What's new

Video/Tutorial KUNG LAO 2.0 - Guide

What do you say?

  • Only gimps play Kung Lao Brah!

    Votes: 26 23.4%
  • Where's my 24 Low Hat?

    Votes: 85 76.6%

  • Total voters
    111

Lt. Boxy Angelman

I WILL EAT THIS GAME
Its very simple.

If you notice that the opponent always pokes after 1121, or 112, on block, then block, and punish the poke with your d1 or standing 2, or even spin the opponent if you think they will press buttons.

His rushdown isn't infinite on block, it's smarter than you would think.
He has sooooooooo many good bits and pieces to mix up in pressure and defense. Nothing particularly OMGWTF, but enough bits of small ball that when you put them together, you get a great fuckin' array of choices.
I could get used to this Hat. I really could. I just have to keep my smarts turned up.
 

deathgun

Mortal
Its a nice guide, Id just to add an extra line at the end of it:

If youre playing against a low hurtbox character, forget everything you just read.
 

gdf

Warrior
Low hitbox characters aren't so bad. Just footsie and ex teleport them to death. Unless Glue has an alternative.
 

UsedForGlue

"Strength isn't everything"
Its a nice guide, Id just to add an extra line at the end of it:

If youre playing against a low hurtbox character, forget everything you just read.
I guess you didn't read the section anything I wrote about punishing the opponents pokes after your block strings...

Give it another look through.
 
I guess you didn't read the section anything I wrote about punishing the opponents pokes after your block strings...

Give it another look through.
I kind of get the idea of blowing pokes up, but glue would you say the guessing game is in lao's favor or in the opponents favor? imo it depends on the character, I mean you don't want to do that shit against cyrax, but against mileena I would say it is in lao's favor.
 

UsedForGlue

"Strength isn't everything"
I kind of get the idea of blowing pokes up, but glue would you say the guessing game is in lao's favor or in the opponents favor? imo it depends on the character, I mean you don't want to do that shit against cyrax, but against mileena I would say it is in lao's favor.
It depends on character.

You can't afford to fuck around on any high punishment character that has fast normals that lead to combos, such as Cage, Sektor, Sonya and KL mirrors.

This style of play works best on poke happy cast members, such as Mileena, Kitana (if they opt for D1 instead of 21), Smoke (Allot of them throw out D1 smoke bomb as if they are allowed to do it, and it is -9, KL's 2 is 7, and spin is 6), Scoprions, etc, some other players of certain characters may go for full block strings when you are at zero, but only the smartest and bravest opponents out there will do that.

Spinning is another thing, weigh up the risk reward for spinning certain characters if you are going to throw out after block strings to punish opponents for pressing anything, such as Cyrax, it's not really worth it as his damage massively out guns yours, along with Rain, although you can spin him for any RH cancel, but Jax, he can't full combo punish very well midscreen, so it's worth the trade/risk on him almost everytime.
 

STB Sgt Reed

Online Warrior
I have a question...

when you do 112 spin and you want to go for the F3 spin ender so you can whiff the dive kick and pressure them again... is it better to do it with or without a NJP in the combo?

I usually find myself doing...

112 spin NJP JK Dive kick F3 spin whiff dive kick ... but it seems like I miss it a lot. Would it be better without the NJP?
 

eskuAdradit0

"Thanks" button abuser.
I have a question...

when you do 112 spin and you want to go for the F3 spin ender so you can whiff the dive kick and pressure them again... is it better to do it with or without a NJP in the combo?

I usually find myself doing...

112 spin NJP JK Dive kick F3 spin whiff dive kick ... but it seems like I miss it a lot. Would it be better without the NJP?
no njp gives you a bigger window to hit the f3.
After a njp I think people like to go for 2,4, 1+3, 2 (or 4) ender.
 

SunnyD

24 Low Hat!
I have a question...

when you do 112 spin and you want to go for the F3 spin ender so you can whiff the dive kick and pressure them again... is it better to do it with or without a NJP in the combo?

I usually find myself doing...

