-----------------------------------------------------------------------
Mortal Kombat: Deception
Liu Kang Character FAQ
For The Sony Playstation 2 Console
By Raul Torrez (Kim_Kaphwan@netzero.com)
This FAQ is Copyrghted Work 2004-2005 Raul Torrez
-----------------------------------------------------------------------

Mortal Kombat: Deception, Liu Kang, and other MK Characters are all registered
trademarks of Midway Amusement Games.


=======
Content
=======

I.    Why Liu Kang FAQ?
II.   MK: Deception Key Configuration
III.  Liu Kang's Bio
IV.   Liu's Stances & Special Moves
V.    Liu's Combos
VI.   Liu Strategies
VII.  Liu's Ending
VIII. Liu's UNLOCKABLES
IX.   Updates
X.    Closing and Credits


=======================================================================
I. Why Liu Kang FAQ?
=======================================================================
I'll be the first to admit I'm a Liu Kang fan boy, and why not? I'm a big fan
of Bruce Lee. So it's a nice homage to him. I'm typing this for Liu fan boys or
players who just want to learn his gameplay. Hell, maybe the Liu Haters might
jump on the bandwagon. Ah well......


=======================================================================
2. MK: Deception Key Configuration
=======================================================================

Liu's Key Configuration:
------------------------
f - Forward
b - Back
d - Down
u - Up
d, f - Down to forward (also qcf)
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
Attack 1 - Square
Attack 2 - Triangle
Attack 3 - X
Attack 4 - Circle
CHANGE Stance / Weapon - L1
Arena Weapon Pick Up - L2
Throw - R1
Block - R2
Start - Pause or Alternate Costume (ARCADE/Vs.)
Hold - Press down on direction or button
> - follow up
(sweep) - sweep distance

Basics:
-------
Dash Forward - f, f
Back Dash - b, b
forward jump - uf
back jump - ub
Breaker - while being attacked, f + Block
Side Step Up - hold Up
Side Step Down - hold Down
Evade Up / Down - tap u / d
Roll Recovery - up / down
Crouching - hold db / df


---------------------------
Description of Basic Moves:
---------------------------

Breaker - while being attacked, f + Block
New addtion to the MK series. Breakers are basically Combo Breakers that
interupt the opponents attacks. Think of KI's Combo Breakers and SFA's Alpha
Counters. You are LIMITED "ONLY 3" per match. So use with caution. The Breakers
can interupt normal attacks, special attacks, combo strings, and juggles too.

Side Step Up / Down - Hold u / d
The player is allowed to roam up and down in the arenas. You can use this to
position yourself away from threatening Death Traps or being cornered.

Evade Up / Down - tap u / d
This feature is used to move yourself out of danger, such as incoming attacks
from near or afar.

Change Stance / Weapon - L1
This allows you to switch between Martial Arts Styles or pulling out your
weapon. You may perfrom this action during anytime. Changing Stances can also
occur during combos.

Arena Weapon Pick Up - L2
Allows you to pick up and use the stage weapon in certain arenas.

Crouching - hold db / df
You may avoid high attacks and throw in this position. You may also go into a
defensive crouch to block low attacks. Simply perform db + Block to do
defensive crouch.

Roll Recovery - up / down
This can be used if the opponent performs a attack that knocks you down. When
used, you will roll to the side and recover faster than you normally would upon
wake up. This works great against Scorpion's Hellfire after his branch combos.

Fatalites -
What most fan boys buy this game for IMO. Fatalites over gameplay.... Meh!
Anyways, you must hit the CHANGE STANCE button to go switch to FATALITY mode.
To perform a fatality, you must defeat your opponent in the match. When the
words "FINISH HIM/HER!" appear on the screen, you must enter the direction
sequence followed by the assigned button. Each character has 2 fatalities at
their disposal.

Hara-Kiri -
This can only be done when defeated in a match. When the words "FINISH
HIM/HER!" appear on the screen, you must enter the direction sequence followed
by the assigned button. Each character has 1 Hara-Kiri. You must be fast or
your opponent will pull off their fatality or just hit you with an attack.


=======================================================================
III. Liu Kang's Bio
=======================================================================

-Bio 1-
The sorcerer Shang Tsung had killed me and consumed my soul. I remained trapped
within his being, tormented by his evil, along with many other victims of his
vampiric soul drain. Through Shang Tsung's eyes, we witnessed the battle with
Raiden, who sacrificed himself to stop Onaga. Raiden's blast destroyed Shang
Tsung, and our souls were free to asend into the heavens. I remained in
Outworld, however, to aid my friends in the fight against the Dragon King.

