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General/Other - Liu Kang Liu Kang Dragon's Fire & Flame Fist General Discussion

Tofato

Noob
So im learning Kang but I dont Know if im doing the cancels right.
Im practicing against lao with Block on an reversals (tornado) and it doesnt matter How fast I try I always hit him on the second String of F432, is this suppossed to happen or Im doing it wong? This is also happening with kitana rising fan.
Please help with some tips How to práctice this cancels.
Is it possible to cancel F44 into F44?
Thanks in advance
 

BigMacMcLovin

B2s and Birdarangs
So im learning Kang but I dont Know if im doing the cancels right.
Im practicing against lao with Block on an reversals (tornado) and it doesnt matter How fast I try I always hit him on the second String of F432, is this suppossed to happen or Im doing it wong? This is also happening with kitana rising fan.
Please help with some tips How to práctice this cancels.
Is it possible to cancel F44 into F44?
Thanks in advance
I assume you mean F213?

If he gets a chance to do anything then you're doing it too slow. He should be stuck in block the whole time.

F44 FBRC F44 is not a true block string. You need to EX the FBRC for that to work.
 

Tofato

Noob
I need some help please, I been practicing with kang for some weeks now and I'm able to pull of most of his cancels combos and iafbs but when it comes to block strings I suck ,I can pull of f213 into 111 ,f213 into f12 but when it comes f213 into f213 it just seems impossible to me, any tips ? I will leave here at link to a video so you can see what I'm doing wrong , thanks in advance.

 

Bruno-NeoSpace

They see me zonin', they hatin'
I need some help please, I been practicing with kang for some weeks now and I'm able to pull of most of his cancels combos and iafbs but when it comes to block strings I suck ,I can pull of f213 into 111 ,f213 into f12 but when it comes f213 into f213 it just seems impossible to me, any tips ? I will leave here at link to a video so you can see what I'm doing wrong , thanks in advance.

Look at your inputs - you were not doing f213 into f213 very well :p

I don't know how to explain well how to make f213 into f213 a true blockstring... practice A LOT and always look at your inputs. Don't be flustered, be patient :)
 

AK L0rdoftheFLY

I hatelove this game
I need some help please, I been practicing with kang for some weeks now and I'm able to pull of most of his cancels combos and iafbs but when it comes to block strings I suck ,I can pull of f213 into 111 ,f213 into f12 but when it comes f213 into f213 it just seems impossible to me, any tips ? I will leave here at link to a video so you can see what I'm doing wrong , thanks in advance.

You need to input the f2 a split second after you tap block. Think of FF blk f2 as one input.

Do you know how to piano your inputs to do e Honda hundred hand slap? It's a similar concept. While watching your video I actually see Kang run before the f2 comes out and I see almost the entire charge animation of the fireball.

If done correctly, the fireball animation should barely exist and Kang shouldn't run at all before the next attack comes out. @Bruno-NeoSpace is right though. Practice and don't get frustrated.

I hope this helps.
 

Invincible Salads

Seeker of knowledge
someone please tell me how i play the flame flist mu with scorp....or how flame fist works just in general, i don't get what im supposed to do.
 

Invincible Salads

Seeker of knowledge
Flame fist is the zoner/defensive variation of lk. The objective of ff is to zone out and space for opponent and then do quick burst chip damage to kill.
see now it didnt feel like a zoning variation, because i don't get what to do against the pressure, what are all the ways to deal with getting out of flame fist pressure? thats what i need to know.
 

Bruno-NeoSpace

They see me zonin', they hatin'
someone please tell me how i play the flame flist mu with scorp....or how flame fist works just in general, i don't get what im supposed to do.
Flame Fist has very good pressure and amazing defensive options - Parry, EX windmill punch is one of the best wakeups/reversals in the game, and the best zoning of Liu Kang. It's an underrated variation, A+ Tier in my opinion.

Here it is a short :DOGE and summed up guide of Flame Fist made by me :p

When you start your zoning, try to start it with the Shaolin Flame actived because this way, your fireballs will do 10% damage and 3% chip damage. The Shaolin Flame is 2in1, so, you can do Shaolin Flame into fireballs, it's very good.

FF's zoning has one problem: his fireballs has small hitbox, so, against a lot of characters, the high fireball and EX fireball will wiff even against when some characters are crouching BLOCKING.

Low Fireball (BF3): it's the fireball that you will use most of the times because it hits low. +6 on hit and around -13 on block.

High Fireball (BF1): you will use it ranging with the low fireball because the high fireball can anti-air better than the low fireball. Against characters that it wiff, it will be kinda risky to use because the fireball will avoid, so you will be on in the recovery frames which is around -60. Baaaaad. Against characters that it does not wiff when they're crouching blocking, it will be very useful because if they're crouching blocking, it will hit them, and if they jump, it might anti-air them. +5 on hit and around -13 on block.

Air Fireball (U,BF1): you will use it to anti-air. If you can do instant air fireballs, it's worth to use the Air fireball a lot of times, if you can't, you better use it only when you be sure that your opponent will jump. Negative on hit, I think.

EX fireball (BF1 + block button): same thing as the High fireball and you will use it sometimes after the Windmill punch and EX Windmill Punch to do a true blockstring (but it can wiff... damn Paulo!). 10% damage (15% damage with the flame fist ON), -2 on block, MID... BUT, a lot of times it's HIGH.

