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Kung Lao General Discussion thread

RWDY Nori

MK is kinda dope
One of the most powerful aspects in NRS fighting games has been safe, armored launchers because they allow you to steal turns while playing neutral or pressuring. People despised fighting a character like Tremor who would throw out pokes, and when you retaliated with your own pokes or your fastest mid string, you would get launched. For this reason, the armor on most armored launchers was removed in MKX in the last patch.

Kung Lao with Goro can play this meta because EN b,f+2 advances forward, has moderately fast startup considering its range, and leads to 30%+ combos, the most damaging in the game after an armored launcher. So for the Kung Lao players asking "Where is the dirt?" THIS is the dirt. LOL. And you should take advantage of it before NRS decides to add damage scaling after EN b,f+2 or Goro's up punch.
You explained this better than I could thank you
 

just_2swift

MK1 is the best MK period.
One of the most powerful aspects in NRS fighting games has been safe, armored launchers because they allow you to steal turns while playing neutral or pressuring. People despised fighting a character like Tremor who would throw out pokes, and when you retaliated with your own pokes or your fastest mid string, you would get launched. For this reason, the armor on most armored launchers was removed in MKX in the last patch.

Kung Lao with Goro can play this meta because EN b,f+2 advances forward, has moderately fast startup considering its range, and leads to 30%+ combos, the most damaging in the game after an armored launcher. So for the Kung Lao players asking "Where is the dirt?" THIS is the dirt. LOL. And you should take advantage of it before NRS decides to add damage scaling after EN b,f+2 or Goro's up punch.
You still on reo about that lol good times
 

Ray'sGoodLiquor

I don't care I'm not a competitive player anymore
I've got a question.

So, d4 on hit is +15 and leads to a safe 50/50 with Goro, but I've seen it done a couple different ways.

A- K xx B4 for low, F2 xx DK for overhead,
B- B33 for low, B3 xx BK for overhead.

Personally, I think B is a lot easier to pull off than A. Is there any argument for using A over B? The only thing I don't love is that B3 xx BK side switches.
 

Juggs

Lose without excuses
Lead Moderator
Did any of you Lao mains struggle with his combo trial #7? Idk if it got harder after the patch, but I was doing it yesterday and it took me FOREVER to finally get it. Really the only issue was getting the b1 to connect after the whiffed dive kick. And not only getting the b1 to connect, but also having to immediately cancel into the noogie grab move.

Like, execution is typically my strong suit, and this was one of the hardest combos I’ve tried to do in a long time. Obviously I figured out one of the biggest reasons I was struggling and it helped tremendously. And after spending an embarrassing amount of time on it and finally getting it, I got it like 5 more times afterwards lol. There’s definitely a specific timing you need to do.

Anyway, just was wondering if actual KL mains struggled on it. AND if it got harder after the patch or if it hasn’t changed.

 
Did any of you Lao mains struggle with his combo trial #7?

Anyway, just was wondering if actual KL mains struggled on it. AND if it got harder after the patch or if it hasn’t changed.
I got it in under 15 minutes, I am a full blown kung lao main since umk3 XBLA / mk9 / mkx
 

Eddy Wang

Skarlet scientist
Did any of you Lao mains struggle with his combo trial #7? Idk if it got harder after the patch, but I was doing it yesterday and it took me FOREVER to finally get it. Really the only issue was getting the b1 to connect after the whiffed dive kick. And not only getting the b1 to connect, but also having to immediately cancel into the noogie grab move.

Like, execution is typically my strong suit, and this was one of the hardest combos I’ve tried to do in a long time. Obviously I figured out one of the biggest reasons I was struggling and it helped tremendously. And after spending an embarrassing amount of time on it and finally getting it, I got it like 5 more times afterwards lol. There’s definitely a specific timing you need to do.