-Bio 2-
Why someone would desecrate my grave and reanimate my body, I cannot say.
Somehow my corpse retains my knowledge of martial arts and has killed many
innocents. Though I am not the perpetrator of these crimes, I cannot help but
feel responsible for the brutality committed by my corporal form. The battle
between mind and body has begun.


=======================================================================
IV. Liu Stances & Special Moves
=======================================================================

Stance 1:
---------------------------------------
-Jun Fan- (A.K.A. Jun Fan Jeet Kune Do)
---------------------------------------
Sternum Punch - 1
Hook Uppercut - b + 1
Groin Punch - d + 1
Chest Punch - 2
Overhead Skull Knocker - f + 2
Crouching Cross - d + 2
Snap Kick - 3
Shin Blaster - b + 3
Low Kick - d + 3
Power High Kick - 4
High Hook Kick - u + 4
Dragon Sweep - b + 4
Low Chip Kick - d + 4
Gun Punches - 1, 1
Blurry Vision - 1, 1, 3
Kang Bang - 1, 1, 3, 4
Lighting Legs - 3, 4
Berserker Rage - 1, 1, f + 2
Revenge of Kang - 2, 4
Spiritual Warrior - 2, 3
Ghostly Strikes - 2, b + 1
Extreme Fists - 1, 1, 3, CHANGE, 1, b + 1
Blurry Flurry - 1, 1, 3, CHANGE, 1, u + 2


Stance 2:
---------------------------------
-Pao Chui- (A.K.A. Cannon Boxing)
---------------------------------
Knife Strike - 1
Power Fist - b + 1
Ducking Huge Hand - d + 1
Hammock Fists - 2
Upward Cannon - u + 2
Cannon Uppercut - d + 2
Rib Sidekick - 3
Low Heel Kick - d + 3
Soaring Crane Feet - 4
Strong Foot Plant - u + 4
Creeping Heels - d + 4
Sunshine - 1, 1
Sunset - 1, 1, u + 2
Rising Cannon Legs - 4, u + 4
Q-Fists - 1, 1, b + 1
Bullet Kicks - 3, 3
Triple Kicks - 3, 3, 3
Dummy Attack - 4, 1
Open Wound - 4, 1, 1
Forceful - 4, 1, 1, b + 1
Death Fists - 4, 1, 1, u + 2
Monster Kicks - 4, 3, 3, 3
Ripple Lifter - 4, 3, CHANGE


Stance 3 / Weapon:
----------
-Nunchaku-
----------
Quick Overhead Strike - 1
Skull Basher - b + 1
Twisting Chako - d + 1
Side Swing - 2
Underarm Rising Power - b + 2
Killer Swing - d + 2
Circular Swing - 3
Shin Bash - b + 3
Double Blunt - f + 3
Low Chako Hit - d + 3
Power Kick - 4
Spiining Hook Kick - b + 4
3-D Bash Riser - f + 4
Foot Smack - d + 4
Spinster - 1, 1
Cyclone Twister - 1, 1, 1
Nitro Blister - 1, 1, 1, 1
Blurry Hits, 1, 1, 2
Chako Frenzy - 1, 1, 3
Frenzy and Kick - 1, 1, 3, 4
4Hit Blaster - 1, 1, 2, b + 2

---------------
-Special Moves-
---------------
Up and Away - R1 (Throw)
High Dragon Fire - f, f + 2
Low Dragon Fire - f, f + 1
Flying Kick - f, f, + 4
Flying Bicycle Kick - d, f + 3 (qcf + 3)

-----------
-Fatalites-
-----------
-Dragon Fire Blast-
Fatality 1:  b, b, b, f + 2 (sweep)

-Body Possession-
Fatality 2: f, f, u, u + 3 (sweep)

-Mystical Death-
Hara-Kiri: d, d, d, u + 3


------------------
Move Descriptions:
------------------

Up and Away - R1 (Throw)
Liu grabs the opponent then performing a upward sweep into a roundhouse kick.
This throw is great for spacing. This throw should always be followed by a low
dragon fire. If in the corner, b + 4 (Jun Fan) works the best.

High Dragon Fire - f, f + 2
While standing, Liu forms a C shape with his arms, then begins to summon up a
Flaming Dragon Head projectile in between his hands, which hurls high towards
the opponent. I rarely use this move unless I'm full screen away. It's not even
good for a combo filler. But works well for death traps!

Low Dragon Fire - f, f + 1
Liu crouches and forms a C Shape with his arm, while summoning up a Flaming
Dragon Head projectile in between his hands, which hurls low towards the
opponent. This move is great after finished juggles, a connected Flying Kick,
throw, or upon wake up. This works great against teleport characters too, with
the glitch.

