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Liu Kang Frame Data

Somberness

Lights
How to understand this.
Execution
1 - 9
1,1 - 8
1,1,1 - 11
1,1,2 - 18
1,2 - 10
1,2,B+1 - 17
2 - 8
2,1 - 10
2,1,3 - 15
3 - 13
3,3 - 15
3,3,4 - 18
4 - 22
D+1 - 10
D+2 - 9
D+3 - 7
D+4 - 12
B+1 - 14
B+2 - 15
B+2,3 - 18
B+2,B+3 - 15
B+3 - 10
B+3,1 - 14
B+3,1,2 - 16
B+4 - 16
F+1 - 10
F+1,2 - 12
F+1,2,1 - 14
F+2 - 17
F+2,4 - 17
F+3 - 20
F+4 - 13
F+4,3 - 12
Throw - 10
Dragon Stance (start up) - 18
1 - 12
2 - 14
3 - 25
4 - 15
High Fireball - 15
High Fireball (full screen) - 43
High Fireball (air) - 12
High Fireball (air, full screen) - 37
Low Fireball - 17
Low Fireball (full screen) - 44
Flying Dragon Kick - 16
Flying Dragon Kick (full screen) - 28
Bicycle Kick - 18
Bicycle Kick (max range) - 42
Parry (start up) - 9
High Dragon Fire - 15
High Dragon Fire (full screen) - 43
High Dragon Fire (air) - 12
Low Dragon Fire - 17
Low Dragon Fire (full screen) - 44
Flame Dragon Kick - 16
Flame Dragon Kick (full screen) - 28
Bicycle Steps - 18
Bicycle Steps (max range) - 42
Burning Parry (start up) - 9
Chin Up - 28
Chin Up (max range) - 36

Block Advantage
1 - 0
1,1 - -6
1,1,1 - 0
1,1,2 - -22
1,2 - -1
1,2,B+1 - 0
2 - 0
2,1 - -5
2,1,3 - 0
3 - -5
3,3 - -5
3,3,4 - 0
4 - -3
D+1 - -9
D+2 - -3
D+3 - -7
D+4 - 0
B+1 - -3
B+2 - 0
B+2,3 - 0
B+2,B+3 - 0
B+3 - -13
B+3,1 - -1
B+3,1,2 - 0
B+4 - 0
F+1 - -5
F+1,2 - 0
F+1,2,1 - 0
F+2 - 0
F+2,4 - 0
F+3 - 0
F+4 - 0
F+4,3 - -10
Dragon Stance
1 - 0
2 - -10
3 - -35
4 - 0
High Fireball - -10
High Fireball (air) - ~0
Low Fireball - -12
Flying Dragon Kick - -27
Bicycle Kick - -36
High Dragon Fire - -10
High Dragon Fire (air) - ~0
Low Dragon Fire - -12
Flame Dragon Kick - -27
Bicycle Steps - -36
Chin Up - +3

Hit Advantage
1 - 0
1,1 - +2
1,1,1 - +4
1,1,2 - +36, +4
1,2 - +3
1,2,B+1 - +62, +50
2 - 0
2,1 - +1
2,1,3 - +45, +49
3 - +6
3,3 - +1
3,3,4 - +43, +26
4 - +3
D+1 - +5
D+1 (vs crouch) - +3
D+2 - +30, +23
D+3 - +3
D+3 (vs crouch) - +10
D+4 - +12
D+4 (vs crouch) - +5
B+1 - +39, +21
B+2 - +4
B+2,3 - +48, +31
B+2,B+3 - +4
B+3 - +3
B+3,1 - +2
B+3,1,2 - +44, +48
B+4 - +22, +19
F+1 - +1
F+1,2 - +6
F+1,2,1 - +44, +13
F+2 - +2
F+2,4 - +8
F+3 - +8
F+4 - +14
F+4,3 - +45, +28
Forward Throw - +7
Backward Throw - +7
Dragon Stance
1 - +48, +56
2 - +30, -3
3 - +2, +10
4 - +23, +20
High Fireball - +9
High Fireball (air) - ~+17
Low Fireball - +1
Flying Dragon Kick - +17, -1
Bicycle Kick - +27, +10
High Dragon Fire - +25
High Dragon Fire (air) - ~+34
Low Dragon Fire - +24
Flame Dragon Kick - +17, -1
Bicycle Steps - +41, +23
Chin Up - +72

