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Best move in the game

Aboolayla

Come At Me Bro
What do you think is the best move in the game. It could be a special, normal, or cancel i dont really care just explain why.
Personally I think its Rains roundhouse:
-it can be cancelled and used as a pressure tool
-extends combos
-Can punish far jumpins as an antiair
-And enhanced can absorb any wakeup or attack and give you a chance to score 30-35%
 

G4S KT

Gaming4Satan Founder
What do you think is the best move in the game. It could be a special, normal, or cancel i dont really care just explain why.
Personally I think its Rains roundhouse:
-it can be cancelled and used as a pressure tool
-extends combos
-Can punish far jumpins as an antiair
-And enhanced can absorb any wakeup or attack and give you a chance to score 30-35%
Regular roundhouse is ok. The cancelling isn't nearly as good as Kabal's but it's still good.

The EX version is absolutely the best move in the game though. A safe on block armored launcher that can lead to 40%+ that can also cancelled in an instant to link moves that wouldn't otherwise. Can't argue with that.

Spin is up there, but it's not the best. If it was still safe on block like vanilla KL then yea, it would be the best in the game.
 

rev0lver

Come On Die Young
Kabal's dash. I mean, it's basically the main part of Kabal's entire game, and it's the reason why he's so good. Kung Lao doesn't spend the whole game spinning.
 

Kindred

Let Be Be Finale Of Seem
Kung Lao's Spin

-stops jump ins and pressure
-stops cross over jumps
-cant poke it
-safe on block to a certain extent
-can be done very fast one after the other
-can lead to a combo
-hell if you sneeze in its general direction you still get hit
 

PND_Mustard

"More stealthful than the night"
Elder God
probably just me here, but i feel reptile's slow force ball, safe at all distances apart from in your face, its annoying as hell, and if it lands he can get a good chunk off of it, and its a low angled one so you cant slide under it, its hard to jump over and cant be neutral ducked, and if he walks along with it its intimidating :p
 

redeyes

Button Masher
kung laos spin is good. but i would say Sub zeros Ice clone. that thing is the most annoying speical ever. and if you're in the corner and he puts one up. well that's pretty much GG....
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
Defensively: the Spin wins. It's the ultimate GTFO move. Better than Noob's Upkick. Better than Nightwolf's tomahawk. Superior.

Offensively: the Net wins.
I'm more afraid of a mirror match and eating nets than I am jumping into a spin, just because a skilled Cyrax can do a lot more damage with a net, and Lao's hats are easier to avoid than having the ground littered with grenades while getting grabbed out of the sky.

I hate the goddamn mirror match. Truly.
 

chessmaster

Kombatant
anybody who says anything other than kung laos spin is trolling or plays against kung laos who keep the spins to the minimum. the exact opposite of barakas spin which i only use an anti-air.
 

rev0lver

Come On Die Young
Why is the spin a better move than Kabal's dash? You can play against Kung Lao and avoid the spin (outside combos that hit). You can't play against Kabal without dash cancel pressure.
 

chessmaster

Kombatant
Why is the spin a better move than Kabal's dash? You can play against Kung Lao and avoid the spin (outside combos that hit). You can't play against Kabal without dash cancel pressure.
if you block kabals dash you get a free punish. kung laos spin has no negatives.
 

rev0lver

Come On Die Young
if you block kabals dash you get a free punish. kung laos spin has no negatives.
Good Kabal players won't throw out random dashes. Dash is mainly used for pressure(cancelling), following up air fireballs, catching a jumping opponent, and ex for armor properties. Dash alone isn't why I say it's the best, it's the cancelling for pressure.
 

Crathen

Death is my business
At first glance i would say Kung Laos' spin , this was discussed before and there is no doubt that in a "mostly" aggressive/offence game like mk9 where jump in / cross jump punches , frametraps and low pokes are important the spin takes care of them all ( it still can be baited in frametraps and by some characters even as antiair bait ) .

But really , there are a lot , one of them is for sure Sektors' telepunch( instant version of course ) , it takes care of every projectile zoning attempt on reaction leading to a potential 42% (1 meter) combo , this move is no joke , sure it's punishable but that's the price for such a great move , and the EX version is safe on block too wich opens great mindgames on jumpins , if the opponents character tries to AA him on a jumpin he can fake it out with his EX tp wich is safe on block and leads to a 34 % combo.

