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General/Other - Kung Lao Kung Lao General Discussion

MK_Al

Apprentice
@colt
  • Definitely Lao needs to freaking walk, either forward or backwards, he can't space in footsies without jumping, one of the things that definitely annoys the most its the walkspeed this character has, don't go along with his buttons at all SPECIALLY backwards.
  • LAO CAN'T WAKEUP.
  • Definitely needs to backdash, one of the worthless backdashes in the game, slow and doesn't cover much distance, and takes forever to recover, its one of the riskier options to use in order to avoid anything by spacing out.

I think to keep it fair, lao shouldn't have good walkspeed + good dashes + good wakeup. But at least one of these things has to be fixed in a future patch. IMO lao desperately needs a better backdash now that ex spin is gone and tp whiffs in so many situations.
I agree on everything else though and would like to add the random gap in b12 2+4
 

N00B

Noob
IMO Kung Lao's gameplay should be more based on hes st. normals, he should have more options up close and neutral, Lao is a pressure character withought mix ups, he is not a zonner character, he has no mix ups that's why these buffs makes sense and also he would be more fun to play, full complect of fast effective standing normal attacks, more striking, more techincks, more footsies, more mindgames it's just very suits for Lao.
Buffs
General
- Make s1 6 fr startup - Why not? Having both 6 fr and 7 fr highs it's not broke, it's pretty fair for character like Lao, s1 has short reach, i preffer get a 6 fr s1 high than fixing 112124 whiff issue, 6 fr s1 would cover 112124 weakness, dat whiff isue in this string would make sense if s1 would be 6 fr startup.
- Make f1 8 fr startup -5 on block can be cancelled into reg. and ex orb hat, reg. and ex low hat, reg. and ex hat trap and reg. and ex spin - 8 fr it's perfect for f1, f1 is a very short reach mid, and if it's would be 8 fr that would improve Lao's up close game and also he would have almost all options up close. Why not? I don't think that would break Lao and he would be dumb, no, it's fair because Lao is a pressure rushdown character, he has no mix ups and having more options in stand.up for Lao would be fair and make sense.
- Make b3 13 fr startup - 15 fr is too slow for not true mid, 13 fr is perfect for b3, not too fast and not too slow.
- Make f3 15 fr startup -8 on block +10 on hit - f3 is Lao's only one real true advancing mid, and like i wrote, having more options up close and neutral is OK for Lao, because he is not a mix up character, not a zonner character and also if he gets all of those improvements for his normal attacks some nerfs on some of his special attacks would balance all of those buffs for normal attacks.
- Make f4 13 fr startup -6 on block - Why not? It's a not a launcher overhead so 13 fr -6 on block for dis normal attack is fair, it's just helps him a lit. bit, it's a small buff.
- Better backdash - TBH i think it's not a such a buff that sighnificantly would improve his deffense, i think that a little buff and would help him a lit. bit but not too much. Fast walk speed would help more actually, but with all of those buffs for normals, fast walkspeed not necessary needs, because all of these st. normals buffs for neutral + better backdash would cover his slow walkspeed.
Tempest, Buzz Saw and Hat Trick
- Give armor on ex spin for 2 meters - I think unsafe armor launchers are fair, i don't understand all nerfs of unsafe armor launchers tbh, but atleast can we have armor on ex spin for 2 meter?. I think giving armor on launchers for 2 meter it's enough to improving bad deffense.
Hat Trick
- Make reg hat trap -2 on block of high normal attacks and strings where first hit starts high, -5 on block of mid normal attacks and strings where first hit starts mid
- Make reg hat call back +1 on block
- Make Hat-a-rang + 3 on block

Nerfs
General
- Make d1 -9 on block
Tempest
- Make reg orb. hat -4 or -5 on block - that nerf would balance all buffs for normal attacks, -4 or -5 on block it's ok if Lao gets a 6 fr s1 and 8 fr f1
Buzz Saw
- Make reg. low hat +8 or +10 on hit and add 5 frame more recovery - for balancing all of buffs for normals would make sense nerfing hes mix up variation and a lit bit nerfing hes zoning. These nerfs are necessary because that's how balance work, for getting more options up close and neutral some of hes specials needs to be nerfed for balance.
- Make reg. hat grinder -20 on block Mid and add 5 frame more recovery
Hat trick
- Make Ex hat call back +8 on block - first of all, no one should jail, but Lao's pressure should be strong and everyone should respect it, so +8 it's enough for balancing all of buffs in dis variation

And also if for getting these buffs, if you think these nerfs are not enough, and needs nerfing something for balance more, you can make divekick 9 fr and spin and ex spin 9 fr startup, but PLEASE PLEASE PLEASE make all these buffs happen.