Flying Kick - f, f, + 4
Liu leeps forward into the air with a powerful horizontal Flying Kick, that
ends the opponens unto the ground. Ah, the classic move that beat Shang Tsung
in the first Mortal Kombat Tournament. This move should only be used as a
mistake punisher, supurise attack, or death traps if well timed. Not much
damage as a combo filler either.

Flying Bicycle Kick - d, f + 3 (qcf + 3)
Liu floats forward into the air while attacking with mulitple bicycle kicks.
This move is Liu's best move IMO. It can be used for multi purposes such as
juggle enders, supurise attack, death traps, wake up counter, and mistake
punisher. Only thing wrong with this move is the rebound animation. This has
Liu float in the air after a blocked bicycle kick, which leaves him open for a
free attack/combo. So be sure you know your gonna hit with this move, cause it
may cost you the match. No breakers means your dead!

-Dragon Fire Blast-
Fatality 1:  b, b, b, f + 2 (sweep)
Liu twists his body to the side, as he charges up a Dragon Fireball, while
taking some of the opponents body heat. Then, he moves both hands forward to
unleash a devastating blast that causes the opponents body to blow up. After
that, he does a small kata and and brings both arms to his waist.

-Body Possession-
Fatality 2: f, f, u, u + 3 (sweep)
Liu transforms himself into a green aura and teleports/transports himself into
the dazed opponents body. As the opponents body begins to shimmer with a white
light around it, the body rips it own head off to reveal Liu Kang. With the
head ripped off, Liu drops the head and does respectable bow towards the camera.
WARNING: If Fatality 2 is done on Shujinko, the game will freeze as Shujinko is
about to decapitate his head. It's happened to me more than once, during online
and causal play.

-Mystical Death-
Hara-Kiri: d, d, d, u + 3
Liu surrounds himself with green aura. As the green aura fully engulfs Liu, his
body begins to fall apart......Limb from Limb. Only thing left, is a pile of
body parts on the ground with the green aura still surrounding Liu's body.


=======================================================================
V. Liu's Combos
=======================================================================

-----------------------------------------------------------------------
-Jun Fan Juggle Combos-                                      [Stance 1]
-----------------------------------------------------------------------

--------------
1, 1, f + 2...
--------------
>1, 1, f + 2
6-hits
26% Damage

>1, 1, 3, 4
7-hits
20% Damage

>2, 4
5-hits
23% Damage

>2, 3
5-hits
24% Damage

>f + 2, 1, 1, f + 2
7-hits
27% Damage

>f + 2, b + 1
5-hits
23% Damage

>f + 2, f + 2
5-hits
24% Damage

>f + 2, d + 2
5-hits
24% Damage

>f + 2, f, f + 2
5-hits
24% Damage

>f + 2, f, f + 1
5-hits
23% Damage

>f + 2, f, f + 4
5-hits
23% Damage

>f + 2, d, f + 3
12-hits
27% Damage

>f + 2, u + 4
6-hits
24% Damage

>f + 2, b + 4
5-hits
22% Damage

>f + 2, 2, b + 1
6-hits
34% Damage

>f + 2, 3, 4
6-hits
25% Damage


--------
b + 1...
--------
>1, 1, 1, 1, d, f + 3
12/13-hits
43/45% Damage

>1, 1, 1, 1, 3, 4
6-hits
32% Damage


-----------
2, b + 1...
-----------
>f + 2, d, f + 3
11-hits
26% Damage

>b + 1, d, f + 3
11-hits
25% Damage

>1, 1, 3, 4
6-hits
26% Damage

>f + 2, 1, 1, 3, 4
7-hits
28% Damage

>b + 1, 1, 1, 3, 4
6-hits
27% Damage

>f + 2, d + 2
4-hits
22% Damage

>f + 2, 2, 4
5-hits
22% Damage

>f + 2, 2, b + 1
5-hits
21% Damage


--------
f + 2...
--------
>1, 1, 3, 4
5-hits
29% Damage

>d, f + 3
9-hits
25% Damage


-----------------------------------------------------------------------
-Pao Chui Juggle Combos-                                     [Stance 2]
-----------------------------------------------------------------------

