here comes a list haha:
* low hitbox: can't use standing 2s in footsies bcuz of her d4 and makes his rushdown less effective vs her
*pressure: getting out of d4 ms to f+1 pressure isn't going to be easy, and you will have to guess what to do. Lao can spin out, but that is a very dangerous risk that will get you punished greatly if it doesn't work. Also she can instant divekick your counterpokes as well
*projectile: obviously he can tele on this, but has to be careful how he times it and also if he wants to throw hats, this projectile will win the war bcuz it is quicker and recovers faster
*teleport punish: can easily punish tele with d2 since her d2 is so swift, can also punish it with ex kartwheel all day and i believe ex kartwheel beats ex tele as well. Or she can d4 it and kartwheel after the d4 to get a full combo.
*divekick from lao: she can actually d2 his divekicks and also standing 1 them i believe
*crossups: won't be working for him like it'd work vs others bcuz of her swift d2 and her ex kartwheel
*footsies game: favors her bcuz he can't use his standing 2 on her d4, so he has to resort to doing less effective footsies tools to deal with her. Her standing 4 can work well in footsies and divekick must be scouted by lao.
Cant believe I didnt see this earlier.
- Sonya does not have a low hitbox. All of KLs options work vs her like it would vs any other MEDIUM sized hit box character. Tele instant 3 hits her pretty decently and his standing 2 hits her in open space as well. Only reason why people mistake her for having a low hitbox char in this MU is because of her uppercut
- Sonya doesnt have a pressure game. Shes build off mixups with getting you here and there. KL never has to spin out of anything. He has a 7f 2 which works well vs her. She cant dive kick counter pokes. She can counter poke with her 4 but KL counter poke game is better with his 2.
- KL beats sonya in a projectile war. KL can teleport it obviously but mixing up ground hat with straight hat will outzone her in the long run. He also builds meter and can dive kick over her projectile game if he wants. He has more options than her when at long distance.
- Yes Sonya can punish tele with uppercut if the KL is predictable with it. If she hesitates the KL tele 3 will hit because of her hitbox.
- Sonya fast uppercut actually hurts her in this MU. If KL crosses her up he can tele 3 for over 40%. Her best bet is to dash out of the way but even then the tele 3 auto correct and hits her but its an instant tele 3.
- EX cartwheel would be a waste of meter on cross up because if KL teles it whiffs. If KL dive kick it still whiffs. Her best bet is to save her meter. And since she cant build meter that well she needs it.
- KL can also spin her out of her block strings. She struggles vs low hitbox characters more so than KL does. KL can also spin her out of MS block strings for free. Most characters need x-ray or armor but KL doesnt have to waste meter to do this.
- With KL run a way game. Jumping teleporting on cross ups. dive kicking on cross ups are all safe options vs her.
The only reason why its even is because Sonya can punish KL hard for any mistake. She can get over 50% on any random spin and nearly 40% if KL opts to do 24 low hat to try and "fake me out" which most scrubs KLs still do lol
Evil_Riu48
Any thoughts on the KL/Sonya MU?
I also updated the first post. What do you think of that chart?