miloPKL
soundcloud.com/pukelization
hi guys, a few things first:
i dunno if b1f1 has been discussed, detailed or dismissed at great length already. so if this is the case, i feel silly please ignore this thread after linking me to a source or enlightening me of the purpose of healing wind. lately ive been trying to find any use for healing wind but i cant really see its use. since there is little to no KL discussion i figured that if tym hadnt nutted this one out, we could give it a try.
USING HEALING WIND AFTER A JUMP IN PUNCH
firstly, these could be basic points and common knowledge, but i thought i'd share some of the basic info so far. let me know what you think and sorry if this is bad. i dont know if this is good or bad info. thats why i brought it here
from a JIP there appears to be some benefits from using healing wind.
mid screen bnb
JIP > 112 SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3-2 = 43%
JIP > 21 SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3-2 = 44%
JIP > HW SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3 = 45%
using healing wind after a jip also seems to be a safe and good option for mind games. if healing wind is blocked after your JIP, the enemy must wait and react to whether you go through with a full healing wind or you decide to cut it halfway. full healing wind on block will leave you at sweep distance with neutral frames [0 for each player]. if you choose to stop healing wind half way through, you are at point blank distance with the neutral frames again opening for a throw, or if you choose to combo out of B+1 you can low hat, spin or teleport. there is also the possibility for mind game as KL can cancel HW into the special move at 3 different timings depending on your location in the map. midscreen you can B+1 [2 hit then cancel] ~ special move or B+1F+1 [3 hit then cancel] ~ special move - additionally, in the corner you can of couse perform the entire healing wind animation and juggle the spin. of course the special move at any point can be teleport, spin or low hat. Healing Wind has a pretty extreme start up but i think there is potential for mix up with its effective and safe use.
because healing wind appears to connect with crouching blocking opponents, id like to see its potential for using the corner on a trapped opponent. i was thinking a cornered opponent who is trapped with EN low hat is a good opportunity for HW also. if they attempt to poke you out of healing wind, they will receive damage from the hat. if they block the healing wind, you have the opportunity to cancel healing wind into a move from the 2 or 3 hit cancel described above. additionally, you can perform a full healing wind and if the whole thing is blocked you are still safe from punish because of your grinding hat. thirdly, if you land the healing wind you have the opportunity to get a decent 29% - 37% combo which may or may not include releasing the hat.
i really think healing wind i useful in the way i described above. i played some games against a friend and he was unprepared for it when i used it, and when they are placed at sweep distance KL is very safe. the mixup was cool too because he didn't expect the low hat when i used it from the HW, or cutting HW in half [dropping the second input] was great to land a throw or start another pressure string which is confusing.
SAFE PRESSURE OPTION
i think a lot people are frustrated that low hat was nerfed and now when KL ends a pressure string with it he gets blown up. its annoying getting in and landing a blockstring only to be put at 0 advantage and putting yourself at the risk of a counter combo taking your life. we already know healing wind grants max damage if only by 1 or 2%, we also know it builds as much meter as a full blocked windy palm. healing wind is also hit confirmable so its no gamble when you convert it to a spin combo. therefore i propose that one should make much more effort to use this after every successful JIP or tele3. if they dont block youve added more damage to your combo. if they block, youve built meter and healing wind has pushed you back to a safe distance where any normal attack cant punish you. youre at 0 but further away which is exactly where KL thrives in my experience and playstyle. being just outside sweep and dancing between just inside and just outside jump distance playing a tight footsie game is what i like best these days. of course with the healthy mix up JIP/tele3 > 24, this strategy will be very effective imo. some of you might be doing this already, but im still not seeing happen online or on streams (my only mk interaction here in australia).