--------------
1, 1, u + 2...
--------------
>4, 1, 1, u + 2
7-hits
40% Damage

>4, 1, 1, b + 1
7-hits
43% Damage

>1, 1, b + 1
6-hits
40% Damage

>1, 1, u + 2
6-hits
37% Damage

>u + 2, d, f + 3
12-hits
36% Damage

>u + 4, d, f + 3
12-hits
35% Damage

>u + 2, d + 2
5-hits
32% Damage

>u + 2, 3, 3, 3
7-hits
33% Damage

>u + 4, 4, 3, 3
7-hits
35% Damage

>u + 2, 4, 1, 1, u + 2
8-hits
38% Damage

>u + 2, 1, 1, u + 2
7-hits
40% Damage

>u + 4, 1, 1, u + 2
7-hits
38% Damage

>u + 2, 4, 1, 1, b + 1
8-hits
42% Damage

>u + 2, 1, 1, b + 1
7-hits
40% Damage


-----------------
4, 1, 1, u + 2...
-----------------
>4, 1, 1, u + 2
8-hits
37% Damage

>4, 1, 1, b + 1
8-hits
39% Damage

>u + 2, 4, 1, 1, b + 1
9-hits
39% Damage

>u + 2, 4, 1, 1, u + 2
9-hits
37% Damage

>u + 2, d, f + 3
13-hits
32% Damage


---------------
u + 2, u + 4...
---------------
>4, 1, 1, b + 1
6-hits
36% Damage

>4, 1, 1, u + 2
6-hits
33% Damage

>1, 1, b + 1
5-hits
33% Damage

>1, 1, u + 2
5-hits
30% Damage

>d, f + 3
10-hits
28% Damage


---------------
u + 2, u + 2...
---------------
>4, 1, 1, b + 1
6-hits
38% Damage

>4, 1, 1, u + 2
6-hits
41% Damage

>1, 1, b + 1
5-hits
38% Damage

>1, 1, u + 2
5-hits
34% Damage

>d, f + 3
10-hits
31% Damage


-----------------------------------------------------------------------
-Nunchaku Juggle Combos-                                     [Stance 3]
-----------------------------------------------------------------------

-----------------
1, 1, 2, b + 2...
-----------------
>1, 1, 2
7-hits
23% Damage

>1, 1, 2, b + 2
8-hits
25% Damage (CORNER)

>1, 1, 1
7-hits
22% Damage

>b + 2
5-hits
19% Damage

>b + 2, f, f + 2
6-hits
21% Damage

>b + 2, f, f + 4
6-hits
21% Damage

>b + 2, f + 3
6-hits
22% Damage

>b + 2, d + 2
6-hits
23% Damage

>b + 2, 3, 4
7-hits
23% Damage

>b + 2, d, f + 3
13-hits
25% Damage

>d, f + 3
12-hits
25% Damage

>1, 1, 3
7-hits
22% Damage

>b + 4
5-hits
20% Damage


-----------------------------------------------------------------------
-Advance Juggle Combos-
-----------------------------------------------------------------------

---------
-Jun Fan-
---------
f + 2, 1, 1, d, f + 3
11-hits
34% Damage

f + 2, 1, 1, 1, 1, d, f + 3
12/13-hits
41/43% Damage

f + 2, 1, 1, 1, 1, 3, 4
6/7-hits
32/38% Damage

f + 2, d + 1, d, f + 3
10-hits
28% Damage

f + 2, 2, 3, d, f + 3
11-hits
36% Damage

f + 2, 2, 3, 3, 4
5-hits
31% Damage

f + 2, d + 1, 1, 1, d, f + 3
11-hits
35% Damage

f + 2, 2, 3, 1, 1, d, f + 3
8/10-hits
36/40% Damage


-----------------------------------------------------------------------
-Advance Branch Combos-
-----------------------------------------------------------------------

