SaSSolino
Soul Stealing Loyalist
actually armor doesn't work because the 2nd ball jails into the MB. I use f2 to punish HLs.If Shinnok had a bar, and unless you're using armor to punish, I don't see how that's possible.
actually armor doesn't work because the 2nd ball jails into the MB. I use f2 to punish HLs.If Shinnok had a bar, and unless you're using armor to punish, I don't see how that's possible.
does it jails? if the 3rd hit whiffs you can run up punishIf Shinnok had a bar, and unless you're using armor to punish, I don't see how that's possible.
If you don't have long-reaching armor I can easily condition you to block the 3rd Hell Spark and not punish me even if I don't MB it. You're a Shinnok player and this is kind of a big deal of his game play you should know this lol.actually armor doesn't work because the 2nd ball jails into the MB. I use f2 to punish HLs.
If the 3rd spark whiffs yeah Shinnok is fucked.does it jails? if the 3rd hit whiffs you can run up punish
dude we are talking about when the 3rd spark whiffs. (unless they are blocking low)If you don't have long-reaching armor I can easily condition you to block the 3rd Hell Spark and not punish me even if I don't MB it. You're a Shinnok player and this is kind of a big deal of his game play you should know this lol.
Against characters with long reaching armor, Shinnok must always MB the 2nd hell spark. Otherwise he doesn't have to (that applies to like half the cast).
im for both.I'm glad people are now seeing that it's not AA's that need buffing but it's Jump ins that need adjusting ...... Again
why not both man? buff AAs and destroy JIs. plus I'd nerf jump frames.I'm glad people are now seeing that it's not AA's that need buffing but it's Jump ins that need adjusting ...... Again
Except good players are hitconfirming it. Good lao players rarely do 112124 into hatspin on blockI disagree, he still has stagger pressure with 112124. The Lao player really should be hitconfirming into hat spin, not just throwing it out all the time then if it hits "Oh boy, it hit! Time to 4,4". It would only be full combo punishable in a block string where he cancels into it, but on knockdown if he puts the hat spin out the then the opponent get up into it he wouldn't be punishing it because Lao can still move.
I'm not sure why he'd be mediocre tier, he can still combo off of the hat spin. Mind expanding on your thought? I'm no Lao main but I'd like to know.
There's plenty examples of Foxy and King and other Lao players doing it on block.Except good players are hitconfirming it. Good lao players rarely do 112124 into hatspin on block
Not to shit on other lao players, but I really think the way foxy plays kung lao is the most effective way to play it. Most of the time you dont want to cancel 112124 into hat spin on block because it removes the threat of armor and his other moves that require the hat like jump back 2. You just do it sometimes when people keep mashing buttons after 11212 and sometimes you just mess up your confirms.There's plenty examples of Foxy and King and other Lao players doing it on block.
im for both.
either buff AAs or adjust jump ins.
they can give less priority to jump ins so it's easier to s1 aa, if you space it correctly
Yeah I understand , make them to where it requires execution, but where its possible to win trades all times once timed correctly.... I think MK9 AA system but too easy in this games wth universal jumpswhy not both man? buff AAs and destroy JIs. plus I'd nerf jump frames.
Hold up. Lao hat spin shouldn't even be compared to what raiden had with the OS b2. That's an unfair comparison.I dont want to nerf anyone but for the sake of fun discussion, here goes.
1. Temp Lao- regular orbiting hat is -8 on block. Still safe sometimes but -3 is dumb its a fucking option select basically. Raiden cant have em lao cant.
2. Summoner quan- overall damage reduction
3. Sorcerer quan-^
4. HW cassie- ex flip kick is full combo punishable
5. Tanya kobu- b1 is a high, or if it must remain a mid it becomes 10 frames.
I want to see LK dragons fire fly kick mb 0 on block. It would keep him from totally locking you down, and it wouldnt hurt his cancels.
In this game hat spin not being safe is huge. I mean, think about Cage's f3 for a second. It's a fast advancing mid that leads to a full combo on hit and is plus a billion on block due to run cancels. I'd argue that's way better than hat spin being safe. Not to say Cage's entire game is as good as Lao's, but tools shouldn't be assessed in isolation to the game.I disagree, he still has stagger pressure with 112124. The Lao player really should be hitconfirming into hat spin, not just throwing it out all the time then if it hits "Oh boy, it hit! Time to 4,4". It would only be full combo punishable in a block string where he cancels into it, but on knockdown if he puts the hat spin out the then the opponent get up into it he wouldn't be punishing it because Lao can still move.
I'm not sure why he'd be mediocre tier, he can still combo off of the hat spin. Mind expanding on your thought? I'm no Lao main but I'd like to know.
Not to shit on other lao players, but I really think the way foxy plays kung lao is the most effective way to play it. Most of the time you dont want to cancel 112124 into hat spin on block because it removes the threat of armor and his other moves that require the hat like jump back 2. You just do it sometimes when people keep mashing buttons after 11212 and sometimes you just mess up your confirms.
I didn't say anything about 12124 specifically, I'm just saying Lao can just throw hat spin out and be safe after anything then hitconfirm into a combo. No risk whatsoever.Also its not about hat spin being punishable after 112124. Its about f2 hat spin and b2 hat spin which you cant hitconfirm. Making those two full combo punishable is really overkill. F2 hat spin can also already be armored out of. Making his overhead punishable when he doesnt have a low is just too much.
Why is hat spin not being safe huge? I think Cage's F3~SKRC is ridiculously good but that's the nature of run cancels. Lao is not run cancelling.In this game hat spin not being safe is huge. I mean, think about Cage's f3 for a second. It's a fast advancing mid that leads to a full combo on hit and is plus a billion on block due to run cancels. I'd argue that's way better than hat spin being safe. Not to say Cage's entire game is as good as Lao's, but tools shouldn't be assessed in isolation to the game.
I agree, I just wanted to make an analogy everyone would understand. Being able to make everything -3 is stupid though and that's what I wanted to get across.Hold up. Lao hat spin shouldn't even be compared to what raiden had with the OS b2. That's an unfair comparison.
But what does it matter if you're run canceling or not? I mean, yeah I guess run cancels require some stamina (in Cage's case it's not even that much), and a minimal amount of execution (if someone can't do f3~run cancel, then they're kinda hopeless), but that's about it. The result is what counts. You're still having access to a safe mid launcher that is super plus on block. And I'd argue that this isn't really the nature of run canceling for everyone (see: Pion, Scor).Why is hat spin not being safe huge? I think Cage's F3~SKRC is ridiculously good but that's the nature of run cancels. Lao is not run cancelling.
Why buff like 23 characters when you can just nerf about 3? Especially since if you happen to miss the mark on one of those characters and go over slightly which will inevitably happen, you'd have to buff all the rest again if we too, this approach. The power creep is silly as is we don't need 24 Summoner level characters during it out, there is a healthy balance for the majority of the cast atm, doesn't need to be completely thrown out, just tone up or down a couple of major weights from each endSeriously? Why not buff everyone else so that they can deal better with top tier instead of suggesting unnecessary nerfs on top tier?
Isn't F3 RC pretty much the same thing for Scorp?But what does it matter if you're run canceling or not? I mean, yeah I guess run cancels require some stamina (in Cage's case it's not even that much), and a minimal amount of execution (if someone can't do f3~run cancel, then they're kinda hopeless), but that's about it. The result is what counts. You're still having access to a safe mid launcher that is super plus on block. And I'd argue that this isn't really the nature of run canceling for everyone (see: Pion, Scor).
So let's just say for arguments sake, that hat spin required run cancels, would it somehow be less good? I just don't see your point.