coolwhip
Noob
All right guys, I know Injustice is right around the corner and everyone (myself included) is pretty hype about the game, but I still mean to play a lot of MK. My impatience for Injustice has actually increased my MK playing time, simply to do something while waiting for the game to be released.
Anyway, I was thinking about some aspects of Kung Lao's game (and some minor tech) that is occasionally overlooked, ignored, or at least, not used frequently. Keep in mind, none of this is "new" tech, but just some potentially useful stuff that could lead to some healthy discussion:
I) Corner:
Kung Lao has a really good corner game -- that much is known, though I feel it sometimes gets underrated. Much of his corner game has been explored (ex teleport shenanigans and whatnot), but there are a couple of things I've found pretty useful that don't often get mentioned:
A) F2:
It is extremely useful on a read when you think your opponent is going to jump out. Take a small dash back and use it. If he doesn't jump and blocks high, you're at negative frames , but nothing too severe (you're at +1 on hit). If your opponent tries to jump out however, you catch him mid-air, where you can convert into a full combo (dive kick into spin).
B) 2 4:
The 24 string is fantastic in the corner. For starters, unlike everywhere else on screen, it isn't stance specific in the corner. Meaning that you can hit confirm it into a full combo (though it'd be even better if you're aware of your stance at all times and you can hit confirm it mid-screen as well. The reward is worth it).
If you're not quite close enough to your opponent to where you're worried the spin might whiff (if you're in opposite stances), then 24 low hat is great in the corner as well. The low hat leaves you at +2, making your standing 2 a whopping 5 frames and you're free to continue your pressure with pretty much whatever you want (your opponent can't dash back since he's stuck in the corner) . You can even follow it up with 2121 into ex teleport since the string builds a crap ton of meter.
24 grab IMO needs to be used more, especially in the corner. If it's blocked, the grab won't come out and you're only at -1. However, if you nail it, you can get an untechable knockdown without the just frame (setting up ex teleport if you want, where your opponent can't just lay on the ground because tele 2 will OTG into a full combo).
However, if you get the just frame (either because you used 24 grab alone or, more likely, as a combo ender), you can actually dash over your opponent, momentarily putting yourself in the corner. This sets up some mind games on wake-up. It is often confusing for the other guy, and if they don't have it scouted or don't expect it you can generally cross them over because everything happens so quickly. After 24 grab into just frame, just dash forward immediately and you'll end up on the other side. The only people I've seen do this with Kung Lao are Perfect Legend and CURBOLICOUS (I'm sure others do it, I just haven't seen it).
II) Defending cross-ups:
Obviously, because of Lao's spin, cross-ups aren't a huge issue. However, there are times when your opponent is unpredictable enough to do it in specific moments, and you won't be able to reverse your inputs in time. In this case, don't bother trying to D1. It doesn't have good reach and frankly the risk/reward isn't worth it.
A) Standing 2:
What you can do then is simply use Lao's standing 2. By now everyone knows it's one of the fastest jabs in the game, has really good reach, and works similarly to Sektor's standing 1 when defending cross-ups.
B) D3:
However, if you don't even want to risk that or simply don't have enough time, then you can always D3 to lower your hitbox. It isn't often mentioned because Lao has an easier time than almost anyone else at dealing with air-born characters, but Lao's D3 is really good when it comes to lowering his hitbox and defending cross-ups.
I find it especially handy against Johnny Cage. I've noticed more and more Cage players doing cross ups after the EX Forceball trap in order to get another one (because the JIP will jail you and you are forced to stand block). Obviously, EX Forceball does not guarantee a jump in but because opponents are conditioned to just keep blocking since Cage is guaranteed to continue his pressure (unless you armor out), the Cage player will just cross you up again. Because you're expecting another F3 or 21 pressure, you may not be able to anti air the cross up in time, and that's when your D3 will come in handy.
C) JK DK on a read:
This one is obvious, leads to the most damage, and is actually relatively risk free (even if your opponent doesn't jump, assuming that he's point blank, the JK will get blocked but the DK whiffs and you end up on the other side).
III) Anti Air:
Obviously, that's not an aspect that Lao struggles with as his spin is the best and most consistent anti air in the game, but it often comes at the expense of his standing 2.
A) Standing 2 Anti Air:
This one needs to be used more given its reach. I actually used to think it wasn't a good idea since there's no point in not spinning, but with characters like Kitana, Kabal, and Liu Kang who can cancel their jump into a fireball, it's safer to anti air with standing 2.
Most importantly, if you decide to use a bar, you can get 42%. I first saw FOREVER KING do this in a list of combo videos he posted a while ago. The combo is: 2 into ex hat, JK/DK, F3 spin 24 grab. 42% damage with the just frame. Quite easy actually.
