MadeOfMetal
Kenshi Srubtastic,Cyrax, Special Forces Mains
lets start with NO i don't think he needs a nerf or a buff, i think he and every other character needs to be left alone in that aspect.
what im talking about in this thread is normal game mechanics. not MU (every character has this mechanic)
with that in mind, i decided to post this up so the kung lao players that are new to him but love playing him and want to further his game. and some of them might want to know that some combos that feel safe on block, actually are not that safe, and in fact can be combo punished by a few fast character strings and almost always Metered through at these specific points in his strings.
knowing this can not only strengthen your game as him but strengthen your game against him as well.
you may use these combos and you may not use them.
but it would be good to know which ones can be punished,
some time frame data lies and says its safe. jk
below is the data sheet:
KEY:
D=down
U=up
F=forward
B=back
~ = punishable point/wiff frames
Punishable strings/moves:
F14 (is dangerous low combo because its -27frames on block.)
F2~3 (is punishable after first hit)
F3D3 (is another low that's dangerous on block, its -22)
4~4 (is punishable after first hit, there is 8 frames between them. 7 frame move will interupt full combo punish.)not to mention armor moves, normal specials ect.
DB1(hat spin) (is punishable when linked after every combo if your opponent blocks it.)
Teleport (is punishable by most projectiles if used by itself(not canceled into after combo)
Teleport actions:
1 (Can be punished by ducking(don't block during duck)
2 (can be punished with uppercut by most of roster.)
3 (can be stopped by D+1 by most characters. after block with some and before with some.)
4 (is very slow on start and very punishable by multiple moves.)
i think people just didnt understand what i was saying so here is a video:hat spin gap:
well this is his weak points that i have found so far:
hope this helps anyone with Kung Lao
what im talking about in this thread is normal game mechanics. not MU (every character has this mechanic)
with that in mind, i decided to post this up so the kung lao players that are new to him but love playing him and want to further his game. and some of them might want to know that some combos that feel safe on block, actually are not that safe, and in fact can be combo punished by a few fast character strings and almost always Metered through at these specific points in his strings.
knowing this can not only strengthen your game as him but strengthen your game against him as well.
you may use these combos and you may not use them.
but it would be good to know which ones can be punished,
some time frame data lies and says its safe. jk
below is the data sheet:
KEY:
D=down
U=up
F=forward
B=back
~ = punishable point/wiff frames
Punishable strings/moves:
F14 (is dangerous low combo because its -27frames on block.)
F2~3 (is punishable after first hit)
F3D3 (is another low that's dangerous on block, its -22)
4~4 (is punishable after first hit, there is 8 frames between them. 7 frame move will interupt full combo punish.)not to mention armor moves, normal specials ect.
DB1(hat spin) (is punishable when linked after every combo if your opponent blocks it.)
Teleport (is punishable by most projectiles if used by itself(not canceled into after combo)
Teleport actions:
1 (Can be punished by ducking(don't block during duck)
2 (can be punished with uppercut by most of roster.)
3 (can be stopped by D+1 by most characters. after block with some and before with some.)
4 (is very slow on start and very punishable by multiple moves.)
i think people just didnt understand what i was saying so here is a video:hat spin gap:
hope this helps anyone with Kung Lao
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