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Guide - Hat Trick Hat Trick Kung Lao Guide 1.0

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Eddy Wang

Skarlet scientist
Hat Trick guide
Kung Lao

Index
1. Introduction.
1.1. Variation basic rules.
1.2. Hat Trajectory behaviour
1.3. Mid HCB vs Low HCB pros and cons
1.4. Mid Call Back pros and cons
1.5. Low Call Back pros and cons
1.6. Strenghts and weakness
2. Best Normals and Strings
2.1. Pokes
2.3. Strings you want to stay away from
3. Special Moves
3.1. Meterless Special moves
3.3. Enhanced Specials moves.
4. Strategy
4.2. Trap mental advantage
4.3. Round Trip /Hat Bluffs
4.4. Mobility
4.5. Applying pressure
4.6. Hatarang
4.7. Trap knockdown game
4.8. Setting a trap by canceling from B321 string
4.9. Away trap
4.1.1 Away low trap
4.1.2. Maintain your loopable pressure in the corner with some guessing
4.1.3. Controlling the pace in the corner
6. Anti-Airs.
7. Combos



1. Introduction
Hat Trick Kung Lao is a meter dependent, momentum management variation, his goal its to win by keeping its momentum going while making correct guesses as the opponent tries to guard his next attack to get his turn.

1.1. Variation basic rules

Hat Trick makes use of two stances, the default stance where KL wears the hat giving him access to more defensive options such as his spin, an overhead starter and exclusive command normals and strings.

And the Hatless stance, where KL throw his hat on the screen and stays there until he gets hit or calls it back, while hatless, Kung Lao loses access to his exclusive command normals, Spin and projectiles, trading them with more extended range and momentary space control.
  • If Kung Lao gets hit while hatless, he returns into default stance, hat re spawns back into his head.
  • If Kung Lao gets hit while hatarang, hat call back are already in trajectory, the hat will disappear or hatarang will get disabled returning Kung Lao into default stance.
1.2. Hat trajectory behaviour.

Hat Trick most interesting design is how call backs will behave dependent on what traps you use.

Mid traps no matter where placed, once called back will follow Kung Lao around whenever he jumps or crouch until it reaches him on the top of his head, meaning, if you call back and jump, the hat trajectory will alter on its own adjusting it automatically until it reaches Lao.



Any low trap no matter where placed once called back will always travel back in straight line whenever Kung Lao jumps or crouch until it reaches his feet, low trap hits low and needs to be blocked in crouch otherwise it launches.

Above Hat Trap call backs are the ones with no use, due the trajectory tracking and hat placement it doesn’t really hit anyone.
Calling back from the air, will give Kung Lao a sort of glide which alters the landing trajectory either jumping forward or backwards.




1.3. Mid HCB vs Low HCB pros and cons

Each one of the call backs has its pros and cons, each one is more suitable to determined functions, but they can be very practical.

1.4. Mid Call Back pros and cons
  • Trajectory can be altered with movement
  • Hat respawn from a mid call back has active hitbox, it can hit opponents if hat trick is really close of the opponents when they less expect specially when hat is behind KL.

  • Ex Call back launches really high on ground, sustain respectable height on airbone characters.
  • strong whiff issues against most of the cast.
  • Trajectory alters the closer it gets to kung lao, making it whiff on certain characters.
1.5. Low Call Back pros and cons
  • Must be blocked low.
  • ex call back launches really high on ground
  • feet tracking makes it perfect for some aditional setups
  • Can be helpful to setup pseudo oh/low/throw mixup game in situations
  • Doesn’t hit characters on hat respawn if hat is behind him.
  • doesn’t alter the trajectory
1.6. Strenghts and weakness
Hat Trick best fighting position is corner, where on every knockdown he is allowed to setup his traps everytime, his best moves are Hatarang which makes a strong presence anywhere in the screen, ex call back when blocked leaving him with +13 advantage and into some extent only away hat trap which forces lots of panicking from opponents trying to prevent moves that aren’t really a real threat with a little patience.

Kung Lao lacks good walkspeeds either backward or forward, terrible back dash, short and slow horrid normals, no plus pressure when canceled into traps, call back its -7 on block, can’t capitalize the reads from Away hat trap successful baits because he can’t combo into them or extend damage, above hat trap has literally no use either placement or call back, mid traps have hitbox issues and may whiff constantly, call back has no blockstun, making him super minus from air call backs up close, and no chance to make the hat be plus from distance unless a bar its used, juggle system works against his game creating inconsistencies on conversions from raw call back hits.


