This thread is all about Kung Pao. Post strats, grievances, etc.
About Kung Pao
Kung Pao has a low dive but a horizontal dive kick. The kick angle makes it really good for closing distance and creating pressure. Pao’s special abilities allow her to teleport around the stage. The teleport has both offensive and defensive uses. For example, if you think that the opponent read your attack after using the portal (air special), you can hold down both buttons to delay your exit.
Air Special - Dimension Break
Creates a portal that you can use to escape an attack, or you can use it to attack the opponent. You can hold down both buttons to hide in the portal for a bit. When you come out of this portal, you always attack in the direction of the opponent. Be careful using this, because Pao is vulnerable as she enters the portal.
Ground Special - Crack Kick
Creates an exit portal that can only be opened after a Dimension Break. When you come out of this portal, you always attack in the direction of the opponent.
A note about how to read the meter data
In the game, I count the number of kicks it takes to activate kick factor. Since I don’t have access to the code, I assume that each kick adds 10 points.
Recommended Gem: Dive or Kick
Pros & Cons
+Horizontal kick closes distance quickly
+Portal crack remains on screen permanently, and allows for pressure/a means of escape
+Can hide in portals
+Kickback > kick is effective, makes opponents second guess their approach
+Kick angle allows you to catch people on the way down with little chance to counter
-Lowest dive in the game
-Portal crack can be destroyed by the opponent. However, you might be able to use this to your advantage vs. opponents who actively try to destroy cracks.
-Kick is a little on the slow side
I find Pao to be very good against Shoals and Jefailey. Shoals needs space; the less space she has, the less chances she has to hit you with her second kick. Shoals’ horizontal movement leaves her vulnerable to Pao’s kick.
Against Jefailey, you can counter his uncharged kicks with kickback, then kick. If they try to charge, go in (but not too hard).