Grumptronix
Fuck off, I'm not grumpy
Just got it, but it's risky... 1 spin usually always works, 11 spin can wiff.Actually I am just going to upload a video showing most of the stuff you can do after divekick that is meterless.
Just got it, but it's risky... 1 spin usually always works, 11 spin can wiff.Actually I am just going to upload a video showing most of the stuff you can do after divekick that is meterless.
Don't know about this video, but you can doguys, i remeber seeing a 51% corner combo with an uppercut, i can't find the video, does anyone know what im talking about?
That combo takes them out of the corner though...guys, i remeber seeing a 51% corner combo with an uppercut, i can't find the video, does anyone know what im talking about?
no, it ends witha throw that puts em back in the corner. also it may not be this variation.That combo takes them out of the corner though...
With buzzsaw upclose in general.Thinking about picking up Kung Lao but after reading this thread I have to ask: Whats the general strategy here with Lao? People are saying he's good up close, decent range game.. he seems more well rounded than completely dominate in one area or another.. So I guess what im saying is, if i want to increase my overall chances of winning, do I want to be OUTSIDE or INSIDE during the match?
Depending on your opponent. Against some opponents you want to keep a bit distance and vice versa. And with tempest which i use, you can also play defensive and punish more easily. You have to play differently vs. each opponents. I think that's the formula for every character. If you don't know the MU you are gonna lose to a good opponent.Thinking about picking up Kung Lao but after reading this thread I have to ask: Whats the general strategy here with Lao? People are saying he's good up close, decent range game.. he seems more well rounded than completely dominate in one area or another.. So I guess what im saying is, if i want to increase my overall chances of winning, do I want to be OUTSIDE or INSIDE during the match?
You want to be in range of your b321 string and b2. If you're able to get in their head you can get up close and use b12 tele or f23 low hat. tossing a low hat and running up works pretty well, and using teleport to get right to them works against weak zoners.Thinking about picking up Kung Lao but after reading this thread I have to ask: Whats the general strategy here with Lao? People are saying he's good up close, decent range game.. he seems more well rounded than completely dominate in one area or another.. So I guess what im saying is, if i want to increase my overall chances of winning, do I want to be OUTSIDE or INSIDE during the match?
To know if something is 0 on block, do the ghetto neutral jump test (set the opponent to always block and set movement on "jump"). Do tele 3 and neutral jump immediately. If both jump at the same time, a move is neutral on block.btw, tele 3 is most likely zero on block. thought u guys might want to know that.
im pretty sure it is because i had the computer set as lao tempest on reversal with MB spin, and i did MB spin immediately as i land, they both started at the same time hitting eachothers armor.
you don't get what i was talking about, yes the orbiting hat has a problem with consistancy,Hat Dance/Dancing Hat need to stay in orbit for like, two hits or something.
Yeah. Maybe just two. That way if you collide accidentally say off a divekick or teleport, you still have one last chance to convert. The hat disappearing on block ruins it's pressure.
f14 is not meant to be used in pressure. It is a combo ender so it doesn't matter how negative it is on block since you should only use it in a juggle state. F4, I agree it could be safer. F21d1 being so negative doesn't matter. If you want to do a low after f21 you just cancel it into low hat which is only -6 on block.maybe, but it can't be much more than -1 then.
anyways, i hope they patch some of lao's strings/normals to be safer, especially the strings that don't lead to anything. for example, why in the world is f14, f4, f21d2 (or is it d1?) so punishable on block when you don't really get any followup besides a hard knockdown. his f4 should be 0 or -1, and the others should be about the same as well.
anyone else think that these strings should be more safe?
also his Dancing Hat in tempest needs to have a different purpose, besides just having a unique twirling animation.
f14 is not meant to be used in pressure. It is a combo ender so it doesn't matter how negative it is on block since you should only use it in a juggle state. F4, I agree it could be safer. F21d1 being so negative doesn't matter. If you want to do a low after f21 you just cancel it into low hat which is only -6 on block.
My bad, I forgot EX Hat Throw in Tempest is callled Orbiting Hat.you don't get what i was talking about, yes the orbiting hat has a problem with consistancy,
but i was talking about mb hat toss in tempest....like what even is it good for?
That undead one? I got it from a 15 game win streak in KOTH.anyone know how to unlock revenant kung lao?