Duration
1 - 21
1,1 - 49
1,1,1 - 61
1,1,2 - 93
1,2 - 46
1,2,B+1 - 69
2 - 26
2,1 - 52
2,1,3 - 64
3 - 38
3,3 - 55
3,3,4 - 75
4 - 45
D+1 - 25
D+2 - 51
D+3 - 20
D+4 - 33
B+1 - 44
B+2 - 36
B+2,3 - 66
B+2,B+3 - 55
B+3 - 43
B+3,1 - 47
B+3,1,2 - 58
B+4 - 43
F+1 - 35
F+1,2 - 40
F+1,2,1 - 64
F+2 - 39
F+2,4 - 58
F+3 - 44
F+4 - 33
F+4,3 - 56
Throw - 36
Dragon Stance - 19-52
1 - 36
2 - 51
3 - 87
4 - 41
High Fireball - 45
Low Fireball - 49
Flying Dragon Kick - 89
Bicycle Kick - 58
Parry - 38
High Dragon Fire - 45
Low Dragon Fire - 49
Flame Dragon Kick - 89
Bicycle Steps - 58
Burning Parry - 38
Chin Up - 58

Cancel Advantage (block)
1 - +14
1,1 - +17
1,1,1 - +26
1,1,2 - +22
1,2 - +16
2 - +19
2,1 - +16
3 - +19
3,3 - +19
4 - +18
D+1 - +5
D+3 - +2
D+4 - +26
B+1 - +24
B+2 - +21
B+2,3 - +24
B+2,B+3 - +24
B+3 - +18
B+3,1 - +18
F+1 - +16
F+1,2 - +17
F+1,2,1 - +25
F+2 - +26
F+2,4 - +25
F+4 - +19
F+4,3 - +11

Cancel Advantage (hit)
1 - +20
1,1 - +25
1,1,1 - ≥+28
1,1,2 - +60, +28
1,2 - +19
2 - +17
2,1 - +22
3 - ≥+28
3,3 - +24
4 - +24
D+1 - +19
D+1 (vs crouch) - +17
D+3 - +12
D+3 (vs crouch) - +19
D+4 - ≥+28
D+4 (vs crouch) - +25
B+1 - +65, +48
B+2 - +19
B+2,3 - +72, +55
B+2,B+3 - +20
B+3 - ≥+28
B+3,1 - +21
F+1 - +22
F+1,2 - +17
F+1,2,1 - +64
F+2 - +23
F+2,4 - ≥+28
F+4 - ≥+28
F+4,3 - +66, +49

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+12, ~+11
Parry - 22 active frames
Burning Parry - 22 active frames
 

Pagan

Mortal
No block string loops, no frame traps.. Looks like Liu Kang's pressure game is entirely around his overhead/low mixup. Not that that is a bad thing.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
No block string loops, no frame traps.. Looks like Liu Kang's pressure game is entirely around his overhead/low mixup. Not that that is a bad thing.
not that that is correct either...plus lest us not forget iafb
 
I've suspected for a while now that Liu Kang's X-Ray is advantage on block. Nice to have the confirmation. Thanks for putting this together, Somberness.
 

ELC

Scrublord McGee
Is anyone else seeing what I'm seeing? 2,1,3 +0; B3,1,2 +0; 2 8f; B3 10f? So ... he has one of the best frame-trap mix-ups in the game: 2,1,3 ad infinitum until they start to duck the first hit, then go for the B3,1,2.

Or am I misreading this?
 
Is anyone else seeing what I'm seeing? 2,1,3 +0; B3,1,2 +0; 2 8f; B3 10f? So ... he has one of the best frame-trap mix-ups in the game: 2,1,3 ad infinitum until they start to duck the first hit, then go for the B3,1,2.

Or am I misreading this?
I'm not sure I understand where the trap is. After 213, if they guess another 213, a 6 or 7 frame d1/d3 beats it. If they guess b312, a 6 or 7 frame d1/d3 still beats it.
 

