Below are changes that I believe would fix all of the useless basic attacks and combo strings (plus any KBs associated with them) for all kharacters. This list has NO special moves changes. The list is in alphabetical order for everyone on the roster. These changes DO NOT consider balance as a roster, but changes to make certain strings just more viable and seen more. **THESE ARE NOT OFFICIAL CHANGES OR LEAKS**, but just what I would consider to be buffs to moves that aren’t seen often. For every move I explain what most likely makes the move underused and what I would personally do to improve them. The order of moves for a specific kharacter are not in any specific order. I tested out all of these moves in practice myself and put down attacks that I never noticed competitive players using (or just ones they rarely used).
I use the standard BUFD-1234 notation when referring to moves. I also use “V1”, “V2”, and “V3” for tournament variations when I refer to them. I don’t specifically name the variation. Furthermore, when I name special moves for reference to a specific move, I use the name given in the Move List. When I list a full string, sometimes I refer to the string as a whole, and sometimes I refer specifically to the very last hit. For example: Scorpion’s B143 would be referring to the very last kick, not the B1 or B14. If I go on to refer to a specific part of a full string, I typically specify that.
Feel free to list any constructive criticism. Reddit has a character max of 40,000 so I split my work into two parts. **THIS IS PART ONE. IT GOES FROM BARAKA TO KUNG LAO.**
**Edit: The link to the second part is here:** [Link](https://www.reddit.com/r/MortalKombat/comments/j1lyku/project_basic_and_combo_attacks_pt2/?utm_source=share&utm_medium=web2x&context=3)
* 2 1+3 – This string has almost no purpose besides possibly using it at the end of a combo for 50 frames of advantage and far distance (unless in the corner), but it isn’t worth the damage that Baraka can normally dish out. This move could allow you to safely throw an amplified projectile to possibly chip them out far away, and it could allow a safe War Banner setup, but most people would prefer to do good damage. It is only +1 on block, which is the same as F212, except F212 starts with an 8 frame high while 2 1+3 starts with a 10 frame high. Furthermore, F212 has a much further reach than 2 1+3 and both flawless block gaps, so F212 is just superior to 2 1+3 in basically every way. I suggest that the move becomes +3 on block to give it somewhat of a distinct advantage compared to F212 and increase the pushback on block. The first hit of the string already requires Baraka to be point blank (closer than the first hit of 112), so it wouldn’t be a free plus frame off of some long range attack. The additional pushback would help Baraka avoid the opponent’s pokes and would let him continue pressure with F212 or check them with a F4. This would also indirectly increase the occurrences of the War Banner because there’s a higher chance people will use the War Banner after 2 1+3, if 2 1+3 is used more.
* I don’t think Cassie has any strings that are almost never used. Every combo string has some purpose whether they’re safe neutral moves (124), combo strings (34, B13), plus frames (F343), auto-shimmes (111), anti-airs (B3), etc.
* 114 – This string ends with a low and has a flawless block gap too. The string has literally no use since it’s unsafe on block (-12) at close range and is only a low. Most players default to blocking low when the opponent is on the ground, so this low isn’t really a mixup of any form. The alternative string is 112, which keeps her safe at -8 from a long range and has no flawless block gap, so it’s much safer. The only time I could even imagine using 114 is when you stagger 11 enough to the point of forcing them to press buttons after 11, but 112 does the same damage as 114 and is less risky. To make this string more useful, I suggest making the string +2 on block, but the flawless block remains as unsafe as it currently is (-12). The +2 would allow Cetrion to input a B3 (10 frame low) as a 8 frame low.
* F22 D 1+3 (V1 exclusive)- The only issue with this string is how inconsistent the overhead (last hit) hits the opponent. The move will whiff over the opponent’s head half of the time when they are crouch blocking. It’s completely useless if the move that is intended to hit overhead can be avoided by blocking low. This move has to be fixed.
