GreatKungLao
LiuTana
Dear NetherRealm Studios, first of all we would like to thank you for creating one of the most unique variation in Mortal Kombat X for out favorite champion of Mortal Kombat - Liu Kang. But even though this variation is interesting and beautiful in its gameplay, there is still some work that needs to be done with Dualist in order to make it viable and be seen more often on tournaments, because right now it loses in comparison with Flame Fist and Dragon's Fire, while we really want Dualist to become equal to those two or even better if possible, so that finally all three variations had a reason to be used.
For this thread Dualist Liu Kang Community have gathered a list of buffs and fixes that this variation needs in order to become strong as Earthrealm's hero should be. Please, take some notes from it for future patches, because Dualist needs it.
General buffs and fixes (bugs, glitches, etc.):
- Red Orbs can create a frame gap when they explode. For example, if Liu Kang is doing F213 and the red orb explodes between the F2(1), it creates a frame gap in the string which you can punish.
- Dragon Roar whiffs some ducking characters when they low profile with some normals. This should not be happening, since this is probably the best reversal/wake up Liu Kang has in general.
- Fix the bug that causes red orbs explode hitting interactables at the corner of Kuatan Jungle (left corner), Sky Temple (right corner) and and Lin Kuei Temple (left corner). Also take a loot at Refugee Kamp (left corner) and Quan Chi's Fortress (right corner), though they are not mentioned in the videos below, but are discovered to have same issue. In the right corner of Quan Chi's Fortress low red orbs hit an invisible wall, while in the left corner of Refugee Kamp red orbs hit interactle club. How to fix: allow red orbs fly through interactables. Red orbs should hit Sub-Zero's ice clone still.
- Another problem is red orbs been out of range during certain corner setups, which can be fixed by increasing hurt box of red orbs.
- Here are two videos adressing few problems from above that have to be fixed:
Light Side buffs:
- Healing. Make it heal 1% while holding and 3% on release of the special. This needs to be done simply because the current pay off is not equal to the risk that Liu Kang puts himself in while holding healing animation that leaves him completely vulnerable. He needs to heal more health.
- Remove pushback of EX solar flame on block or make the pushback less.
- Red orbs should have bigger hurt box.
- Liu Kang should be able to charge Dark damage buff further if he stopped charging at level 1 or level 2.
- Damage buff should not disappear after getting hit if you have level 1 and level 2 charged, maybe even level 3 because it is a high risk to charge it without decent pay off after. Right now getting level 3 and sometimes even level 2 safe in real match with high level gameplay opponent is pretty much impossible and even if you did, it goes away with a simple poke or grab, which brings us to conlusion that disappearance of Dark charge after getting hit should be gone. A lot of characters have their damage buff remain after getting a hit and considering that Liu Kang is the only one who have to charge it while in completely vulnerable position, it must not disappear after getting hit. Kotal Kahn can even combo into damage buff totem and it doesn't disappear on hit.
- Dualist Liu Kang should be able to cancel his combos into special move that stops red orbs after he throws EX red orb, so that option won't be free for it's strength of giving plus frames on block or new combo possibilities on hit.
- Air red orbs should have less recovery by 15 frames.
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