The main reason it's a lit. bit changing Kung Lao's gameplay, making him a Real Kung Fu Master, making him one of the best hand to hand fighters in the gameplay too, seriously just imagine if he gets all of these buffs, that's would be awessome and it's make sense because Lao is a pressure, rushdown character withoght mix ups and good zoning, he is freaking Kung Fu Master and one of the best hand to hand fighters in the MK universe. I'm a big fan of MK universe
More fast effective usefull st. normals for almost every situations - more mindgames, more footsies, more punches, kicks, striking technicks, more fun.
I'm 99.9% sure he would be strong, fair and balanced in all variations if he gets all of these changes.
Look, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would make Kung Lao comlete in the up close game, well almost complete because no mix ups, but still he would be more comfortable and stronger up close with more options, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would be usefull for almost every situation up close. 13 fr b3, 15 fr f3 -8 and 13 fr f4 -6 would make Kung Lao more stronger in neutral and with better backdash would cover hes slow walkspeed, every of these normal attacks would be usefull for almost every situation in the neutral.
But ofc. some of hes weaknesses should stay because every character should has weaknesses and hes weaknesses would be lack of mix ups, lack of good mix ups, bad zoning, bad wake up for 1 meter, easy to counter tele, some whiffing issues in strings like 112124 for example e.t.c. and that's why it's fair if he would has fast st. normals for almost every situations, good deffense for 2 meter and offense that's would be right and makes sense. Seriously.


Take it easy.
 

Carl

Mortal
@colt thank you for the buffs, its not that we're not satisfied, but there has been some major issues with the character in general that i though it would be looked at but it wasn't.

  • Definitely 11212 needs a better hitbox we can't even use this string on ermac
  • Definitely 112124 last hit needs to stop whiffing on players going from standing to crouching on the last hit making it whiiff.
  • Definitely Lao needs to freaking walk, either forward or backwards, he can't space in footsies without jumping, one of the things that definitely annoys the most its the walkspeed this character has, don't go along with his buttons at all SPECIALLY backwards.
  • LAO CAN'T WAKEUP.
  • Definitely needs to backdash, one of the worthless backdashes in the game, slow and doesn't cover much distance, and takes forever to recover, its one of the riskier options to use in order to avoid anything by spacing out.
  • Definitely Hat traps needs to have 6 frame less on recovery to be plus on some pressure out of his best strings
  • NJP is too slow
  • Call back needs to be -4 on block or -5 i don't care, but currently it sucks, the point blank game with KL is pretty bad, some characters can reversal punish with a special midscreen, others can punish with a down 1 everytime they block a call back. The worst part about hat trick is up close game, this needs a major change.
  • Revert the s1 nerf back to his broken float status, it used to help adjusting crossup combos with a if they jumped over a hat trap, now they are more encouraged to jump over a hat trap because we can only convert with meter.
  • Spin out of some B321 combos are still whiffing, the spin hitbox is kinda short.
  • Low forward trap was supposed to have the same recovery as regular forward and above trap, but it doesn't the frame data has been lying to us.
  • make above trap recover a bunch of frames faster to give him a threat game since it doesn't lead to anything without meter midscreen so he can at least mantain some pressure, and punish ppl for trying to poke out of it, if he has meter, since ya don't to give us hat call links.
i've been playing the variation non stop, it has improved in some areas, all other issues just remain exactly the same, specially the mobility one and the upclose game.
Thank you for this.
Like he said we appreciate the buffs but no wakeup, bad backdash n walk speed are 3 main factors to look at plus other things.
If this maybe resolved we would highly appreciate it very very much.
 