Anyway, just was wondering if actual KL mains struggled on it. AND if it got harder after the patch or if it hasn’t changed.

its easier to get in the corner, i got the combo in 5mins
the inputs act weird coming from the air into b1, i think, that's the harderst part of the combo.
 

Juggs

Lose without excuses
Lead Moderator
its easier to get in the corner, i got the combo in 5mins
the inputs act weird coming from the air into b1, i think, that's the harderst part of the combo.
Yeah connecting the b1 was the hardest part for me. But once I realized my mistake, which was doing the jump 4 into divekick too quickly, the combo became infinitely easier.
 

Jdizzle31

Apprentice
Has anyone found a use for lao's F4?

I finally found one, its not the greatest thing in the world but its something.
I was trying to find counters for striker bombs and noticed that when someone does something very unsafe like reptile death roll or sindel B3 into delayed bomb you can punish with F4 take the bomb hit and continue the combo.
 

superbn0va

Apprentice
Kung lao can use some buffs:

  • Specials: His EX-projectals can be a little better. I see no difference with his regulars projectiles besides being "slightly" faster?
  • Mobility. If NRS can't give him his teleport back, maybe they can give kung lao free teleports when doubled with his cameo.
  • Normals: I don't mind working a bit harder to mix-up and or rushdown my opponent, but his only meterless combo string is unsafe and has a slow start up.
His armored wake up attack is not that good that he should be untouched. KL at this point is way too meter/cameo depended to be fun and creative.
 
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superbn0va

Apprentice
Have all Kung Lao players gave up on him? i see almost no videos or discussions online regarding KL.

Have some of yall figured out new tech with his buffs? What do yall think of his extra air projectile and spin buff?
 

superbn0va

Apprentice
Full screen projectile combo 401%
 

Eddy Wang

Skarlet scientist
Have all Kung Lao players gave up on him? i see almost no videos or discussions online regarding KL.

Have some of yall figured out new tech with his buffs? What do yall think of his extra air projectile and spin buff?
The character is bland and boring, all his moves were given to his kameo, no wonder no one plays him.

They tried to give him Kitana's air fan, but that change is so out of character though.

Lao was always about fast jabs, air dive kick openings and high execution, this one is way off though.
 

superbn0va

Apprentice
The character is bland and boring, all his moves were given to his kameo, no wonder no one plays him.

They tried to give him Kitana's air fan, but that change is so out of character though.

Lao was always about fast jabs, air dive kick openings and high execution, this one is way off though.
yes, I have complaint about that for a while lol. Very unfortunate indeed.. giving kung lao 3 projectiles makes no sense and to make it worse their EX variants don’t add combo possibilities.. that’s crazy lol

I’m still labbing him and found some interesting stuff with his buffed regular spin move.. I’ll post some more vids when I can
 

LEGEND

YES!
Am I crazy or is Kung Lao / Stryker kinda busted?

Any blocked/hit 21 or D4 with close grenade called behind it leads to a safe, launching 50/50 between F2 and B4. Timing isn't that hard. There are probably matchup dependent escape options or gaps to swing / armor through but thats still pretty good considering if you just block they'll eat a full combo.

Also i worked out that you can call far grenade early (while in blockstun), then do EX BF2 to combo off his armor. Could be used to full combo punish gaps in strings or pressure sequences.

Stryker also makes Divekick safe (obviously) which is really strong. The threat of the air lets you move more freely on the ground.
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I only started to take a look at Lao because he can punish Cyrax for going for loops. That alone could be worth playing the character.
 

Eldriken

Life was wasted on you.
Am I crazy or is Kung Lao / Stryker kinda busted?

Any blocked/hit 21 or D4 with close grenade called behind it leads to a safe, launching 50/50 between F2 and B4. Timing isn't that hard. There are probably matchup dependent escape options or gaps to swing / armor through but thats still pretty good considering if you just block they'll eat a full combo.

Also i worked out that you can call far grenade early (while in blockstun), then do EX BF2 to combo off his armor. Could be used to full combo punish gaps in strings or pressure sequences.

