I picked up Tempest last night, would like some feedback on my gameplan:
-Simple punish with 11 xx DF1 - NJ1 - (insert combo)
-Safe pressure with 11 xx DB1 or DF1+hold back
-AA with D2 and DF1
-Build meter with hat toss
-Anti-zone with teleport
Judging by the properties of DB1, I also gathered that it has a purpose to setup pressure after a hard knockdown. Are there any other basics I'm missing? Please keep in mind I'm completely new to Kung Lao, never even tried him in training mode until yesterday.
I recommend to punish with 11 xx DB1 44 .... or 11 DB1 b12 ... in case you have trouble with the DB1 into 44 (but if you like to stick with KL you should learn it anyway, since you're missing out on a lot of damage otherwise). In a lot of cases 11 can't punish because of the range, you can then switch to b12 xx DB1 if you have enough frame advantage, or f12 xx DB1 (in this case 44 doesn't connect). 11 xx DF1 does significantly less damage, and I personally have trouble hitconfirming the spin afterwards.
I'm not sure how to pressure with 11 DF1+hold back; you take a huge risk of the spin being blocked and taking a full combo punish. DB1 is not "safe" pressure. It is in general -3 on block, so your pressure ends here unless you enhance it. Also, DB1 and EX DB1 can be reversaled by armored moves.
DF1 works great as an anti air for close jump ins, EX DF1 catches jump ins with more distance. When AA with d2 you're again missing out on huge damage. Also D2 has 16f startup so it's quite slow.
Building meter with hat toss won't work that great. You will need to throw 8 hats with your oponent blocking or 16 whiffed hats to build one meter, which is a lot. Additionally you are throwing away your best weapon. Without the hat KL loses a lot of good moves. Building meter works best with 112124 on block.
Anti zone with teleport works ok depending on the recovery of the char. Don't throw it out like candy or you will get punished. Use the DK to get in quickly while jumping a projectile.
Work on your footsie game, try to stay between jumpin range and sweep distance to spin jumpin atacks or to check with b2 and f2. Make use of your awesome jump 2.
Thats how I see it. Best of luck.