coolwhip
Master
So @ETC Mcfly showed some J2~teleport combos today, as he did in MK9.
Unlike MK9, this is much easier to do in this game and more viable, and much more useful. Not only is the timing not as strict, but J2 into teleport jails on block, sorta. Incidentally, I also saw @A F0xy Grampa use this at ESL tonight.
The only universal way this can be interrupted is with armor. Not even Kung Lao's own spin can interrupt it (edit: as noted below, some characters are able to backdash).
Here are your options, and keep in mind, for this to jail on block you have to do it at the right time:
1) J2~tele 3. On hit, it combos. Although if you want to get a full combo, the timing of the tele 3 needs to be perfect in order to cancel it into whatever your go to combo starter is. However, J2~tele 3 as a combo by itself is super easy and the timing isn't strict at all.
On block, this jails (sorta). It cannot be neutral ducked, poked, or uppercutted out of. Not even Kung Lao's regular spin or Jax's standing 1 will be able to stuff this.
However, this can be backashed by some characters. Characters who can backdash this: Kotal Khan, Sub-Zero, Jacqui, Cassie, Kitana, Kano, Reptile, Ermac, Quan Chi.
2) J2~tele 2. On hit, the timing is just as easy as the above and getting a full combo off of that is obviously easier since the tele 2 launches. On block, this cannot be poked out of or punished before the tele 2 lands, unless the opponent blocks the tele 2, since it's punishable on block.
Note: this can be backashed out of.
3) J2~tele grab. This can be neutral ducked and punished. However, if you condition your opponent to respect the above options, you should be getting plenty of opportunities for tele grabs off of J2's. Regardless, your opponent will have to make a risky guess that is in your favor.
Be careful however, if the j2 lands, the grab will whiff, unless you do it super late, by which point the opponent will be able to neutral duck and punish. So if you see your j2 land don't go for the grab.
4) j2~tele 4. This doesn't combo and doesn't jail. Tele 4 is a bill anyway.
NOTE: All of the above options can be beat with armor, though the timing is quite strict and your opponent's reactions, timing and execution have to be extremely on point.
I've talked to @Clark L. and he will be making a video of this soon, although the above should be self explanatory.
NOTE 2: If the above isn't entirely accurate, please correct me. If someone in the cast has options other than armor against this, please point it out.
@Perfect Legend
@FOREVER KING
@EGP Wonder_Chef
@Laguna Loire
@ Any Kung Lao player.
Unlike MK9, this is much easier to do in this game and more viable, and much more useful. Not only is the timing not as strict, but J2 into teleport jails on block, sorta. Incidentally, I also saw @A F0xy Grampa use this at ESL tonight.
The only universal way this can be interrupted is with armor. Not even Kung Lao's own spin can interrupt it (edit: as noted below, some characters are able to backdash).
Here are your options, and keep in mind, for this to jail on block you have to do it at the right time:
1) J2~tele 3. On hit, it combos. Although if you want to get a full combo, the timing of the tele 3 needs to be perfect in order to cancel it into whatever your go to combo starter is. However, J2~tele 3 as a combo by itself is super easy and the timing isn't strict at all.
On block, this jails (sorta). It cannot be neutral ducked, poked, or uppercutted out of. Not even Kung Lao's regular spin or Jax's standing 1 will be able to stuff this.
However, this can be backashed by some characters. Characters who can backdash this: Kotal Khan, Sub-Zero, Jacqui, Cassie, Kitana, Kano, Reptile, Ermac, Quan Chi.
2) J2~tele 2. On hit, the timing is just as easy as the above and getting a full combo off of that is obviously easier since the tele 2 launches. On block, this cannot be poked out of or punished before the tele 2 lands, unless the opponent blocks the tele 2, since it's punishable on block.
Note: this can be backashed out of.
3) J2~tele grab. This can be neutral ducked and punished. However, if you condition your opponent to respect the above options, you should be getting plenty of opportunities for tele grabs off of J2's. Regardless, your opponent will have to make a risky guess that is in your favor.
Be careful however, if the j2 lands, the grab will whiff, unless you do it super late, by which point the opponent will be able to neutral duck and punish. So if you see your j2 land don't go for the grab.
4) j2~tele 4. This doesn't combo and doesn't jail. Tele 4 is a bill anyway.
NOTE: All of the above options can be beat with armor, though the timing is quite strict and your opponent's reactions, timing and execution have to be extremely on point.
I've talked to @Clark L. and he will be making a video of this soon, although the above should be self explanatory.
NOTE 2: If the above isn't entirely accurate, please correct me. If someone in the cast has options other than armor against this, please point it out.
@Perfect Legend
@FOREVER KING
@EGP Wonder_Chef
@Laguna Loire
@ Any Kung Lao player.
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