

U, D, U, U + BL + RUN (Anywhere) (Hold Block).Kang disappears, then he sets the victim on fire.Unfortunately since all his attacks are double damage protected after the pop up, his corner combo damage is very low for the effort it takes to do them. Air Fireballs can also be used to extend corner combos, by doing JKs as early and high as possible, then doing the Air Fireball as low as possible, enabling you to rejump and repeat a few times. You can throw out a low or high fireball after his 7 hit combo to keep them pinned down, and air fireballs are good as well for pinning down, but try and keep them very low. The Low, High Fireballs and Air Fireballs still have some use, but limited to generally full screen tactics and zoning. You can use it to extend corner combos as well. Do not over abuse this or people will bait it, and Liu Kang will go into punishment mode when it is blocked. The Bike Kick is a very good wake up attack because its collision starts up quickly. If you get it in the corner and are overlapping your opponent when you land, it is easily possible to get his 7 hit combo off it with a sweep for 47%. The Bike Kick is used similarly to the Dragon Kick, except it can possibly lead to further damage in the corner, and occasionally you can combo a standing LK off it mid screen if you get it out right on time. Like any move, it becomes easily scoutable with overuse. You basically want to use it to extend combos, and occasionally as a wake up or a sudden attack. If the Dragon Kick is blocked, Liu Kang will land, and then go into a double animation where he is vulnerable to ground combos for an instant, timed to coincide with the recovery of the other character. If you are too close to an opponent, the Dragon kick will go over them and land instantly on the other side, this might actually be something you will want to use because it will create some temporary confusion but as long as you know what the situation is you can take the upperhand. The Dragon Kick is a fast, horizontal air attack with some strange properties. It is possible to juggle a Dragon Kick off it if you happen to hit it close enough. It has ridiculous range and is almost impossible to not connect it. The straight up JK is a little short on range. His ducking LK is not as good as say Sonya's, or Kung Lao's, but it gets the job done, as well as his ducking LP for run jab escape. His JP and JK are very high, similar to Kung Lao's in MKII and has an easy time beating out others because his forward and back jumps are a bit higher than everyone else's. His uppercut is pretty good, but his HK hits noticably lower than some. His sweep has normal range, but a bit of recovery to it. Liu Kang is the only character in the game to use his rear fist first to punch, subsequently, this has no affect on his juggling ability. Bike Kick now drains the run bar so he cannot rush in for a combo after connecting it mid-screen.
