Derptile
RIP Ex Smash
*****As of the latest patch****
Making this thread since there's alot of talk around Roooooooooo Kang and his flame fists buffs so I'll keep it as simple as I can, the solutions mentioned should work for nearly everyone outside of Mileena, Kitana, and F/T.
-f213xxSF cancel: It's +15 and he can follow up with anything he wants afterwards. You have to respect it
-f44xxSF cancel: Around +7 or so and if he decides to follow up with a f44/f213/b12 you can backdash or armor through. A f12(a 6 frame jab) will jail you so watch out for this.
-112/b34/b33xxSF cancel: Same deal as the f44 but these strings have some issues since they're slow(b34,b33) or hit high twice(112,111).
-b12xxSF cancel: It's negative on block and shouldn't really be done unless the Liu player is ballsy and tries to read a wakeup.
-Windmill PunchxxDragon's Roar: Has a large gap in between that can be poked, jumped, armored, or even full comboed if your normal is fast enough. If you block the Dragon's roar then you will be at +2 but pushed back. Usually your best choice is to mash a low profiling move because if they do EX dragon's roar it will whiff and you'll poke them. ***Note that Sub Zero's/Reptile's slide will just be like LOL nope and go right through LK and not hit him, so keep that in mind.
-Windmill punchxxParry: If you attempt to punish the WP with a mid hitting move then the parry will hit, but low hitting moves will beat the parry.
Windmill punchxxDragon kick/High fireball: Both of them hit high and will beat you if you try to punish the WP with a normal. But both are full combo punishable on block, can be armored through, and using d3/d4 will cause both to whiff.
Windmill punchxxLow fireball: The only option that cannot be poked out of but is extremely unsafe and armored through.
Windmill punchxxSF: Full combo punishable.
Some other quirks and things to note:
1. His fireballs are high and low, but his EX high fireball hits mid and is -2 but can be low profiled(pretty sure).
2. Most of his stagger strings leave him at disadvantage:
-f21 is -3
-f4 is -10
-f44 is -5 I believe
-b12 is -3
3. 111 string is +2 but hits all high.
4. His d3 is +1 ON BLOCK, and alot of players will just go for f44 right after so keep this in mind.
5. With his jazz hands active he does 10.5% with each fireball.
6. If his jazz hands stop during a combo he can reactivate them again.
7. A perfect IAFB will allow him to run in from full screen and combo you.
Will edit later on if there's anything to add.
@KingHippo
@dribirut
@CURBOLICOUS
@AK L0rdoftheFLY
@AssassiN
Yeah, all this is now garbage and TBH if you wanna play LK it's back Dragon's Fire where it's always been.
God bless you remaining FF players.
Making this thread since there's alot of talk around Roooooooooo Kang and his flame fists buffs so I'll keep it as simple as I can, the solutions mentioned should work for nearly everyone outside of Mileena, Kitana, and F/T.
-f213xxSF cancel: It's +15 and he can follow up with anything he wants afterwards. You have to respect it
-f44xxSF cancel: Around +7 or so and if he decides to follow up with a f44/f213/b12 you can backdash or armor through. A f12(a 6 frame jab) will jail you so watch out for this.
-112/b34/b33xxSF cancel: Same deal as the f44 but these strings have some issues since they're slow(b34,b33) or hit high twice(112,111).
-b12xxSF cancel: It's negative on block and shouldn't really be done unless the Liu player is ballsy and tries to read a wakeup.
-Windmill PunchxxDragon's Roar: Has a large gap in between that can be poked, jumped, armored, or even full comboed if your normal is fast enough. If you block the Dragon's roar then you will be at +2 but pushed back. Usually your best choice is to mash a low profiling move because if they do EX dragon's roar it will whiff and you'll poke them. ***Note that Sub Zero's/Reptile's slide will just be like LOL nope and go right through LK and not hit him, so keep that in mind.
-Windmill punchxxParry: If you attempt to punish the WP with a mid hitting move then the parry will hit, but low hitting moves will beat the parry.
Windmill punchxxDragon kick/High fireball: Both of them hit high and will beat you if you try to punish the WP with a normal. But both are full combo punishable on block, can be armored through, and using d3/d4 will cause both to whiff.
Windmill punchxxLow fireball: The only option that cannot be poked out of but is extremely unsafe and armored through.
Windmill punchxxSF: Full combo punishable.
Some other quirks and things to note:
1. His fireballs are high and low, but his EX high fireball hits mid and is -2 but can be low profiled(pretty sure).
2. Most of his stagger strings leave him at disadvantage:
-f21 is -3
-f4 is -10
-f44 is -5 I believe
-b12 is -3
3. 111 string is +2 but hits all high.
4. His d3 is +1 ON BLOCK, and alot of players will just go for f44 right after so keep this in mind.
5. With his jazz hands active he does 10.5% with each fireball.
6. If his jazz hands stop during a combo he can reactivate them again.
7. A perfect IAFB will allow him to run in from full screen and combo you.
Will edit later on if there's anything to add.
@KingHippo
@dribirut
@CURBOLICOUS
@AK L0rdoftheFLY
@AssassiN
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