2. Best Normals and Strings
Kung Lao in general lacks really good normals, they’re either very minus, lots of gaps, canceling into specials can make it worse, very short, whiffing problems, no treat on continuity strings, but still, Kung Lao has a very few he can use in order to make him stand on tough matches.


2.1. Pokes

F2
Hit levels: Mid.
Description: A 11f mid that is -1 on block, it staggers and its overall the safest poke Kung Lao can use and it goes fairly further as well.

S1 (Standing 1)
Hit levels: high.
Description: Using this normal, it makes it possible for Kung Lao to jab people out of the air specally against crossups, the normal design makes it more usefull to anti air than apply pressure on ground, in order to fight against it, most people perform early button presses to not get jabbed out which leaves them automatically open to crouch avoids in perfect position to trip guard punish with the string of the same starter.

B3
Hit levels: Mid.
Special proprieties: Throw immune, low crushing
Description: A 15f mid that can crush lows and throws it staggers on block and work as a good poke as well.

D4
Hit levels: Low.
Description: One of KL best pokes, hits low, and allows for safely cancel a hat trap when it hits, however, its only +7 on hit more about it on the strategies section, 10f of startup.

D3
Hit levels: low.
Description: Its startup is awful and very wonky, but has a sort of push back on hit or block

B4
Hit levels: Low.
Special Proprieties: Disjointed hitbox/ double hitting all in the default stance
Description: Somewhat safe low, but very slow on startup so its not very advisable to use as much in this variation.

F4
Hit levels: Overhead, overhead.
Description: An armor breaking normal that hits overhead for a knockdown, however its not safe, beng -13 on block makes it highly punishable, still a conditioning tool.

F1
Hit levels: mid.
Descritpion: very slow mid, that is -5 when blocked, its only purpose is to give decent damage on combos, can’t be used in neutral.

2.2. Strings

112124
Hit levels: High, mid, mid, mid, mid, high.
Special proprieties: 212 part of the string can break some armored moves due its speed.
Description: Kung Lao most used string, the 11212 part its only -3 on block and ending with the last button makes it -6 on block, only the 11212 part links with spin midscreen, since it starts at 8 frames, its advisable to master this string at any cost in order to become a second nature of the player, since KL relies on it to apply pressure, poke, stagger, punishing most of the time.

2,1
Hit levels: High, mid.
Special proprieties: Hard Knockdown.
Description: 2,1 its a juggle ender, and its one of the most trusting ones hat trick can rely too, due the hard knockdown it allows to set up traps every single time its used no matter the height or position the last hit connect on any opponent.


B321
Hit levels: Mid, mid, mid
Special proprieties: Untechable knockdown, Special cancelable string.
Description: Different from the previous string, B3,2,1 has an untechable knockdown, it means, it cannot be tech rolled once you’re down, and the last hit is special cancelable, which makes among the top 3 strings hat trick can use, being able to cancel on hit with the untechable it allows to set a trap on any direction, including away off screen in order to conceal if either the hat was placed mid or low to apply a heavy guessing game.


4,4
Hit levels: High, Overhead.
Description: Kung Lao string, that last hit its a overhead launcher, starting at 14 frames, very damaging filler, has its uses on Hat trick due being able to connect from Hatarangs on hit most of the time.


2.3. Strings you want to stay away from.

B12,3+4
Hit levels: High, mid.
Description: Altough b12 its fast and safe, its 12f startup, canceling into hat trap or hatarang doesn’t make it less safe, the last hit pushes opponent’s fullscreen heavy punishable on block as well and no real mixup out of.


F21D1
Hit levels: Mid, mid, low.
Description: Outside of the stagger with F1, F21 its only good when it hits, canceling into hat trap or hatarang its unsafe, the last hit can sometimes catch some people off guard, buts its punishable if blocked (-14).


F23
Hit levels: Mid, low.
Description: Another string that its only useful if hits, most people aren’t that used to KL, but the truth is, F23 its -23 on block, has a gap in between hits, and its very unsafe on block either canceled from trap or hatarang.


F3D3
Hit levels: Low, low.
Description: 19f startup, very slow normal, no real mixup, second hit its not special cancelable and its punishable if blocked(-12), making one of the worst strings KL has on his arsenal.


3. Special Moves
Hat Trick has all universal moves Kung Lao in general has, the only particularity being the hat traps and the hatless stance where he can stay for longer periods of time compared to the rest of his counter parts, making it able to merge the hatless exclusive moves more into his gameplay.