* 12 – The only issue with this move is that 12 only combos into Widow’s Kiss (V2) on large hitbox kharacters. The fact that D’Vorah’s fastest move can’t go into a full combo forces her to be unable to full-combo punish a majority of moves and limits her to just a minor damage punish of about 90-100 damage. Either 12 should not combo at all, or should combo on all kharacters.
* B2U4222 (V1 exclusive) – This string is almost completely useless as it currently is. There is no reason to use B2U4 over B222 (in V1), and as a result, there also happens to be no reason to do the followup either. The follow up comes out whiff, which makes it even worse. My suggestion is to have this barrage of bullets just track the opponent’s location. This at least makes it free chip damage without the recovery that the Zeterrean Spit demands. The shots should be mid hitting attacks since you can’t chip out the opponent if they are avoiding the attacks altogether.
* B122 (V1 exclusive) – This string isn’t really good to zone with because it forces you to advance forward and the projectiles are all duckable. One way to improve this string is to have the first hit (mid) to jail into the 2 projectiles on block. This guarantees that Erron is at least safe. However, the projectiles are still highs if they are shot from a distance.
* F2121 (V1 exclusive) – This string isn’t really good because it forces you to advance forward and the parts of the string can be ducked. So something that can be done to improve this string is to have the 2nd hit (mid) jail into the last 2 high shots on block. This can be done by decreasing the startup frames of the last 2 hits enough so F21 jails. The last 2 hits (dial-in part) should also have increased pushback since the string is -15 (up close).
* 111 – This string is underused mainly because of the superiority of 21212. This move already has some application V2 and V3, but is definitely not used at all in V1. Firstly, the move has a flawless gap in it despite the other version (114) already having one. The move is already minus -4 on block with the other version granting Erron plus frames, so I’m not sure what the purpose of the gap is. Unless the gap is somehow meant to increase the difficulty of flawless blocking since there is a 4 frame difference between the gaps, then I suggest removing this gap. Furthermore, since 111 seems to be a kounter to any attempts to flawless block 114, then I also suggest giving 111 more hit advantage on hit so there is enough time for Erron to throw his Zeterrean Spit and be able to dash up for pressure.
* 224 – This ender is never used because there is no reason to finish the string due to the fact that 22 is +5 on block at point blank. A simple fix would be to increase the block stun of 224 to +7, add in a flawless block gap, and slightly reduce the pushback so B2 can connect. This would also increase 223’s usage since the 223 will hit the opponent if they are trying to flawless block 224.
* 134 – This string ends with an overhead, but this move plus the alternative move that gets Frost 3 plus frames (132) both have flawless block gaps with only a 1 frame difference. This means that if the opponent can flawless block either string, they’ll most likely be able to accidentally flawless block the other string when they were actually trying to block the other one. This essentially makes both 134 and 132 weak since they can’t complement one another. The simple fix is to slightly lower the startup frames of 134 to 19 frames (from 23) so this would interrupt attempts to flawless block 132 which would bring up the usage of both 134 and 132.
* F2 – This move is extremely risky for Frost players because it is an advancing high that can give the opponent a free D2 KB. The problem here is that it whiffs on crouch blocking opponents. Even on the bigger kharacters, this move will not hit the opponent. Hitbox issues to this extent severely weaken the viability of moves like this. The obvious solution is to fix the hitbox so it hits crouch blocking opponents.
* 23 2+4 – This move provides a huge risk for Fujin because this ender is a high that starts in 28 frames, meaning it is super reactable. It is complemented by 2312, which is a dial-in string that would catch players ducking or flawless blocking this 23 2+4. However, this move in general doesn’t give Fujin any reward for throwing out this high since the block advantage is -4. I suggest changing the block advantage to be +4. This way, Fujin can check the opponent with his now 9 frame mid (13 minus 4) (B1) at a good range. This would immediately bring more usage to 23 2+4 and 2312 without being broken since the move is a high and is flawless blockable.