---------
-Jun Fan-
---------
1, 1, 3, CS, 1, b + 1
6-hits
28% Damage

1, 1, 3, CS, 1, u + 2
6-hits
24% Damage

1, 1, 3, CS, 1, u + 2, f, f + 4
7-hits
26% Damage

1, 1, 3, CS, 1, u + 2, d, f + 3
14-hits
28% Damage

1, 1, 3, CS, 1, u + 2, u + 2, d, f + 3
15-hits
28% Damage

1, 1, 3, CS, 1, u + 2, u + 4, d, f + 3
14/15-hits
27% Damage

1, 1, 3, CS, 1, u + 2, 1, 1, b + 1
9-hits
29% Damage

1, 1, 3, CS, 1, u + 2, 1, 1, u + 2
9-hits
28% Damage

1, 1, 3, CS, 1, u + 2, 4, 1, 1, u + 2
10-hits
29% Damage

1, 1, 3, CS, 1, u + 2, 4, 1, 1, b + 1
10-hits
30% Damage

1, 1, 3, CS, 1, u + 2, 4, 3, CS
9-hits
28% Damage

1, 1, 3, CS, 1, u + 2, 3, 3, 3
9-hits
28% Damage

1, 1, 3, CS, 1, u + 2, u + 2, 4, 1, 1, b + 1
11-hits
30% Damage

1, 1, 3, CS, 1, u + 2, u + 2, 4, 1, 1, u + 2
11-hits
29% Damage

1, 1, 3, CS, 1, u + 2, u + 4, 4, 1, 1, b + 1
11-hits
29% Damage

1, 1, 3, CS, 1, u + 2, u + 4, 4, 1, 1, u + 2
11-hits
28% Damage

2, b + 1, 1, 1, CS, 1, 1, b + 1
7-hits
41% Damage

2, b + 1, 1, 1, CS, 4, 1, 1, b + 1
8-hits
44% Damage

f + 2, 1, 1, 1, 1, 3, CS, 1, u + 2
8-hits
37% Damage

f + 2, 1, 1, 1, 1, 3, CS, 1, b + 1
8-hits
39% Damage

f + 2, 1, 1, 1, 1, 1, 1, 3, CS, 1
8-hits
39/43% Damage

f + 2, 1, 1, 1, 1, 1, 1, 3, CS, 1, b + 1 (corner)
12-hits
45% Damage

f + 2, 1, 1, 1, 1, 1, 1, 3, CS, 1, u + 2
9-hits
43% Damage

f + 2, 1, 1, CS, 1, 1, u + 2
6-hits
37% Damage

f + 2, 1, 1, CS, 4, 3, CS
6-hits
34% Damage

f + 2, 1, 1, CS, 4, 1, 1, u + 2
7-hits
41% Damage

f + 2, 1, 1, CS, 1, 1, b + 1
6-hits
41% Damage

f + 2, 1, 1, CS, 4, 1, 1, b + 1
7-hits
45% Damage

f + 2, 1, 1, 1, 1, CS, 1, 1, b + 1
8-hits
50% Damage

f + 2, 2, 3, CS, 1, 1, b + 1
6-hits
43% Damage

b + 1, 1, 1, 3, 1, 1, d, f + 3
11-hits
43% Damage

b + 1, 1, 1, CS, 4, 1, 1, b + 1
7-hits
48% Damage

b + 1, 1, 1, 3, CS, 1, 1, b + 1
7-hits
51% Damage

b + 1, 2, 3, CS, 4, 1, 1, b + 1
7-hits
51% Damage

b + 1, 1, 1, 1, 1, CS, 1, 1, u + 2
8-hits
50% Damage

b + 1, 1, 1, 1, 1, CS, 1, 1, b + 1
8-hits
54% Damage

b + 1, 1, 1, 3, CS, 4, 1, 1, b + 1
8-hits
56% Damage


----------
-Pao Chui-
----------
1, 1, u + 2, 4, 3, CS
6-hits
35% Damage

1, 1, u + 2, u + 2, 4, 3, CS
7-hits
36% Damage

1, 1, u + 2, u + 4, 4, 3, CS
7-hits
35% Damage

4, 1, 1, u + 2, 4, 3, CS
7-hits
33% Damage

4, 1, 1, u + 2, u + 2, 4, 3, CS
8-hits
33% Damage

4, 1, 1, u + 2, u + 4, 4, 3, CS
8-hits
33% Damage

4, 3, CS, d, f + 3
11-hits
36% Damage

4, 3, CS, b + 2, d, f + 3
12-hits
36% Damage

4, 3, CS, b + 2, d + 2
5-hits
32% Damage

4, 3, CS, 3, 4
5-hits
30% Damage

4, 3, CS, b + 2, 3, 4
6-hits
32% Damage

4, 3, CS, 1, 1, d, f + 3
12-hits
41% Damage

u + 4, 4, 3, CS
4-hits
25% Damage

u + 4, u + 4, 4, 3, CS
5-hits
28% Damage

u + 4, CS, CS, 1, 1, 1, 1, 3, CS, 1, b + 1
8-hits
38% Damage

u + 4, CS, CS, 1, 1, d, f + 3
11-hits
33% Damage

u + 4, CS, CS, 1, 1, 3, 4
5-hits
28% Damage

u + 4, CS, CS, 1, 1, 1, 1, f + 2
6-hits
33% Damage

u + 4, CS, CS, 1, 1, 1, 1, d, f + 3
12-hits
40% Damage

u + 4, CS, CS, 1, 1, CS, 4, 1, 1, b + 1
7-hits
44% Damage

u + 4, CS, 1, 1, CS, 1, 1, 3, CS, 1, b + 1
8-hits
37% Damage

u + 4, CS, 1, 1, d, f + 3
12-hits
32% Damage

2, d + 4
2-hits
14% Damage

2, d + 3
2-hits
14% Damage

2, d + 2
2-hits
21% Damage


----------
-Nunchaku-
----------
b + 2, CS, 1, 1, CS, 4, 1, 1, b + 1
7-hits
51% Damage