3.1. Meterless Special moves

Hat Toss: B,F+2 (Hold up or down to alter hat trajectory post tossing it)
Hit level: Mid.
Move type: Projectile.
Description: Hat Toss on itself has very limited usage, the only option being used fullscreen, its very punishable up close (-25 on block), the recovery on whiff isn’t great either, avoid at all costs unless fullscreen against no teleporting characters.

Dive Kick: D4 while in air.
Move type: Evading, air attack.
Special proprieties: Can be done from any directional jump, launches on grounded oponnents, has no air restriction.
Description: Kung Lao dive kick adds a bit more of mobility in him because it allows him to change trajectories, being able to jump off corners with dive kicks, render some advancing strings obsolete with jump back into dive kick or jump over into dive kick, as well as avoiding some tricking grounded projectiles.

Spin: DF+1
Move type: Anti-Air, launcher
Description: The traditional spin, very good anti-air, very punishable if blocked, active frames and 7f startup, a force be recon with, although its practically Kung lao’s only launcher in by default makes so that its use outside of confirming from strings a bit limited, the hitbox reach is also very narrowed so there are a lot of combos that are buggy when converting from them.

Teleport: DU
Move Type: Transportation.
Special Proprieties: Can be done in air has no air restriction.
Description: Kung Lao teleport has followups, in Hat Trick, while hatless, the overhead option is changed with a chop, startup can be sped up if yu instant jump into TP right away, but the difference isn’t that big.

Teleport Aditional commands

Hat Slice: DU2
Hit levels: Overhead.
Special Prorieties: Disjointed hitbox.
Description: While being very punishable on block, the overhead is done with the hat, making it hard to stuff out if you don’t anticipate yourself to the move, juggling after successfully hits its also much easier.
Warning: Becomes a Hand Chop while hatless, it has less range, and more air stall, harder to connect fillers when it hits.

Double Stomp Kick: DU4
Hit levels: High.
Description: Although its safe on block and a hard knockdown on hit, is super punishable if ducked or whiff, and its very slow coming out of the teleport as well rendering this move usage to non use.

Command Throw: DU1
Hit levels: Throw.
Description: A throw that comes out of the teleport, its purpose is to mix it with people trying to block the overhead, it combos from any attack linked in air.

Tele-Kick: DU3
Hit levels: Mid.
Description: A mid kick -6 on block on any height, it comboes only on its way down, J2~DU3 into combos can be used, but the timing to link its extremely dificult and to some extent impractical.

Forward Trap: DF2
Move type: Setup.
Hit levels: N/A (hits mid when called back)
Warning: Enters the Hatless stance.
Description: Places a hat trap in front of him, in order to put the opponent in between KL and the Hat. Being the most useful trap its the one most players will be using all the time, either to build meter, or create space.

Forward Low Hat Trap: DF2D
Move type: Setup.
Hit levels: N/A (Hits low when called back).
Warning: Enters the Hatless stance.
Description: Places a hat trap in front of KL but on feet level in order to put the oponnent in between KL and the hat. Whenever KL uses hat trap he loses his overhead starter, however when this trap is in place he gains a -7 low launcher.

Away Hat Trap: DB2
Move type: Setup.
Hit levels: N/A (hits mid when called back)
Description: Places a hat trap behind KL, this is the most complex trap to use, it has his own advantages and his disadvantages well, more about the away trap in detail on the strategy section.
Warning: Enters the Hatless stance.

Away Low Hat Trap: DB2D
Move type: Setup.
Hit Levels: N/A (hits low when called back)
Description: Slightly slower than away hat trap, but still useful to the same extent, the applications are practically the same, except this one adds a gimmicky oh/low mixup with a certain space and conditioning, providing better outcomes against some character options.
Warning: Enters the Hatless stance.

Above Trap: DD2
Hit Levels: N/A (hits mid when called back)
Warning: Enters the Hatless stance.
Description: Different from the others traps, this one is more corner specific for some combos, it doesn’t have any valid use midscreen due the two 3 cons that comes along with, more in detail in the strategy section.

Call Back: DD2 when hatless
Description: Calls the hat back to KL, whenever the hat its, its a combo extention tool, but also part of a space control strategy when used with his traps, it builds good meter even on whiff, however its -7 on block and some character can even reversal punish it.
Warning: Call back has no blockstun, so opponents are able to move at the exact same time you do when they block it, meaning, it doesn’t matter if you can move first, the second they blocked the hat there is no advantage and reversal attacks can be used to beat out anything you do.
Warning 2: Be wary that some call backs, specially from air are extremely minus if blocked against the opponent up close.