* F43 (KB) – This KB is not seen much because of the obvious setup that it requires. It first takes connecting the F43 string once, and then it takes the opponent to block the F4 but get hit only by F43 consecutively. This is extremely unrealistic to achieve because once the opponent gets hit from the F43, either from the end of a combo or somehow in the neutral, then they will default to blocking overhead after F4 since Fujin does not have any low special moves. Staggering the F4 may get Fujin a chance to throw, but that doesn’t allow this KB to come up as much. I have a few suggestions to buff this string/KB. Firstly, the damage alone from F43 should increase because the animation seems like it should do more damage than his other strings. This damage should go to at least a total of 120 (from 97.5) by making the second hit do 70 damage. Secondly, I suggest changing his KB requirement to having Fujin punish or kounter the opponent. Fujin is not meant to be an overhead-low mixup machine, so having a mixup-based KB doesn’t seem to fit his kit.
* F2 – This move is underused for Fujin because it cannot special cancel, forces Fujin to advance forwards, and has limited range while B2 has the ability to cancel, while keeping his hitbox back and has controllable range while only sacrificing the block advantage. In order to make F2 better, it should become +0 on block (from -7). This way the move is more of a neutral-resetting move at close range while also providing the threat of the followup (F2 1+3).
* B2 1+3 – This followup to B2 is not used commonly mainly due to the fact that it whiffs majority of the time and that it can special cancel into a full combo (V2). The obvious fix is to have Fujin walk forward similarly to F2 1+3 so he can switch sides as necessary.
* Geras really has no moves that have no use. All of his strings are all useful that can either provide mixups, KBs, tick throws, restands, advancing mids, etc.
* 224 – This string is only slightly underwhelming due to the fact that all of Jacqui’s other pressure strings are much more safer and faster. While 11 has the mid hitting part startup in a total of 18 frames, 22 has the mid part start in a total of 23 frames. This would naturally create a preference for the faster mid, since it is harder to mash out of 11 than 22. The only way I can see this string being used more is to increase the block advantage of 22 to -3 (from -6) and 224 to -4 (from -5). Jacqui’s basic and combo strings all are already really good so there is no reason to overly buff 224.
* B 1+3 (KB) – This KB doesn’t appear very often, mostly due to the fact that most Jacqui players don’t play V2, but even the ones that do don’t get this KB very often. The requirement is to have the opponent be inside the Tech-Dome bubble during this throw. To increase the possibility of this KB happening, the requirement should change so that if more than 60% of the body is within the bubble during the animation, then the KB triggers. This would increase the area that Jacqui can possibly trigger this KB.
* F41 – This full string is unsafe at -14 for no reason. The starting hit is 18 frames, so it is not reliable for starting combos and B1 keeps her hitbox safe with a bit more range than F4. My suggestion for this move is to make the last hit -5 on block (from -14). This would add a small stagger game on whether or not Jade is going to finish the string or not.
* 322D1 (V3 exclusive) – This string seems to be a good string, but the ender doesn’t really get Jade anything special. 322 is good for combo damage, but the last hit will usually be special canceled into either Amplified Nitro Kick or Vanishing Winds. My suggestion to improve the last hit is to change the block advantage to -6 (from -10). This is because 322 (dial-in) starts up in a total of 32 frames because 3 (high) starts up in 11 frames and the follow up takes 21 frames, so Jade could at least be able to steal her turn back by landing a string that would be easily poked out of.
* B1 – This 14 frame high isn’t utilized much because it barely has more range than F2, is a high, and is 14 frames (compared to 9 frame F3 or 12 frame F2). My suggestion is to reduce the recovery frames so that Jax can combo off of this move in the corner and reduce the minus frames on block to -7. That way this move will be useful for combos and for whiff punishing while in the corner.
* B32 1+3 – This throw/string is not used much because of the slow startup time (18 frames) and the fact that B32 cannot special cancel for some reason. This move essentially offers no combo potential, slow startup, and no pressure. My proposed fix is to make B32 1+3 an actual throw and to increase the damage to 100 (from 90). This would instantly make the string more viable.