Eddy Wang

Skarlet scientist
IMO Kung Lao's gameplay should be more based on hes st. normals, he should have more options up close and neutral, Lao is a pressure character withought mix ups, he is not a zonner character, he has no mix ups that's why these buffs makes sense and also he would be more fun to play, full complect of fast effective standing normal attacks, more striking, more techincks, more footsies, more mindgames it's just very suits for Lao.
Buffs
General
- Make s1 6 fr startup - Why not? Having both 6 fr and 7 fr highs it's not broke, it's pretty fair for character like Lao, s1 has short reach, i preffer get a 6 fr s1 high than fixing 112124 whiff issue, 6 fr s1 would cover 112124 weakness, dat whiff isue in this string would make sense if s1 would be 6 fr startup.
- Make f1 8 fr startup -5 on block can be cancelled into reg. and ex orb hat, reg. and ex low hat, reg. and ex hat trap and reg. and ex spin - 8 fr it's perfect for f1, f1 is a very short reach mid, and if it's would be 8 fr that would improve Lao's up close game and also he would have almost all options up close. Why not? I don't think that would break Lao and he would be dumb, no, it's fair because Lao is a pressure rushdown character, he has no mix ups and having more options in stand.up for Lao would be fair and make sense.
- Make b3 13 fr startup - 15 fr is too slow for not true mid, 13 fr is perfect for b3, not too fast and not too slow.
- Make f3 15 fr startup -8 on block +10 on hit - f3 is Lao's only one real true advancing mid, and like i wrote, having more options up close and neutral is OK for Lao, because he is not a mix up character, not a zonner character and also if he gets all of those improvements for his normal attacks some nerfs on some of his special attacks would balance all of those buffs for normal attacks.
- Make f4 13 fr startup -6 on block - Why not? It's a not a launcher overhead so 13 fr -6 on block for dis normal attack is fair, it's just helps him a lit. bit, it's a small buff.
- Better backdash - TBH i think it's not a such a buff that sighnificantly would improve his deffense, i think that a little buff and would help him a lit. bit but not too much. Fast walk speed would help more actually, but with all of those buffs for normals, fast walkspeed not necessary needs, because all of these st. normals buffs for neutral + better backdash would cover his slow walkspeed.
Tempest, Buzz Saw and Hat Trick
- Give armor on ex spin for 2 meters - I think unsafe armor launchers are fair, i don't understand all nerfs of unsafe armor launchers tbh, but atleast can we have armor on ex spin for 2 meter?. I think giving armor on launchers for 2 meter it's enough to improving bad deffense.
Hat Trick
- Make reg hat trap -2 on block of high normal attacks and strings where first hit starts high, -5 on block of mid normal attacks and strings where first hit starts mid
- Make reg hat call back +1 on block
- Make Hat-a-rang + 3 on block

Nerfs
General
- Make d1 -9 on block
Tempest
- Make reg orb. hat -4 or -5 on block - that nerf would balance all buffs for normal attacks, -4 or -5 on block it's ok if Lao gets a 6 fr s1 and 8 fr f1
Buzz Saw
- Make reg. low hat +8 or +10 on hit and add 5 frame more recovery - for balancing all of buffs for normals would make sense nerfing hes mix up variation and a lit bit nerfing hes zoning. These nerfs are necessary because that's how balance work, for getting more options up close and neutral some of hes specials needs to be nerfed for balance.
- Make reg. hat grinder -20 on block Mid and add 5 frame more recovery
Hat trick
- Make Ex hat call back +8 on block - first of all, no one should jail, but Lao's pressure should be strong and everyone should respect it, so +8 it's enough for balancing all of buffs in dis variation

And also if for getting these buffs, you think these nerfs are not enough, and needs nerfing something for balance more, you can make divekick 9 fr and spin and ex spin 9 fr startup, but PLEASE PLEASE PLEASE @colt make all these buffs happen.

