VictorMefer
New member
Kung Lao
~ For the Shaolin! ~
Kung Lao is a shaolin monk, friend of Liu Kang, and uses a hat with a hazor-sharped blade as weapon. He's a really fast character, with many tools for rushdown and countering.
~ For the Shaolin! ~
Kung Lao is a shaolin monk, friend of Liu Kang, and uses a hat with a hazor-sharped blade as weapon. He's a really fast character, with many tools for rushdown and countering.
Moves:
Spoiler:
Notations:
Spoiler:
1 = Front Punch
2 = Back Punch
3 = Front Kick
4 = Back Kick
BLK = Block Button
DC = Dash Cancel
EX = Enhanced Version
NJ = Neutral Jump - Jump up
-x? = Do Attack ? number of times
2 = Back Punch
3 = Front Kick
4 = Back Kick
BLK = Block Button
DC = Dash Cancel
EX = Enhanced Version
NJ = Neutral Jump - Jump up
-x? = Do Attack ? number of times
Normal Combos:
Spoiler:
Windy Palm: 1, 1, 2, 1 - Although most of his strings can be canceled into the spin for a combo, this will probably be your bread and butter. Can be canceled into spin for combos after the first, second and third hits, and into ground hat for blockstring mixups after any hit. Tag combo after the third hit;
Healing Wind: B+1, F+1 - Good damage and can be canceled into spin in the middle of the last input, but has slow startup;
Chained Fist 2, 1, 2, 1, 2 (must be pressed rapidly) - Fast string, can be canceled into spin for combos, and is also a tag combo. Worth pointing out, I might have found a secret variation, not listed on the move list, at least not on my game: 2, 1, 2, 1, 2, 1+2 or at least I believe that's it, I just mash the buttons. The last hit is an overhead;
Iron Broom: 2, 4, 1+2 - Good for mixups: 4 is a low, and 1+2 is overhead. Tag combo after second hit;
Leg Bar: 2, 4, 1+3 - Last hit is a throw, and will only be pulled of if the attack before hits. If opponent is blocking high, 4 will hit them and the throw will connect;
Uprooting Step: 2, 4, 1+3, 4 - More damage, switch positions;
Plum Flower: 2, 4, 1+3, 2 - Even more damage, but timing is tight. Actually I don't even know the exact timing, I just mash the button until I pull it off;
Lead The Way: B+3, 3, 3 - Also good for mixup, since the first hit is low and the second hit can be cancelled into spin for combos.
Healing Wind: B+1, F+1 - Good damage and can be canceled into spin in the middle of the last input, but has slow startup;
Chained Fist 2, 1, 2, 1, 2 (must be pressed rapidly) - Fast string, can be canceled into spin for combos, and is also a tag combo. Worth pointing out, I might have found a secret variation, not listed on the move list, at least not on my game: 2, 1, 2, 1, 2, 1+2 or at least I believe that's it, I just mash the buttons. The last hit is an overhead;
Iron Broom: 2, 4, 1+2 - Good for mixups: 4 is a low, and 1+2 is overhead. Tag combo after second hit;
Leg Bar: 2, 4, 1+3 - Last hit is a throw, and will only be pulled of if the attack before hits. If opponent is blocking high, 4 will hit them and the throw will connect;
Uprooting Step: 2, 4, 1+3, 4 - More damage, switch positions;
Plum Flower: 2, 4, 1+3, 2 - Even more damage, but timing is tight. Actually I don't even know the exact timing, I just mash the button until I pull it off;
Lead The Way: B+3, 3, 3 - Also good for mixup, since the first hit is low and the second hit can be cancelled into spin for combos.
Special Moves:
Spoiler:
Hat Toss: B, F, 1 - The hat can be controlled with the directionals up and down. EX version deals more damage and can be used to extend combos;
Ground Hat: D, B, 2 - Low projectile, good for mixups in blockstrings. EX version, the hat ricochets and goes upwards, and can be delayed by holding 2 and controlles with the directionals up and down;
Spin: D, F, 1 - Really fast, juggle starter, fast tag, high priority, can be used as anti air, and good wake up attack. Yeah, it can be a pain in the ass for other players. EX version deals more damage and travels a bit forward;
Dive Kick: D + 4 (while in the air) - Fast air attack, but unsafe on block. EX version adds more hits;
Teleport: D, U (can be done in the air) - Good escape move, can be followed by some options: 1 (throw), 2 (overhead launcher), 3 (combo starter kick) or 4 (knockdown kick). EX version teleports twice and has super armor;
X-Ray: Base damage: 31%; can be comboed into and out of, anti air, but not very good range.
