The way you describe this technique, Kung Lao is godlike. Online has everything to do with everything. Show us some recorded offline sessions of Bird Lao in action so we can see the skill levels of you and the person you're fighting to determine if it's even a fair fight, and then see what holes there may be in this Bird Lao strategy.
You're going to have a hard time in general saying Skarlet has no way to respond to something, because she has so many options between D3, EX Red Dash, and instant-air daggers to shut things in down. I realize those are general statements, but they are very versatile options she has. It's difficult to completely shut her down if the player understands the techniques being used against them.
Maybe Bird Lao is different and transcends Skarlet's ability to get out of shit. I'd love to see some video instead of "But if I do x, you can't do y!" "But then I can do z, and you can't do x! "But then if you do z, I can do f!" "But then..." forever and ever in a gigantic MK9 circle jerk.
D3, and all other low pokes are USELESS, you cant poke him while he's airbourne, or while he's landing. If you start doing things like D4 and D1, you're letting him hit you for free, because they become whiff punishes instead.
EXRD, again, useless. If you're wanting to use a bar, I'll take the slide. If you want to empty RD, he can just continue flying.
Instant jumpkick > Instant projectiles, so theyre out.
The fact is, KL has at least 9 options, most of them completely safe or on reaction, every time he lands, and is at no risk to anything because nobody has a normal long enough to reach him.
- Repeat the safe JKDK
- Block
- D4 -> Throw/Strings
- Raw throws
- Teleport
- Back off
- Do nothing
- F2
- Low hat
- Max range 2 4 (hitconfirm into spin)
- Go in the air for a JIP, this ones particularly good, people like to low poke under divekicks (for some unknown reason?) That just = free combos or block pressure.
- X-Ray, generally works as a good whiff punisher too.
This technique isnt like understanding things such as Jax's GP setups, or Cage frame traps or anything like that. It is SO fast paced, you wont be able to keep up with it.
You can't contest him in the air, without taking a risk.
KL could play completely random, no player will ever be able to predict it. Theres so many ways to describe it, he crosses over for free, and lands within his optimal range every time. So it plays to both of his strengths, in the air and on the ground, while at the same time not having to deal with any of his weaknesses, mainly low pokes and low hitboxes. To counter it you pretty much just gotta hope that the KL player fucks up and you block a divekick, which involves stand blocking.
Stand blocking against KL is death.
It's so difficult to explain to somebody that:
- Doesn't know what it is
- Hasn't played against it
Without actually playing against it and seeing it for how STUPID it is, any counter argument is pretty moot, most of the 'solutions' people try to theory fight against my proven idea, dont work. I'm not going to go on about something in this game, that just doesn't work, thats pretty much everything I stand against.
If you want to beat bird Lao, you need to have a lone single option, that can beat all 9 or more of the options he has, which is just not possible.
I'm 'going to have a hard time in general saying Skarlet has no options' because theres about 6 - 10 people that have seen bird Lao, 2 of them being Skarlet players that dont post in the Skarlet forum.
All the bird Lao technique does, is amplify EVERYTHING about KL, by a rediculous amount, as well as completely nullifying all of his old 'weaknesses'.
Online seriously has nothing to do with bird Lao... like I said before its not an issue to do with frame data, its basically a perpetual mind game, started by a safe 33->45% combo starter that cant be AA'd or NJP'd
JKs in the air are 8f, skarlets dagger is 11f or something rediculous like that. The only thing I could see 'working' for Skarlet would be JK dagger, but thats a whole new layer to the mindgame of bird Lao, same way it works with Kitana, if you're just gonna guess that he will JKDK, and hope to contest it with your own JK, its still in his favour:
1. He gets more damage anyway
2. He's safe as soon as he leaves the ground when he does this, because when he recovers he can block, and there are so few moves that move at the same speed and safety as the DK. If you do JK dagger, you're just sitting there waiting to be punished.