Tom Brady
Noob
LIU KANG:
BEST NORMALS:
*+ HIT LEVEL:M,M - 2 very fast advancing jabs that give advantage on hit.
*+HIT LEVEL:H,H,H - 3 hit launching string. safe on block, if the last hit is crouched the opponent gets full combo of choice.
*HIT LEVEL:H,M,M(overhead) - safe 3 hit launching string ending with an overhead so it must be blocked standing.
*+HIT LEVEL: L,H - 2 hit string that grants advantage on hit. both hits are safe on block and the string jails so the high hit will not wiff if the low hit makes contact on block.
*+HIT LEVEL: L,H,H - 3 hit string that jails. on hit Liu Kang can get a dash combo. is safe on block
*+HIT LEVEL:M,H - 2 hit string that jails and will grant advantage on hit. safe on block.
*+HIT LEVEL: L,H - 2 hit string that juggles on hit. safe on block.
*+HIT LEVEL:M(overhead) - safe overhead kick that gives advantage on hit.
*+HIT LEVEL:N/A - dragon stance. while in stance = launcher thats advantage on block and hits high, = worthless straight punch, = overhead punished by full combo on block, = sweep.
SPECIALS:
*Fire Balll+)HIT LEVEL:H - standard fire ball, safe from mid to far range, unsafe at close ranges.
*Low Fire Balll+)HIT LEVEL: L - low version of fire ball, safe from mid to far range, unsafe at closer ranges.
*Air Fire Balll+ while in air)HIT LEVEL:H - air version of fire ball. safe in most situations.
*Flying Kickl+)HIT LEVEL:H - fast flying kick. decent ranged punisher. on block gets punished by combo of choice.
*Bicycle Kickl+)HIT LEVEL:M - very unsafe on block, doesnt do much on hit, not even good in combos. this move is basically worthless.
*Parryd+)HIT LEVELarries H,M, and Throws - 8% parry. catches moves that hit high and mid. will get hit by lows. unsafe on wiff.
:en MOVES:
*:en Fire Balll++)HIT LEVEL:H - more damaging version of the standard fire ball.
*:en Low Fire Balll++)HIT LEVEL: L - more damaging version of the standard low fire ball.
*:en Air Fire Balll++ while in air)HIT LEVEL:H - more damaging version of the standard air fire ball.
*:en Flying Kickl++)HIT LEVEL:H - more damaging version of the standard flying kick.
*:en Bicycle Kickl++)HIT LEVEL:M - more damaging version of the standard bicycle kick.
*:en Parryd++)HIT LEVELarries H,M, and Throws - same properties as standard parry only it launches now.
STRATEGY:
Liu Kang's strategy is simple and to the point, safe 50/50s
*use + and + as a 50/50. when you connect, you have advantage and can follow up with +, throw, +/+
*you can use + to kind of force your way in. you can also approach with + or +. all 3 options are fast and advance forward so they are great tools to bulldog in with.
*the + string allows for juggles in open space with dash cancel. it is possible to xray off of this giving Liu Kang a safe way to combo in xray off of a low.
*use + as a fast punisher vs unsafe attacks.
*the + string has great range and gives advantage.
*Liu Kang's + uppercut is one of the faster uppercuts in the game. GREAT anti air.
*Liu Kang's parry and :en parry is good on wake up to get ppl off you. you can also use :en parry as an anti air and get a juggle. works great vs cross up jump ins.
*Liu Kang has pretty good zoning and meter building by abusing instant air fireball. basically from range you want to abuse instant air fireball without mercy. when instant air fireball anti airs Liu Kang gets a guaranteed flying kick.
COMBOS
STANDARD COMBOS:
1. + dash, +, +, +, +~flying kick or :en flying kick (only 3 rotations of + vs a cornered opponent)
2. + dash, + dash, + dash, +
3. + dash, +~flying kick or :en flying kick
4. + dash, +, +, +, +~flying kick or :en flying kick (only 3 rotations of + vs a cornered opponent)
5. + dash, + dash, + dash, +
6. :en parry/dragon stance , +, +, +, +~flying kick or :en flying kick
7. :en parry/dragon stance , + dash, + dash, +
8. +~flying kick or :en flying kick
9. (opponent in corner)+, +~flying kick or :en flying kick
10. (opponents back in corner) +, +, +, +, +~low fireball
12. (opponents back in corner) +, +, +, +, +~low fireball
13. (opponents back to wall) dragon stance , +, +, +, +~low fireball
14. (opponents back to wall) , +, +, +, +~low fireball
COMBOS:
1. + dash, +~, +~flying kick
2. + dash, +~, +, +, +, +~flying kick
3. + dash, +~, +, dash +
4. +, dash +~, +~flying kick
5. +, dash +~, +, +, +, +~flying kick
6. +, dash +~, +, +
7. , +~, +~, +, dash +
8. (opponent in corner)+~, NJ /, jump kick~air fireball, +, +, +~flying kick
9. (opponent in corner)+~, NJ /, jump kick~air fireball, +, +, +~low fireball
10. (opponent in corner)dragon stance , NJ /, back up ~, jump kick~air fireball, +, +, +~low fireball
11. (opponent in corner)+, NJ /, back up ~, jump kick~air fireball, +, +, +~low fireball
BEST NORMALS:
*+ HIT LEVEL:M,M - 2 very fast advancing jabs that give advantage on hit.