3.3. Enhanced Specials moves.
Has any other character in the game, Kung Lao has access to Enhanced special moves at cost of meter, being the area where he has 3 of the strongest tools that help the variation.


Hatarang: BF+2+Block
Move type: Multi-function.
Special Proprieties: Hat follows KL around on the way back like the callback mechanic.
Warning1: Temporarily leaves KL hatless
Warning 2: Has a 10f gap in between hits
Description: Hatarang ensures a full combo on hit, can be used to convert, to trade, extend damage, corner carry,, to start pressure or to cool down one, its by far the most trustful weapon Hat Trick has because it makes a very strong presence on screen with multi utility a tool to not be taken lightly whenever KL gets a bar .

Tornado: DF1+Block
Description: Pushes KL forward with 3 hits launching the opponent on the first one, it has armor and its a very consistent 7f reversal, very punishable if blocked use it wisely.

Multi Dive kick: D+4+block
Description: A multi hit dive kick, very punishable on block, however can be made plus if trajectory can be aimed for only the first hit reach the opponent’s tip of the toe, making it plus ready for some pressure, but its one of the tools with little no use at all, considering this its also a dangerous tatic.

EX Teleport: D, Block, U
Special proprieties: Can be done in air, has no air restriction.
Description: Has armor on start-up, aside from that all the followups are the same with no changes aside from the grab.
Warning: There is a bug that doesn’t allow you to consistently cancel jump normals into ex Teleport for a guaranteed combo.

MB Teleport Grab: Block after ex DU1 connects
Hit levels: Unblockable.
Warning: Can only be used from ex teleport.
Description: If ex Teleport is used, when the grab is used, you can burn an extra bar of meter to launch the opponent granting a full combo then, part of one the 3 strongest Hat Trick’s enhanced.

Strong Call Back: DD2+Block
Special proprieties: Launches higher on hit making some combos far easier to convert.
Hit levels: Mid or Low (Hat trap dependable).
Description: On the contrary of his regular counterpart, ex Callback its among the 3 most useful specials Hat Trick can use, it gives him +13 raw up close to work with, giving him access to loop-able pressure, it can also be made super plus, if you manage to hit a character with it while already in motion, the highest plus frame i could measure was over +19 on block, which would ensure guaranteed overhead options, loop-able pressure, or loopable hat traps placements against incorrect blocking


4. Strategy
Hat Trick is a pure fundamental variation, in order to win you need to gain your momentum and never lose it, its one of the few variation that requires very high speed motion and execution, very quick thinking, and game plan set in advance, requires studying opponent’s behavior in order to extend your options further,he is an extreme conditioning character, has constant alterations on game play in order to answer some of your opponents best actions with reactive play, in sum, Hat Trick doesn’t work for you, he only does a little part of the job, the rest is just you.
Corner is the place where you want to be, because every low hat trap in the corner, will give you a 50-50 game, where F4 its armor breaking double overhead knockdown move, which is -13, being punishable if blocked, however the low call back is -7 although some characters can punish it, the ones that can’t can mostly poke you out after they block it considering there is no blockstun.
So whatever you win a combo-able hit, make sure you carry your opponent in the corner as soon as possible in order to enforce your game onto them.

4.1. Setting a trap in neutral
Hat trap out of blockstrings are extremely unsafe or combo punishable by some, either you’re forced to block or avoid and in some cases low profile with a poke in order to keep your turn if it hits, before anything else you have to learn how to place a trap in neutral:

F2~ hat trap, B2~hat trap, B3~Hat trap are your only options to either set a trap on hit or block while in neutral, all these options are string starters since F2 and B3 staggers you can maximize its effect by canceling into a trap, B2~however it doesn’t stagger but its safe on block, by cancelng into hat trap it turns into a stagger option.
D4~hat trap it can only be used on hit since its +7.
Remind yourself to always cancel your staggers into forward trap which is the safest option, fastest and threatening enough in neutral, all other traps setup can only be used on knockdowns from certain screening positions and situations, never use above trap.

4.2. Trap mental advantage
When a trap is placed near the opponent, on knockdowns they’re compelled to not risk too much due block punishing, although it goes away in one hit, mostly every opponent fears randomly getting hit by anything so they become more cautious on how or when to poke you out, which ensures Hat Trick the game of staggering, free throws on wake up, and baiting up, however this edge will always go away when you call back the hat due being -7 nearly anyone can challenge whatever you do, unless you Ex for a +13 loop-able pressure.