b + 2, b + 2, 1, 1, CS, CS, 4, 1, 1, b + 1
8-hits
51% Damage

b + 2, 1, 1, CS, CS, 4, 1, 1, b + 1
7-hits
50% Damage

b + 2, 1, 1, CS, 1, 1, 3, CS, 1, u + 2
8-hits
39% Damage

b + 2, 1, 1, CS, 1, 1, 3, CS, 1, b + 1
8-hits
41% Damage

b + 2, 1, 1, CS, CS, 1, 1, b + 1
6-hits
45% Damage

b + 2, 1, 1, CS, 1, 1, d, f + 3
11-hits
44% Damage

b + 2, CS, CS, 1, 1, b + 1
4-hits
35% Damage

b + 2, CS, 1, 1, CS, 1, 1, b + 1
6-hits
41% Damage

b + 2, CS, 1, 1, d, f + 3
11-hits
31% Damage
-----------------------------------------------------------------------


=======================================================================
VI. Liu's Strategies
=======================================================================
Well, all I can say is Liu is a solid character. This is a big improvement
since UMK3. I guess I'll start off with giving the highs and lows of Liu
gameplay. Kang is very fast in this game. His sweep in Jun Fan should be used
frequently. His combos are all very damaging and simple to execute. All his
juggles should end with Bicycle Kick. This ensures guaranteed damage. The only
thing wrong with Liu's normal ground combos is that there ALL high hits. He
doesn't have a single low hit in any of the branch combos. This is why you must
mix up with Liu's normals and created your own low hits. You'll get great
results from this. Just try throwing out pokes during combo strings every now
and then. When your done performing a branch combo, always return to Jun Fan.
Jun Fan revolves around Liu's whole gameplay.

----------------------
Bread and Butter Combo
----------------------
Jun Fan:
-1, 1 (safe on block)
-1, 1, 3, 4
-1, 1, 3 (safe if blocked)

Pao Chui:
-1, 1, b + 1
-1, 1, u + 2
-4, 3, CHANGE (safe if blocked)

Nunchaku:
-1, 1, 3
-1, 1, 2, b + 2
-3, 4

--------
Pressure
--------
-1, 1 (Jun Fan)-
-1, 1, 3 (Jun Fan)-
One thing Liu Kang has is a good string combo with fast recovery. Jun Fan's 1,
1, 3 can be used to confuse the opponent. So right as the kick hits (3), you
can sidestep and throw or continue the into another string. Say if you sidestep
and hit with a pop up atack (f+2), you can juggle them or let them land. If you
were to let them land, you have yourself a 50/50 wake up game. So you could
knock 'em down with another overhead attack if they crouch, or simply throw or
to combo string if they stand. You can also retreat back after the kick, then
start a new string. 1, 1 sidestep into pop up attack (f + 2) is good tactic
too. Some players like to turtle up after 1, 1. Jun Fan's d + 3 can be followed
up after 1, 1, 3. If d + 3 connects / blocked after 1, 1, 3, this puts Liu into
throw distance. Abuse like hell.

-2, 3 (Jun Fan)-
Same thing as 1, 1, 3 but you may dash back or sidestep after the kick. The
kick has great recovery time, to apply more pressure with more 1, 1 mix ups in
Jun Fan. Dash back after a kick then overhead pop up attack or sweep.

-3 (Jun Fan)-
Really fast and can sidestep into another attack pattern, back dash, rush in
and throw.

-b + 4 (Jun Fan)-
This sweep can really put you in control of the match and also set up wake up
game as well. It has to be at least top 3 fastest sweep in the game, Kira's
being the fastest. The recovery is so great that you can rush right over to the
opponent before they get up. This of course leaves you the option of doing wake
up games with combo 1, 1, 3 or just sweeping the opponent all over again.
Example: b + 4, b + 4, dash in, throw or f + 2.

-1, 1 (Pao Chui)-
This can be in the same way as Jun Fan's 1, 1, but has bad recovery time.
Better used if you cnn space out yourself, as well as the opponent.

------
Zoning
------
-Low Dragon Fire (f, f, + 1)
This is really good to zone after a successful throw. Do this after a throw or
knockdown attack. Keeps the opponent at bay.

-b + 1 (Pao Chui)
Really nice spacer, only draw back is that it stays out to long.

