Matador Fiend
Kombatant
Laos s2 seems better aa into juggle then spin lol
Seems like the majority are messing with orbiting hat lao because its what everybodys familiar withWhich variation does everyone consider the best so far, or rather which one does what better? I feel like learning the one with the angled hat personally. Don't really care for the orbiting hat.
Yeah that makes sense. So far most combos posted are for that variation. I dunno. I'm not feeling it. Good thing is the other variation has most of the same combos.Seems like the majority are messing with orbiting hat lao because its what everybodys familiar with
Try holding jump and remembering when he jumps. Then just try getting that timing down. It'll take a few tries but you should be able to get it eventually. Hope that helpsI'm having a really hard time connecting JIK into DK after spin. Seems like I can't jump fast enough.
Yea i agreeI saw some of Forever King's Lao. His Lao is nice but is getting away with some moves that top players at a tourney will punish, hard.
Against a player with half a brain, you don't use it really unless it's to punish. Doing it raw is asking to eat an uppercut or a D1 to interrupt your "pressure". I say 'pressure" because it's becoming increasingly obvious that Lao in this game is really not a character that can lock his opponent down like he could in older games.How do ya guys use 21212? If they're crouch blocking beforehand they can just let go of block to duck the hat and punish
It should be easier on stick. Count your inputs.I cant seem to get the 2121 chain fist part on stick unless i mash it out. Im piano keying it too. If i mash it out, it makes it impossible to cancel into spin... Any tips?
Only watched first minute and 1/2. Nothing really groundbreaking here.
Forever Kings lao.
I been using it to jail after a low poke.How do ya guys use 21212? If they're crouch blocking beforehand they can just let go of block to duck the hat and punish
Funny you mentioned it. I was not inputing the last 2 before the 4 lol but yea its actually really easyIt should be easier on stick. Count your inputs.
I'm having the same problem! What do you mean "holding jump" - like spin then immediately hold Up? I'm struggling with this one bad haha.Try holding jump and remembering when he jumps. Then just try getting that timing down. It'll take a few tries but you should be able to get it eventually. Hope that helps
n00b question: what does the "s" in s34 and s3 stand for?Popping in real quick to preach the s34 gospel. Has anybody been using this in the neutral? So far it's been a pretty reliable tool to get in. Just whiff the s3 and and let the 4 follow through; 12f of startup and the sweep has enough reach to close a gap just outside the starting position range. If they're not watching their feet they'll take the sweep. If they do block but aren't reacting you can follow it up with f1 staggers. If they start reacting to it you can just d4 and space them out and possibly bait out a whiff punish. Will experiment with it some more, but I just wanted to share this before I went off to work.
Means standing, in other words just press 34 or 3.n00b question: what does the "s" in s34 and s3 stand for?
This is to make you all know w/proper lab time. DB1 is useful, if near the corner end this in F12, enjoy!
Basically do spin then hold up (jump) and try to remember at what point KL jumps after the spin's animation ends. This should give you a good visual que as to when you have to input the jump attack.I'm having the same problem! What do you mean "holding jump" - like spin then immediately hold Up? I'm struggling with this one bad haha.