ELC

Scrublord McGee
I thought I typed pseudo-frame trap ... my bad. Anyhow it might not be that good, but damn: 8f on a launcher that's neutral on block is nothing to scoff at.
 

Peckapowa

Champion
Kang is neutral on EVERYTHING. Hella good!
it doesnt matter if u variate ur strings in an unpredictable manner that isnt f12 down poke and make them respect the en fire (yeah its punishable i know, but it enables him and is a dirty 50-50)

you dont have to have advantage if you can stop them from mash poke in predictable positions
 

swag1

EX smash solves all
Can we get recovery frames as well? Just cause he is so based on pressure, rushdown, strings, B3, 1, 2 on block recovery, F1, 2, etc. Thanks Somberness, you're a god.
 

greeneless

Apprentice
Can we get recovery frames as well? Just cause he is so based on pressure, rushdown, strings, B3, 1, 2 on block recovery, F1, 2, etc. Thanks Somberness, you're a god.
Maybe I'm ignorant (I know I am), but I have no idea what you mean. If an attack has recovery frames on block, doesn't that make it negative on block? ...Because somberness has included all of that already.

B312 = 0 on block
213 = 0 on block
F12 = 0 on block
 

swag1

EX smash solves all
You're not ignorant. You could be right, but this is what I think it is. The recovery is seperate of the Block Advantage. The recovery is the frame time between after the move is out, and loses it's hitbox until the time you (Liu Kang) can do something else (block, poke, jab, parry, special, etc.). Recovery frames is seperate of block stuff, and is important for hit advantage and stuff to see what moves can link easier.
 

Hanzer0

Wanna order chinese later?
F+4 is +14 on hit.
Does that mean we get a guaranteed b312, or pretty much any string for that matter?
What about in the corner? F4 is only 13 frames. With perfect frame execution, does kang have an infinite in the corner?

Edit: assuming this is possible, is 1frame enough time to jump out, or at least cause your character to be mid-air as to get knocked down by the f4? I have no idea how many frames jump is, but i would assume it's instant.
 
F+4 is +14 on hit.
Does that mean we get a guaranteed b312, or pretty much any string for that matter?
What about in the corner? F4 is only 13 frames. With perfect frame execution, does kang have an infinite in the corner?

Edit: assuming this is possible, is 1frame enough time to jump out, or at least cause your character to be mid-air as to get knocked down by the f4? I have no idea how many frames jump is, but i would assume it's instant.
You seem to be under the impression that if you're at frame advantage the next attack you do will combo, which isn't the case. Nothing combos after F4 except for the second hit of the F43 string. So no, F4 in the corner isn't an infinite. After F4 hits they can just block the next F4.
 

Hanzer0

Wanna order chinese later?
You seem to be under the impression that if you're at frame advantage the next attack you do will combo, which isn't the case. Nothing combos after F4 except for the second hit of the F43 string. So no, F4 in the corner isn't an infinite. After F4 hits they can just block the next F4.
Well I was under the impression that the plus frames you get on hit are the amount of frames you can act upon before the opponent can do anything (I can do whatever I choose for 14 frames before you can do anything). Going off of this logic, isn't F4 fast enough to hit the opponent again before they can do anything (block).

Can the opponent begin blocking before they are neutral and have the block come out as soon as I hit? This is where I'm getting confused now.
 
Well I was under the impression that the plus frames you get on hit are the amount of frames you can act upon before the opponent can do anything (I can do whatever I choose for 14 frames before you can do anything). Going off of this logic, isn't F4 fast enough to hit the opponent again before they can do anything (block).

Can the opponent begin blocking before they are neutral and have the block come out as soon as I hit? This is where I'm getting confused now.
Yes, they can block before they're at neutral frames.
 

UsedForGlue

"Strength isn't everything"
I've been really focusing on Lui Kang and because of this awesome frame data I have come up with some great block strings against respecting opponents. He has become my favourite up close character of the entire game.
 

Squeaker101

Show me what you can do
Somberness
I was wondering when you were going to finish this. (not to be rude...)
Well really I was just wondering if 1 recovered faster than 2. It sorta feels like it does, but don't take my word for it.
I've just been curious if 1 is better than 2 for an AA.