Is that a logical comparison in your brain? A bunch of people WATCHING transformers is exactly the same as tons of people PLAYING AND GETTING GOOD at CoD?
well consider the fact that guessing isn't everything in some games, in some games it's about spacing and whiff punishment (which isn't pure guessing), the shoulder takes away this component to a high degree and reduces the game to guessing.Not really, no. If Player B blocks Player A's Doomy Shoulder Charge, and he is more knowledgeable about which options beat out player A's, then the situation is in player B's favor. Match-up knowledge isn't random at all.
Also, based on what you're saying, I'm lead to believe that you believe that making reads is just guessing. In which case, ALL fighting games involve heavy amounts of guessing, not just Injustice and MB Shoulder Charge. So again, the point that "shoulder charge" is just guessing and doesn't belong in a fighting game makes absolutely no sense by your points as well.
You have to make reads in every fighter you play. So every fighter has an element of "guessing."well consider the fact that guessing isn't everything in some games, in some games it's about spacing and whiff punishment (which isn't pure guessing), the shoulder takes away this component to a high degree and reduces the game to guessing.
Can you go read my posts again and stop putting words in my mouth, where did I say matchup knowledge was random? Reads are educated guesses, which makes them not that random. Also go read my very first post in this thread where I said shoulder charge isn't even that bad, where did you see me say shoulder charge shouldn't be in a fighting game.Not really, no. If Player B blocks Player A's Doomy Shoulder Charge, and he is more knowledgeable about which options beat out player A's, then the situation is in player B's favor. Match-up knowledge isn't random at all.
Also, based on what you're saying, I'm lead to believe that you believe that making reads is just guessing. In which case, ALL fighting games involve heavy amounts of guessing, not just Injustice and MB Shoulder Charge. So again, the point that "shoulder charge" is just guessing and doesn't belong in a fighting game makes absolutely no sense by your points as well.
You guys are arguing semantics. "Guessing" has a negative connotation and the doomsday shoulder charge meta is more complex than, say, guessing to get out of batgirl's vortex but ultimately I do think it's fair to characterize it as a guessing game, albeit a more complicated one.You have to make reads in every fighter you play. So every fighter has an element of "guessing."
And MB Shoulder Charge isn't some completely random guessing situation. If you know the MU and your options vs. theirs, it's not the same as guessing "overhead/low."