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Strategy Kung Lao Frame Data

Somberness

Lights
How to understand this.
Execution (singular | cumulative)
1 - 10
1,1 - 13 | 25
1,1,2 - 11 | 40
1,1,2,1 - 12 | 56
2 - 7
2,1 - 11 | 23
2,1,2,1,2 - 8, 15 last hit | 36, 39 second hit, 41 third hit, 44 fourth hit, 68 fifth hit
2,1,2,1,2,1,2 - 24 | 77
2,4 - 11 | 23
2,4,1+2 - 25 | 54
2,4,1+3 - N/A
2,4,1+3,2 - 3 frame window
2,4,1+3,4 - 6 frame window
3 - 10
4 - 22
D+1 - 7
D+2 - 7
D+3 - 9
D+4 - 12
B+1 - 26, 32 second hit
B+1,F+1 - 8 | 46, 52 second hit
B+3 - 11
B+3,3 - 13 | 27
B+3,3,3 - 13 | 41
B+4 - 19
F+2 - 22
F+3 - 18
F+4 - 27
Throw - 10
Hat Toss - 21
Hat Toss (full screen) - 47
Ground Hat - 19
Ground Hat (full screen) - 46
Spin - 6
Dive Kick - 6
Dive Kick (max range) - 23
Teleport (start up) - 25-31
1 - 10
2 - 23
3 - 5
4 - 9
Ultimate Hat - 25
Ultimate Hat (full screen) - 43
Grinding Hat - 19
Grinding Hat (full screen) - 57
Cyclone - 9, 15 second hit, 29 third hit
Multi Kick - 6, 11 second hit, 16 third hit
Multi Kick (max range) - 19
Double Port (start up) - 50
Fist Of Shaolin - 6

Advantage (block | hit)
1 - 0 | 0
1,1 - 0 | +9
1,1,2 - 0 | +7
1,1,2,1 - 0 | +6
2 - 0 | 0
2,1 - 0 | +6
2,1,2,1,2 - -13 | +36, +19
2,1,2,1,2,1,2 - -26 | +8, -3
2,4 - -1 | +4
2,4,1+2 - -11 | +15
2,4,1+3 - N/A | +8
2,4,1+3,2 - N/A | +34, +2
2,4,1+3,4 - N/A | +8
3 - 0 | +4
4 - -6 | +2
D+1 - -13 | +1
D+1 (vs crouch) - -13 | -1
D+2 - -3 | +28, +21
D+3 - -7 | +3
D+3 (vs crouch) - -7 | +10
D+4 - 0 | +12
D+4 (vs crouch) - 0 | +5
B+1 - 0 | +3
B+1,F+1 - 0 | +34, +38
B+3 - -14 | -1
B+3,3 - -8 | +8
B+3,3,3 - -5 | +50, +33 (+38 if only last hit connects)
B+4 - -10 | +11, +8
F+2 - -9 | +1
F+3 - -4 | 0
F+4 - 0 | +52, +19
Forward Throw - N/A | +8
Backward Throw - N/A | +7
Hat Toss - -13 | +6
Hat Toss (full screen) - +14 | +33
Ground Hat - -12 | +2
Ground Hat (full screen) - +19 | +31
Spin - -27 | +82, +71
Dive Kick - ~-37 | ~+53, ~+35
Teleport
1 - N/A | -4
2 - 0 | ~+70, ~+60
3 - 0 | +5 to +15
4 - 0 | ~+50, ~+30
Ultimate Hat - -11 | +39
Grinding Hat - -12 | +20
Cyclone - -13 (-27 if last hits whiffs, -33 if only the first hit lands) | +60, +49
Multi Kick - ~-37 | ~+50, ~+40
Multi Kick (if only 1 or 2 kicks land) - ~+13 | N/A
Fist Of Shaolin - -17 with long animation, -6 with short animation | +77, +66

