^^^^i get 50% damage for free off a blocked KL spin.
spam it more plz.
My main in Shang, so believe me it is a HUGE pain in the ass to punish it on reaction. My other 2 chars I use for tournaments (cause I'm not convinced Shang sucks against anybody with a teleport) is Reptile/NW, who as you probably know have zero issues punishing it. I get what you are saying, but when you see it after a while, it does have a unique animation. He stops all this sudden like he's drunk and IMO, you can't just react to it, you have to LOOK for it. I guess I feel more rewarded when I punish it now then if they make it easierBut what character do you use? Some characters have good strings that are fast with long range, while others have a fast move they can use+low damage, and some are just regulated to having to time dash up jabs perfectly if they want good damage. With Kung Lao I was just using dash up spin for a consistent punish, but not everyone has that luxury. IMO it's just a move that should be universally punishable with dash up jabs or a standard punish bnb combo with any character, without requiring perfect timing. I don't see the problem with thinking that, since every teleport attack in the game, Raiden's superman, Kabal's runpast, Kano's ball etc. have huge recoil animations or flip off you and spin in the air for 5 years. Kung Lao's spin is at least as good as any of those moves, and thus should be treated similarly on block.
I don't think he even said it was broke in the first place.^^^^
if i can punish it with an i18 launcher, it isn't broke...period...
I totally agree with you, and I think that's also because we have a different(just different, not better or worse) understanding of risk/rewards based on utility, start up speed, and damage reward from it, from playing and understanding games like VF to an increased level. I've come to the conclusion that some people love exploiting skewed odds, and enjoy barriers to certain gameplay aspects to include character selection barriers.But what character do you use? Some characters have good strings that are fast with long range, while others have a fast move they can use+low damage, and some are just regulated to having to time dash up jabs perfectly if they want good damage. With Kung Lao I was just using dash up spin for a consistent punish, but not everyone has that luxury. IMO it's just a move that should be universally punishable with dash up jabs or a standard punish bnb combo with any character, without requiring perfect timing. I don't see the problem with thinking that, since every teleport attack in the game, Raiden's superman, Kabal's runpast, Kano's ball etc. have huge recoil animations or flip off you and spin in the air for 5 years. Kung Lao's spin is at least as good as any of those moves, and thus should be treated similarly on block.
But what if you're one of those characters who can only punish it with either a very low damage special or a single hit normal. Isn't it kind of ridiculous that he gets 40% damage if it hits and you get 8% if you make a tight punish? If they sped up Stryker's dash to let him get a full combo punish on that or reptile dash I'd say for sure that it's fair. But as it stands if you're playing a character who is lower tier why not risk spinning against them when they're working to punish you for 1/5 the damage you'll get if it hits?^^^^
if i can punish it with an i18 launcher, it isn't broke...period...
pretty much this.If you are playing a low tier char, aren't you going to have a lot more problems than just KL's spin?
Sure but if I get a good read as any character shouldn't I get a full punish? I mean whatever my character is I blocked an unsafe move that seems like it's supposed to reward me with a combo, should my character choice dictate that I don't get it because they made the punish window weirdly small on two moves?If you are playing a low tier char, aren't you going to have a lot more problems than just KL's spin?
I think he is speaking in terms of general character balance then in terms of a straight matchup. I have like zero kung lao experience so I cant comment on the ease of punishing his spin.If you are playing a low tier char, aren't you going to have a lot more problems than just KL's spin?
Every char can get something. Which char specifically only gets 8%? When you see the move often enough, you can dash up and punish it. Just because it's hard doesn't mean it needs to be nerfed/fixed/made easier.Sure but if I get a good read as any character shouldn't I get a full punish? I mean whatever my character is I blocked an unsafe move that seems like it's supposed to reward me with a combo, should my character choice dictate that I don't get it because they made the punish window weirdly small on two moves?
Stryker's only options for punishing the spin are dash up or Sweep. The max damage he gets from that is 8%.Every char can get something. Which char specifically only gets 8%? When you see the move often enough, you can dash up and punish it. Just because it's hard doesn't mean it needs to be nerfed/fixed/made easier.
What people are not realizing about KL is that's really all he has. If anybody has ever played SF, you will realize the window to punish a SRK is small and some chars can really destroy it, some can't. You can get quite ridiculous things off of a simple SRK and if it's punished, it's usually nowhere near a 3rd of a shoto's life gone.