*+HIT LEVEL:H,H,H - 3 hit launching string. safe on block, if the last hit is crouched the opponent gets full combo of choice.
*HIT LEVEL:H,M,M(overhead) - safe 3 hit launching string ending with an overhead so it must be blocked standing.
*+HIT LEVEL: L,H - 2 hit string that grants advantage on hit. both hits are safe on block and the string jails so the high hit will not wiff if the low hit makes contact on block.
*+HIT LEVEL: L,H,H - 3 hit string that jails. on hit Liu Kang can get a dash combo. is safe on block
*+HIT LEVEL:M,H - 2 hit string that jails and will grant advantage on hit. safe on block.
*+HIT LEVEL: L,H - 2 hit string that juggles on hit. safe on block.
*+HIT LEVEL:M(overhead) - safe overhead kick that gives advantage on hit.
*+HIT LEVEL:N/A - dragon stance. while in stance = launcher thats advantage on block and hits high, = worthless straight punch, = overhead punished by full combo on block, = sweep.
SPECIALS:
*Fire Balll+)HIT LEVEL:H - standard fire ball, safe from mid to far range, unsafe at close ranges.
*Low Fire Balll+)HIT LEVEL: L - low version of fire ball, safe from mid to far range, unsafe at closer ranges.
*Air Fire Balll+ while in air)HIT LEVEL:H - air version of fire ball. safe in most situations.
*Flying Kickl+)HIT LEVEL:H - fast flying kick. decent ranged punisher. on block gets punished by combo of choice.
*Bicycle Kickl+)HIT LEVEL:M - very unsafe on block, doesnt do much on hit, not even good in combos. this move is basically worthless.
*Parryd+)HIT LEVELarries H,M, and Throws - 8% parry. catches moves that hit high and mid. will get hit by lows. unsafe on wiff.
:en MOVES:
*:en Fire Balll++)HIT LEVEL:H - more damaging version of the standard fire ball.
*:en Low Fire Balll++)HIT LEVEL: L - more damaging version of the standard low fire ball.
*:en Air Fire Balll++ while in air)HIT LEVEL:H - more damaging version of the standard air fire ball.
*:en Flying Kickl++)HIT LEVEL:H - more damaging version of the standard flying kick.
*:en Bicycle Kickl++)HIT LEVEL:M - more damaging version of the standard bicycle kick.
*:en Parryd++)HIT LEVELarries H,M, and Throws - same properties as standard parry only it launches now.
STRATEGY:
Liu Kang's strategy is simple and to the point, safe 50/50s
*use + and + as a 50/50. when you connect, you have advantage and can follow up with +, throw, +/+
*you can use + to kind of force your way in. you can also approach with + or +. all 3 options are fast and advance forward so they are great tools to bulldog in with.
*the + string allows for juggles in open space with dash cancel. it is possible to xray off of this giving Liu Kang a safe way to combo in xray off of a low.
*use + as a fast punisher vs unsafe attacks.
*the + string has great range and gives advantage.
*Liu Kang's + uppercut is one of the faster uppercuts in the game. GREAT anti air.
*Liu Kang's parry and :en parry is good on wake up to get ppl off you. you can also use :en parry as an anti air and get a juggle. works great vs cross up jump ins.
*Liu Kang has pretty good zoning and meter building by abusing instant air fireball. basically from range you want to abuse instant air fireball without mercy. when instant air fireball anti airs Liu Kang gets a guaranteed flying kick.
COMBOS
STANDARD COMBOS:
1. + dash, +, +, +, +~flying kick or :en flying kick (only 3 rotations of + vs a cornered opponent)
2. + dash, + dash, + dash, +
3. + dash, +~flying kick or :en flying kick
4. + dash, +, +, +, +~flying kick or :en flying kick (only 3 rotations of + vs a cornered opponent)
5. + dash, + dash, + dash, +
6. :en parry/dragon stance , +, +, +, +~flying kick or :en flying kick
7. :en parry/dragon stance , + dash, + dash, +
8. +~flying kick or :en flying kick
9. (opponent in corner)+, +~flying kick or :en flying kick
10. (opponents back in corner) +, +, +, +, +~low fireball
12. (opponents back in corner) +, +, +, +, +~low fireball
13. (opponents back to wall) dragon stance , +, +, +, +~low fireball
14. (opponents back to wall) , +, +, +, +~low fireball
COMBOS:
1. + dash, +~, +~flying kick
2. + dash, +~, +, +, +, +~flying kick
3. + dash, +~, +, dash +
4. +, dash +~, +~flying kick
5. +, dash +~, +, +, +, +~flying kick
6. +, dash +~, +, +
7. , +~, +~, +, dash +
8. (opponent in corner)+~, NJ /, jump kick~air fireball, +, +, +~flying kick
9. (opponent in corner)+~, NJ /, jump kick~air fireball, +, +, +~low fireball
10. (opponent in corner)dragon stance , NJ /, back up ~, jump kick~air fireball, +, +, +~low fireball
11. (opponent in corner)+, NJ /, back up ~, jump kick~air fireball, +, +, +~low fireball