Grumptronix
Fuck off, I'm not grumpy
I mean't on block. Do you use 11 as pressure? What does that leave you at? 0?Ehhh I mean, your fine ending in 21, f14, b321.
I mean't on block. Do you use 11 as pressure? What does that leave you at? 0?Ehhh I mean, your fine ending in 21, f14, b321.
Yes 11 and 44 are his only strings that leave them 0 on block. 11 is preferable imo because it's faster. 44 takes so long to start up.I mean't on block. Do you use 11 as pressure? What does that leave you at? 0?
Yes, starter spin, dk, standing 4 ex hat, b321
I have been having a lot of success with Lao online, currently 201:15 and 1709 score. I tend to use f2d3 and b2 low hat as my main footsie tools. I also have gotten into the habit of not ending my strings in special moves on block. I do this to feel out each opponent and afterwards I start making reads to open them up. On jump in I always do 4,4. Very punishable but I can't resist the damage potential. If they don't check me on it I'll keep doing it and mix in a jump in f2d3 to throw them off.
I'd love to answer questions if anyone has any for me.
Very true, I have been blown up for using it but as of now I find it's paying off enough to be worth it. New players don't seem to interrupt the string and I like speedy matches. When I do find more skilled opponents my game changes to a more footsie based, and punish oriented strategy. 1,1 doesn't have the range I like so I opt for f2d3 or b321 I almost never use 1,1 unless I'm looking for a quick punishing string.I would suggest not always going for 4,4 on a jump in. While the damage potential is very good most opponents will be able to react to it and armor through it (if they have armor) so long as you do it on every jump in. Only thing I would recommend is to maybe do 1,1 on a jump in and mix it up with a teleport 1.
By f2d3 you just mean f23 right? What does that leave you on block? Sorry, I'm asking questions that I could obviously answer myself, but I'm at work... hahaVery true, I have been blown up for using it but as of now I find it's paying off enough to be worth it. New players don't seem to interrupt the string and I like speedy matches. When I do find more skilled opponents my game changes to a more footsie based, and punish oriented strategy. 1,1 doesn't have the range I like so I opt for f2d3 or b321 I almost never use 1,1 unless I'm looking for a quick punishing string.
Yeah I mean f23 idk why all this time I've been complicating that for myself lol. Its -22 on block, but ending in a low hat on reaction will make that safe for you. A little gimmick I've been using is if people are getting used to my block strings I'll throw out a f2 and then instead of completing the string I'll go right into a b2 low hat or spin because they are expecting the low and the overhead catches them off guard. Just something you guys can play around with.By f2d3 you just mean f23 right? What does that leave you on block? Sorry, I'm asking questions that I could obviously answer myself, but I'm at work... haha
Good stuff Clark. Ex Tele also has armour (thought I'd mention it to everyone as this is a good tool).
... do you have video of this? This works in the corner, but that's about it...I'm sure this is known, but I love that KL's divekick can be converted into a full combo.
When I land a raw DK I just use the 1, 1, Spin string to whatever combo I feel like.
Just an interesting tidbit for those who didn't know.
Good stuff Clark. Ex Tele also has armour (thought I'd mention it to everyone as this is a good tool).
And I like the painfully obvious dig at me haha
Btw, to put the "safe" talk into context, if we look at Kung Lao in MK9, he has a few normals that leave him at 0 or advantage that would allow him to keep the pressure on. I think my issue is I'm trying to find the MK9 Kung Lao in MKX, and it's becoming apparent that they aren't one and the same. Kung Lao in MK9 is a high risk high reward, however I'm finding that Kung Lao in MKX is high risk low reward with the tech I have now. I'll keep on working at it though, I really do love Lao.
... do you have video of this? This works in the corner, but that's about it...
You can do 11 b12 spinI'm sure this is known, but I love that KL's divekick can be converted into a full combo.
When I land a raw DK I just use the 1, 1, Spin string to whatever combo I feel like.
Just an interesting tidbit for those who didn't know.
I saw that, he's talking about converting with 1 1 though, not d4.
Convert off of dive kick midscreen too!
You can convert 11 spin after dive kick.Well after trying it myself, you can definitely convert a dive kick into a standing 1, but I couldn't get it to convert on a 11 spin. Only into a 1 spin. Good stuff, although its dependent on where you hit them.
Someone show a video of this. I could only convert standing 1 into spin... not 11 into spin. It pushes the opponent too far when you 11.I just said that. Duh.
Give me a second and I will.Someone show a video of this. I could only convert standing 1 into spin... not 11 into spin. It pushes the opponent too far when you 11.
Actually I am just going to upload a video showing most of the stuff you can do after divekick that is meterless.Give me a second and I will.