Ground Hat: D, B, 2 - Low projectile, good for mixups in blockstrings. EX version, the hat ricochets and goes upwards, and can be delayed by holding 2 and controlles with the directionals up and down;
Spin: D, F, 1 - Really fast, juggle starter, fast tag, high priority, can be used as anti air, and good wake up attack. Yeah, it can be a pain in the ass for other players. EX version deals more damage and travels a bit forward;
Dive Kick: D + 4 (while in the air) - Fast air attack, but unsafe on block. EX version adds more hits;
Teleport: D, U (can be done in the air) - Good escape move, can be followed by some options: 1 (throw), 2 (overhead launcher), 3 (combo starter kick) or 4 (knockdown kick). EX version teleports twice and has super armor;
X-Ray: Base damage: 31%; can be comboed into and out of, anti air, but not very good range.
Tatics:
Spoiler:
Vs. Spammers, Zoners and Keepaways: Teleport is a good option, you can use the throw or the 3 kick to start a combo. If you see a projectile coming, you can also jump it and use the dive kick.
Vs. Teleport Spammers: Block and punish with a combo, which can be easily started with a spin.
Anti Air Tatics: Spin is very efficient, since it's fast and has high priority, beating jump kicks. If the opponent jumps backwards and you think fast enough, punish with a dive kick. EX ground hat can also work as anti air.
Mixup Game: Kung Lao's ground hat allows some good low mixups, if the opponent is blocking high. Also, in his 2 4 1+3 string, the 4 is a low as well, and if the opponent does not block this low kick, the throw in the end will catch him.
Kung Lao's overheads, besides the generic neutral jump punch, are F+2 (good damage, but slow startup and slow recovery), 2 4 1+2 (good mixup if the opponent is blocking low expecting the low kick to throw) and teleport + 2 (good if the opponent ducks expecting a throw or a kick).
Vs. Teleport Spammers: Block and punish with a combo, which can be easily started with a spin.
Anti Air Tatics: Spin is very efficient, since it's fast and has high priority, beating jump kicks. If the opponent jumps backwards and you think fast enough, punish with a dive kick. EX ground hat can also work as anti air.
Mixup Game: Kung Lao's ground hat allows some good low mixups, if the opponent is blocking high. Also, in his 2 4 1+3 string, the 4 is a low as well, and if the opponent does not block this low kick, the throw in the end will catch him.
Kung Lao's overheads, besides the generic neutral jump punch, are F+2 (good damage, but slow startup and slow recovery), 2 4 1+2 (good mixup if the opponent is blocking low expecting the low kick to throw) and teleport + 2 (good if the opponent ducks expecting a throw or a kick).
