What's new

Discussion The 'Best to Worst' Variations For Each Character [5/22/16]

Was This Helpful?

  • Yes

    Votes: 20 66.7%
  • No (Why?)

    Votes: 10 33.3%

  • Total voters
    30
Smoke is the best tri Borg variation
i agree with his smoke dash used right makes the majority of move in this game become unsafe or unavoidable attacks become avoidable. he has great 50/50mixups and travel. sektors great but doesnt have things that screw other characters up and if the matchups learnt certain moves becomes punishable.
 

just_2swift

MK1 is the best MK period.
i agree with his smoke dash used right makes the majority of move in this game become unsafe or unavoidable attacks become avoidable. he has great 50/50mixups and travel. sektors great but doesnt have things that screw other characters up and if the matchups learnt certain moves becomes punishable.
Smoke is deadly on knock down
 
hat trick is his worst variation. one of my friends play him and it seems if u dont know the match up people get really scared by the hat setup so they dont press much buttons. if u play him well his setups and damage seem pretty viable but really bad on whiff.
 

Eddy Wang

Skarlet scientist
A lot of people forgets that Hat Trick also has juggling issues due the hat hitting low and hitting standing height difference that totally changes the fillers to use right away, which makes somewhat his damage potencial reduced by half, increases the drop factor, and the opponent has chances of getting away with murder. Not only that isn't enough, his pressure game is the worst among the 3 variations, considering he is the only one to lose his hat in exchange of a very bad pressure game unless everyone else is cornered and he has meter.

Buzzsaw has far better setups with ex hat than Hat Trick ever had, and the chances of getting more positive results for setting up a grinding hat is far better than what Hat Trick has. It doesn't suffer from juggle issues, doesn't has whiffing problems, and he only loses his hat for a while when someone avoids it, instead of blocking, or when he sets up a ex hat.

There is no way the hatless disadvantage is equal to every lao variation and should be taken in account that is way more harmful to one variations than others.
 

D7X

EMPEROR | D7X
A lot of people forgets that Hat Trick also has juggling issues due the hat hitting low and hitting standing height difference that totally changes the fillers to use right away, which makes somewhat his damage potencial reduced by half, increases the drop factor, and the opponent has chances of getting away with murder. Not only that isn't enough, his pressure game is the worst among the 3 variations, considering he is the only one to lose his hat in exchange of a very bad pressure game unless everyone else is cornered and he has meter.

Buzzsaw has far better setups with ex hat than Hat Trick ever had, and the chances of getting more positive results for setting up a grinding hat is far better than what Hat Trick has. It doesn't suffer from juggle issues, doesn't has whiffing problems, and he only loses his hat for a while when someone avoids it, instead of blocking, or when he sets up a ex hat.

There is no way the hatless disadvantage is equal to every lao variation and should be taken in account that is way more harmful to one variations than others.
Sadly, he relies on 211212[I believe that's the string] for pressure. Even Scar messes it up a lot
 
A lot of people forgets that Hat Trick also has juggling issues due the hat hitting low and hitting standing height difference that totally changes the fillers to use right away, which makes somewhat his damage potencial reduced by half, increases the drop factor, and the opponent has chances of getting away with murder. Not only that isn't enough, his pressure game is the worst among the 3 variations, considering he is the only one to lose his hat in exchange of a very bad pressure game unless everyone else is cornered and he has meter.

Buzzsaw has far better setups with ex hat than Hat Trick ever had, and the chances of getting more positive results for setting up a grinding hat is far better than what Hat Trick has. It doesn't suffer from juggle issues, doesn't has whiffing problems, and he only loses his hat for a while when someone avoids it, instead of blocking, or when he sets up a ex hat.

There is no way the hatless disadvantage is equal to every lao variation and should be taken in account that is way more harmful to one variations than others.
Sorry for the off topic but do you have any recent videos of your Hat Trick Kung Lao play?
 

Alright RyRy

Florida Kombat
Goro is correct.

