Vs. Kung Lao 4-6
At the start
Let him make the first move. The key to this matchup is to bait and punish. If he decides to teleport, neutral duck. If he rolls forward deal with that(see up close and midscreen). The key here is to be patient and not get yourself combo'd right off the bat.
At Fullscreen
Kung Lao is usually very mobile, so you have to watch out for that. Unless he does an instant air dive kick, you should be able to chop chop on reaction. If he teleports, usually they don't go for the overhead. If you block the teleport 3 you can blade spin him away. If he throws it is not a huge deal, but he does require you to make a guess. In my personal experience, the best thing to do is try to neutral duck on reaction. Then the next time he teleports stand block and he will have to grab, and if he does he is throwing you away. He also has his F+3 which can travel the whole screen. Depending on how far he does it you can chop chop on reaction so he runs right into it. As far as zoning goes it is the same for any other character. If he throws a hat block it and dash. If he throws a low hat fuzzy block and dash. Nothing horrible here.
ADHD Kung Lao's
Some Kung Lao's really like to move. A lot of online KLs are like this, but there are a few in the offline scene as well. This is much more manageable imo. If they like to F+3 a lot, try to make a good read and chop chop at midscreen. The worst they could do is teleport, but you will have enough time to block. If they dive kick a bunch, try and dash backward and make him come to you. When you see him go into the air chop chop, because you spaced it correctly if he divekicks or JIPs he will be hit. These guys are much more manageable, because you just have to make good reads and be patient.
At Midscreen
This is the best place to be in this matchup. Here is a good place to play footsies and whiff punish. I like to be tricky with my movement in this matchup. If I am at midscreen I like to sweep into blade charge. Even if it is blocked he cannot spin because you are still not on him. I would assume most KL's would F3 to get in your face and start pressure. However, after a few times blade charging, whiff the sweep and dash back. If they decide to f3 it will whiff and they will be wide open for a punish. Another good tactic is to dash in just before D4 range and whiff a D4. Most KL's that know the matchup will spin D4 on reaction, and then you will have another punish. That brings me to my next point, D4 is a MOOT tool in this matchup. Kung Lao can spin it on reaction for a full combo. A much better tool is faking like you are about to D4. If Kung Lao does F3 on you remember to dash backwards, this prevents him from getting pressure(His F3 is -4 which gives you time for a backdash). If you feel lucky you can chop chop to try and read a dash or F3. If he tries to F1(hat swipe) just block it and he is -11 on block. This gives you time to b11 which jails or F44 F4 which resets them for more pressure.
Up close
This is where the matchup gets tricky. Kung Lao's meter building revolves around 2 into 2,1,2,1,2,1,2(-26) or 2,1,2,1,2. Most of them only do this when they hit confirm, but if you block it you can actually 1,2,1 into slices for meter build of your own(or just blade charge). If they try and mix it up by going 2,1 or 2 he will be neutral on block. This is where you need to try and poke to get some of your pressure going. If they 1 or 1,2 or 1,1,2,1 they will be neutral on block, again the best strategy here is to try and d3 out. If the d3 hits you can either backdash to try and whiff punish or follow it with pressure(F44 F4 would be a safe option). Dont try and d3, d3, d3 though, because he can catch on and spin on reaction for a full combo. The other problem is with 2,1 command grab, you have to respect this option. He can also use his regular throw after 1,1 or other variations of 1 or 2. The good thing about that one is it can be neutral ducked or you can be throw breaked. The command grab is worse but does not lead to an insane amount of damage. Oh and if they 2,4 low hat, blow that shit up(no good KL does this anymore lol).
Oki
This section is short because of his spin, you can't do anything lol. D4 gets blown up, sweep gets blown up. If you get him into a combo, end it with the reset. If you want to try and bait the spin or teleport, you can try. However, a lot of times the KL player is going to get smart and just get up and start attacking you while you are blocking. This is why sometimes it is better to just backdash if you knock KL down. Then he might teleport but you should know how to deal with that(See Fullscreen).
Waking Up
If KL knocks you down you do not have too many options. When you see him try and do anything you can EX blade charge on reaction. If he tries something stupid like low hat to try and prevent you from waking up(know smart player would do this in blade charge range) you can blade range through it.
