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?Reserved for Combos
A lot of his combos ender's can be substituted for various things such as grabs but they are teachable.
Wakeups need at least 1 bar of super meter to have any armor or invincibility.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 groundedCan 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?
Oh ok, thanks for clearing that upif they are airborne already it will not restand them only if you do a string that leaves them grounded
The first combo can be extended if you're land the hit off a jump in when the round startsReserved for Combos
A lot of his combos ender's can be substituted for various things such as grabs but they are teachable.
I'm work so i'm not sure if I remember it.nice man..would like to see some 30% + combo without meter ? Is that possible ?
Yeah you can bk after the aire fireball into f44 bk. Then go into grab or 11 flying kick. Max is like 41%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
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.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
In the same boat as you. It's actually on my priority list for today's labwork.
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.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.
http://testyourmight.com/threads/how-to-read-understand-and-calculate-frame-data-in-mkx.49708/@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)
There are none. You can do an air fireball but not an instant air.How about IAFB guys ?
How is instant air fireball prevented?There are none. You can do an air fireball but not an instant air.
Yeah, great question >.>How is instant air fireball prevented?
How high does Liu Kang have to be to get an air fireball?
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....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.
I remembernice man..would like to see some 30% + combo without meter ? Is that possible ?
the backfist DB2 is -1, so you can just cancel into that.So Liu Kang is -6 on his F44... there are TONS of frame data errors in the menues.