Yeah I caught that right after making my post xD
Shame on me for missing that. That’s pretty sweet by the way. I haven’t seen may people talking about liu except that they feel he doesn’t have much to offer. I’m glad I’ve found others who think otherwise
…oh my…
it’s nothing new in their 2d games (i don’t know about the 3d). IIRC, Kung Lao had not only one of the fastest, but one of the best uppercuts in MK2. why? well, if he were life sized. it would seem like he invisibly hit his opponent 1 foot in front of him. i wouldn’t be surprised if there are other examples in this game. Noob might be a good candidate since his uppercut is fast and extends a little over the top of his head. i’ll check later.
Haven’t been able to play much, but I’m assuming Kangs best aa is his uppercut correct?
Well the upper is always going to be a solid choice. From what I’ve seen of playing the AI though, they are extremley good with using standing jab (FP) to anti-air, it seems to have a great hitbox and stuffs jumpins. It can then be easily confirmed into bicycle or flying kick.
Uppercut is good. FP allows for the best damage. b+FP is good for when you are just out of range to uppercut. Uppercut doesn’t work well when the opponent jumps over you. Too many times it will whiff or get beaten.
Liu Kang can not deal with pressure. He is awesome at giving pressure, but once you have to block, you’re in trouble. The move that is supposed to help him deal with pressure (his Parry), is too slow to work. I tried using Parry all night tonight, but only successfully countered a handful of times. Ex Parry is no better.
Why the hell does Flying Kick have such a long recovery when it whiffs? It is essentially his teleport attack (except much worse), yet it doesn’t have the quick whiff recovery of a teleport.
EDIT: I noticed another weird hitbox. When I was fighting Smoke, I tried to cr.FK under one of his jab strings. Kicking under the jab string worked fine. What didn’t work was my cr.FK. My foot went through his legs 3 times during that jab string, but not one kick actually hit Smoke. Though, I think this is a Smoke issue and not a Liu issue.
His flying kick is indeed a pain most of the time. I try to use it to get across the screen when dashing won’t reach just in time to get the drop on an opponent and the recovery hurts more than anything. The only other good use I found for it is to escape teleports that I expect because sometimes parry won’t come out quick enough.
What combos are everyone doing? I’m having a hell of a time finding anything better than constant b+3, 1, 2 reps until they fall out and it’s disconcerting to me. Every opportunity and setup I know of where I could do something different and flashier, it ends up doing less damage than a couple b+3, 1, 2 reps would’ve done. I never thought I would complain about something like that but I honestly think that if I ever dropped Liu Kang, it would be because there seems to be so little to his combo-ability outside of that.
back+3,2,1 reps does the most damage, but you can mix in f+1,2 into 1,2,b+3 into whatever if youre feeling bland
i dont see where your complaint is for simple 40% combos that push people to the corner
Yeah, either learn the b3,2,1 reps, or you can do 2,1,3 into 1,2,b1 into f1,2,Flying Kick (or just straight Bicycle Kick without the cancel). It does decent damage and will push them, but you don’t have to worry about dash cancels.
Working on some more anti-air stuff.
When dealing with cross-ups, Uppercut works a little better than I originally thought. It’s just difficult to use online, because you need to do it immediately after the opponent passes over your head. It still doesn’t work 100% of the time against Jump Kicks, but it will always beat Jump Punches.
Standing FP is great against Jump Punches, but loses to Jump Kicks within a certain range. With Liu Kang, it seems that there is a range where he cannot deal with Jump Kicks efficiently.
Learned you can get 3 b3,2,1 reps out of his 2,1,3 starter. Doesn’t do as much damage and doesn’t push them as far, but it gives you a way to push out of his overhead string which is nice.
One more Anti-Air thing. Well, not really anti-air…
When the opponent tries to cross you up, you can dash towards where they were jumping from, and you should be safe from any cross-up.
Spooty, you’re a God! Love this thread, great info. Totally impressed you’ve put together such comprehensive info in such a short amount of time - the game’s been out less than a week!
I would like to apologize for saying that Parry doesn’t have invincibility when used as a wake-up move. I think that all moves have invincibility when used as a wake-up move. The issue was my timing; I was mostly playing online.
Also, wake-up invincibility is kind of weird. If a projectile hits you, then it doesn’t pass through you…you just take no damage from it.
I don’t even like Liu kang but I gotta say this thread is really good.
-Dammit_rab
thats cool, so you can wake up parry against fireballs. good to know
Loving this guide, picked up alot of tips and practising alot
Things im having trouble with are linking his back+3,1,2 combo more than twice, i can land it after the dash the first time but the second always misses.
Also linking the bicycle kicks after a forward+2,4 seems impossible, i read something about buffering but sure if im doing it right. Ive been doing forward+2,back+4,back,forward,4 is that right i have no idea…
Any tips on these would be great.
Jynx
For the back+3, 1, 2 combo, you need to input the command when the dash is ending. This works for the first 3 sets of attacks. If you are going for a 4th, then you will need to input the last set a little (tiny) bit earlier. Next time, do the first two sets, and then watch your character dash toward the 3rd. Learn that timing.
Also, if you become more comfortable with the 4x (b+3, 1, 2) combo, then I would suggest that over the f+2, 4 ender. It does the same damage, carries closer to the corner, and recovers more quickly. This is true for most of the combos I listed for Liu Kang.
How do I perform f+2, 4, Bicycle Kick? After hitting f+2, I immediately slide my finger down to 4. Then I mash out the b, b, f, 4. It has to be done very quickly. If you cannot land it consistently, then I suggest doing the Flying Kick instead. I don’t know if a High Fireball will connect after the juggle, but if it does, then that would be another good option; the High Fireball recovers more quickly than a Flying Kick (which would help you keep pressure on the waking opponent).
Nice, so EX parry definitely has a lot of use on wake-up then - much better use of meter for EX parry on wake up than x-ray.
Question for Liu Kang mainers or at least those who practice enough with him:
What’s his quickest and most damaging punish for blocked or whiffed specials that usually require fast specials/normals?
For example, a blocked or whiffed Kung Lao spin or Ermac’s special that lifts you off the ground. Basically specials that on block/whiff require quick specials/normals to punish.
What does Liu Kang have to punish that in the most damaging way?
Can he do dash b+3,12? Or is it dash 1,2,b+1? Or if they’re all too slow to punish, does he only have b+1, low fireball to punish?
Can Liu Kang juggle Cage after blocking his flip kick or is that damn thing just too safe?