KL needs his spin to win w/out he is not as scary as everybody makes him out to be. Teleport is not that great. His hats are good, not great. His divekick is HIGHLY punishable and you have 2 hours to do it. With his spin, yes, it's harder to punish but you CAN punish it and get great damage if you pay attention. His overhead is not good, it's pretty slow actually. If more people spent time paying attention to when to block the spin, we wouldn't be even having this debate
You don't have to agree w/me, but mindless sarcasm isn't coolkung needs a buff, hes missing a 100% combo and a infinite.
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I can name at least 2 moves in every game where some chars can punish a move hard and some can't. It's why we have matchups. Based on what you are saying, that sucks for Stryker players, yet I'm sure he has tools that other chars would kill for.
As for SSF4, not ever char will always have access to ultra. And Gief cannot ultra after a block SRK and many can't. Hence, it's matchup based, just as this game is.
So because you can punish it with the easiest+best move to punish it with in the game, it's fine? Okay, lol.if i can punish it with an i18 launcher, it isn't broke...period...
I wouldn't put Shang on the list of characters that have a problem punishing it, dash f+4,3,4 isn't nearly as bad as others. At least he gets an actual combo.My main in Shang, so believe me it is a HUGE pain in the ass to punish it on reaction.
Yes, everyone gets 'something', but if that something is a 10% special or string from Stryker, Scorp, Jax, etc., you might as well be giving him back life. That's assuming you are actually 100% ready for it. Even chars that do get full combos, a lot require reacting and executing the dash accurately and is easily missable. There are certain moves that should be only punishable this way, but Kung Lao's spin isn't one of them.Every char can get something.
WTF? Ground hat pressure? One of the best throws in the game and a million ways to mix up into it? One of the best x-ray's in the game? One of the best + safest ways to get in in the game (en body slide!)?What people are not realizing about KL is that's really all he has.
The point of this conversation is the analyzation of a move and its risk/reward. Yes, when it comes down to it, people will counter-pick. That's not the point. The point is, in an ideal game, there is a basic semblance of balance. That's fine that you accept the game, with it's flaws or inconsistencies intact, I do to. But that doesn't mean I'm not going to suggest changes that I think will make the game better. Imagine if no one complained about the button config, or the netcode. If no one speaks up, nothing changes. It's not the biggest deal in the world but I think the move should have recoil on block, that's all.the matchup between every set of two characters is NEVER going to be even. learn to counterpick. if you can only get 8% as a punisher and that move is raping you...well maybe it is time to play someone else for that matchup.
I have followed SF, but it doesn't sound like you have. Whiff or blocked DP = full combo from whoever the other character is, unless you're talking about SF2 series, in which case I hope you are not because there is no sense in comparing a modern game to SF2 where the simplest 2 hit combo does 30%.If anybody has ever played SF, you will realize the window to punish a SRK is small and some chars can really destroy it, some can't. You can get quite ridiculous things off of a simple SRK and if it's punished, it's usually nowhere near a 3rd of a shoto's life gone.
You don't have to agree w/me, but mindless sarcasm isn't cool
I said BLOCKED SRK, not focus. Obviously, you can focus to Ultra, but that's not what I said. If you are going to be sarcastic, at least pay attention to what I'm saying. Again, you cannot BLOCK a SRK and dash up and ultra.Gief's ultra is a zero frame grab. He can Ultra a blocked SRK, he can focus crumple then Ultra. Did you even play SSFIV?
And I'm not arguing there shouldn't be bad matchups, but I cannot think of any balanced fighter where a move with as much reward as Spin has as little risk as it does against certain cast members. But I guess MK should have characters who are useless. It makes a game more fun when only 6 characters are tournament viable.
Secondly every character in this game has X-ray, and I think they can all naked X-ray punish most combo starting specials. Why should a move that rewards full combo on hit only be punishable with full combo by some of the cast?
I played SSF4 since it came out and played in tournaments for it since it came out. Not every char can get 40-50%, especially gief.I have followed SF, but it doesn't sound like you have. Whiff or blocked DP = full combo from whoever the other character is, unless you're talking about SF2 series, in which case I hope you are not because there is no sense in comparing a modern game to SF2 where the simplest 2 hit combo does 30%.