Duration (whiff | block | hit)
1 - 22 | 22 | 22
1,1 - 39 | 39 | 39
1,1,2 - 56 | 56 | 56
1,1,2,1 - N/A | 71 | 71
2 - 29 | 29 | 29
2,1 - 43 | 43 | 43
2,1,2,1,2 - N/A | 108 | 108
2,1,2,1,2,1,2 - N/A | 130 | 130
2,4 - 51 | 51 | 51
2,4,1+3 - N/A | N/A | 136
2,4,1+3,2 - N/A | N/A | 173
2,4,1+3,4 - N/A | N/A | 149
3 - 33 | 33 | 33
4 - 55 | 55 | 55
D+1 - 26 | 26 | 26
D+2 - 48 | 37 | 63
D+3 - 22 | 22 | 22
D+4 - 33 | 33 | 33
B+1 - 53 | 53 | 53
B+1,F+1 - 76 | 76 | 76
B+3 - 45 | 45 | 45
B+3,3 - 56 | 56 | 56
B+3,3,3 - 73 | 73 | 73
B+4 - 57 | 57 | 57
F+2 - 58 | 58 | 58
F+3 - 49 | 49 | 46
F+4 - 42 | 42 | 42
Forward Throw - 36 | N/A | 106
Backward Throw - 36 | N/A | 107
Hat Toss - 54 | 54 | 54
Ground Hat - 51 | 51 | 51
Spin - 63 | 59 | 21
Teleport - 56-62 (11-17 in front, 45 behind) | N/A | N/A
Ultimate Hat - 56 | 56 | 56
Grinding Hat - 51 | 51 | 51
Cyclone - 69 | 69 | 44
Double Port - 81 (17 in front, 19 behind, 45 in front) | N/A | N/A
Fist Of Shaolin - 63 | 39 (50 with long animation) | 356

Cancel Advantage (block | hit)
1 - +25 | +33
1,1 - +16 | +19
1,1,2 - +23 | +19
1,1,2,1 - +25 | +19
2 - +22 | +27
2,1 - +22 | +21
2,1,2,1,2 - +11 | +24
2,4 - +21 | +26
3 - +26 | +26
4 - +25 | +33
D+1 - -1 | +13
D+1 (vs crouch) - -1 | +11
D+3 - +3 | +13
D+3 (vs crouch) - +3 | +20
D+4 - +26 | +32
D+4 (vs crouch) - +26 | +25
B+1 - +21 | +18
B+1,F+1 - +25 | +32
B+3 - +17 | +30
B+3,3 - +19 | +36
F+3 - +13 | +14
Teleport
3 - +7 to +10 | ~+15

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~-5, ~-6
Double Port - armor on frames 2-72, 2-93 if throw is used
Fist Of Shaolin - invincibility on frames 1-2, armor on frames 3-26
2,1,2,1,2 - 4 frame gap
2,1,2,1,2,1,2 - 13 frame gap
2,4,1+2 - 4 frame gap
 

Somberness

Lights
Xray is -17? Is this for all characters?
Hmm... nope, that was against Sub but it is actually pretty safe against certain characters. -6 vs. Mileena, -7 vs. Sonya. On the other hand Cage and Reptile are -18. I guess it is just females that are much different. I don't get it.

Just noticed Kung Lao recovers faster if he doesn't spin as far away. Character does not matter but it is usually the same. I think spin could be affected by this too. Or maybe not since they got rid of the pushback.
 

leek

Kombatant
Sweet thanks somberness..you're the best :D

great time for me to start practicing my lao more.. I appreciate it!
 

NKZero

Warrior
Wait a sec....based on the frame data Kung Lao can still do his 24-low hat/overhead mix-up on everyone but Reptile. If Kung Lao hits 24-low hat, he has +2 advantage. His next 2 comes out in 7 frames, giving the opponent (who would instantly have to react after block) a 5 frame window to interrupt. No move in the game (I think) other than Lao's teleport 3 (which is irrelevant here) and Reptile's dash come out in 5 frames. You can't do it to Reptile since a special has priority over a normal. But surely with the rest of the cast, Kung Lao can enter that mix-up. Of course, having a low hat blocked is more risky this time.

I was under the impression that Lao's low hat is neutral on hit. How come nobody uses that 50/50 anymore?
 

Playpal

Warrior
Wait a sec....based on the frame data Kung Lao can still do his 24-low hat/overhead mix-up on everyone but Reptile. If Kung Lao hits 24-low hat, he has +2 advantage. His next 2 comes out in 7 frames, giving the opponent (who would instantly have to react after block) a 5 frame window to interrupt. No move in the game (I think) other than Lao's teleport 3 (which is irrelevant here) and Reptile's dash come out in 5 frames. You can't do it to Reptile since a special has priority over a normal. But surely with the rest of the cast, Kung Lao can enter that mix-up. Of course, having a low hat blocked is more risky this time.

I was under the impression that Lao's low hat is neutral on hit. How come nobody uses that 50/50 anymore?
low hat is punishable and gives push back. Unless you're in the corner, the advantage doesn't help much. You could follow up with ex spin i guess. Also his 50/50 is really easy to react to.
 

NKZero

Warrior
yeah but 2 has surprisingly good range and once the 2 makes contact with an opponent then so will the rest of the string. so even if the low hat pushes back you only need to take a slight step forwards to execute the move (it comes out almost seamlessly). yeah ur right the low hat is now more punishable (so the mix-up is not as potent as before but it still exists). well is it easier to read than before? because it wasn't very easy to react to then.
 