* F42 – This move is meant to give Jax a ridiculous amount of plus frames (+9), but it completely whiffs on crouch blocking opponents. Because this move is a high, the opponent can duck under it, but it should be able to hit the crouch-blocking opponent. The sole fact that the opponent can crouch block under F42 is a huge loss of Jax. The obvious suggestion is to fix this hitbox issue so Jax can properly utilize this string.
* F3 – The KB that comes from this string requires the last hit to hit by itself. This won’t happen much unless F3 is staggered enough to the point of not expecting the F32 or if the opponent just does not have the matchup knowledge (which will not occur in competitive play). F3 starts up at a slow 26 frames with a range about 1.25 times the range of the default spawn. This allows Joker to be punished by certain special moves or even combo strings with proper spacing and ultimately limits the range that Joker can use this move. Furthermore, the followup cannot come out if F3 is flawless blocked, so using this move is already risky. My suggestion is to remove that flawless block modifier for F3 and add a gap for the followup so there is a mind-game on whether Joker will finish the string or he’ll special cancel to interrupt the flawless block
* 122 – This string is weak because it is unsafe on block. There is a flawless block gap, but Joker has other continuations (123 and 121) to try to throw the opponent off on their reads. I suggest making this string be safe on block at -7, but flawless blocking the string would make him -12 as he is now. This way he has a somewhat weak check or mixup (V1) that is kounterable by the gap. This would be only a minor change, but a change nonetheless that would increase the string’s usage.
* F43 – This move is never used because it whiffs on opponents crouch blocking. The whole point of the string is that it catches people who you thought Johnny was going to stagger F4 or continue into F44, but it whiffs even on crouching opponents. This move would be good if the hitbox hit crouch blocking opponents since it has a 260 damage KB for being the only part of the string that hits and it gets Johnny 7 plus frames. The obvious fix is to have this string properly hit opponents who crouch block it since the actual kounter is to just duck it.
* F212 – This string is not seen very much from Johnny players due to a variety of reasons. F21 is a poor combo starter since the first hit of both F21 and 34 starts up in 11 frames as highs while 34 does more damage. The range of F2 is so barely above that of 3 that it’s negligible. Furthermore, F21 does not jail into his Straight Forceball, so it is weak for pressure. F212 has a gap at the end which further undermines the string’s viability. As a result, my suggestion would be to have the final hit of the string be +1 (from -3). F21 can already serve as a stagger since it is -2 (F2) and -5 (F21) on block. Giving Johnny a plus frame guarantees Johnny a poke since he is left at point blank range and risks a flawless block after F21.
* 34D3 – This string will almost never be used because 34U3 cannot be ducked on block and gets Johnny 1 plus frame while also leaving him at the same distance. 34D3 ends up being -11 on block, so it has no real advantages. My suggestion for this ender is to allow it to be special cancellable only on hit, so that it can combo while in the corner. The last hit of 34D3 is only 50 damage, so no extra scaling should be put on the string.
* F344U4 – This string ends his safe F344 into a punishable -17 situation (it also has a gap). This string is not used because it gives him little reward for a big risk of being punished. My suggestion would be to give this string ender a KB that requires Johnny to land this ender by itself. This would require Johnny players to stagger F344 enough times to force the opponent to press a button. This would at least increase the move’s viability since now there is a larger possible reward.
* 244U4 – This string is the exact same as the one up above (F344U4). This string should get the same treatment, except that it is a shared KB (similar to Jax’s V2). The justification for F344U4 applies here too.
* B34 U+3+4 – This move is almost never seen because it only comes out on hit and is only a good alternative for damage if Johnny has no meter. However, it leaves Johnny so far away that it is more advantageous to cancel into Straight Forceball from B34 for pressure unless, for example, the opponent needs an extra 50 damage to end a round. My suggestion would be to allow this move to recover faster so it can combo when in the corner. This would be a nice little starter for corner combos and will increase the move’s usage if the combo damage can go beyond his regular corner combos.