METER BUILDING WITH HEALING WIND
if you land an entire healing wind on a blocked opponent, it takes a measly 8.5 HW to have a full xray meter. 3 HW will give you a little bit over 1 bar. this is equal to the entire windy palm combination 1121, on block. 1 HW = 1 WP. this is why KL builds meter like a 80:55
i dunno if b1f1 has been discussed, detailed or dismissed at great length already. so if this is the case, i feel silly please ignore this thread after linking me to a source or enlightening me of the purpose of healing wind. lately ive been trying to find any use for healing wind but i cant really see its use. since there is little to no KL discussion i figured that if tym hadnt nutted this one out, we could give it a try.
USING HEALING WIND AFTER A JUMP IN PUNCH
firstly, these could be basic points and common knowledge, but i thought i'd share some of the basic info so far. let me know what you think and sorry if this is bad. i dont know if this is good or bad info. thats why i brought it here
from a JIP there appears to be some benefits from using healing wind.
mid screen bnb
JIP > 112 SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3-2 = 43%
JIP > 21 SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3-2 = 44%
JIP > HW SPIN > JK DK 2 EnHat > 1, 1, 2-4-1+3 = 45%
using healing wind after a jip also seems to be a safe and good option for mind games. if healing wind is blocked after your JIP, the enemy must wait and react to whether you go through with a full healing wind or you decide to cut it halfway. full healing wind on block will leave you at sweep distance with neutral frames [0 for each player]. if you choose to stop healing wind half way through, you are at point blank distance with the neutral frames again opening for a throw, or if you choose to combo out of B+1 you can low hat, spin or teleport. there is also the possibility for mind game as KL can cancel HW into the special move at 3 different timings depending on your location in the map. midscreen you can B+1 [2 hit then cancel] ~ special move or B+1F+1 [3 hit then cancel] ~ special move - additionally, in the corner you can of couse perform the entire healing wind animation and juggle the spin. of course the special move at any point can be teleport, spin or low hat. Healing Wind has a pretty extreme start up but i think there is potential for mix up with its effective and safe use.
because healing wind appears to connect with crouching blocking opponents, id like to see its potential for using the corner on a trapped opponent. i was thinking a cornered opponent who is trapped with EN low hat is a good opportunity for HW also. if they attempt to poke you out of healing wind, they will receive damage from the hat. if they block the healing wind, you have the opportunity to cancel healing wind into a move from the 2 or 3 hit cancel described above. additionally, you can perform a full healing wind and if the whole thing is blocked you are still safe from punish because of your grinding hat. thirdly, if you land the healing wind you have the opportunity to get a decent 29% - 37% combo which may or may not include releasing the hat.
i really think healing wind i useful in the way i described above. i played some games against a friend and he was unprepared for it when i used it, and when they are placed at sweep distance KL is very safe. the mixup was cool too because he didn't expect the low hat when i used it from the HW, or cutting HW in half [dropping the second input] was great to land a throw or start another pressure string which is confusing.
SAFE PRESSURE OPTION
i think a lot people are frustrated that low hat was nerfed and now when KL ends a pressure string with it he gets blown up. its annoying getting in and landing a blockstring only to be put at 0 advantage and putting yourself at the risk of a counter combo taking your life. we already know healing wind grants max damage if only by 1 or 2%, we also know it builds as much meter as a full blocked windy palm. healing wind is also hit confirmable so its no gamble when you convert it to a spin combo. therefore i propose that one should make much more effort to use this after every successful JIP or tele3. if they dont block youve added more damage to your combo. if they block, youve built meter and healing wind has pushed you back to a safe distance where any normal attack cant punish you. youre at 0 but further away which is exactly where KL thrives in my experience and playstyle. being just outside sweep and dancing between just inside and just outside jump distance playing a tight footsie game is what i like best these days. of course with the healthy mix up JIP/tele3 > 24, this strategy will be very effective imo. some of you might be doing this already, but im still not seeing happen online or on streams (my only mk interaction here in australia).
METER BUILDING WITH HEALING WIND
if you land an entire healing wind on a blocked opponent, it takes a measly 8.5 HW to have a full xray meter. 3 HW will give you a little bit over 1 bar. this is equal to the entire windy palm combination 1121, on block. 1 HW = 1 WP. this is why KL builds meter like a 80:55