To further elaborate on Kung Lao.
A lot of people viewed him as a top 5 character in Vanilla UMK3. I for one, did not. Since GJ's became so dominant in high level UMK3, Kung Lao dropped because of that. With GJ's, Kungs options are severely limited. He can still win, just not as easily. His infinite never had much of an impact on my decision on whether he was good or not. Avoiding his infinite is easy, especially with GJ's. His infinite makes him more threatening, and makes you afraid in several situations to even do anything.
His damage from his infinite was nerfed, so it no longer does 100%. It still does very good damage, and you can go from your back to the corner, carry them wall to wall, and have great positional advantage and most likely the life lead. This nerf wasn't big, it was just necessary. Infinites were tolerated in UMK3 because they took skill, and weren't extremely easy to land. But when we have the opportunity to remove them, there's no reason why they should remain in the game.
Why I believe KL was a top tier character was his mobility, and how he can force you into making a mistake by applying unrelentless pressure. With GJ's, that game plan is frivolous because you could block just about everything for free, and even stop his dive kicks with completely safe high punches. But even with GJ's, KL could still do well, which speaks volumes of how good he is. I knew before any changes were made, that if GJ's were removed, KL would now be one of the best characters because of this fact. Other characters automatically become better without GJ's too, just like some become worse and more manageable, like Kabal.
Kung Lao can now play his game, and completely control the match. He has a few bad match-ups, and he loses pretty bad to uSub and Kabal. In fact, I would say these may even be 7-3 or worse, kinda the same way in vanilla UMK3, aside from me believing it is 6-4 in Sub's favor in vanilla. But other than a few bad match-ups, KL has very little to worry about. Even if his dive kick gets blocked, it recovers fast and he has a weird hitbox, so not all juggling combos work easily on him.
Kara Jabs are nowhere near as hard to deal with as Glitch Jabs. And GJ's aren't just you standing in one place jabbing the air, you can be mobile with them just like you do with KJ's. If KJs weren't in the game, man, the game would be borderline unplayable, imo. @
nwo