* F4 1+3 – The only problem with this string is how far away the move leaves the opponent. Kabal does not have a long range mid projectile, so there’s no advantage to being at full screen. This move could be used at the end of a combo towards the corner to keep the opponent in the corner or push them towards the corner, but this is not really that beneficial. First of all, V3 Kabal with Gas Blast is better as an ender for the corner. Secondly, the other variations have better hit advantages and damage with this combo: (Kabal must be in corner) B12/F22 BF3 4 BF1 AMP D1 23 BF1. The opponent must reach the corner in order for the last BF1 to connect. This gets 39-41 frames of advantage. If the opponent is too far from the corner and towards midscreen, then the combo can be ended with Nomad Dash to push the opponent really close to the corner with 9-11 frames of advantage (which is enough to bait out a U3 and jump over the opponent so you are not cornered.). Kabal doesn’t want to be full screen since he’s stronger from close up to the mid-range, so this string forces Kabal to reset the neutral. My proposed fix is to simply have the knockdown on hit to be closer. F4 is already a weak mid since it is -2 on hit, so the full string could at least give Kabal a good advantage.
* F224 (KB) – This KB is never seen in competitive play for the sole reason that doing an actual combo will net much more damage than just the extra 90 damage to the regular string from the KB. The hit advantage of the regular string is 28 frames, but the KB hit advantage is 32. My suggestion to increase the use rate of this KB is to slightly increase the KB damage (by itself) from 90 to 120 and increase the hit advantage on just the KB version to 40 frames. The increase in damage is an obvious appeal, but is only a minor increase in order to ensure that the KB is not too powerful. The overall damage from the start of the string should be approximately 241.02 instead of 211.02. The increase in frame advantage allows for a good oki setup for only a moderate sacrifice in damage.
* F3 – This seems good on paper as an extended mid that gets 6 plus frames on block. However, when spaced out at max range, the move leaves Kabal just barely out of range for his 12 frame mid (F2) which forces him to use up some of his plus frames to get in range. Since the move is 25 frames on startup, it makes sense to space it further away so the opponent can’t kounter Kabal doing such a slow move. Furthermore, the opponent can dash backwards and punish Kabal for trying to capitalize on his plus frames. As a result, there is less incentive to actually use this move. If the pushback was only a spec less, then Kabal could fully utilize his 6 plus frames for a guaranteed F2 and could also then pressure someone trying to backdash.
* B2 – This move is essentially a faster but weaker version of F3. The problem with this move is since it’s only plus 2-3 (depending on spacing), you can only guarantee a poke. Most players won’t throw a 16 frame move out so close when they have a 12 frame mid (F2), so then this move would only be thrown out slightly under B1 range which only leaves D4 (11 frames) as the only option afterwards since B1 will be interrupted by most D4s.
* F12 – The only thing wrong with this move is the inconsistency with the spit’s hitbox. Either the move needs to never hit when crouch blocking, or the move needs to always hit crouching opponents after F1 is blocked. The fact that a large chunk of the roster can duck the spit while blocking after blocking Kano’s best advancing mid makes Kano hard to check opponents. There was a similar issue with Frost’s B121 where the last hit would inconsistently miss or hit crouch blocking opponents. Kano’s F12 needs a similar treatment. They need to add more block stun and recovery to F1 (this won’t change the F1 stagger), so F12 can be guaranteed to hit on block.
* F43 KB (V1 exclusive) – This KB almost never is seen and is only ever seen as a result of an accident. All V1 Kano players will 100% agree that the KB’s requirement for blocking late is not very practical. What I suggest is to have the KB requirement change to having F4 hit right after F43 had just previously been landed. This way, once F43 has landed once, there is a threat of it coming again for the KB. This then creates a mind game because Kano has a low starter (F2) while the threat of his F4 lingers.