4.3. Round Trip /Hat Bluffs
Its the custom name given to Hat Trick ability to place a hat trap in front of him and immediately call back, making a sort of manual boomerang giving him access to a sort of mind game zoning, space control and meter building. Its not as safe as it looks, ballsy players will for sure challenge your anticipation cells and try to run in for a combo trying to pick a momentum to get in and hit you in between.



However you can bluff round trip at any point either calling it back or launching it, the unsafest moment is when launching it due the recovery being longer and being a non attack move, while calling it back its only -8 at whiff distance and can launch anyone inside the trajectory, you can either bluff by letting the hat out and wait for them to charge as you B321 into call back for example, any other options also works depending of characters, or you can bluff by throwing a hatarang full screen in between trips, most people are hit by the hatarang when they decide to charge in thinking you’re placing a trap since its the instant were your gap is also longer it makes them often charge straight into the hatarang.

4.4. Mobility
Kung Lao isn’t a very mobile character he walks very slow which makes him dificult do avoid advancing strings and specials while on ground, makes it very hard to play footsies,, his backdash is very horrible as well, doesn’t travel as fast and has very long recovery in general, leaving him mostly at neutral in many cases, so you will find yourself jumping back a lot to avoid strings, or jumping forward with a little help of the dive kick to avoid most of the things that would usually hit against other characters, don’t be afraid to jump back into call back or when the oportunity arises whiff punishing if they whiff and the recovery is longer, or an air punish with a dive kick.

4.5. Applying pressure
11212 its the most usable string Kung Lao can use, however its execution its not easy, but its a unskip-able requirement in order to fully tap into KL potential either for pressure, punishing, stagger, hit confirm, which are the most common options where using this string without failing becomes a predominant factor considering its a 8f startup string.

11212 by itself is -3 only and its special cancel-able, it can be used as stagger pressure bluffing with cancel/no cancel/112124~hat trap, giving different timings on the opponent to try to retaliate to, one slight delay on their part and your low profiling poke can catch people trying to poke out of pressure.




Canceling from 112124~hat trap its also safer, allowing you to block a poke and retaliate right away with 11212 again. You can also backdash after, or jump back to bait people out with risky moves, but be wary that canceling into hat trap it can be a risk, so 11212 with no cancel its your safest option and what you do from there its entirely on the opponent’s way to approach how he thinks you’re playing.




A few good options its after you land a 11212 are, you can F2 check people, but F23 has a gap, and F21~hat trap isn’t as safe, but are required in order to impose your opponent’s options against your own, when they are aware that you can put these out to keep them in check you get yourself another 11212 string window to use.


4.6. Hatarang
The most trustworthy tool on hat trick’s arsenal its his Hatarang, its plus from fullscreen, its a long range combo starter move, can be used to trade against projectiles, it can be used to start pressure, its a poke from fullscreen, a long reaching normal, a projectile, basically all Hat Trick’s neutral game revolves around this tool alone.

A lot of fast advancing normals characters fear doing so against hat trick not because of round trip, but mostly because Hatarang, you can throw it even to whiff punish, or to hit people trying to run against you, however there is a 10f gap in between hits which will most of the time be avoided by low profiling d4’s or armoring out if done way too close once blocked, still you can punish those motions with dive kicks, J2s, or F2 into full combos, the action of coming running after a hatarang being used throws ppl timing off most of the time and they end up getting hit by the hat instead giving you a free combo while you come in.
Be mindful that sometimes due some sort of bug, only the first hit will connect and the second one which was supposed to be guaranteed won’t, just chill if this happens, there used to be a tech where you could throw hatarang, and before it respawns you could force a hat trap right before the hat respawn and most of the time place it on the opponent and then call back the hat making a ranged poke to use on hatarang against people trying to low profile hatarang in first place, sadly NRS has took this option away.

4.7. Trap knockdown game

The trap knockdown game is far more deadly, it allows hat trick to either go big or go home, corner knockdown game are the best setups and easy to keep momentum since it gives him loopable pressure and 50-50 options. Midscreen he has some setups with away trap and front low trap that are easily blown off, since its disrespectful enough, knowing your way around your opponent’s counters will net you swag damage, gimmicky resets, and either they respect you or not each one has a counter.

4.8. Setting a trap after 2,1 string
The best positions to do so are when you land a 2,1 hard knockdown string out of any combo, even mid screen 2,1 allows you to dash up and safely place a forward trap behind the opponent, with no dash you can set any trap, which is why its advisable to end all your corner combos with 2,1 mostly due the setup time being plently to try anything else post knockdown.