Combos:
Spoiler:
Meterless Combos
8 hits 32%: 1, 1, 2, spin - jump kick, dive kick - F+3, spin
11 hits 37%: 1, 1, 2, spin - jump kick, dive kick - DC~1, DC~2, 4, 1+3~2
Corner Combos
8 hits 38%: Jump kick, dive kick - 1, spin - jump kick, dive kick - D+4, spin
8 hits 48%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, dive kick - D+2
Enhanced Combos
10 hits 37%: 1 1 2, spin - 2, EX hat toss - 2, 4, 1+3~2
(^^ In this combo, you can add a 1 - dash just after the EX hat. The damage is the same, but the timing might be easier (it is for me), and, if you miss the ~2 during the throw, the damage will be 1% higher with the 1 added)
10 hits 40%: 1 1 2, spin - 2, EX hat toss - jump kick, dive kick - F+3, spin
13 hits 44%: 1, 1, 2, spin - jump kick, dive kick - DC~1, EX hat toss - dash, 1 - DC~2, 4, 1+3~2
Corner Combos
12 hits 49%: 1, 1, 2, spin - NJ punch - jump kick, dive kick - 1, EX hat toss - jump kick, dive kick - D+2
10 hits 53%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, EX dive kick - D+2
X-Ray Combos
11 hits 45%: 1, 1, 2, spin - 2, X-Ray - F+3, spin
15 hits 56%: 1, 1, 2, spin - jump kick, dive kick - F+3, X-Ray - DC~2, 4, 1+3~2
Corner Combos
13 hits 60%: Jump kick, dive kick - 2, spin - jump kick, dive kick - 2, spin - X-Ray - F+3
15 hits 70%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, dive kick - X-Ray - DC~2, 4, 1+3~2
Note: Most of these combos that begin with 1, 1, 2, spin can also begin with a jump punch, 1, 1, 2, spin, a teleport+3, 1, 1, 2, spin, just the spin or one of the strings below followed by a spin:
- B+1, F+1 (last input hits twice, cancel into spin just before the last one - it's easier than it sounds)
- 2, 4
- B+3, 3
- 2, 1, 2, 1, 2 (spin must be input quickly)
8 hits 32%: 1, 1, 2, spin - jump kick, dive kick - F+3, spin
11 hits 37%: 1, 1, 2, spin - jump kick, dive kick - DC~1, DC~2, 4, 1+3~2
Corner Combos
8 hits 38%: Jump kick, dive kick - 1, spin - jump kick, dive kick - D+4, spin
8 hits 48%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, dive kick - D+2
Enhanced Combos
10 hits 37%: 1 1 2, spin - 2, EX hat toss - 2, 4, 1+3~2
(^^ In this combo, you can add a 1 - dash just after the EX hat. The damage is the same, but the timing might be easier (it is for me), and, if you miss the ~2 during the throw, the damage will be 1% higher with the 1 added)
10 hits 40%: 1 1 2, spin - 2, EX hat toss - jump kick, dive kick - F+3, spin
13 hits 44%: 1, 1, 2, spin - jump kick, dive kick - DC~1, EX hat toss - dash, 1 - DC~2, 4, 1+3~2
Corner Combos
12 hits 49%: 1, 1, 2, spin - NJ punch - jump kick, dive kick - 1, EX hat toss - jump kick, dive kick - D+2
10 hits 53%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, EX dive kick - D+2
X-Ray Combos
11 hits 45%: 1, 1, 2, spin - 2, X-Ray - F+3, spin
15 hits 56%: 1, 1, 2, spin - jump kick, dive kick - F+3, X-Ray - DC~2, 4, 1+3~2
Corner Combos
13 hits 60%: Jump kick, dive kick - 2, spin - jump kick, dive kick - 2, spin - X-Ray - F+3
15 hits 70%: Spin - jump kick, dive kick - back jump kick, dive kick - back jump kick, dive kick - X-Ray - DC~2, 4, 1+3~2
Note: Most of these combos that begin with 1, 1, 2, spin can also begin with a jump punch, 1, 1, 2, spin, a teleport+3, 1, 1, 2, spin, just the spin or one of the strings below followed by a spin:
- B+1, F+1 (last input hits twice, cancel into spin just before the last one - it's easier than it sounds)
- 2, 4
- B+3, 3
- 2, 1, 2, 1, 2 (spin must be input quickly)
Blockstrings:
Spoiler:
- 1, 1, 2, 1 (and segments) followed by a throw
- 1, 1, 2, 1 (and segments) followed by ground hat (for those who don't block low)
- 2, 4, 1+2 (if 4, which is a low, is blocked, the 1+2, which is an overhead, will probably hit)
- 2, 4, 1+3 (for those who don't block low, the 4 will hit them and the throw will connect)
- 1, 1, 2, 1 (and segments) followed by ground hat (for those who don't block low)
- 2, 4, 1+2 (if 4, which is a low, is blocked, the 1+2, which is an overhead, will probably hit)
- 2, 4, 1+3 (for those who don't block low, the 4 will hit them and the throw will connect)
Videos:
Spoiler:
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