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 pitting 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 spind 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).