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Guide - Liu Kang Liu Kang Living Guide Thread

AdrianDaTruth

Shaolin Specialist
Nice combos and footage! I really like the combo where after the ex bicycle you did a kick then ran and finished it. It seems Dragon Fire is a good day 1 variation.
 
Reactions: Cat

ando1184

Noob
Can you tell me why you end combos with flying kick over bicycle? Doesn't bicycle kick leave the opponent standing? Is there a big damage difference or something? How effective are wakeups in this game?
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
Can you tell me why you end combos with flying kick over bicycle? Doesn't bicycle kick leave the opponent standing? Is there a big damage difference or something? How effective are wakeups in this game?
Wakeups need at least 1 bar of super meter to have any armor or invincibility.
I think only Flame Fist Liu Kang's bicycle punches leave the opponent standing, though I don't have the game, so...
 

Cat

This guy looks kind of tuff...
Can you tell me why you end combos with flying kick over bicycle? Doesn't bicycle kick leave the opponent standing? Is there a big damage difference or something? How effective are wakeups in this game?
if they are airborne already it will not restand them only if you do a string that leaves them grounded
 

FREEJ4Y

waiting for the balance patch
The first combo can be extended if you're land the hit off a jump in when the round starts

JI3 F4,4 xx BK MB JI 2 xx air fireball run xx BK D2

If you catch the second BK high enough you can even hit strings starting with 1 and 2. Haven't found if i can get anything more damaging than 41% in that scenario.

Throwing in a second BK and juggling seems to do more damage than these. I'll hit the lab after work.

These videos have me thinking. I've broken 40% with 1 bar going towards the corner.

Trying to find a better meterless combo
 
@Cat Maybe you can help me with this. The math just doesn't add up:

Take Liu Kang strong fist for instance. The frame data reads as follows:
Startup: 7 Active: 2 Recovery: 10
Block Adv: 0 Hit Adv: 11 Cancel: 15

Well basically I'm wondering how this frame data works. I'm assuming that the last hit of startup is the first active frame A LA Street Fighter frame data. So move hits on frame 7. 2 frames are active after that, and then 10 frames of recovery. Now by SF logic, that would mean that a cancel window of 15f is impossible, as if the move was cancelled on the first active frame, you would be effectively shortening the move by a total of 13 frames (1 from startup, 2 active, 10 recovery). Yet the cancel is 15f...

Can anyone shed some light on this? @colt

EDIT: Also don't understand how hit adv is 11f. That means I can link this move into itself? or does hit adv. not take recovery into account (as in, I'm actually +1 on hit if I don't cancel)
 

Cat

This guy looks kind of tuff...
The first combo can be extended if you're land the hit off a jump in when the round starts

JI3 F4,4 xx BK MB JI 2 xx air fireball run xx BK D2


If you catch the second BK high enough you can even hit strings starting with 1 and 2. Haven't found if i can get anything more damaging than 41% in that scenario.

Throwing in a second BK and juggling seems to do more damage than these. I'll hit the lab after work.

These videos have me thinking. I've broken 40% with 1 bar going towards the corner.

Trying to find a better meterless combo
Yeah you can bk after the aire fireball into f44 bk. Then go into grab or 11 flying kick. Max is like 41%

Meter less kiND of sucks midscreen unless you hit them with 113 or b34 into bk into f44 fk
 

Fractured_Shadow

Really likes to throw things at you.
Sad part about all this is that I cannot for the life of me find anything in flame fist. Nothing combos... the only linking string I have found is 113 U4 run cancel... from here you can do b12 F213~Backfist

@Cat @FREEJ4Y you guys got anything in flamefist?
 

Fractured_Shadow

Really likes to throw things at you.
Yeah you can bk after the aire fireball into f44 bk. Then go into grab or 11 flying kick. Max is like 41%

Meter less kiND of sucks midscreen unless you hit them with 113 or b34 into bk into f44 fk
I have been finding that pretty much everyone midscreen meterless is low damage. It appears as though we will want to carry to the corner or set up his oki... which is prett nasty.
 

FREEJ4Y

waiting for the balance patch
Sad part about all this is that I cannot for the life of me find anything in flame fist. Nothing combos... the only linking string I have found is 113 U4 run cancel... from here you can do b12 F213~Backfist

@Cat @FREEJ4Y you guys got anything in flamefist?
In the same boat as you. It's actually on my priority list for today's labwork.

