AK L0rdoftheFLY
I hatelove this game
Dualist cancel adv, frame data, bugs & balance recommendations.
I made this thread for NRS and not for TYM or other Liu Kang players.
I choose to play characters with complexity and depth that keep my attention for the life of the game. These characters, when done well can showcase the talent that the NRS designers/paulo have and the innovation/evolution of the Mortal Kombat series.
I see the Dualist variation of LK as one of the most involved characters MKX has. His other two variations are simpler to use and have more obvious advantages like fireball cancels, launching and safer specials with meter, parries, zoning etc…
Dualist does not fall into a traditional archetype. He isn’t a zoner, he likely excels in rush down, however his tool set allows him to control space, zone and whiff punish differently than the rest of the cast.
In summary….I want the see Dualist be viable and succeed in the overall meta so that for the execution required, he is rewarded appropriately.
Lets start with what makes Dualist unique.
Metamorphosis (dd1)
112 dd1 on hit grants 11 frames of link time with a good amount of pushback limiting his followup options mid screen.
b12 on hit grants 10 frames of link time with a good amount of pushback but slightly less than 112.
This allows certain grounded combos and frame traps unique to this variation.
Mid screen combos:
112 dd1 f4 = 2 frame link
112 dd1 d2 = 5 frame link
b12 dd1 f4 = 1 frame link
b12 dd1 d2 = 4 frame link
b12 dd1 d1 = 2 frame link
corner combos that are not possible mid screen:
112 dd1 11 = 4 frame link
112 dd1 b1 = 3 frame link
112 dd1 3 = 1 frame link
112 dd1 f2 = 2 frame link
112 dd1 2 = 2 frame link
112 dd1 f1 = 6 frame link
b12 dd1 f1 = 5 frame link
True block strings:
f213 dd1 f1 = +6
112 dd1 = 0
Recommended mod:
Yin (db3)
Bug:
Bug:
Bug:
Bug:
Recommended mod:
Recommended mod:
Recommended mod:
This video showcases the corner glitch that happens on some stages.
Recommended mod:
Recommended mod:
113 rc b12 f213 orb
run up
b12 CANCEL - cancel being db1 and stopping the orb that was placed after the combo ender f213.
Causes a damage boost and reduces the timer on orb explosions. Visual cue is glowing red hands.
Bug:
@Pig Of The Hut
@FOREVER EL1TE
@colt
@GGA 16 Bit
@GGA pimpimjim
@GGA Saucy Jack
@Phosferrax
@AK Harold
Cheers everyone!
I made this thread for NRS and not for TYM or other Liu Kang players.
I choose to play characters with complexity and depth that keep my attention for the life of the game. These characters, when done well can showcase the talent that the NRS designers/paulo have and the innovation/evolution of the Mortal Kombat series.
I see the Dualist variation of LK as one of the most involved characters MKX has. His other two variations are simpler to use and have more obvious advantages like fireball cancels, launching and safer specials with meter, parries, zoning etc…
Dualist does not fall into a traditional archetype. He isn’t a zoner, he likely excels in rush down, however his tool set allows him to control space, zone and whiff punish differently than the rest of the cast.
In summary….I want the see Dualist be viable and succeed in the overall meta so that for the execution required, he is rewarded appropriately.
Lets start with what makes Dualist unique.
Metamorphosis (dd1)
112 dd1 on hit grants 11 frames of link time with a good amount of pushback limiting his followup options mid screen.
b12 on hit grants 10 frames of link time with a good amount of pushback but slightly less than 112.
This allows certain grounded combos and frame traps unique to this variation.
Mid screen combos:
112 dd1 f4 = 2 frame link
112 dd1 d2 = 5 frame link
b12 dd1 f4 = 1 frame link
b12 dd1 d2 = 4 frame link
b12 dd1 d1 = 2 frame link
corner combos that are not possible mid screen:
112 dd1 11 = 4 frame link
112 dd1 b1 = 3 frame link
112 dd1 3 = 1 frame link
112 dd1 f2 = 2 frame link
112 dd1 2 = 2 frame link
112 dd1 f1 = 6 frame link
b12 dd1 f1 = 5 frame link
True block strings:
f213 dd1 f1 = +6
112 dd1 = 0
Recommended mod:
- Increase link time 112 from 11 frames to 13. This will allow 4 new attacks to connect but only in the corner. b3, d3, d4, u4.
- Reason:
- These are not optimal combos starters nor easy to hit but this will allow the above listed links to be slightly more consistent.
Yin (db3)
Bug:
- Healing says 0.03 when it is actually 0.3
- The healing also goes up with damage buffs from certain characters…not sure if intended. This video showcases this.
- Reduce startup on actual healing from ~30 frames to 10 frames
- Reason: This move is arguably worse than Cyborgs at the moment and the opportunity to use it is even less frequent since his zoning in this variation is meh.
- Make special/ X-ray cancelable like Cyborg in Injustice
- Reason: At least if special/xray cancelable, I can use armor to avoid getting punished and or bait movement with more options.
Bug:
- Whiffs on many d1s and d3s both male and female. Armor doesn’t help as the hitbox is still the same.
Bug:
- First whiffs on some characters crouch blocking at point blank range.
Bug:
- Second hit whiffs on some crouching opponents even after blocking the first hit.
- Second hit whiffs even on hit from max range causing a window allowing LK to be punished.
Recommended mod:
- Change its properties from high to mid.
- Reason: 123 is the complete string. There is a gap between 12 and 3. Most you get of it is f12 BK or f12 dd1 which is not linkable or safe on block. Even f12 db2 has a gap. Raiden has a 6 frame mid that leads to 35-40% or 30% and frame advantage. Most kang gets is 14% and some frame advantage. At this point…it is a useless move. It rather make them guess a 50/50 with slower normals than go for a f1 punish.
Recommended mod:
- Reduce startup from 22 frames to 19 frames so its the same speed as his high fireball.
- Reason: Its hard to justify its current speed. This variation is not going to ever be a full zoner, but this move is currently almost useless.
Recommended mod:
- Reduce pushback slightly
- Due to the current pushback, the bug where the second hit of f4 whiffs happens more consistently mid screen.
This video showcases the corner glitch that happens on some stages.
Recommended mod:
- Corners should not cause orbs to explode prematurely.
- Reason: Let me use my tools!
Recommended mod:
- After placing an orb on screen, allow LK to cancel strings into an orb cancel (cancel = fdb1 or db1)
113 rc b12 f213 orb
run up
b12 CANCEL - cancel being db1 and stopping the orb that was placed after the combo ender f213.
- Reason: I see so much more potential with this as an option and I honestly thought it was in the game and surprised that it wasn’t. I feel it would open up his trap/setup game to a level worthy of the execution it requires to execute.
Causes a damage boost and reduces the timer on orb explosions. Visual cue is glowing red hands.
Bug:
- After a charge of any level, upon blocking any attack the damage boost goes away while the glowing red hands and reduced orb timer remain.
- Allow damage to stay on block but all buffs go away on hit.
- It takes 2-3 seconds to charge fully and you cannot dash or run cancel this attack.
@Pig Of The Hut
@FOREVER EL1TE
@colt
@GGA 16 Bit
@GGA pimpimjim
@GGA Saucy Jack
@Phosferrax
@AK Harold
Cheers everyone!
Last edited: