UsedForGlue
"Strength isn't everything"
Hi.
This is a thread dedicated to show what characters struggle against his basic 24 Low hat and 24 Overhead strings, and how far you can push opponents with only these two.
24 Low Hat:
We will start with this one as its pretty day one, this shouldn't really be used against anyone, as almost everyone can punish with a full combo, to the frame, without meter, and there is only one character that cannot punish it AT ALL with the exception of a throw: Mileena, she cannot combo him afterwards as her 4 is 14 frames, and her roll 12 frames, she can't even guarantee a throw as KL can still tech it if he guesses right.
For something so day one, she has so much to think about it when it comes to a ''punish''.
So lets run with that word ''punish''.
I honestly don't class, a throw, d1, d3, d4, uppercut, a string on block, or a 2/3 hit string into another string on block as a ''punish'', its more considered a light smack on wrist, but nothing that will force you to stop doing it.
So with this in mind, you can choose to use 24 low hat on certain characters, depending on how to you look at a ''punish'', so these Characters feeble ''punishes'' are broken down into two categories.
1. = Punishes with only special moves of 6-11 frames, resulting in 8-12% damage for a move that takes 7%, and the possible chance that you mis time the punish in your haste.
2. = 3 hit strings, or 2 hit strings into a block string mix up, or require a bar of meter for effect for additional damage.
These characters are:
Baraka = 10 Frame blade charge, 2 frames late will result in a full 21 punish.
Kano = 8 frame Upball, again, if you hesitate your special can be punished, not that likely though, but it is your only real option.
Second criteria:
Jax - Can ''punish'' you with around 12% using F413 etc, and F41 but can have the obvious after grab escaped with a tech. In order for jax to bag a 25% ONE BAR OF METER ''Punish'' it will be F4 Overhead, Ground Pound.
Jade - Can only do a pitiful 12 staff grab/shadow kick, or 12 and risk a mix up and chance being spun for 30% meter-less.
Sindel - Has an 11 frame , and can 112B4 Fireball punish you, but again its not that much damage that is can't really be considered a full combo punish, and is she is late by a frame...she's right back in it with no punish at all.
Stryker - His only options are 4 into sweep or roll, both don't jail, and leave him negative on block. He can 11 and maybe gun shot, but I don't know if that can be considered a punish, if he is one frame late, he will miss that op.
Skarlet - This one is interesting, as yes she can 112 ''punish'' you, but that can't be considered a punish in any real honesty, especially if she tries to slide on block and sit negative, chance and over head and be full punished, instead she has to spend a bar or meter with dagger then make the correct read with not using F2 as it will wiff on KL, and even if she does B12F4 dash, it is still only a mix up, and not designated as a ''full punish'' she runs the risk of being countered in her punish.
You are instantly at an advantage against these characters, as not only do they have to worry about everything else Kung Lao has, they have to expect a low hat and have to struggle to deal with such a simple punish.
I understand this will cause some people to be upset at their characters lack of tools or options to deal with this simple string/special, but thats the facts, and again, Kung Lao is at no obligation to ever use it, unless he wants to throw another mind game into the mix.
This is a thread dedicated to show what characters struggle against his basic 24 Low hat and 24 Overhead strings, and how far you can push opponents with only these two.
24 Low Hat:
We will start with this one as its pretty day one, this shouldn't really be used against anyone, as almost everyone can punish with a full combo, to the frame, without meter, and there is only one character that cannot punish it AT ALL with the exception of a throw: Mileena, she cannot combo him afterwards as her 4 is 14 frames, and her roll 12 frames, she can't even guarantee a throw as KL can still tech it if he guesses right.
For something so day one, she has so much to think about it when it comes to a ''punish''.
So lets run with that word ''punish''.
I honestly don't class, a throw, d1, d3, d4, uppercut, a string on block, or a 2/3 hit string into another string on block as a ''punish'', its more considered a light smack on wrist, but nothing that will force you to stop doing it.
So with this in mind, you can choose to use 24 low hat on certain characters, depending on how to you look at a ''punish'', so these Characters feeble ''punishes'' are broken down into two categories.
1. = Punishes with only special moves of 6-11 frames, resulting in 8-12% damage for a move that takes 7%, and the possible chance that you mis time the punish in your haste.
2. = 3 hit strings, or 2 hit strings into a block string mix up, or require a bar of meter for effect for additional damage.
These characters are:
Baraka = 10 Frame blade charge, 2 frames late will result in a full 21 punish.
Kano = 8 frame Upball, again, if you hesitate your special can be punished, not that likely though, but it is your only real option.
Second criteria:
Jax - Can ''punish'' you with around 12% using F413 etc, and F41 but can have the obvious after grab escaped with a tech. In order for jax to bag a 25% ONE BAR OF METER ''Punish'' it will be F4 Overhead, Ground Pound.
Jade - Can only do a pitiful 12 staff grab/shadow kick, or 12 and risk a mix up and chance being spun for 30% meter-less.
Sindel - Has an 11 frame , and can 112B4 Fireball punish you, but again its not that much damage that is can't really be considered a full combo punish, and is she is late by a frame...she's right back in it with no punish at all.
Stryker - His only options are 4 into sweep or roll, both don't jail, and leave him negative on block. He can 11 and maybe gun shot, but I don't know if that can be considered a punish, if he is one frame late, he will miss that op.
Skarlet - This one is interesting, as yes she can 112 ''punish'' you, but that can't be considered a punish in any real honesty, especially if she tries to slide on block and sit negative, chance and over head and be full punished, instead she has to spend a bar or meter with dagger then make the correct read with not using F2 as it will wiff on KL, and even if she does B12F4 dash, it is still only a mix up, and not designated as a ''full punish'' she runs the risk of being countered in her punish.
You are instantly at an advantage against these characters, as not only do they have to worry about everything else Kung Lao has, they have to expect a low hat and have to struggle to deal with such a simple punish.
I understand this will cause some people to be upset at their characters lack of tools or options to deal with this simple string/special, but thats the facts, and again, Kung Lao is at no obligation to ever use it, unless he wants to throw another mind game into the mix.