The main reason it's a lit. bit changing Kung Lao's gameplay, making him a Real Kung Fu Master, making him one of the best hand to hand fighters in the gameplay too, seriously just imagine if he gets all of these buffs, that's would be awessome and it's make sense because Lao is a pressure, rushdown character withoght mix ups and good zoning, he is freaking Kung Fu Master and one of the best hand to hand fighters in the MK universe. I'm a big fan of MK universe
More fast effective usefull st. normals for almost every situations - more mindgames, more footsies, more punches, kicks, striking technicks, more fun.
I'm 99.9% sure he would be strong, fair and balanced in all variations if he gets all of these changes.
Look, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would make Kung Lao comlete in the up close game, well almost complete because no mix ups, but still he would be more comfortable and stronger up close with more options, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would be usefull for almost every situation up close. 13 fr b3, 15 fr f3 -8 and 13 fr f4 -6 would make Kung Lao more stronger in neutral and with better backdash would cover hes slow walkspeed, every of these normal attacks would be usefull for almost every situation in the neutral.
But ofc. some of hes weaknesses should stay because every character should has weaknesses and hes weaknesses would be lack of mix ups, lack of good mix ups, bad zoning, bad wake up for 1 meter, easy to counter tele, some whiffing issues in strings like 112124 for example e.t.c. and that's why it's fair if he would has fast st. normals for almost every situations, good deffense and offense that's would be right and makes sense. Seriously.


Take it easy.
besides being a very confusing post, i can assure you KL doesn't need more nerfs.

Hatarang is +6 on block, why would you think getting to +3 is a buff?
just sthap.
 

STRYKIE

Are ya' ready for MK11 kids?!
Don't worry Paulo, I got this.

IMO Kung Lao's gameplay should be more based on hes st. normals, he should have more options up close and neutral, Lao is a pressure character withought mix ups, he is not a zonner character, he has no mix ups that's why these buffs makes sense and also he would be more fun to play, full complect of fast effective standing normal attacks, more striking, more techincks, more footsies, more mindgames it's just very suits for Lao.
Buffs
General
- Make s1 6 fr startup - Why not? Having both 6 fr and 7 fr highs it's not broke, it's pretty fair for character like Lao, s1 has short reach, i preffer get a 6 fr s1 high than fixing 112124 whiff issue, 6 fr s1 would cover 112124 weakness, dat whiff isue in this string would make sense if s1 would be 6 fr startup.
- Make f1 8 fr startup -5 on block can be cancelled into reg. and ex orb hat, reg. and ex low hat, reg. and ex hat trap and reg. and ex spin - 8 fr it's perfect for f1, f1 is a very short reach mid, and if it's would be 8 fr that would improve Lao's up close game and also he would have almost all options up close. Why not? I don't think that would break Lao and he would be dumb, no, it's fair because Lao is a pressure rushdown character, he has no mix ups and having more options in stand.up for Lao would be fair and make sense.
- Make b3 13 fr startup - 15 fr is too slow for not true mid, 13 fr is perfect for b3, not too fast and not too slow.
- Make f3 15 fr startup -8 on block +10 on hit - f3 is Lao's only one real true advancing mid, and like i wrote, having more options up close and neutral is OK for Lao, because he is not a mix up character, not a zonner character and also if he gets all of those improvements for his normal attacks some nerfs on some of his special attacks would balance all of those buffs for normal attacks.
- Make f4 13 fr startup -6 on block - Why not? It's a not a launcher overhead so 13 fr -6 on block for dis normal attack is fair, it's just helps him a lit. bit, it's a small buff.
- Better backdash - TBH i think it's not a such a buff that sighnificantly would improve his deffense, i think that a little buff and would help him a lit. bit but not too much. Fast walk speed would help more actually, but with all of those buffs for normals, fast walkspeed not necessary needs, because all of these st. normals buffs for neutral + better backdash would cover his slow walkspeed.
Tempest, Buzz Saw and Hat Trick
- Give armor on ex spin for 2 meters - I think unsafe armor launchers are fair, i don't understand all nerfs of unsafe armor launchers tbh, but atleast can we have armor on ex spin for 2 meter?. I think giving armor on launchers for 2 meter it's enough to improving bad deffense.
Hat Trick
- Make reg hat trap -2 on block of high normal attacks and strings where first hit starts high, -5 on block of mid normal attacks and strings where first hit starts mid
- Make reg hat call back +1 on block
- Make Hat-a-rang + 3 on block

Nerfs
General
- Make d1 -9 on block
Tempest
- Make reg orb. hat -4 or -5 on block - that nerf would balance all buffs for normal attacks, -4 or -5 on block it's ok if Lao gets a 6 fr s1 and 8 fr f1
Buzz Saw
- Make reg. low hat +8 or +10 on hit and add 5 frame more recovery - for balancing all of buffs for normals would make sense nerfing hes mix up variation and a lit bit nerfing hes zoning. These nerfs are necessary because that's how balance work, for getting more options up close and neutral some of hes specials needs to be nerfed for balance.
- Make reg. hat grinder -20 on block Mid and add 5 frame more recovery
Hat trick
- Make Ex hat call back +8 on block - first of all, no one should jail, but Lao's pressure should be strong and everyone should respect it, so +8 it's enough for balancing all of buffs in dis variation

And also if for getting these buffs, you think these nerfs are not enough, and needs nerfing something for balance more, you can make divekick 9 fr and spin and ex spin 9 fr startup, but PLEASE PLEASE PLEASE @colt make all these buffs happen.