4.9. Setting a trap by canceling from B321 string
Second Hard knockdown string Hat Trick relies itself mostly on since its special cancelable, untechable knockdown on hit, it allows to set any trap as necessary against any character, its his best midscreen trap when forward trap or forward low trap are canceled from this string it safety places the trap right behind them. Giving you a 50-50 mixup straight away with the low trap, either they get hit by F4 which pushes them out of the trap at the cost of some damage or get launched by the low option.
There is also a 50-50 option by slightly walk a bit backwards, then jump at the opponent setting a overhead/low mixup on them which you can either J2~ex call back, or just ex call back for the low option, both being safe on block and the low option being at the very least +12 on block.

My favorite option out of B321 is with Away trap/ Away low trap, when used to finish a string with this the hat is set away from the screen and its very hard to tell which one was used, both trap have different uses, and one same damage conversion for a reset, its in my honest opinion his most beatifull setup, but its greats weakness as well, so here is how it works.

4.1.0. Away trap
When you land a B321~away trap combo ender, your character will recover a little bit slower than forward trap but the hat is no where to be seen, you become wide open with no defense since you’re going in hatless against your opponent with your only launcher bing 4,4 strring at 15 frames startup.
Those willing to risk a wakeup can do so, they can also try to back dash in order to escape from you, jump forward, in sum try anything to prevent you to try anything, if you block a very punishable wakeup move, 44 is your only launcher to use which can be followed up with B321~call back, remember that earlier you let your hat behind, and this combo will carry you away from your hat, but when you call back its when the fun starts, your hat is coming from very far away giving you time to try almost anything, like ex TP to switch sides, while they block the hat since it has no blockstun your ex TP will connect for a combo by MB the throw.

If they just block and you did 112124~call back you can still use the same setup as long as you have 2 bars since its -7 the armor will shield you while your hat is coming for the same outcome.
A 3rd option is to jump torwards them with a dive kick after they block 112124~call back letting the hat do the work while you fake a crossup, if they retaliate will get hit by the hat, converting off this is dificult but not impossible, its also possible to convert with a dive kick after you jump.

And my favorite option is canceling with ex TP, which puts them on a situation where they don’t want to be due the ex throw, will net you a 43% damage with the right combo since they will get thrown on the direction you’ve let your hat idling.




4.1.1. Away low trap
Just as the first one it also set out of the screen away from the human eyes, however your character takes a little longer to recover which gives them time to stand if they don’t delay the wakeup thinking on anything else.

You have all the exact same options as the previous trap however every time you call back you will gain a hard to blockable, which allows you to jump over them with no overhead/overhead after a call back, when timed correctly you can make your overhead hits first before the low, however better always ex call back, if you land close to the opponent you will be plus to try anything if they block, and if it hits you can convert



Some characters wakeup options are vulnerable to this jump over thing, while others not, pick your setup carefully, not vulnerable to crossup wakeups are still punishable by 4,4, the ones that aren’t render this setup not that useful, while wakeups that aren’t 4,4 punishable but crossup vulnerable makes the alternate option viable


4.1.2. Maintain your loopable pressure in the corner with some guessing
Ex call back its the most usable tool in the corner since its +13, every time the opponent blocks ex call back, they’re most likely forced to stand to block a B2, when they stand to block a B2 because its a overhead combo starter, you can D4~hat trap on hit which is +7.

Be aware that being at +7 doesn’t simply allows you to hit another 112124~ex call back, although its not impossible, if the opponent tries to reversal with armor it just won’t come out since there is only a perfect 1 frame in between d4~forward trap and standing 1 from the 112124 string, however they can still mash uppercut, d1, d4 in order to interrupt the loop there, or even neutral crouch the first hit which then leaves a lot of gap to the second hit of the string allowing you to armor out then. So how do you shut down?

By using F21 instead, which is 11 frames but covers crouching and will eliminate any mashing armor aside of course but still doable.
Problem is, this option makes your meter build option a bit limited, but pays you off with damage.
If they don’t stand after the ex call back, B2~hatarang will work as a wakeup call, ending any combo from there with a low trap for a 50-50 in the corner its never too much.


4.1.3. Controlling the pace in the corner
An alternative of rushing down in the corner with loopable pressure is by using staggers, as we said before hat trap behind an opponent its like a time ticking bomb, they will be very selective on what to press, and with hat trick using staggers makes it so that randomly mashing an attack if it doesn’t reach you are likely to get whiff punished so the mental pressure gets to them, enjoy trying anything.


