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Tech Fighting against crouching chars with kung lao

Mileena can also just D4 roll it or just roll it depending on the spacing. Doesn't work against her either.

But still, what I've gathered here is "Kung Lao's 6 options for hitting a crouched opponent isn't enough - he should be able to hit confirm a crouching opponent safely with alot of priority and it should be extremely easy to recognize all the time and if he can't then Fuck you video makers."

Give me a f'ing break. Not every single thing in this game needs to be able to be countered with a full punish. I'll post a video of some badass KL tech against crouching later.
actually the dive kick will autocorrect most of the times and hit mileena out of her roll.
 

A F0xy Grampa

Problem X Promotions
If Kabal can Ex ND on reaction shouldn't Cyrax be able to crouch block & AAt on reaction?
EX ND will be gauranteed, but the AA grab doesnt always work, and if you get the Cyrax player to start using their AA, thats when you can bait it, REALLY easily, you can so much as twitch and they wont be able to tell.

AA grab = 8% on a read
Baiting the AA grab = 30% on a read

It also for some reason kicks him out of the AA sometimes. Basically the AA is more risk to Cyrax.

Bird Lao doesnt technically beat crouchers, but the multiple options from it cause people to stand, and KL against a standing opponent might as well be unstoppable, if you're gonna fly, I also recommend learning to stance confirm the 2 4, its not hard to do and basically buffs your 2 4/ 2 4 overhead string.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
A F0xy Grampa, I understand more what you mean now. So a question: if you go for a Bird Lao kick, and I backdash and block on a read to change the angle, won't your blocked dk give me a full AA/ball punish?
 

A F0xy Grampa

Problem X Promotions
A F0xy Grampa, I understand more what you mean now. So a question: if you go for a Bird Lao kick, and I backdash and block on a read to change the angle, won't your blocked dk give me a full AA/ball punish?
No because no character can dash back far enough and fast enough to block it when you're using it in its effective ranges.
If that happens its down to poor judgement of space by the KL player. But its rare and easily avoidable, because all of the effective range is huge.
 

coolwhip

Master
A F0xy Grampa, I understand more what you mean now. So a question: if you go for a Bird Lao kick, and I backdash and block on a read to change the angle, won't your blocked dk give me a full AA/ball punish?
Unless the KL player has really shitty spacing, you can't. Bird Lao'ing is for the most part, using JK/DK to cross over your opponent. You can't backdash enough to actually make Kung Lao in front of you. Not to say it's totally impossible for this to happen, mind you, as I've messed up a few times trying it myself. But once you get the spacing down, the KL player would have to mess up for this to happen.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Trying this out now.. So you can even jump over them and then reverse birdlao kick back to the side you were originally on.. Interesting.
 

coolwhip

Master
Trying this out now.. So you can even jump over them and then reverse birdlao kick back to the side you were originally on.. Interesting.
You gotta make sure you do JK/DK, and not just DK, so that if they block, the Jump Kick gets blocked but the Dive kick will still go over them.
 

A F0xy Grampa

Problem X Promotions
You gotta make sure you do JK/DK, and not just DK, so that if they block, the Jump Kick gets blocked but the Dive kick will still go over them.
That and it also gives you 2 options in the air that will win you the trade vs JIPs/NJPs and standing normal anti airs.

Since JKs and DKs are both un-AAable by physical moves.
Using the JK first is also what gives you the correct height too, if you just do the naked DK, you'll more than likely get it blocked.
 
jumpkick divekick prevents them from jumping which means they need to block your hats and you can do a far range f2 which also covers a lot of jumps. far jumps can also be divekick on reaction into full combo: divekick, roll spin dash jumpkick divekick 24 for 30%.

if you take away the opponents option to jump you will be able to play very ''lame'' against the opponent.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
jumpkick divekick prevents them from jumping which means they need to block your hats and you can do a far range f2 which also covers a lot of jumps. far jumps can also be divekick on reaction into full combo: divekick, roll spin dash jumpkick divekick 24 for 30%.

if you take away the opponents option to jump you will be able to play very ''lame'' against the opponent.
don't forget, once the opponent starts making attempts to react to that, u can easily mix it up with teleports since they'll be standing and dashing tryin to go after u.
 
To tell the truth Perfect Legend this is a problem for all characters that dont have fast mids that hit nuteral crouch

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But kung lao is supposed to get his damage upclose which makes it a bit harder, it takes a while for your spacing to adjust to not having a mid below 15 frames at all. the kung lao player either has to make you stand up or block and he will get his damage because he will be faster 99% of the times because of standing 2 which is the mindset a kung lao player should have. so he plays a lot different in that aspect and his pokes are slower as well and he cant take advantage of pokes on hit because he doesnt have a mid that is atleast 15 frame or slower.

for example: subzero has trouble with low hitboxes as well but he will still have the clone and an 8 frame d4. sonya also has a lot of whiffing strings but she has the d4/divekick/ex cartwheel and she has a good projectile. sektor also suffers from low hitboxes but he is a setup heavy character and he will always be able to get something started on knockdowns.

Jax suffers most from low hitboxes though, I dont think anybody can argue that.
 

SatsuiYesHadou

Yung Kneecaps
Well ooofa at this thread soooo I'll just start off by saying that yes b33 is hit confirmable (not online thoe) but it has hardly any range, is stupid slow, and ridiculously whiff punishable.

21 doesn't just rape opponents unless if your playing someone who is just free and lacks complete knowledge of this game. After 21 on a low hit box character they could just poke, uppercut, duck the standing 2 and do something else that's quicker possibly before the 1 comes out. For those who say "you could just mix in low hat or spin teehee" yes you can but those are unsafe on block obviously and is a yolo read to make and I'm all about the yolo kung lao if you have ever seen me play with him.

Also I'm not saying low hit box characters body lao don't take this the wrong way because lao could easily body any character in the game. And also don't do standing 3 random outside a combo unless you do in the middle of pressure like you could replace the option where you'd throw with standing 3 low hat where the opponent would tend to be blocking with something so they don't duck your standing 3. You could try something like 11 and then 3 low hat for pushback to make the hat safe but remember don't try that alot cause then the standing 3 could be read and whiff punished if ducked so I guess you could say its not completely useless even thoe it kinda is outside combos. Besides that like really no no no don't just do standing 3 and everybody also start listening to foxy :]

#grammarnazisgetatmecuh
 

xInfra Deadx

Gimmick stolen by Jordan Peele
The only way i'm using B33 is if i'm playing Smoke, Liu Kang, CSZ or even Kratos. 27 frames is really a short duration to hit-confirm....and even then I don't trust it.

Edit: By 27 frames I mean the total duration of B33. B33 by itself (2nd hit) is 13 frames.
 

Hellion_96

xX_Hellion96_Xx
The only time i use b33 is off a jump in when i do b333 in to ex strait hat which is hit confirmable, on a read against a perry, or if the opponent isnt respecting my plus 10 off of a d3 on crouch ill do b3 into ex low hat which combos and is a lil safer than b33spin.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
actually....doing late tele-3 into standing 3 is a useful move, especially when the opponent understands lao and attepts to duck the 21, at that range the standing 3 WILL hit should they attempt to neutral crouch and then u get +4.
 
actually....doing late tele-3 into standing 3 is a useful move, especially when the opponent understands lao and attepts to duck the 21, at that range the standing 3 WILL hit should they attempt to neutral crouch and then u get +4.
but if they didnt block the late 3 you will have sacrificed 43% damage. there is no reason for you to take the risk of a teleport for just a standing 3 that might hit unless it has a good reward you shouldnt be taking that risk.