Aldo Moreno
New member
Liu Kang
The True Hero
Liu Kang, The True Hero, once again makes an appearance in the latest installment of the MK Series. This time around he is (thankfully) not an undead zombie, rather has rebooted back to his human roots alongside the series timeline. To play Liu Kang effectively, you'll need to be proficient and confident in rushing down your opponent using quick overhead strings and dangerous High-Low Mixups.
The True Hero
Liu Kang, The True Hero, once again makes an appearance in the latest installment of the MK Series. This time around he is (thankfully) not an undead zombie, rather has rebooted back to his human roots alongside the series timeline. To play Liu Kang effectively, you'll need to be proficient and confident in rushing down your opponent using quick overhead strings and dangerous High-Low Mixups.
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Orphaned at a very young age, Liu Kang was raised by Shaolin monks, who taught him the way of the spiritual warrior. They soon recognized his potential as a contender for the Mortal Kombat tournament and rigorously trained him for this task. Raiden, too, understood that Liu Kang was Earthrealm's best hope for freedom and introduced him to Master Bo' Rai Cho to further his development. Once fully trained, Liu Kang bested all challengers and earned the high honor of representing the Shaolin in the Mortal Kombat tournament. He and Raiden then embarked on their fateful journey to Shang Tsung's island to compete in this pivotal kontest.
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1: Front Punch
2: Back Punch
3: Front Kick
4: Back Kick
D: Dash
DC: Dash Cancel
B: Back
F: Foward
Do: Down
EX.: Enhanced Version
J.: Jump/While in the Air
NJ.: Neutral Jump - Jump up
-x?: Do Attack ? number of times
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High Dragon Fire (B F 1): Liu Kang's basic projectile. Has somewhat of a startup delay, won't win in projectile wars against zoners such as Noob, Sindel, and Shang Tsung. However this is a solid projectile that will trade evenly for the most part. Use to bait your opponent into coming closer, then punish them with your deadly rushdown.
Low Dragon Fire (B F 3): A Low variation of Liu Kang's High Dragon Fire. Has approximately the same startup delay as the High version, however it hits low. Great for konfusing the opposition in projectile wars, and kan be used to bait your opponent just like the High version. It's also useful noting that the Low Dragon Fire can catch opponents off guard and hit them on their attempt to wakeup.
Flying Kick (B F 2): Personally, I have yet to find a viable use for the Flying Kick except as a kombo ender. Liu travels fast across the screen, however if blocked (which it usually is), the Flying Kick will leave you open to severe punishment from your opponent.
Parry (Do B 1): My personal favorite in Liu's arsenal. Liu enters a stance for approximately 1.5 - 2 seconds in which any High or Mid attack will be punished with a teleport behind and a punch in the back. Use this when your opponent tries to jump-in on you, you feel pressured, or if you want to bait your opponent on wakeup. I find this move so useful, because it can virtually negate your opponent's rushdown while enabling to begin your own.
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Fatailty 1: (Klose) B F Do Do 3
Fatailty 2: (Distance) Do Do F Do 4
Stage Fatailty: (Klose) Do F B 1
Babailty: (Distance) Do Do Do 4
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VS Spam, Zoners, and Keepaways: To be perfectly honest with you, Liu Kang has no answer to zoners such as Noob and Sindel so if you were expecting a character to handle him he is not the one. Your only answer to their never-ending projectile strings is to dash-block and hope for the best.
Anti-Air Tactics: Liu Kang can use parry to punish any opponent that thought they were going to be able to pressure him with a jump-in attack. Otherwise, if timed right, the High Dragon Fire can hit opponents mid-jump.
Mixup Game: Liu has arguably the STRONGEST Mixup game in MK9. His strings are VERY deadly and can keep your opponents guessing. If your opponent doesn't have a strong answer when waking-up (such as Johnny Cage's Flip Kick), you can keep them pinned down indefinitely. Your rushdown game is your most dangerous weapon. Most notable is his B3,2,1 string (which can be juggled up to 5 times). Never let up on your opponent! Ever!
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Meterless Kombos
1 1 1 = 9%
1 1 2 = 11%
1 1+Flying kick = 11%
1 2 b+1 D 3 3 4 = 20%
J+2 2 1 3 3 3 4 = 25%
1 2 B+2 D 3 3 4 = 20%
J+2 2 1 3 3 3 fireball = 25%
J+2 2 1 3 3 3 flying kick = 25%
J+2 2 1 3 1 2 B+1 D Uppercut = 29%
1 2 B+2 D 1 2 B+2
B+3 2 1 D B+3 2 1 D B+3 2 1 D B+3 2 1 D B+3 2 1
J+2 2 1 3 1 2 B+2 bicycle kick = 37% (Kombo by Liu Kang93)
jp,213,12b1,dash,b312,dash,b31 dragon kick (can add another b312 against corner) (by Jamezz420)
jp,213,f12,f12,b31 bicycle kick (by Jamezz420)
b312,dash,b312,dash,b312,dash,b312,dash,b312 (by Jamezz420)
jp,b3Xray,dash,b312,dash, b312,dash,b312 (by Jamezz420)
213,dash,213,dash,213,dash,21 bicycle kick (by Jamezz420)
213,b121,dash,b121,dash,334 (by Jamezz420)
Meter Kombos
1 1 Ex+Flying Kick
J+2 2 1 3 3 3 Ex+Fireball = 27%
J+2 2 1 3 3 3 Ex+Fireball = 28%
J+2 2 1 3 1 2 B+2 EX+Bicycle
f4 3 enhanced dragon kick
X-Ray Kombos
J+2 2 1 3 3 3 X-Ray..Bicycle Kick = 44%
1 2 B+1 D 3 3 X-Ray..Bicycle Kick = 41%
1 2 B+1 Dash 1 1 X-Ray..Bicycle kick = 40%
F+2 4, Xray, b+3 1 2, b+3 1 2, b+3 1 2 = 45%(kombo by Liu Kang 93)
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Special thanks to Thirteenthorde, Vigilante_FireDragon, Liu Kang93, and Duneboo for helping me out with this thread. Don't forget to give them lots of rep.
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