-d + 1 (Jun Fan)
This punch is so great in many ways. It can interupt combos and snuff players
attacks. The recovery time is top notch. Also sets up uppercuts.

-u + 4 (Jun Fan)
Can be used while dashing in towards the opponent. More of a surprise attack.

-------
Defense
-------
-Breakers
Use it if your trapped in the corner, near a death trap, or if the opponent is
beasting you down. Don't recklessly use them all in the first 15 seconds of the
round like alot of noob online players do. Breakers are essential in gameplay.
You must know when to use them and when not to.

-Side Stepping
This work wonders against branch combo whores. As soon as they switch stances,
side step and throw. It sounds easy, but you must learn most, if not all
characters branch combos to know when to SS and throw upon stance change. But
believe me it's a big pay off.

-----
Pokes
-----
-d + 1 (Jun Fan) / d + 3 (Pao Chui)
Nice way to snuff opponents moves. Can follow with Bicycle Kick to catch
opponent off guard.

-d + 3 )Jun Fan)
Great way to catch a throw on the opponent.

-standing 4 (Jun Fan)
Use this a quick rush in poke.

-d + 1 (Pao Chui)
This can be used snuff opponents advances. This gives space between you and the
opponent. Also sets up b + 1 (Pao Chui) to catch the opponent by surprise.

-b + 1 (Pao Chui)
The distance is good on this attack. It allows you to knockdown the opponent
and gives you the opportunity to throw a Low Dragon Fire. This is also a great
Death Trap Attack.

-------------------------------
Mind Games after Pop Up Attacks
-------------------------------
When the opponent is airborne after being hit by a pop up attack, you can jump
in the with a jump kick. What happens is that when you connect the jump kick,
you'll land before the opponent. The opponent is breifly stunned from the
attack in the air, that's why you land before they do. This tricks the opponent
when they land and recover from the pop up attack. This can set you up for.....

-Jun Fan-
1, 1, 3
b + 4
f + 2
d + 4
b + 3

-Pao Chui-
4, 3, CHANGE
u + 2/4
1, 1, b + 1
1, 1, u + 2

-------------
50/50 Mix-Ups
-------------
-f + 2 (Jun Fan)
This is your main 50/50 mix-up attack. When you pop the opponent into the air,
wait for them to land and use another f + 2, if they duck or stand throw if
they stand. By doing this, you can condition the opponent to duck or stand,
which will keep landing you nothing but free hits. Most of the time you can get
away with about 3-4 mix-ups in a row. I'll list a few.....

f + 2, land, b + 4, f + 2, land, f + 2, d, f + 3
f + 2, land, b + 4, throw
f + 2, land, f + 2, b + 4, throw
b + 4, dash forward, f + 2, b + 4, f + 2, land, throw
b + 4, dash forward, f + 2, land, f + 2, b + 4, dash forward, throw

------
Throws
------
Throwing is a essential part of the gameplay. If you think throws are cheaty
and take the fun out of the gameplay, you shouldn't be playing this game then.
Liu's throw spaces out the distance between you and him. This is why you should
always throw a Low Dragon Fire (f, f + 1). No many people block low upon wake
up. If your in the corner or to the wall after the throw, just do b + 4 (Jun
Fan) sweep. Sidestepping a opponents attack then throwing is a good tactic as
well.

--------
Anti-Air
--------
-d + 2 (Jun Fan)
Uppercutting is a classic anti-air, to bad Liu's isn't that great in MKD. Use
with caution.

-u + 2 (Pao Chui)
Pretty decent, but have to thorw it out early.

-f, f + 4 (Flying Kick)
This best used if done early.

-d, f + 3 (Flying Bicycle Kick)
His best anti air IMO. Must do it as the opponent is jumping.

-b + 4 (Jun Fan)
If done correctly, you'll sweep the opponent as they descend and avoid the jump
attack as well.

-----------------
Mistake Punishers
-----------------
Use these moves against opponents that become cannot defend themselves after
certain attacks.

-f, f + 1 (Low Dragon Fire)
Use after Sub-Zero's Ice Freeze, blocked Spear from Shujinko or Scorpion,
Sindel's Scream, Raiden's Lightning Bolt, and Nightwolf's arrow. Mostly against
projectile type characters. Best used from afar.

-f + 2 (Jun Fan)
Use after blocked teleport attacks like Noob-Smoke, Kobra, Scorpion, Mileena,
or blocked dash/dive/flying moves from Nightwolf, Raiden, Shukinjo, Sub-Zero,
and Liu Kang. After hitting the opponent with f + 2, ALWAYS follow up with
Bicycle Kick if the opponent has BREAKERS. This does solid damage and is very
simple. If they do not have BREAKERS, feel free to do a juggle combo.

