miloPKL
soundcloud.com/pukelization
what are the next steps one must take to begin advancing with liu kang? what is his best bnb? what do i need to learn about dragon stance? which strings (if any) are useless? what essential tech or concept should i grasp as a LK player? what do i practice in the lab?
thanks to AssassiN[be] here is your b line to Liu Kang;
thanks to AssassiN[be] here is your b line to Liu Kang;
1. Being able to do IAFB's and mixing it up with low fireballs, you need these against certain characters.
2. B+1, low fireball and D+4, low fireball are good footsies(if blocked, both are safe).
3. Anti-air people with 2 and follow-up with the combo: F+12, B312, F+24, bicycle kick. You gotta learn when to anti-air with 2 or with uppercut, if your opponent is not in front of you but above you then you need to use uppercut to anti-air or 2 will whiff and grant your opponent a full combo.
4. Mixing it up with:
- F12 or F121 or F12, low fireball (if you use EX you get +24 frame advantage on hit, when blocked it's -12 but I think it creates a safe distance except for Reptile, ...)
- 213 or 21, low fireball
- B31 or B312
- F+3(overhead)
5. His fastest normal is 2 at 8 frames which conveniently leads to a launcher combo.
6. If someone was able to block your string and you know he is gonna try and jump, you can catch him with a 1 or 2 after your string leading to the anti-air combo I described in 3.
7. You can cancel dragonstance by dashing, this can be used to bait out reactions and punish them on whiff. Or to mix it up and confuse your opponent. After cancelling DS you cannot block immediately, what you can do is change your stance(then block) or jump or duck or parry if you read your opponent will attack you with a special move
DS + 1 is an anti-air and can lead to a 38% combo(which is the highest anti-air combo I've seen without the use of meter): DS+1, DS+1, B312, F2+4, bicycle kick. Safe on block
DS + 2 is useless, it's slow, doesn't have mix-up and is punishable on block
DS + 3 is an overhead but is punishable on block(would recommend using this 1 out of 10 times)
DS+4 is a low and looks a lot like the sweep, slightly slower but reaches further than the sweep
8. In the corner you CANNOT do any special moves to end your combo except for fireballs, if you try to do flying kick or bicycle kick they will either wiff or throw your opponent out of the corner and put you in the corner.
9. You can use parry to stop cross-over jump punches, but you gotta remember that parry has 9 frames-startup. So it won't get any normals that are faster than that.
BNB's:
- B312, B312, F24, bicycle kick
- B312, B312, B312, F24, bicycle kick(between the 2nd and 3rd B312 you cannot allow your opponent to fall under a certain height or your F24 will not connect, that's why I wrote the simpler version above if you drop this combo too many times. A whiffed F24 is punishable with a wake-up attack.)
- 213, F+12, B312, F24, bicycle kick
You can replace the F24, bicycle kick with sweep or F121. You use sweep to keep your opponent close: Kenshi, Sub-Zero, ...
You use F121 (you can fire a safe low fireball) if you want your opponent to be full-screen away and start zoning: Cyber Sub-Zero, Johnny Cage, ...
Corner:
- B312, neutral jump punch, DS+1, jump in kick + fireball, B312, B312
- B312, neutral jump punch, DS+1, B312, B312, B312
- B312 all day long
Maybe replace the final B312 with F121 or F121+fireball(to build that little extra meter) or B23. After B23 they get up very quickly so maybe you can catch them off-guard with this.
Strings not to use:
111
112
12B+1(launcher but the first two hits whiff on crouched opponents, so you can eat an easy uppercut)
334
F+4, 3
I hope you understand what I posted here, if not feel free to ask.