In the corner
KL is still at a disadvantage when he is in the corner. He can spin out of some of Baraka's stuff, but he is still vulnerable to some corner pressure. A good tactic is to follow a b31 combo into reset with an F44 F4 follow up. This catches a lot of people off guard because most Baraka players follow with 2,2 1+2 or F2 after the reset. If the F44 F4 is blocked you need to block to prevent a spin. If he does you are going to have a free punish. If he blocks your b3 you can end it with 2,2 instead of 1 for an overhead or end it with 2 into slices for meter build. If you hit him with a b31 he will most likely duck when you reset, and this is where you either want to f2 into slices for damage or F2 into EX slices for a full combo. If you think he is going to try and teleport out, you can chop chop into f4, but if it is blocked your pressure is over. Then again, you cant always win playing 100% safe, and he can spin out of most of your stuff anyway.
When Cornered
KL is devastating in the corner, especially with his corner combos. the best thing to do here is wait for him to make a move and counter poke. The block again and see if they spin. If they do that is your chance to full combo punish, and this time end the combo in blade charge so your are away from the corner. If he tries to 2,4 or do a low into command grab or throw, take the knockdown and get back up and block. If he tries to do 2 or 1 pressure let them hit and punish accordingly(see up close). The most important thing though is to be patient and not try to jump out. Because while being chipped to death sucks, being hit by a 45-50% corner combo sucks even worse.
Poking
Considering KL can blow up any poke with a full combo if you get too predictable, you need to mix it up. This is probably a matchup where I really think d3 into slices can be tried, because while he can blow it up, he can also blow up another poke. This way you are mixing him up and keeping him on his toes. Another good tip is when a poke hits(Especially D4) backdash to try and either whiff punish a spin or make him try to get in with f1 or f3 that can be backdashed again or punished. Once again he can spin D4 on reaction because of its execution frames, so use it at your own risk.
Countering his pokes
Kl's pokes are actually not that great if you block them. If you block a d1 of his you can automatically F4 into frametraps. If he d3's then you can poke back yourself and either backdash or start pressure. Keep in mind that he cannot punish our d3 with his d3 because his has a 9 frame execution. So this means that when you d3, he can only counter with a d1. If you block the d1 you put him at -13 and have a window to start pressure(You can do slices here to build meter and put yourself in the neutral game). If his d1 or d3 hits he is at no more than +3 frames advantage so just try and block the next one. His D4 is exactly like Baraka's in that it is neutral on block and +12 on hit, but it has a much shorter range and is not as effective.
Meter Usage
You want to save meter for breaker. While doing f2 EX slices combos and getting a get in free card with EX blade charge sounds nice, you want to save it. Kung Lao has a very high damage output, and you will need that breaker later. Especially if you are in the corner, the breaker can save you from taking a lot of damage. If you have a full bar then you can maybe do one EX blade charge, but dont do the F2 into EX slices. Even though that resets it is much more effickient to save that bar and try to F2 slices instead for a knockdown. If he teleports out or gets out, you have meter to get back in. If he doesn't, you keep him in the corner without sacrificing a bar.
Meter Building
Same as always, but you have to be careful. Jumping in on Kung Lao is a big no no and should almost never be done. High risk medium reward there. Like I said above the best thing is to try and whiff punish and make good reads. If a chop chop whiffs you still gain a bit of meter. If you have him in the corner and see he has X-ray or think he is going to get out, chop chop may be the best option because at worst you are at least building a lot of meter. However if you end up getting f44 f4 off or even f4 then going into 2,2 1+2 slices is certainly ideal, because that is almost a whole bar. If you can get 1,2,1 b1,1 b3,2 f2 or any string off then canceling into slices will build you some meter. Even when you poke him, if you want to take a risk you can go for the slices and possibly build some meter. Oh, and if you are one of those people who loves fancy corner combos, try to do the triple spin combo. B31 B31 spin spin spin. I have no idea if the last one will hit but it doesnt matter, because you need to gain as much meter as you can and that is the best way to do it.
Anti Airing
Chop Chop. If he jumps at you chop chop. Like I said on whiff it builds you meter. If he tries to dive kick he is getting hit. If you space it correctly he will be hit if he tries to JIP. Blade spin will work but it just hits him away and doesnt get you nearly as much meter. F44 F4 can also work as well but does not work well against the divekick.
Keys to the matchup
- Movement(Back dashing to force a whiff, dashing and back dashing, dashing in for pressure)\
- Good reads(Chop Chop or spin any dive kick, try and chop chop or spin when you think he is going to F3)
- Save your meter for Breaker
- Know how to punish his strings
- Bait out spins and whiff punish
- Build as much meter as you can
- Be as cautious as possible with pokes
- Always end combos with a reset.