6. Anti-Airs

Jab AA
Kung Lao is one of the characters who has a jab with a good hitbox to anti-air, so he got the previlege to AA people of of the air with Jabs either from far away jumps, crossups and njps, he can also chase people with run and jab them as they jump backwards.


Tele3 AA
If you can predict jump back trajectories earlier, your teleport 3 is likely to Anti-air, however there is also a risk featured due the slow startup, but works in most cases.

Spin its one of his most reliable AAs, sadly still loses to disjointed hitboxes and fake disjointed hitboxes jump attacks, like Sonya’ Tanya, Kotal, Shinnoks NJP when slightly out of range etc, being his only launcher you need to know how to capitalize your damage.

NJP and D2 are out of the question since they’re slower than most of the universal tools in comparison inside the game.


7. Combos

In the final section of the guide i will finally post combos, those are separated by utility in combat, and conversion post setup, remember that hat trick mid screen always ends his combos with 21, or b321 to safely place a trap after. Ending combos with F4, F14 won’t give you enough plus frames to do that.

Aside from that in the corner he can use 112124~trap (any trap) to use post knockdown, even if 11214 its a soft knockdown the trap is safe and condition people to not wakeup right awat in order to avoid getting armor broke by the 212 part of the string in some occasions, or being blocked since a hatless Lao with the setup in motion do more meterless damage.


Meterless combos, basic BnBs
11212~spin, jk~dk, 2,1 (Hard knockdown)
11212~spin, jk~dk,F14 (Hard untechable knockdown, more damage)
11212~spin, J2, jk~dk, 2,1
F23~spin, jk~dk, 2,1
11212~spin, jk~dk, jk~dk (most damaging ender, however no hat setup)

Punishing with 15f
4,4, run, b321~spin, jk~dk, 2,1/F14
Hatless (hat behind lao) 44~rc, b321~call back (sets up hard to blockable with ex tp throw)

Hatless (Hat behind the opponent in linking range)
11212~call back, b321~spin, jk~dk, 2,1
112124~call back, b321~spin, jk~dk, 2,1
F23~call back, B3221~spin, jk~dk~F21~trap (to gain space)
11212~/F23~F21~/112124~/call back, spin, jk~dk~B321~trap (front or away take your pick)

Overhead starter meterless midscreen
B2~spin, jk~dk~b321~trap
b22~round trip, F2~spin, run, jk~dk 2,1

Midscreen meter
When KL uses meter on his combos are not only to do more damage, but also to extend the corner carry.

112124~Hatarang~4,4, B321~spin, jk~dk, 2,1 (Same filler for any other starter)
112124~Hatarang~11212~spin, jk~dk, b321~trap (Same filler for any other starter)
B321~ex spin, NJP, jk~dk, 2,1
b2~hatarang~44, B321~spin, B321~trap
B22~hat trap~ex call back, rc~b321~spin, jk~dk, 21

Hatless (Hat behind Kung Lao, opponent not on linking range)
Ex TP1~MB, B321~call back, 4~spin, iaDk, 2,1

Call back starters (hat behind the opponent)
Call back, spin NjP, jk~dk, 2,1
Call back, spin, jk~dk, b321~trap.

Corner combos, meterless
112124~spin, NJP, J2, jk~dk, 112124~trap
4,4, 4~spin, njp, jk~dk, 112124~trap
4,4, 1, b321~spin
B22~forward trap, d4~call back, b321~spin, jk~dk, 21/112124~trap
b22~forward trap, 11~call back, B321~spin, 2,1 trap
b321~spin~forward trap, d4~call back~11212~spin, 21 trap

Hatless (hat above kung lao)
b321~call back, spin, njp, jk~dk, 112124~trap
Hatless (hat behind the opponent)
112124~call back, b321~spin, njp, jk~dk, 112124~trap
112124~call back, spin, jk~dk, b321~trap

Hatless meter corner combos (Hat behind the opponent)
112124~ex call back, 4~spin~above trap, 1~call back~spin~dive kick 112124~trap
44, b321~call back, 4~spin, jk~dk, 2,1

Possible changes in future, new possible topics to be added soon, hope it helps.
 

Eddy Wang

Skarlet scientist
Inb4 you have to rewrite half of this shit in 2 weeks.
whatever lol. besides, the new guide might take a while which surely won't come out in two weeks of play so this will work as base to learn hat trick.

Also, there is a chance NRS will ignore us again, if that happens this is the final guide.
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
My God...I almost fell out of my chair. God damn it Eddy! I see that none of us in a way is not giving up on HT :D
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
despite the flaws he is the most fun character i had playing this game honestly, he is just not braindead.
Its really hard not to agree with You. I've been playing Ronin for past 4-5 weeks and even though I manage way better with him I still get back to HT and play cause its so much fun. Whatever i'll say or I said I always had a glimmer of hope insiide of me that he will get what he deserves.
 