The main reason it's a lit. bit changing Kung Lao's gameplay, making him a Real Kung Fu Master, making him one of the best hand to hand fighters in the gameplay too, seriously just imagine if he gets all of these buffs, that's would be awessome and it's make sense because Lao is a pressure, rushdown character withoght mix ups and good zoning, he is freaking Kung Fu Master and one of the best hand to hand fighters in the MK universe. I'm a big fan of MK universe
More fast effective usefull st. normals for almost every situations - more mindgames, more footsies, more punches, kicks, striking technicks, more fun.
I'm 99.9% sure he would be strong, fair and balanced in all variations if he gets all of these changes.
Look, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would make Kung Lao comlete in the up close game, well almost complete because no mix ups, but still he would be more comfortable and stronger up close with more options, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would be usefull for almost every situation up close. 13 fr b3, 15 fr f3 -8 and 13 fr f4 -6 would make Kung Lao more stronger in neutral and with better backdash would cover hes slow walkspeed, every of these normal attacks would be usefull for almost every situation in the neutral.
But ofc. some of hes weaknesses should stay because every character should has weaknesses and hes weaknesses would be lack of mix ups, lack of good mix ups, bad zoning, bad wake up for 1 meter, easy to counter tele, some whiffing issues in strings like 112124 for example e.t.c. and that's why it's fair if he would has fast st. normals for almost every situations, good deffense and offense that's would be right and makes sense. Seriously.


Take it easy.
Plz refer urself to
https://testyourmight.com/threads/kano-general-discussion-thread.49943/page-2#post-1658871
 

N00B

Noob
besides being a very confusing post, i can assure you KL doesn't need more nerfs.

Hatarang is +6 on block, why would you think getting to +3 is a buff?
just sthap.
These nerfs make sense if he gets all of these buffs for normals.

Hat-a-rang +6? I thought it's was 0 on block, well i too long not playing this game. Didn't know hat-a-rang +6 now tbh, ok then, hat-a-rang is ok if it's +.
Now playing MKX again couple times, i dropped MKX again and hope for another patch haha.

I don't know what "derp" means, but i guess it's trolling or something like that. But i'm not trolling and also i see here some ppls send some of suggestions to colt too tho.
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
IMO Kung Lao's gameplay should be more based on hes st. normals, he should have more options up close and neutral, Lao is a pressure character withought mix ups, he is not a zonner character, he has no mix ups that's why these buffs makes sense and also he would be more fun to play, full complect of fast effective standing normal attacks, more striking, more techincks, more footsies, more mindgames it's just very suits for Lao.
Buffs
General
- Make s1 6 fr startup - Why not? Having both 6 fr and 7 fr highs it's not broke, it's pretty fair for character like Lao, s1 has short reach, i preffer get a 6 fr s1 high than fixing 112124 whiff issue, 6 fr s1 would cover 112124 weakness, dat whiff isue in this string would make sense if s1 would be 6 fr startup.
- Make f1 8 fr startup -5 on block can be cancelled into reg. and ex orb hat, reg. and ex low hat, reg. and ex hat trap and reg. and ex spin - 8 fr it's perfect for f1, f1 is a very short reach mid, and if it's would be 8 fr that would improve Lao's up close game and also he would have almost all options up close. Why not? I don't think that would break Lao and he would be dumb, no, it's fair because Lao is a pressure rushdown character, he has no mix ups and having more options in stand.up for Lao would be fair and make sense.
- Make b3 13 fr startup - 15 fr is too slow for not true mid, 13 fr is perfect for b3, not too fast and not too slow.
- Make f3 15 fr startup -8 on block +10 on hit - f3 is Lao's only one real true advancing mid, and like i wrote, having more options up close and neutral is OK for Lao, because he is not a mix up character, not a zonner character and also if he gets all of those improvements for his normal attacks some nerfs on some of his special attacks would balance all of those buffs for normal attacks.
- Make f4 13 fr startup -6 on block - Why not? It's a not a launcher overhead so 13 fr -6 on block for dis normal attack is fair, it's just helps him a lit. bit, it's a small buff.
- Better backdash - TBH i think it's not a such a buff that sighnificantly would improve his deffense, i think that a little buff and would help him a lit. bit but not too much. Fast walk speed would help more actually, but with all of those buffs for normals, fast walkspeed not necessary needs, because all of these st. normals buffs for neutral + better backdash would cover his slow walkspeed.
Tempest, Buzz Saw and Hat Trick
- Give armor on ex spin for 2 meters - I think unsafe armor launchers are fair, i don't understand all nerfs of unsafe armor launchers tbh, but atleast can we have armor on ex spin for 2 meter?. I think giving armor on launchers for 2 meter it's enough to improving bad deffense.
Hat Trick
- Make reg hat trap -2 on block of high normal attacks and strings where first hit starts high, -5 on block of mid normal attacks and strings where first hit starts mid
- Make reg hat call back +1 on block
- Make Hat-a-rang + 3 on block

