It is character specific ... as well as move specific.What's the best way to punish a blocked teleport?
21~spin into whatever BnB generally.What's the best way to punish a blocked teleport?
Low hat was unsafe before the patch and now its still unsafe, just more blatant. Low hat isnt has never been its cracked up to be, and now with safe overhead "Nerf" your laughing really because he didnt need it at all. NRS fixing things that arent broken, and improving things that didnt need to be improved just to make up for it.21~spin into whatever BnB generally.
How unsafe is a blocked low hat now? Is it like negative 8 or something? It doesn't ever seem worth ending block strings with low hat anymore given the risk.
Before a blocked low hat could be poked with a 6 frame but not much else I thought? Could I potentially eat subs 9 frame 22 for example? I just want a better idea as to what characters a blocked low hat is less risky on.Low hat was unsafe before the patch and now its still unsafe, just more blatant. Low hat isnt has never been its cracked up to be, and now with safe overhead "Nerf" your laughing really because he didnt need it at all. NRS fixing things that arent broken, and improving things that didnt need to be improved just to make up for it.
Wait, so you CAN uppercut him out of teleport 3? =OWhen I use Kung Lao I realize that there is "two" ways to punish this quick move. If you are anticipating the teleport duck and as soon as you see the teleport, uppercut. If you weren't ready for the uppercut, then as soon as kung lao does the kick, he kind of pauses if its blocked. Here you can do a fast move or poke and pressure him. Hoped this helps
^+1NRS fixing things that arent broken, and improving things that didnt need to be improved just to make up for it.
Yes it does, a lot of things combo after a succesful jumpin punch, as long as you do the inputs before the jumpin punch actually hitsDoes jip teleport 3 combo? Saw PL do it a lot and have been having some success with it online. I figured it's at least a nice way to get some chip and speed up/vary the rush down a bit.
you main smoke and raiden, as a KL main id say personally these are the two who give me more of a hard time than anyone. keep away with smoke, uppercut tele 3 on reaction or use your telesmoke to get away. take your time and poke.Dear Kung Lao,
How the hell do I beat your ass? I can't attack you at all!
I dash block, you know that I'm doing that and don't spin into pressure. I jump in, you spin. I dash, you spin. I attack, you spin. I turtle, you teleport 3.
I hate you.
So, you basically just play runaway the whole game? *snore*you main smoke and raiden, as a KL main id say personally these are the two who give me more of a hard time than anyone. keep away with smoke, uppercut tele 3 on reaction or use your telesmoke to get away. take your time and poke.
with raiden you shouldnt really need help. once the opponent respects the electric fly, you control them. use your teleport to keep out the corner and stay safe in the midscreen.
its not much but hope this helps
up close KL will prevail in many situations. and i dont necessarily mean keep away the whole game, especially using raiden. but you must have patience and use your characters abilities in an advantage. i guess the strategy isnt about keeping KL away, but making KL come to you. that way you have the ability to counter anything KL does and as hes the one advancing on you, as long as you can defend accordingly theres not much he can do. and remember i dont mean to say the only way to beat KL is to zone - no, what i mean is it is important to carefully select when you deliver the beatdown. of course when you jump in you get AA'd, like every fighting game you play. playing against the top 7 or 10 characters in the game demands understanding, patience and respect. yiu gotta respect the other characters abilities. and play to your characters strengths. precise and patient play will beat KL. remember, patience doesnt translate to waiting around all day doing nothing, it means picking the right moment and acting accordinglySo, you basically just play runaway the whole game? *snore*
That's how I beat this one KL last night. Anytime he moved... I superman'd. That's all I could do, otherwise I'd get hit with a spin.
I always feel so scared to move against KL b/c of his spin move.
I guess that's why I have such a hard time against him. Most other characters... I know how to advance on. I'm a pure rushdown player. I don't like letting them breathe.i guess the strategy isnt about keeping KL away, but making KL come to you.
I guess that's why I have such a hard time against him. Most other characters... I know how to advance on. I'm a pure rushdown player. I don't like letting them breathe.
Say it's Ermac and I'm Sub ... I have no problem getting past his projectiles and TK moves with dash blocking and choosing the right time to jump in or dash and start pressuring him. With KL, no matter who I'm using... I just can't get in and it's all b/c of one move. ugh