For Warlock in the corner, I like these combos for 1 bar:
B12 -> MB Ground Burst, NJ2, 4 -> Trance, jump back F2 -> F2122, B32 -> Portal Grab (43%)
(edit - you can start this with B2 for 42%)
F2122/B324, 4 -> MB Ground Burst, NJ2, 4 -> Trance, jump back F2 -> F212 -> Portal Grab (44%).
This is actually a really easy to perform combo because you have a huge window to buffer Portal Grab after F212 (you can input Portal Grab immediately after dialing in F212 if you want and it will work). If you start with F2122 you just need to delay the 4 -> MB Ground Burst a moment so they fall a bit lower so you don't whiff the Ground Burst after the 4.
I might make a separate thread tonight as I've got a bunch of Warlock stuff written down, including some variations for efficiency when adjusting for start such as using F212 for corner pressure and having the combo start off a blocked F212 -> MB Ground Burst where the first hit is the low Ground Burst launch. For example:
F212 -> MB Ground Burst (blocked until low, popup), NJ2, 4 -> Trance, jump back F2 -> F2122, 4 -> Portal Grab (35%)
Couple other Warlock-ish notes while I have time this morning:
- F212 is actually a pretty good string even though it is pure mids. It is basically totally safe on block; the only time you can get legit punished for F212 is if you are at the absolute maximum distance and they block F2, which will cause the 1 to whiff, leaving a very tiny window where Kung Lao can potentially MB Spin. Basically something a real player is not going to pull off. If the entire F212 string is blocked, nobody can punish this string, Kung Lao. This is especially useful since you can cancel F212 into MB Ground Burst for the low attempt and still be safe. It's also got very good range, and is stupid easy to confirm into F2122 if you see any of the string connecting. Get used to inputting F212 in for this string by default and only ever doing F2122 on confirm.
- Watch your combo enders mid-screen when you're fighting shorties (Kitana, Mileena, Cassie, etc). Their hitboxes are just slightly smaller enough that you can't connect a 4 after a Trance, F2122 at the same gravity scaling where it'll hit on taller dudes. I recommend ending mid-screen with either B2 -> Portal Grab or B3 -> Portal Grab; B3 is slightly more damage (usually ~1% more overall in the combo) but has slightly tighter timing mid-screen because it comes down instead of up.
- B324/F2122, 4 -> Trance, JF3 -> F2122, B2/3 -> Portal Grab is 35% anywhere on the screen with no meter on anyone. If you start with B324 you'll always want to take one full step back before JF3; if you start with F2122 you should always be able to go straight into JF3. It's much easier to use B2 at the end if you want to Portal Stab for the 50/50 instead (at this gravity/distance B3 will hit but the Portal Stab will whiff on a lot of characters). You only need to take one step forward after Portal Stab to be in range for your options, even mid-screen. A run is not needed even to hit B324.
- If you're ever unsure about your spacing after Trance (i.e. you punished with 12 -> Trance, 13 -> Trance, something like that and they're closer than you're used to), you can always dash into them and jump back F2 -> F2122.