Because you can't enhance the BK, i'm having trouble finding anything worthwhile.

It seems cool on paper, but i'm thinking the other stances might not be worth looking into.

113 U4 run cancel is all I came up with too. Seems futile. I'm sure some lab monster will step up.
 

Fractured_Shadow

Really likes to throw things at you.
In the same boat as you. It's actually on my priority list for today's labwork.

Because you can't enhance the BK, i'm having trouble finding anything worthwhile.

It seems cool on paper, but i'm thinking the other stances might not be worth looking into.

113 U4 run cancel is all I came up with too. Seems futile. I'm sure some lab monster will step up.
Ya I need to see the day 1 frame data before I come to any conclusions. As it stands the BP is full combo punishable on block which IMO negates its purpouse. His zoning is better but he losses all hid combo potential. It appears as though that variation is based around chip, oki, zoning, and HEAVY corner combos but the other variations can do that as well.
 

Train

Noob
@Cat Maybe you can help me with this. The math just doesn't add up:

Take Liu Kang strong fist for instance. The frame data reads as follows:
Startup: 7 Active: 2 Recovery: 10
Block Adv: 0 Hit Adv: 11 Cancel: 15

Well basically I'm wondering how this frame data works. I'm assuming that the last hit of startup is the first active frame A LA Street Fighter frame data. So move hits on frame 7. 2 frames are active after that, and then 10 frames of recovery. Now by SF logic, that would mean that a cancel window of 15f is impossible, as if the move was cancelled on the first active frame, you would be effectively shortening the move by a total of 13 frames (1 from startup, 2 active, 10 recovery). Yet the cancel is 15f...

Can anyone shed some light on this? @colt

EDIT: Also don't understand how hit adv is 11f. That means I can link this move into itself? or does hit adv. not take recovery into account (as in, I'm actually +1 on hit if I don't cancel)
http://testyourmight.com/threads/how-to-read-understand-and-calculate-frame-data-in-mkx.49708/
this is post for you my frend
 

Fractured_Shadow

Really likes to throw things at you.
Going to be updating this post as we all learn more about our shaolin brother.
Will Post a Lot more info a lil later, just wanted to get the thread started

Normals:

F4
- Probably his most solid normal in the game right now.
9 Frame Start up and is Low.
Has solid range so can be used to whiff punish a lot of things and go into full combos.
the follow up string is F44 which then can be cancelled into bycicle kicks for 18% restand or EX into a solid 36% midscreen combo.
the F44 is a 3 hit string even tho its 2 inputs , which makes it easier to hit confirm, and if its blocked leaves you at 0.

B2- Overhead back fist normal that has one of the best ranges in the game.
Very good for whiff punishing when F4 would whiff.
Knocksdown on hit so you can get any combo off it but you can set up a meaty low fireball.
Blocked it is -10 , but with the push back it prevents the majority of the chast from punishing
I like throwing it out at max distance after condition opponents to blow the F4 Low.

D3 - Low hitting poke.
Has to be used in right situation because of its 11 frame start up.
The benefit of this move is that it is +4 on Block, so sets you up for a solid frame trap with F4 or other normals.

Special Moves:

Flying Kick- in his Variation it is a 2 hit move and can be EX into Bicycle kicks that are mid hitting and leave you at +15.
Makes a good whiff punisher as well, and great way to start pressure when going into Ex Bicycle Kicks.

Bicycle Kick - When done Raw , they are highs.
can be EX into a Overhead hitting flip kick that is -1 on block.
great for catching ppl blocking low, and the ex overhead flip kick can be done anything during the kicks so if done delayed can catch ppl trying to look for a punish.
one of his most useful special moves for combo damage and extension.
Add B1 to the list of best normals... this is an AMAZING meaty because it has 7 active frames, is an 8 frame mid, and can be canceled into B12 or B12~Backfist or B12~BK or B124.... this is an amazing block string move....
 

FREEJ4Y

waiting for the balance patch
So Liu Kang is -6 on his F44... there are TONS of frame data errors in the menues.
the backfist DB2 is -1, so you can just cancel into that.

was playing my friend's day 0 sub and i kept ending combos in BK that left him standing and went for quick 50/50s