Parry (DB3): it's a high risk/low reward move - it works against high, mid and overhead physical attacks on the ground, but it's kinda inconsistent because there are some moves that it does not parry. 13% damage and you can MB it (when LK crushes the chest of his opponent) to do 21%. You better make a good read to use it because it's easy to punish the parry. 4 start-up frames.

Shaolin Flame (DD1): power up Kang's punching attacks and fireballs, and it can be useful to do some blockstrings. 1 startup frame and around 25 recovery frames.

EX Shaolin Flame (DD1 + block button): it lasts longer, it can be useful to do frame traps and combos. 1 startup frame and around 14 recovery frames.

Windmill Punch (FBF4): always when you use it on block, you're taking risks, so, most of the times you will use it only on hit when you have the Shaolin Flame OFF because the chip damage will not be very much. If you have the Shaolin Flame ON, it's kinda worth to use to do a lot of chip damage. It can break a lot of armors. 12 start-up frames, 13% damage with the Shaolin Flame OFF and 21% with the Shaolin Flame ON, around +20 on hit (the frame data is WRONG), -16 on block and it's 2in1.

EX Windmill Punch (FBF4 + block button): kinda the same think as the Windmill Punch but it's very good to use as a reversal or wakeup because it has armor, the gap is shorter when you it as a 2in1 move and you can delay the 2in1 of it. 12 start-up frames, 17% damage with the Shaolin Flame OFF and 24% with the Shaolin Flame ON. When you use it as a reversal or wakeup and it hits your opponent, if you are in midscreen, you will do it into low fireball, so the damage will be 22% with the Shaolin Flame OFF and 31% with the Shaolin Flame ON (31% damage... amazing damage for a reversal/wakeup :cool:)

Combos and Pressure:

Midscreen: Hit confirm anything: Windmill Punch on hit and on block if you want to do a nice chip damage but taking risks or do DB2 on block to be totally safe - -2 on block, counter-poke situation.

After you hit your opponent by using the Windmill Punch, walk forward a little bit and do a pressure:

Do the same thing again;

or do F2,1,3 into Shaolin Flame into Windmill Punch or EX Windmill Punch to do a true blockstring that it does very good chip damage;

or do 1,1,2 / B3,4 / 4,4 / F4,4 into Shaolin Flame into Windmill Punch or EX Windmill Punch to do a blockstring that it has a gap, but it's a very small gap and the Shaolin Flame can break a lot of armors, so, most characters in the game can't punish that gap, and if they try to punish the gap, most of the times they will get hit by the Windmill Punch. It can break even X-Rays. By using F4,4 into that blockstring, the gap will be a little bit larger, but it's worth it because F4 is a 10 frames low;

or do B2 which is a 14 frames overhead + knockdown + 7% damage + safe against most of the characters, and it's +20 on hit;

or do some normals or strings into EX Shaolin Flame to do frame traps:

F2,1,3 EX DD1 = +8

1,1,2 EX DD1 = +5

B3,4 EX DD1 = Second hit is +5 and first hit is +3

4,4 EX DD1 = +5

F4,4 EX DD1 = +3

1,1,1 EX DD1 = +2

S4 EX DD1 = +2

B3 EX DD1 = +2

Corner: kinda the same thing as in the midscreen, but the main combo into pressure will be this one:

Any normal or string into Windmill Punch into Shaolin Flame into Windmill Punch into Low fireball (it will be around 30% damage, if you use the F4,4 string, it will be 34% damage)

After you hit your oponent by that combo, you will be +6 because the low fireball is +6, so, you will use:

B1,2 into hit confirm:

on hit
: Windmill Punch into low fireball to do 34% damage into the same situation;
or EX Windmill Punch into DB2 into F1,2 into Windmill Punch into Fireball to do 50% damage;
or EX Windmill Punch into EX Fireball into D1 3 times into F2,1,3 into Windmill Punch into Fireball to do 57% damage.

on block: Windmill Punch or EX Windmill Punch to do a very good chip damage but taking risks or don't do anything to be totally safe on block (-3);

(Your oponent can't jump, can't poke and can't use a lot of armors because the B1 will be a 3 frames move that break a lot of armors)

or a throw which will be a 4 frames throw that will do 14% damage;

or B2 which will be 8 frames overhead that will do 8% damage;
-------------------
Well, I think that's it. :DOGE
 
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NaCl man

Welcome to Akihabara
so then what are his mind games then?
Its what he does after wp. For example if you opponent tries to poke after wp you have ex db2. You can hit the wpxxsfxxwp cancel if they aren't pressing buttons for good chip and end in db2 or ex db2. If the timing is of on the poke or you can wpxxsfxxexwp which has armour. If they try to armour the gap you also have parry. Low fb after wp also beats pokes. He has quite a few options depending on what your opponent is doing. Yeah and that sf cancels window for sfxxwp is tight.
 

Invincible Salads

Seeker of knowledge
Its what he does after wp. For example if you opponent tries to poke after wp you have ex db2. You can hit the wpxxsfxxwp cancel if they aren't pressing buttons for good chip and end in db2 or ex db2. If the timing is of on the poke or you can wpxxsfxxexwp which has armour. If they try to armour the gap you also have parry. Low fb after wp also beats pokes. He has quite a few options depending on what your opponent is doing. Yeah and that sf cancels window for sfxxwp is tight.
so about where is the window to do it would u say? the WP from regular shaolin flame? and so i need to play the MU quite a bit to understand how to deal with all his options then huh?