112 spin NJP JK Dive kick F3 spin whiff dive kick ... but it seems like I miss it a lot. Would it be better without the NJP?
Cut out NJP and F3 spin out of your Bnb's entirely. Ending with 24 grab is much more advantageous in terms of positioning, damage and the ability to pick which side to throw your opponent in.

112 spin, jk dive kick dash 1, dash 24 grab.

ending combos with f3 spin is an outdated concept.
 

STB Sgt Reed

Online Warrior
Cut out NJP and F3 spin out of your Bnb's entirely. Ending with 24 grab is much more advantageous in terms of positioning, damage and the ability to pick which side to throw your opponent in.

112 spin, jk dive kick dash 1, dash 24 grab.

ending combos with f3 spin is an outdated concept.
Why is it outdated?

Either way, I'm not gonna end everything in 24 grab. (Though, now I am gonna start using it more. Thanks) I like the speed of F3 spin whiff dive kick b/c you're on them again right away. Can really fuck people up.
 

UsedForGlue

"Strength isn't everything"
Why is it outdated?

Either way, I'm not gonna end everything in 24 grab. (Though, now I am gonna start using it more. Thanks) I like the speed of F3 spin whiff dive kick b/c you're on them again right away. Can really fuck people up.
It was first used by PL when we didn't have the knowledge we have now. It takes no priory over 24 Grab, with no command.

The only thing the roll spin into dive kick or crossover teleport is good for, is for intimidating the opponent or making them panic, it's outdated yes, but everyone once in a few games, it's not a bad idea to throw it in.

But doing 24 Grab, then a JIP creates pressure too, even F2 after the knockdown.
 

SunnyD

24 Low Hat!
Why is it outdated?
Its outdated because it was Perfect Legend who favoured that setup with Vanilla Kung Lao way back when. Using f3 spin isnt bad per say, but try to use 24 grab as much as possible.

*edit i knew the minute Glue liked my post that me and him were writing the same thing. lol
 

STB Sgt Reed

Online Warrior
The only thing the roll spin into dive kick or crossover teleport is good for, is for intimidating the opponent or making them panic, it's outdated yes, but everyone once in a few games, it's not a bad idea to throw it in.
That was my point... it happens faster, at least visually, than the trip on the 24 grab. So after 24 grab... they have time, at least mentally, to get ready for what you're about to do... JIP 24 pressure w/e.
 

Death

Warrior
I noticed you messed up the EN spin combo percentage. You lised it as 28% but its only 24%.

Also, whats a reliable whiff punisher? Sometimes 21/24 whiff and i get blown up. Is EN Spin the only one?
 

UsedForGlue

"Strength isn't everything"
I noticed you messed up the EN spin combo percentage. You lised it as 28% but its only 24%.

Also, whats a reliable whiff punisher? Sometimes 21/24 whiff and i get blown up. Is EN Spin the only one?
24 Spin in specific stance is good, :ex spin is excellent and well under used.

But 24 overhead or command grab ( :bp ) is the only 100% reliable option, 21 will wiff, and you know it will happen at the worst possible game winning times.

The 2 (4) has a very good hit box and gives +4 on hit.
 

UsedForGlue

"Strength isn't everything"
UsedForGlue

do you think buffing 24 spin so that it isnt stance specific anymore would be a large or small buff?
It would only matter in your wiff punishing, and not for your rushdown, as you would still have to hit confirm it.

Just look at what stance you are in, do 112, and your 24 will still be in the same stance.
 

Death

Warrior
24 Spin in specific stance is good, :ex spin is excellent and well under used.

But 24 overhead or command grab ( :bp ) is the only 100% reliable option, 21 will wiff, and you know it will happen at the worst possible game winning times.

The 2 (4) has a very good hit box and gives +4 on hit.
It sucks you have to waste a bar for only 24% on a whiff punish
 

SunnyD

24 Low Hat!
Can you not just dash spin rather than 24 spin? You'll lose significant damage but you wont have to use the meter.
 

UsedForGlue

"Strength isn't everything"
Can you not just dash spin rather than 24 spin? You'll lose significant damage but you wont have to use the meter.
:ex spin is situational.

Like a cage player wiffing a F33 from a good distance, its a small window for a punish and it's an option.