* F4 – This move should be special cancellable into Snake Bite in V3. V3 needs more options to open players up since it does not have the command grab of V1 or the Chemical Burn of V2. Having the ability to do 330 damage (tested in custom variations) from a 25 frame overhead for 2 bars of meter (F4 into Snake Bite forces a bar by itself) is not anything overpowered and is the least that V3 can get.
* B131 – This string is used but not very much because Kitana players prefer the combo potential of B14 and the lack of a gap in the last hit. I’m not sure why there is a gap for B131 since you remain -1 putting her at a relatively far distance away, essentially a neutral reset for Kitana. B13 also cannot combo off of Fan Lift or Fan-Nado or Edenian Razor, and does less damage than B14, so it doesn’t seem like this string was intended for combos. Given that the string has a flawless block and leaves Kitana so far away, I suggest making this string +2 and slightly closing the distance so Kitana is able to catch a backdash with a jump-in attack or dash forward and start applying pressure. Because staggering B13 is viable, the string ender (B131) should only give Kitana minor plus frames. Furthermore, there is a big enough of a difference to differentiate between if Kitana used B14 or B13.
* 21434 – This string doesn’t really get Kitana anything because the first hit (high) starts in 13 frames, which is the exact same as her best mid (B1). Her B1 allows her to get a safe damaging combo starter while this full string doesn’t even get a combo. My suggestion would be to have this string be special cancellable into the Air Fan Toss (or other airborne special moves) because it would open new combo routes. Furthermore, the gravity should be decreased or adjusted and the actual damage should increase so Kitana is able to get a combo in the corner and have a damage reason to go for this combo. This would immediately open up a new combo route in the corner. As a result, the move should become unsafe on block at about -10 due to the high damage it would be getting with my idea (I explain why in the next move).
* 21222 – This move is an alternative ender to 21434 which is also safe (-6). However, similar to 21434, there is also no reason to go for this string at all due to better options being available. Firstly, my suggestion would be to make this string safer at -3 so there’s more incentive to end the string with this ender instead of just ending with 21 (-6 on block). Secondly, I would make the cancel window (into either 21222 or 21434) larger. I’m not sure if this is just me, but I don’t have enough time from 21 in order to hit confirm into 21434 or go into 21222 on block. I know this change is to 21 and not 21222, but it essentially affects the whole string anyways. In addition, the startup frames on 2 should go to 11 frames (from 13) because 13 is just really slow compared to her regular 1, especially if it can’t anti-air, doesn’t lead into a lot of damage, and has slightly less range. This would allow Kitana’s D1 to jail into 2.
* B231343 – No Kitana ever throws out this string ender because it’s 3 highs in a row which goes over ducking opponents. Although it is safe on block, there is no reason to take such a risk for practically no reward. Kitana can also go into B231D2, which would be a KB if the opponent tried to duck under the 3 highs, but since nobody uses the string anyways, there’s no reason to be conditioned to simply duck after B231. A simple solution would be to increase the block advantage so Kitana becomes +2 on block. The string already leaves Kitana at point blank range, which only guarantees her D3 (7 frames). If this change is still weak, then the plus frames can be adjusted.
* 3212 – This move isn’t seen all that much because the very first hit starts high and has less range than her standing 1 or 2. A simple fix would be to make this move special cancellable between the dial-in parts. This would open another combo route for close range punishes in the midscreen that would do as much damage as her B231. However, I’m not sure how unsafe most unsafe strings are, so I’m not sure if the 12 frames that this move takes will be fast enough to punish most unsafe strings.
