mixup thoughts with kung lao
Couple things i've begun to try and incorporate into my game, i think people underrate kungs other strings and most importantly his ability to stagger the opponent and continue to mixup(i need to test some of this stuff,, mainly the stuff in part 2 but im pretty sure after stagger u get a free jp)
1.after jp's which i abuse, though 112 is still safe mixupable and hit confirmable
back 1 and 24 do more damage and back 1 is hit confirmable into spin, 24 is not we are talking mid 40's with jk/dk dash 2 ex hat 24 combo and 32 33% with a njp jk dk roll spin
p.s. u can also jump punch 24 low hat into a stagger for setups
2. His stagger capabilities are ridiculous u can do the following after the 23 low hat
a.dash up do it again or 24 into spin(not confirmable) into 42 percenter with 1 meter(its fast but risky, sometimes u can pull it off twice, a jp in is a better option) or begin 112 shenanigans
b.a forward 2 for an overheard (which can be followed by a jump punch i believe) or a jump punch in which can be followed by 24spin, 24hat into another stagger mix up, straight into 112 or even a back 33 so u have overhead and followed straight by low, numerous options all comboable or followed up by even more mixups, some varying in safeness, so ur throwing out a ton of different strings with high low or overhead mixups based off
c. a grab
3.when u exchange a jump punch or a dive kick and ur opponent is in the air, u can go straight into roll spin into jk dk ,or what i prefer to is dash 1 dash 2 34(2) or something even more like jk dk roll spindepending upon height