Stryker also makes Divekick safe (obviously) which is really strong. The threat of the air lets you move more freely on the ground.
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I only started to take a look at Lao because he can punish Cyrax for going for loops. That alone could be worth playing the character.
Oh, great. Even more reason for me to hate Lao. >.<
 

LEGEND

YES!
Really enjoying Lao. He's the polar opposite of Shang and not as easy/simple as Baraka. (my other mains)

I tried forcing the safe 50/50 route by using all sorts of ambush Kameo's but not having a safe block-confirmable mid blows. Seen alot of benefits of running Janet, Going to test if she can help combo off of B33. If so that is probably the best route. It would be ideal if there was no gap after B3, but I'll take it over just throwing out B24 on a hard read. Throw combos, armor combos, a usable mid and low risk/low reward 50/50s sounds like a solid enough character. Midscreen combos become a bit more online friendly as well.
 

just_2swift

MK1 is the best MK period.
Character needs an advancing mid.

Make the last hit of 212 (the elbow) a command normal as his new F1

Make 2121 a new string similar to his MK11 121 auto shimmy side switch but with the chain fist as the new 212
 

LEGEND

YES!
Character needs an advancing mid.

Make the last hit of 212 (the elbow) a command normal as his new F1

Make 2121 a new string similar to his MK11 121 auto shimmy side switch but with the chain fist as the new 212
Not having a consistent meterless wiff punish tool or a threatening ranged button make basic gameplay pretty laborious. Most people end up just walking back the whole match.

I've found that most buttons that beat a D4 usually are not great on wiff. So my whole footsie game revolves around spacing D4 and wiff punishing with instant EX divekick. Just wish i didn't have to spend a bar just to play the game.

Same with his bad mids. I gotta spend a Kameo bar just to make his mids worth using. Whether its Jax/Janet to combo off B33 or an ambush to make B24 safe.

Having alot of fun regardless but those are some glaring holes most good character don't have.
 

just_2swift

MK1 is the best MK period.
Not having a consistent meterless wiff punish tool or a threatening ranged button make basic gameplay pretty laborious. Most people end up just walking back the whole match.

I've found that most buttons that beat a D4 usually are not great on wiff. So my whole footsie game revolves around spacing D4 and wiff punishing with instant EX divekick. Just wish i didn't have to spend a bar just to play the game.

Same with his bad mids. I gotta spend a Kameo bar just to make his mids worth using. Whether its Jax/Janet to combo off B33 or an ambush to make B24 safe.

Having alot of fun regardless but those are some glaring holes most good character don't have.
I would make his up kick special meterless

I would make dive kick meterless launcher to link standing buttons similar to subzero. Meterburn does a bit DMG and retains it's current launch properties.

I would make MB BF2 (remove armor) on block do the full punch animation with a new ender similar to fujin wind push pose from mk11 to convey power. Make it + 15 with push back.

These changes would give lao an identity instead of what he was at launch being an armor BF2 simulator with goro and with MB spin having armor there's no point of BF2 having it now

I would give f4 more DMG or less scaling in combos.
 

LEGEND

YES!
I would make his up kick special meterless

I would make dive kick meterless launcher to link standing buttons similar to subzero. Meterburn does a bit DMG and retains it's current launch properties.

I would make MB BF2 (remove armor) on block do the full punch animation with a new ender similar to fujin wind push pose from mk11 to convey power. Make it + 15 with push back.

These changes would give lao an identity instead of what he was at launch being an armor BF2 simulator with goro and with MB spin having armor there's no point of BF2 having it now

I would give f4 more DMG or less scaling in combos.
All good suggestions. Plenty more can be done in order to make Lao be on par with the current power level.

I feel like Both Tanya and Lao are in a middle ground where they took away their polarizing strength, but didn't want to over compensate right away. More will come for sure.