Nerfs
General
- Make d1 -9 on block
Tempest
- Make reg orb. hat -4 or -5 on block - that nerf would balance all buffs for normal attacks, -4 or -5 on block it's ok if Lao gets a 6 fr s1 and 8 fr f1
Buzz Saw
- Make reg. low hat +8 or +10 on hit and add 5 frame more recovery - for balancing all of buffs for normals would make sense nerfing hes mix up variation and a lit bit nerfing hes zoning. These nerfs are necessary because that's how balance work, for getting more options up close and neutral some of hes specials needs to be nerfed for balance.
- Make reg. hat grinder -20 on block Mid and add 5 frame more recovery
Hat trick
- Make Ex hat call back +8 on block - first of all, no one should jail, but Lao's pressure should be strong and everyone should respect it, so +8 it's enough for balancing all of buffs in dis variation

And also if for getting these buffs, if you think these nerfs are not enough, and needs nerfing something for balance more, you can make divekick 9 fr and spin and ex spin 9 fr startup, but PLEASE PLEASE PLEASE @colt make all these buffs happen.

The main reason it's a lit. bit changing Kung Lao's gameplay, making him a Real Kung Fu Master, making him one of the best hand to hand fighters in the gameplay too, seriously just imagine if he gets all of these buffs, that's would be awessome and it's make sense because Lao is a pressure, rushdown character withoght mix ups and good zoning, he is freaking Kung Fu Master and one of the best hand to hand fighters in the MK universe. I'm a big fan of MK universe
More fast effective usefull st. normals for almost every situations - more mindgames, more footsies, more punches, kicks, striking technicks, more fun.
I'm 99.9% sure he would be strong, fair and balanced in all variations if he gets all of these changes.
Look, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would make Kung Lao comlete in the up close game, well almost complete because no mix ups, but still he would be more comfortable and stronger up close with more options, 6 fr s1, 8 fr f1 -5 and 7 fr d1 -9 would be usefull for almost every situation up close. 13 fr b3, 15 fr f3 -8 and 13 fr f4 -6 would make Kung Lao more stronger in neutral and with better backdash would cover hes slow walkspeed, every of these normal attacks would be usefull for almost every situation in the neutral.
But ofc. some of hes weaknesses should stay because every character should has weaknesses and hes weaknesses would be lack of mix ups, lack of good mix ups, bad zoning, bad wake up for 1 meter, easy to counter tele, some whiffing issues in strings like 112124 for example e.t.c. and that's why it's fair if he would has fast st. normals for almost every situations, good deffense for 2 meter and offense that's would be right and makes sense. Seriously.


Take it easy.

Its you again....
 

Eddy Wang

Skarlet scientist
Just give me mk9 Lao lol
There is no need actually, aside from what i've pointed out Lao is on a good spot now.