Noxious is underrated for some reason. Deceptive was better until the nerf.
  • Nimble
  • Noxious
  • Deceptive
Smoke is still underrated for some reason.
  • Smoke
  • Sektor
  • Cyrax
  • Cyber Sub
I think Impostor is the best.
  • Imposter
  • Bone Shaper (Very Close second)
  • Necromancer
Ermac
  • Mystic
  • Spectral
  • Master of Souls
but what do I know, I am just a scrub that doesn't know what I am talking about.
 

CrazyFingers

The Power of Lame Compels You
Unstoppable is better than Relentless and Slasher is better than Relentless imo. But unstoppable is definitely his best.
 

D7X

EMPEROR | D7X
Goro is correct.

Noxious is underrated for some reason. Deceptive was better until the nerf.
  • Nimble
  • Noxious
  • Deceptive
Smoke is still underrated for some reason.
  • Smoke
  • Sektor
  • Cyrax
  • Cyber Sub
I think Impostor is the best.
  • Imposter
  • Bone Shaper (Very Close second)
  • Necromancer
Ermac
  • Mystic
  • Spectral
  • Master of Souls
but what do I know, I am just a scrub that doesn't know what I am talking about.
Smoke over Sektor, I should change. Mystic over Spectral is debatable, but I do agree. Impostor over BS is also very debatable, but I agree. Deceptive last? I don't know. Some of these choices I made while making this I question! Got some editing to do!
 

myri

Time Warrior
Not a BRC expert. Reasons?
Well for starters, he loses his 8 frame mid which is hit confirmable, multi hitting (can break armour on it's own) for an 11 frame high (has good range but apart from that it's balls) and that 8 frame mid is the only decent mid he has at all. His only other mid is b2 which is 24 frame startup so it's pointless for pressure. Loses his 11 frame low starter in b1 for a 14 frame mid, into overhead. If he uses b14 in bartitsu there is a gap, b12 in DM and DB there is no gap. The only way to meterlessly launch your opponent in bartitsu is with 341 or 413u4, which are both Bo's universal strings and both are punishable on block. (although 341 can be kinda tight, 413u4 gives you a year to punish) There is no way to meterlessly launch your opponent in bartitisu. You have to hitconfirm into df3, which needs to be meterburned for the launch, hitconfirm in db2, which has to be meterburned to launch or even worse hit confirm your grounded string like 1212 into ex db4 because the regular one doesn't combo on the ground.

Moving on from that drunken master has the rolls out of his meditate stance which has INVINCIBILITY so that is huge for him being able to get in. It also makes virtually any unsafe string he does safe because he can cancel into meditate and roll away from his opponent afterwards. Bartitsu is unsafe on every single one of his specials. df3 is unsafe, db2 is unsafe unless you're at max range (also not armoured in bartitsu like it is in DM and DB), db3 is unsafe (another tight punish but still), bf4 is unsafe and also doesn't have an armoured meterburn version like DB and DM. Generally speaking bartitsu's damage sucks ass especially compared to drunken master where you can easily hit mid forties meterlessly in the corner and high thirties mid screen. Bartitisu can struggle to get mid thirties for a bar midscreen.

Worse mobility, worse damage, more meter dependent, no good mids, unsafe. Literally the only thing going for bartitsu is his range and his mixup potential with db3 and df3 combined with all his strings that hit low/overhead. Drunken master is not bad, it just takes good management of the drink which is very difficult (difficult to use does not mean bad). All that has to be done is a slight alteration to the drink mechanic (time each drink lasts, drink only goes away on hit or something) and the variation is 100% ok.
 
Last edited:

YoloRoll1stHit

Publicly Educated
Moving on from that drunken master has the rolls out of his meditate stance which has INVINCIBILITY so that is huge for him being able to get in. It also makes virtually any unsafe string he does safe because he can cancel into meditate and roll away from his opponent afterwards
Can he be grabbed out of invincibility? Like Smoke teleport
 

myri

Time Warrior
Can he be grabbed out of invincibility? Like Smoke teleport
If he decides to roll through you yes, if he rolls away no. You can't grab him during the invincibility frames on zen (ex meditate) but it's only a short window of invincibility on that so it's not hard to land the grab after those frames run out.