Kung Lao
2D Kombat Klassics
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Kung Lao
I had purchased Mortal Kombat Trilogy this week and I felt like I wanted to try playing as a new character. I decided that I wanted to try to play as Kung Lao. I want to know what the users on this site think of the Mortal Kombat Trilogy version of Kung Lao. I also would like to ask for any advice from the users on this site on how to efficiently use Kung Lao.

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IamTheS Wrote:
Well, if you're playing the Playstation or Saturn version, there's two Kung Laos, so which do you mean?
Well, if you're playing the Playstation or Saturn version, there's two Kung Laos, so which do you mean?
Good point.
If you are talkin about the MK3 version he is a very good offensive fighter. His teleport is useful, and can be a combo starter. His dive kick is also a cool move if used correctly. However his most effective special move is probably his spin shield, as it is soooooo good in prolonging your combos...
But if you are talking about the MK2 version, I don't know much about him - he does have a Raiden-type torpedo added to his movelist and a lot of combos.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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MK2 Kung Lao in PSX MKT is probably one of the best characters in the game, borderline God tier. The only thing that stands in his way is Baraka, but other characters can handle Baraka, where the only other ones who can handle MK2 Kung Lao are Noob and Kabal, but they can both handle Baraka as well.
My name "MK2 Kung Broken" stems from the deadliness of MK2 Kung Lao in MKT. His autombo starts so fast, and he does so much chip damage, he can really start combos in the blink of an eye and do 62% inbetween those blinks, he's a true monster with no really broken moves. The dash kick operates the same as MK3 Kung Lao's, but it just drops at a different angle, the move itself isn't broken in the heat of gameplay, it's just easily useable to juggle, just like MK3 Kung Lao's. The teleport again is the same as MK3 Kung Lao's, maybe a little better because it sets up bigger combos than MK3 Kung Lao, but again, the move itself is not broken and easily counterable/punishable. The hat throw is a simple non containment projectile, with the enhancement of being able to slightly direct it, again, not broken by any means, but useful. His spin is not as useful as MK3 Kung Laos's, and MK3 Kung Lao's spin is broken in UMK3, considering the huge window of invincibility, in UMK3, there is a strange timing to hitting a jump punch without being hit by him, but in MKT, MK2 Kung Lao cannot get the damage MK3 Kung Lao can off a spin, so not broken. MK2 Kung Lao does MK2 level damage, which means slightly more damage for everything than regular characters, other MK2 damage level characters are Johnny Cage, Baraka, and MK2 Jax, but none are as apparent in the devastation as MK2 Kung Lao, so that is one of the only things about him that is a pure advantage, but it's by like 5%. His 5 hit kick combo blocked does 6.5% damage, the same as a connect HP. MK2 Kung Lao can get something similar to the relaunch infinites on certain characters by teleporting after his pop up combo and landing a HK starter to pop up again, but he can also do the regular way as if he needs it. It's very crazy, he's really fast, everything he does is pixels extra damage here and there, but even without that he'd still be super deadly. The increased speed of the game is what really makes him extra deadly, I played MKT set with the speed at 53 fps so it plays very similar to UMK3. MK2 Kung Lao can also easily start auto combos after sweeps and have them be inescapable, but still blockable, so anytime you sweep you get an extra 6.5% damage, but pretty much any time you connect punch starter, the round is over if you can pull out a deadly enough combo.
That's all for now.
Matt
My name "MK2 Kung Broken" stems from the deadliness of MK2 Kung Lao in MKT. His autombo starts so fast, and he does so much chip damage, he can really start combos in the blink of an eye and do 62% inbetween those blinks, he's a true monster with no really broken moves. The dash kick operates the same as MK3 Kung Lao's, but it just drops at a different angle, the move itself isn't broken in the heat of gameplay, it's just easily useable to juggle, just like MK3 Kung Lao's. The teleport again is the same as MK3 Kung Lao's, maybe a little better because it sets up bigger combos than MK3 Kung Lao, but again, the move itself is not broken and easily counterable/punishable. The hat throw is a simple non containment projectile, with the enhancement of being able to slightly direct it, again, not broken by any means, but useful. His spin is not as useful as MK3 Kung Laos's, and MK3 Kung Lao's spin is broken in UMK3, considering the huge window of invincibility, in UMK3, there is a strange timing to hitting a jump punch without being hit by him, but in MKT, MK2 Kung Lao cannot get the damage MK3 Kung Lao can off a spin, so not broken. MK2 Kung Lao does MK2 level damage, which means slightly more damage for everything than regular characters, other MK2 damage level characters are Johnny Cage, Baraka, and MK2 Jax, but none are as apparent in the devastation as MK2 Kung Lao, so that is one of the only things about him that is a pure advantage, but it's by like 5%. His 5 hit kick combo blocked does 6.5% damage, the same as a connect HP. MK2 Kung Lao can get something similar to the relaunch infinites on certain characters by teleporting after his pop up combo and landing a HK starter to pop up again, but he can also do the regular way as if he needs it. It's very crazy, he's really fast, everything he does is pixels extra damage here and there, but even without that he'd still be super deadly. The increased speed of the game is what really makes him extra deadly, I played MKT set with the speed at 53 fps so it plays very similar to UMK3. MK2 Kung Lao can also easily start auto combos after sweeps and have them be inescapable, but still blockable, so anytime you sweep you get an extra 6.5% damage, but pretty much any time you connect punch starter, the round is over if you can pull out a deadly enough combo.
That's all for now.
Matt
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