Kung Lao Hat spam w/ flying kick

Block dashing (dash in between his attacks and block)
Get close enough to him to apply pressure of your own.
 
How the hell do you counter this?

Basically man you don't jump much at all against him. If you jump he can ON REACTION when he's not holding block(sometimes even when he's holdling block he has enough time to let go.) Spin you every time consistently.

You might ask yourself "When is a good time to jump?"

When he's using a move in your direction and you're out of range. You can jump in on him.

If he's knocked down. You're gonna wanna dash in and block first. (Always punish his spin with a full 30%+ combo) This will scare him from using it on wake up next time. So after you put in the fear. You can go in and attack him when he's waking up normally to apply pressure.

Jump kicks are the same as spin. they only punish you when you jump. So don't jump. Do as BBBLP said and just block dash. (occasionally blocking low to watch for low hat) and high (for his F2 Overhead: the Move that he takes off his hat and hits you over the head with it while he's still holding his hat)

What character do you use? this would help advice tremendously.

Always block high against a kung lao jump in first, then immediately change to low block. his only overhead is the jump in punch (which you blocked high for) and his F2 that I mentioned earlier. Low block stops EVERYTHING else. except that one move. Once he starts realizing you're blocking low alot eventually he'll start using F2 and you're then forced to start mixing it up.

If you're having problems with spin/jump kick special. Then you're probably jumping too much, and/or not blocking at the proper times.
 
well that's pretty much covered. much appreciated (the characters i use are smoke, sub zero, and kano, and sometimes reptile)
 
well that's pretty much covered. much appreciated (the characters i use are smoke, sub zero, and kano, and sometimes reptile)

eh... I aint gonna tell you 4 matchups that's like 10,000 words of explaining.

Pick one you feel most comfortable vs kung lao.
 
With Smoke I'd make good use of smoke towards and away, and his shake. If he's spamming hats, just use the shake, it's simple. You can also time a teleport attack when he goes to throw a hat. If you want a spend a bar, you can EX shake his flying kick.

Most likely situation: Stay back and shake one of his hats, then dash forward while he's getting up and block his wake-up spin. Punish.
 
I play Sub and Rep and handle the average Kung Lao player pretty well. With Sub, just time your ice ball with his low hat, you will eat the hat but your ice ball will connect allowing you to move in and punish with a full combo. Read the dive kicks and either respond with clone or block and punish.

With Rep, just use your EX slide to get in then stay on top of him and block when you expect a spin and keep punishing.
 
^^ Also with Reptile you can make the Kung Lao player not even want to throw hats by putting some force balls on the screen. Also his acid spit is pretty fast so you can time that to beat his hat. Usually when I start doing that they dive kick or teleport, both are easy to punish on reaction.
 
With Smoke I'd make good use of smoke towards and away, and his shake. If he's spamming hats, just use the shake, it's simple. You can also time a teleport attack when he goes to throw a hat. If you want a spend a bar, you can EX shake his flying kick.

Most likely situation: Stay back and shake one of his hats, then dash forward while he's getting up and block his wake-up spin. Punish.
the shake works on projectiles? Didn't know that, I thought it was just a parry
 
the sh#t i hate about kung lao is when a good player mixes a combo with his EX teleport, now how the hell do u counter that? thats the move i hate the most followed by reptile's "zero" frames dash. great kl players mixing his EX tele is a pain in the a$$, their is really no strategy to counter this move because it traps u, it doesnt matter where u go, u try to jump out of it he kicks u in the air,i try to land a combo but i cant because he has armor so as soon as he sees that im attacking he does his overhead hammer punch popping u up giving him a chance to counter combo your a$$, so then i say f*ck it im not gonna do anything just block but noooooo that doesnt work either because "God tier" kung lao also has an air grab like WTF!!!!
 
the sh#t i hate about kung lao is when a good player mixes a combo with his EX teleport, now how the hell do u counter that? thats the move i hate the most followed by reptile's "zero" frames dash. great kl players mixing his EX tele is a pain in the a$$, their is really no strategy to counter this move because it traps u, it doesnt matter where u go, u try to jump out of it he kicks u in the air,i try to land a combo but i cant because he has armor so as soon as he sees that im attacking he does his overhead hammer punch popping u up giving him a chance to counter combo your a$$, so then i say f*ck it im not gonna do anything just block but noooooo that doesnt work either because "God tier" kung lao also has an air grab like WTF!!!!

All you have to do is Uppercut the teleport on reaction :laugh:
 
Kid, EX teleport is so predictable just D+1 or D+4, Who do you main? That would help also.

it doesnt matter who i main, ur saying to uppercut on reaction but kung lao can still counter that if he kicks early on his teleport.
 
it doesnt matter who i main, ur saying to uppercut on reaction but kung lao can still counter that if he kicks early on his teleport.

It does matter, Sonya, Sektor, and Kung loa have 7 frame uppercuts meaning there faster than most characters and can be used as a good Anti air. So the few characters I listed can beat his normal teleport.
 
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Doesn't ex teleport have super armor? I usually use a move that moves my character away. For instance if I'm kung lao, I can do F3 during his ex teleport and get out of range by rolling away.

Doesnt a jump back kick also land you a hit and you get away? As long as you pay attention to the meter youll know when it's coming.
 
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