* B122 – This move is never seen for a few key reasons. Firstly, the full string cannot come out on block or whiff and the first hit is -11 on block. Secondly, this move cannot be special cancelled unless it is the first hit by itself. Lastly, the first hit comes out in 15 frames, which is not as fast as his good mids. The most obvious way to increase this string’s usage is to allow it to be special cancelled on B12 and allow the full string to come out on block. This way, there is actually a reason for this string to even see usage. However, according to the frame data, the move is safe on block for both B12 and B122, so the frame data needs to be adjusted because this would make B122 one of his best strings because the starting move is a ranged move that keeps Kollector’s hitbox far and is completely safe on block. In addition, because V2 is one of his least popular variations, Kollector should get a KB for B122 with the requirement of them standing on his Vial of Sorrow when hit with B122 which would get Kollector with no extra damage, but a good amount of damage over time.
* F22 1+3 – This move is likely never seen because it forces a side switch for little damage. At most, this move will only be seen in brutalities. I believe that this move should be a throw, similar to Shao Kahn’s, Raiden’s, and V2 Nightwolf’s. It does 119 damage by itself, which is good damage, so the only thing needed to be done is to have it be a throw and this move will be easily used much more. The grab part is 27 frames and Shotel Fury is 9 frames, so there is the possibility of reacting to whichever option Kollector uses.
* 2 – This high starter is 13 frames, which is abnormally slow for kharacters. However, the move already has good range, good anti-air potential, has 5 active frames and goes into a Kounter/Punish KB (2 1+3 4). I simply suggest to lower the startup frames to 11, so it has better anti-air potential and the ability to activate the 2 1+3 4 KB.
* 32 (KB) – This KB most definitely has little to zero usage at a high level because it requires the opponent to lack the matchup knowledge on this overhead KB since it requires the opponent to crouch block. Kollector does not have any tournament special moves that are low, so there’s no overhead-low mixup from 32. I suggest that this KB changes to requiring the overhead to be the first hit of the string. This idea already allows this KB to occur more since it does not rely on the opponent’s lack of matchup knowledge in order to actually hit it. Though the KB will still be hard to get, it’ll at least be more possible to see in real competitive matches.
* 22 – This move is one of V2 and V3’s most important strings for combo damage since it’s a combo starter that can potentially get Kotal his armor break. However, it’s -9 at point blank and the full string (221) is -13 also at point blank. This makes it dangerous to try and hit confirm 22 and limits it to only punishes. One change to this string should be to make it safe at -6 (22, not the full 221) so he has a better hit confirm for decent damage in his less popular variations.
* 212124 – Since 21212 already leaves Kung Lao at +1, there is no reason to finish the string to leave him -7 at blank point blank range. I suggest making this last hit +4 on block, but add in a flawless block gap (by increasing the startup time) to allow for a kounter. This creates a small risk-reward factor with a risk being a flawless block punish and the 21 startup while the reward is a guaranteed F1.
* 214 – This string basically ends his 21212 punch barrage early with a kick and puts in a bit of extra space. It already has a flawless block gap (I’m not sure why the 212124 version doesn’t normally), so I suggest making this ender +2 (essentially a weaker version of the 212124 suggestion) while keeping the flawless block gap there. This way, the super unsafe 21 has a minimal reward.
* F13U2 – This ender is extremely useless for a few reasons. First of all, the last hit is a high. Secondly, the startup time is slow enough to react to whether Kung Lao cancels into his Orbiting Hat, Z-Hat, or anything else. Furthermore, the hit advantage and damage isn’t anything to go for. The only way I can see this string being more viable is to decrease the startup frames so you cannot interrupt it with a combo string or react to the lack of a special cancel.
* 122 – This string can only come out on hit (along with 121). The problem is you would rather option select 12 into 121 rather than 122 because of the combo potential of 121. Furthermore, even if the string hits, it only barely gives more damage for less hit advantage than the F12 string. The only reason I can see this move being used is to allow it to come out on block and give it a KB with the requirement of 122 being the first hit of the string to connect. This would allow Kung Lao players to condition them to poke after 12 by staggering it enough, which then allows Kung Lao the opportunity to get this KB. However, the damage of the KB should be kept relatively low.