UsedForGlue A F0xy Grampa PerfectMindGame Perfect Legend FOREVER KING @any other Lao player still interested in MK.
Anyway, I was thinking about some aspects of Kung Lao's game (and some minor tech) that is occasionally overlooked, ignored, or at least, not used frequently. Keep in mind, none of this is "new" tech, but just some potentially useful stuff that could lead to some healthy discussion:
I) Corner:
Kung Lao has a really good corner game -- that much is known, though I feel it sometimes gets underrated. Much of his corner game has been explored (ex teleport shenanigans and whatnot), but there are a couple of things I've found pretty useful that don't often get mentioned:
A) F2:
It is extremely useful on a read when you think your opponent is going to jump out. Take a small dash back and use it. If he doesn't jump and blocks high, you're at negative frames , but nothing too severe (you're at +1 on hit). If your opponent tries to jump out however, you catch him mid-air, where you can convert into a full combo (dive kick into spin).
B) 2 4:
The 24 string is fantastic in the corner. For starters, unlike everywhere else on screen, it isn't stance specific in the corner. Meaning that you can hit confirm it into a full combo (though it'd be even better if you're aware of your stance at all times and you can hit confirm it mid-screen as well. The reward is worth it).
If you're not quite close enough to your opponent to where you're worried the spin might whiff (if you're in opposite stances), then 24 low hat is great in the corner as well. The low hat leaves you at +2, making your standing 2 a whopping 5 frames and you're free to continue your pressure with pretty much whatever you want (your opponent can't dash back since he's stuck in the corner) . You can even follow it up with 2121 into ex teleport since the string builds a crap ton of meter.
24 grab IMO needs to be used more, especially in the corner. If it's blocked, the grab won't come out and you're only at -1. However, if you nail it, you can get an untechable knockdown without the just frame (setting up ex teleport if you want, where your opponent can't just lay on the ground because tele 2 will OTG into a full combo).
However, if you get the just frame (either because you used 24 grab alone or, more likely, as a combo ender), you can actually dash over your opponent, momentarily putting yourself in the corner. This sets up some mind games on wake-up. It is often confusing for the other guy, and if they don't have it scouted or don't expect it you can generally cross them over because everything happens so quickly. After 24 grab into just frame, just dash forward immediately and you'll end up on the other side. The only people I've seen do this with Kung Lao are Perfect Legend and CURBOLICOUS (I'm sure others do it, I just haven't seen it).
II) Defending cross-ups:
Obviously, because of Lao's spin, cross-ups aren't a huge issue. However, there are times when your opponent is unpredictable enough to do it in specific moments, and you won't be able to reverse your inputs in time. In this case, don't bother trying to D1. It doesn't have good reach and frankly the risk/reward isn't worth it.
A) Standing 2:
What you can do then is simply use Lao's standing 2. By now everyone knows it's one of the fastest jabs in the game, has really good reach, and works similarly to Sektor's standing 1 when defending cross-ups.
B) D3:
However, if you don't even want to risk that or simply don't have enough time, then you can always D3 to lower your hitbox. It isn't often mentioned because Lao has an easier time than almost anyone else at dealing with air-born characters, but Lao's D3 is really good when it comes to lowering his hitbox and defending cross-ups.
I find it especially handy against Johnny Cage. I've noticed more and more Cage players doing cross ups after the EX Forceball trap in order to get another one (because the JIP will jail you and you are forced to stand block). Obviously, EX Forceball does not guarantee a jump in but because opponents are conditioned to just keep blocking since Cage is guaranteed to continue his pressure (unless you armor out), the Cage player will just cross you up again. Because you're expecting another F3 or 21 pressure, you may not be able to anti air the cross up in time, and that's when your D3 will come in handy.
C) JK DK on a read:
This one is obvious, leads to the most damage, and is actually relatively risk free (even if your opponent doesn't jump, assuming that he's point blank, the JK will get blocked but the DK whiffs and you end up on the other side).
III) Anti Air:
Obviously, that's not an aspect that Lao struggles with as his spin is the best and most consistent anti air in the game, but it often comes at the expense of his standing 2.
A) Standing 2 Anti Air:
This one needs to be used more given its reach. I actually used to think it wasn't a good idea since there's no point in not spinning, but with characters like Kitana, Kabal, and Liu Kang who can cancel their jump into a fireball, it's safer to anti air with standing 2.
Most importantly, if you decide to use a bar, you can get 42%. I first saw FOREVER KING do this in a list of combo videos he posted a while ago. The combo is: 2 into ex hat, JK/DK, F3 spin 24 grab. 42% damage with the just frame. Quite easy actually.
UsedForGlue A F0xy Grampa PerfectMindGame Perfect Legend FOREVER KING @any other Lao player still interested in MK.