Phantasmagore
Hissss
Basically the opposite of rushdown, offensive characters. Characters who use the opponent's momentum against them and stuff. Sub-Zero is apparently one of them.
we can't ignore the problems that variation has either tho, but awesome variationTempest Lao is a very strong defensive char. Tornado spin is good for players who run in blindly/mind games in the footsie. Ive said this so many time aha punishes so many things. Careful what string you use vs tempest lao when he has a bar.
what problems?we can't ignore the problems that variation has either tho, but awesome variation
It isn't an offensive variation but the defensive tools are strong in my opinionwe can't ignore the problems that variation has either tho, but awesome variation
the hat is inconsistant, due to the game actually tracking the position of the hat, it won't connect with anything if the hat isnt in the right position, also the vanilla version takes too long to come back to you.what problems?
whatever, i still say his f4 needs to be safe, and his MB hatoss needs to have a point, otherwise why use it at all over the regular?The hat seems like Rose Ultra orbs as far as funtionality is concerned. You should be able to get around it with correct timing as well as you as a kung lao player should have to time your follow ups correctly to combo into hats or do whatever you want to do with it.
Vanilla version takes too long to come back? or you just wish it came back sooner? adjust your combos and setups to compensate for the hat's return time.
tempest seems like a defensive variation, his projectile doesn't need to do anything special other then coming out faster or giving more advantage to you.
every character has several strings that are unsafe. Use your safe strings, mix in your unsafe ones or use them when they're guaranteed to hit due to setup or juggle.
more frame advantage? i guess, if u count the frame advantage you get on a knockdown, but its still not worth using over the regular toss. Its not like the startup is quicker or anything. The travel time is slower too, but you don't really recover fast enough to follow it up with anything and its pretty negative on block.Possibly, I was just offering thoughts, I've only played the MU a handful of times, and havent put any time into him. Just my impressions. A lot of times people will just approach their characters with the wrong mindset, just givin' my 2 cents, cheers. There's gotta be SOMETHING EX hat throw is giving you. More frame advantage?, faster start up?, mid hit instead of high? something?
but were very early into the games lifespan, with plenty of patches to come on the horizon, i don't see why we should just accept something about a character if it really is something annoying or pointless if it can be improved upon in a new patch. If he never does get those kinds of buffs or changes then we'll cross that bridge when we get to it, until then however im going to keep stating what his problems are and suggestions to improve him (without breaking him)I really don't know enough to converse in depth, though I don't know how you can be "too technical" in this type of talks. we should look for theoretically the most effective ways to use moves and setups, not JUST try and use them in ways we wished they worked or want them to work.
your "problems that need to be addressed" sound like they're possibly not problems with the character but problems with your approach to playing him, so I don't want you to just mentally dismiss these "issues" hoping for a patch or something and then never get them and hinder your own progress. Again, I would have to see and study his tools to know for sure, that's just my impression. Try finding/talking to a kung lao main with some experience under his belt if you can find one in your section of the forums and pick their brain if you're having trouble. You may just be missing the point on him or some of his setups. If I'm completely wrong, that's fine too. I'm just breakin' ribs over here.
whats not to understand? get in, pressure with your strings, punish attempts to counter with spin (MB spin moreso than the regular) and getting setups on knockdown (mostly with tempest and hattrick)sure, and if they truly are issues hopefully other Kung lao mains will let their voices be heard. Just, as you said, we're early into the game's lifespan. You don't know your character perfectly yet either, and could be overlooking something or playing him incorrectly. Your attitude just makes me think you think NRS is gonna patch anything that seems even slightly off... and that's most likely not the case, they'll likely balance based on high level and pro play since they're using their characters correctly, not based on casuals.
i just spent a little time reading some of your posts in your own character's forum, and it's clear that the issue is you not approaching the character, play style wise, correctly. Yes, some character heavily rely on MB, in fact even my character (commando kano) relies on it as armored command grabs are paramount to my pressure. No offense meant to you but you may want to nail down your tech before trying to get your character buffed.
alright, i can respect that, but we'll see whats what.ok so you get his basics as far as theory goes, but do you actually execute correctly and setup with the right timings? because from your distress it seems like you have issues with hat spin setups, and you want to be mad rushdown, when your variation lends itself more to lame and reactionary play. Maybe it's just a matter of you labbin' up hat spin setups on an opponent who varies their wakeup timing until you find the sweet spot that makes everybody hate their life lol.
I still fuck up oki/wakeup timing for my command grab mixups and shit all the time because I'm new to NRS with MKX, so I get the struggle. Also, If I'm wrong about everything I'm telling you, I'll eat my words, just voicin' my thoughts.