Tempest and Buzzsaw will benefict greatly from the walkspeed alone, hat trick will too, as long as his hat traps and call back get a few frame less of recovery, if hat traps are 20f recovery instead of 25f he will be neutral while placing traps out of his best strings.
If call back block advantage gets reduced to -5 he will be at -4 in the corner, so he still will be poked out if he tries to randomly press buttons with his fast highs as it is right now, but his -1 staggers and such with the walkspeed buff will be a force to recon with.

Different from what noob is suggesting, Lao doesn't need any more faster normals or specials tweaked, his normals are all good now, what he needs to make these normals work great is having a faster walkback speed and his backdash needs to cover ground much faster and recovery a little better as well.

As far as wakeup goes, if he get these buffs and a better backdash he honestly will deserve to get a weak wakeup game if he can stand great in the neutral, the instant Lao is able to wakeup even without wakeup attacks he will be a threat again.


Instead of giving him armor on ex spin with no launch to give him a wake up attack, NRS is better of giving him his whirlwind kicks that he uses to trigger his X-ray has a stand alone special without associating it with his best buttons, so DB4 or BF3, this would give lao a wakeup, and better damaging enders off dive kick combos as far as i can predict.
 
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Just want to add my 2 cent,IMO i think lao is low tier now.He still fun but with the current patch and nerfs he got before hand that are still in effect hurt him really bad.here my wish list .Give him a overhead starter without hat.
  1. Ex spin should be like Mileena ex ball roll.The first part has armor but you can use a second bar of meter for launcher.
  2. Fix jump 2 hit boxes it should go back how it was before.
  3. Give him a overhead starter without hat.(he needs this asap)
Reason why for Ex spin at this point if you get knocked down you have no choice but to block mix-up city also you can challenge people with advancing normals also you lose to cross up jump attacks.
So Kung Jin,Alien,Takeda,etc all can keep their godlike jump in attacks but ours barley seem to connect now.also with the nerf to run.there times where we are a sitting duck.
3.Kung lao loses so many option when he doesn't have hat.an overhead starter would be amazing.
 

Eddy Wang

Skarlet scientist
Just want to add my 2 cent,IMO i think lao is low tier now.He still fun but with the current patch and nerfs he got before hand that are still in effect hurt him really bad.here my wish list .Give him a overhead starter without hat.
  1. Ex spin should be like Mileena ex ball roll.The first part has armor but you can use a second bar of meter for launcher.
  2. Fix jump 2 hit boxes it should go back how it was before.
  3. Give him a overhead starter without hat.(he needs this asap)
Reason why for Ex spin at this point if you get knocked down you have no choice but to block mix-up city also you can challenge people with advancing normals also you lose to cross up jump attacks.
So Kung Jin,Alien,Takeda,etc all can keep their godlike jump in attacks but ours barley seem to connect now.also with the nerf to run.there times where we are a sitting duck.
3.Kung lao loses so many option when he doesn't have hat.an overhead starter would be amazing.
All this can be easily avoided with the following.

better walkspeed (backwards)
better backdash
new special move (whirlwind kick that triggers his x-ray) that can have the 2 hits of armor.
 
All this can be easily avoided with the following.

better walkspeed (backwards)
better backdash
new special move (whirlwind kick that triggers his x-ray) that can have the 2 hits of armor.
No i Like your suggestion these are just what i would change.Kinda one or the other.
but how would whirlwind kick work?like lui kang kick?
 

Eddy Wang

Skarlet scientist
No i Like your suggestion these are just what i would change.Kinda one or the other.
but how would whirlwind kick work?like lui kang kick?
you see that animation KL uses his X-ray before the throws the hat?
That was his deadly alliance whirlwind kick.
If NRS is considering giving him a wakeup, instead of messing up with the ex spin to give him 2 hits launchers outside of teleport, better of give him that triple kick as a stand alone special which can have two hits of armor.
 

Carl

Mortal
I agree with @Eddy Wang on what lao requires.

We can't be selfish and expect alot though as we have spoken especially in regards to his wakeup, walk speed and backdash.

Now if lao was to get certain improvements it would be great since nrs will continue to support the game.

The last thing nrs want is alot of complaining so i say here and now if something is needed fixing let us all be honest and agree on what is needed and we can somehow pass it on to nrs and see what feedback we get.

I play lao in and out and my main complaint is the wakeup, walk speed and backdash. his defence is just not good and the teleport not tracking and not good enough is frustrating me to the bone.