Eddy Wang

Skarlet scientist
Its really hard not to agree with You. I've been playing Ronin for past 4-5 weeks and even though I manage way better with him I still get back to HT and play cause its so much fun. Whatever i'll say or I said I always had a glimmer of hope insiide of me that he will get what he deserves.
Don't get your hopes up too high man, you don't want get heart broken.
 

ChoseDeath

Seriously Casual Player.
I hate Kung Lao. I have ALWAYS hated Kung Lao. But after reading this guide, I think I'm gonna try Hat Trick! Thanks for sharing bro, great job.
 

CrazyFingers

The Power of Lame Compels You
have fun you two.
I'll try! I really hope you guys get the buffs, or at least just the damn hitbox fixes, you deserve. The amount of talent and thought the Hat Trick community has, no matter how small it is, is astounding and needs more props, you guys are great.
 

CrazyFingers

The Power of Lame Compels You
Any tips on getting 11212 out consistently on pad? I've always had an abysmal time getting this string out without having to move my hand in a weird way
 

Eddy Wang

Skarlet scientist
Any tips on getting 11212 out consistently on pad? I've always had an abysmal time getting this string out without having to move my hand in a weird way
Slide your thumb in FBF motion in between 212, there is a speed requirement but once you get down you're good to go.

Hpito and @DarkSlayerSmith have mastered this, i use a Stick to avoid breaking my controller.
 

CrazyFingers

The Power of Lame Compels You
Slide your thumb in FBF motion in between 212, there is a speed requirement but once you get down you're good to go.

Hpito and @DarkSlayerSmith have mastered this, i use a Stick to avoid breaking my controller.
Thanks! I'll be sure to practice this. Been looking for something with a different playstyle as literally all of my mains involve most staggers and pokes with nothing much else except for SOMETIMES mixups. With Lao at least I get to look super sick while doing that, that hat call jump over people stuff is SUPER clean my man
 

Eddy Wang

Skarlet scientist
Thanks! I'll be sure to practice this. Been looking for something with a different playstyle as literally all of my mains involve most staggers and pokes with nothing much else except for SOMETIMES mixups. With Lao at least I get to look super sick while doing that, that hat call jump over people stuff is SUPER clean my man
Post some vids if you can.
 

DarkSlayerSmith

Fundamentals in real life
Any tips on getting 11212 out consistently on pad? I've always had an abysmal time getting this string out without having to move my hand in a weird way
Imagine there´s grease in your pad controller...slide your thumbs between 1 and 2(like Eddy Wang said FBF motion) after executing 112...then pratice the timing to cancel it with any special move u like.
When fingers getting numb...MASSAGE IT!!
 

Eddy Wang

Skarlet scientist
Imagine there´s grease in your pad controller...slide your thumbs between 1 and 2(like Eddy Wang said FBF motion) after executing 112...then pratice the timing to cancel it with any special move u like.
When fingers getting numb...MASSAGE IT!!
Grease? damn, i'm really glad i've invested on a Arcade Stick, thanks to jer best advice in gaming i ever receieved.
 
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Eddy Wang

Skarlet scientist
Excellent guide, thanks !!
keep training, the guide will get more updates after the patch, there is some topics to talk about, like the dive kick and conversion combos from coordination, which is practically a result from a lot of training.
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
there is some topics to talk about, like the dive kick and conversion combos from coordination, which is practically a result from a lot of training.
Thats what I love about HT. The design allows You to free style while playing. The way the Hat was design is way more sophisticated then Ronin's banana peel imo. Maybe because of the random hitbox, though I am not sure.
 

Eddy Wang

Skarlet scientist
Thats what I love about HT. The design allows You to free style while playing. The way the Hat was design is way more sophisticated then Ronin's banana peel imo. Maybe because of the random hitbox, though I am not sure.
Its due to how the hats are placed and how he combos from it, the random hitboxes and random juggle heights just get in the way.

If you manage to sneak a trap and the opponent puts itself on a situation where in quick analyses you can see the type of combo that will come out from it, its what it makes truly unique.

Yesterday i landed this one:
112124~hat trap (opponent jumped forward to escape the trap and land a normal for pressure or knd)
aa with s1, run past floating opponent, s1, b321~call back, s4~spin, iadive kick, 2,1.

So much savagery, sadly didn't recorded it.