Playpal

Warrior
yeah but 2 has surprisingly good range and once the 2 makes contact with an opponent then so will the rest of the string. so even if the low hat pushes back you only need to take a slight step forwards to execute the move (it comes out almost seamlessly). yeah ur right the low hat is now more punishable (so the mix-up is not as potent as before but it still exists). well is it easier to read than before? because it wasn't very easy to react to then.
Dashing forward will take up the advantage frames you're at. Dashing forward into 21 will allow you to get snuffed out with d1, especially if it's with a low hitbox character.

standing 2 is 7 frames? Shit the last frame data had it at 9.
 
Wait a sec....based on the frame data Kung Lao can still do his 24-low hat/overhead mix-up on everyone but Reptile. If Kung Lao hits 24-low hat, he has +2 advantage. His next 2 comes out in 7 frames, giving the opponent (who would instantly have to react after block) a 5 frame window to interrupt. No move in the game (I think) other than Lao's teleport 3 (which is irrelevant here) and Reptile's dash come out in 5 frames. You can't do it to Reptile since a special has priority over a normal. But surely with the rest of the cast, Kung Lao can enter that mix-up. Of course, having a low hat blocked is more risky this time.

I was under the impression that Lao's low hat is neutral on hit. How come nobody uses that 50/50 anymore?

I thought reptiles dash was 6 frames?
 

NKZero

Warrior
Dashing forward will take up the advantage frames you're at. Dashing forward into 21 will allow you to get snuffed out with d1, especially if it's with a low hitbox character.

standing 2 is 7 frames? Shit the last frame data had it at 9.
Yeah I completely neglected that idea for some reason. Perhaps at best it could be used if someone doesn't anticipate it. But yeah as you pointed out earlier, it's only real use is in the corner. Also, I don't play Kung Lao, but isn't another neat trick in the corner the EX hat just in front of the opponent and then using it for continuous pressure?
 

Playpal

Warrior
Reptile's dash has 5 start up frames. The first active frames is on the 6th, therefore reptile cannnot punish moves that are -5.

NKZero it makes no sense to hit confirm 112 into ex hat simply for the frame advantage. You're using a bar to get another guaranteed block string when you can do 30-40% damage. It may sound like a good idea for people with a breaker, but people can breaker while in stagger state.
 

NKZero

Warrior
Playpal no i wasn't trying to incorporate it into the string. I'm saying that if you have an opponent trapped in the corner and you place an EX hat right in front of them. keep the pressure on them, then release the hat and continue pressure. I didn't mean using it as a finisher to the 112 string.

Also thanks for clearing up the Reptile frame data shenanigans. So does that mean it's as quick as Lao's spin or is it still one frame quicker?
 

Tom Brady

Champion
2 his HIGH.. this means even if you hit a point blank low hat in open space or corner the opponent can still D+1 your 24/dash 24. all you can do to beat out the D+1 in open space is another low hat from where you are standing or ex spin.
 

Playpal

Warrior
Kung lao's spin and reptile's dash are active on the 6th frame, they're just as fast as each other. If you're talking about ex low hat in the corner, then yes it'd be a good idea. Most people go for throws though for like 30% damage or wahtever.
 

NKZero

Warrior
2 his HIGH.. this means even if you hit a point blank low hat in open space or corner the opponent can still D+1 your 24/dash 24. all you can do to beat out the D+1 in open space is another low hat from where you are standing or ex spin.
That's very true. Well thank God I don't play Kung Lao because I really dunno much about him lol. Anyways thank you for clearing it up (Playpal and THTB as well).
 

Somberness

Lights
Updated the thread. You can figure out teleport punishment as long as I tell you it takes 5 frames to turn around unless you input your attack on the first frame where he switches sides, because then it is 7 frames. I put approximate for breaker as I found out that it will change slightly depending on the height of your opponent's attack as well. The reason x-ray has 2 values is because sometimes for whatever reason, the animation cuts short, but he doesn't spin back as far.

Oh, and I'll figure out the time frame to input the follow up for the 2,4 string, but not right now. It isn't 1 frame though.
 
Updated the thread. You can figure out teleport punishment as long as I tell you it takes 5 frames to turn around unless you input your attack on the first frame where he switches sides, because then it is 7 frames. I put approximate for breaker as I found out that it will change slightly depending on the height of your opponent's attack as well. The reason x-ray has 2 values is because sometimes for whatever reason, the animation cuts short, but he doesn't spin back as far.

Oh, and I'll figure out the time frame to input the follow up for the 2,4 string, but not right now. It isn't 1 frame though.
nice work sombernesss, im grateful, I knew his d3 was kind of good even though it was 9 frames, +10 on hit on crouching opponents is hella good.