Others are Raidens teleport , Kabals Iagb , Reptiles' dash , Jades' glow/EX glow , JC EX nutpunch.... and those are not the only ones
 
In a vacuum? Jade immunity glow. You cant really beat becoming immune to... well... damage.

As implemented on a character, i would say spin. Its just got so many uses.
 

PND_Mustard

"More stealthful than the night"
Elder God
At first glance i would say Kung Laos' spin , this was discussed before and there is no doubt that in a "mostly" aggressive/offence game like mk9 where jump in / cross jump punches , frametraps and low pokes are important the spin takes care of them all ( it still can be baited in frametraps and by some characters even as antiair bait ) .

But really , there are a lot , one of them is for sure Sektors' telepunch( instant version of course ) , it takes care of every projectile zoning attempt on reaction leading to a potential 42% (1 meter) combo , this move is no joke , sure it's punishable but that's the price for such a great move , and the EX version is safe on block too wich opens great mindgames on jumpins , if the opponents character tries to AA him on a jumpin he can fake it out with his EX tp wich is safe on block and leads to a 34 % combo.

Others are Raidens teleport , Kabals Iagb , Reptiles' dash , Jades' glow/EX glow , JC EX nutpunch.... and those are not the only ones
hmm i wouldnt say sektors iatp is the BEST move, id say it doesnt even pass great tbh, mainly because if he mistimes it hes open for the most damaging punish they can do, also the idea of using it to bait anti airs is a much better idea on paper, when i see a sektor jmup at me especially with a kick, i know its coming, and 9/10, it comes, i know EX is safe, but thats why if you d4 after it the sektor is stuck against your frame advantage, i feel its a crutch too many sektor players rely on
 

Crathen

Death is my business
hmm i wouldnt say sektors iatp is the BEST move, id say it doesnt even pass great tbh, mainly because if he mistimes it hes open for the most damaging punish they can do, also the idea of using it to bait anti airs is a much better idea on paper, when i see a sektor jmup at me especially with a kick, i know its coming, and 9/10, it comes, i know EX is safe, but thats why if you d4 after it the sektor is stuck against your frame advantage, i feel its a crutch too many sektor players rely on
Not that any sektor should rely on it , EX uses meter and as you said pressure is reversed , but just by having it ( and hopefully being at 3/4 fullscreen ) it really shuts down most projectiles , the psycological effect is really huge at that distance , it really blows up fullscreen zoners like sindel or even Cyrax ( we can discuss about it tho ) making them get closer to make it harder to react to the projectile therefore reducing their potential at fullscreen where sektor still has his zoning ( wich is a little above average ) , about that know it's coming it really depends on the player , sure you can walk back and nullify the jumpin attempt aswell the EX TU by blocking once out of the jumpin but that put you on the defensive ( wich is not a bad thing for some characters anyways ) , sure it isn't the best move out there but to me it definately feels top 8.

PS: a really good/on the spot Sektor will never mistime a TU from 3/4 fullscreen ( unless against the fastest recovery projectiles like KL lowhat or Freddys projectile)
 

PND_Mustard

"More stealthful than the night"
Elder God
Not that any sektor should rely on it , EX uses meter and as you said pressure is reversed , but just by having it ( and hopefully being at 3/4 fullscreen ) it really shuts down most projectiles , the psycological effect is really huge at that distance , it really blows up fullscreen zoners like sindel or even Cyrax ( we can discuss about it tho ) making them get closer to make it harder to react to the projectile therefore reducing their potential at fullscreen where sektor still has his zoning ( wich is a little above average ) , about that know it's coming it really depends on the player , sure you can walk back and nullify the jumpin attempt aswell the EX TU by blocking once out of the jumpin but that put you on the defensive ( wich is not a bad thing for some characters anyways ) , sure it isn't the best move out there but to me it definately feels top 8.

PS: a really good/on the spot Sektor will never mistime a TU from 3/4 fullscreen ( unless against the fastest recovery projectiles like KL lowhat or Freddys projectile)
yeah i suppose i shouldnt count the sektor mistiming it, assuming he doesnt then yeah its effectiveness is great, i dont see it beating cyrax's bombs though, its beaten my net before certainly, but not the bombs, ill go in the lab later and do some testing :)