-------
Dashing
-------
Seeing on how characters can't run in this game, you have to rely on moves that
approach the opponent or dashing. Liu has 3 types of dashing to go with each
stance. Pao Chui is where his fastest dash/backdash can be found. Jun Fan is
second, as his Nunchaku stance is the weakest out of the three. Knowing this
can come in handy just in case of a emergency, like turtling or avoiding death
traps.

-------------------------------------------
Back Dash / Side Step Canceling (BDC & SSC)
-------------------------------------------
This allows Liu to back dash / side step after certain moves are performed.
Back dash canceling spaces Liu form the opponent and puts him out of harms way.
While stepping keeps the pressure going. This can be performed by tapping b / u
once or twice. These can be used this in mix ups to confuse the opponent. It
mostly works on moves with faster recovery time (frame advantage). I will list
moves that can be BDC and SSC.

-Jun Fan-
1, 1, 3 (only 3 is cancelable)
2, 3 (only 3 is canelable)
2
3
f + 2

-Pao Chui-
u + 4

-Nunchaku-
1, 1 (only the last 1 can be BCD/SSC)
1, 1, 2, b + 2 (only b + 2 is cancelable)
f + 3
b + 1
b + 2
b + 4

----------------
Baiting Breakers
----------------
One thing I like to do when beginning a match is to make the opponent use all
their BREAKERS in the first round. Why do I bait breakers you ask? It's quite
simple, a smart player won't let Liu do a juggle after Jun Fan's f + 2. So
after hitting the opponent with f + 2 (Jun Fan), do 1, 1. By then the opponent
will use a BREAKER. If they don't breaker, just do Bicycle Kick (d, f + 3)
after 1, 1. Keep repeating till the opponent uses them up. After that, you may
proceed to BEAST them down or perform high damaging juggles.

-------------
MISCELLANEOUS
-------------
-f, f + 1/2 (Low/High Dragon Fire)
Liu's fireballs have this weird glitch that works with only teleport
characters. As the fireball is thrown when the opponent teleports behind you,
the fireball will still hit the opponent where they teleported from, while the
opponent is behind you. This is most likey due to the opponents hit box staying
in the place where they teleported from. The weirdest thing that happened to me
while playing a Jade player online, with Yin Yang Island as the stage. The
opponent was right at the edge of the stage during the night change. I threw a
fireball just as the player teleported behind me. The fireball hit where she
teleported. Next thing I know, she lands in the death trap in the middle of the
Stage behind me. WTF????

-d, f + 3 (Bicycle Kick)
This move has a direction of it's own. It goes forward, backwards, or both at
times. It does however have a big hit box, which can be used to catch the
opponent off guard.

-Corner Throw
If Liu Kang throws the opponent into the corner, then sweep (Jun Fan's b + 4),
you get 23% Damage. Normal damage off Liu's throw is 16% Damage. It's a 2-hit
throw by the way. I believe the ground damage after the throw gets canceled
out. Therefore, being replaced with the sweep damage. Pretty messed up, huh?

-Tricky Side Stepping
If you hold up, back, or forward and keep tapping block, you can side step
faster while blocking at the same time. You can use this to get cheap throw in
too.

-Back Dash Blocking
You can block multiple hits from branch combos while back dashing. This can be
performed by holding back and tapping block on each hit from the branch combo.
This enables you to push yourself back (retreat) from the opponents branch
combos to space you out. Kinda like Just Defend from MOTW's.

---------------------------
Setting The Record Straight
---------------------------
From online experience, this game can be played 2 ways, fair or cheap. Now from
my understanding the fair players don't like to play people who throw alot,
abuse death traps, and do nothing but branch combos. Fair players gameplay
revolves around throwing more than once or not at all, letting the opponent get
up from a knockdown, don't use juggles, and not utilizing death traps. As for
the so-called cheap players gameplay is any means nesscessary. They throw when
they see a opportunity, use juggles, baiting opponents into death traps, abuse
broken special attacks (Like Dairou's Tombstone Drop), or goes into Weapon
Stance the whole match. Now in all honesty, this game is meant to be played
"cheap". Each character has something that makes them a solid character. That
"something" can range from a special move, branch combos, or weapon stance. Now
some players take advantage of the opponents handicap. Whether if opponent eats
throws, pop-up attacks, or branch combos, the player is going to breakdown your
flaws and use what they see as the winning move. In reality, this makes the
opponent only stronger as they learn how to adapt to the situation. It's true
there's some broken moves in the game, especially with bad hit detection. But
these moves are in the game, so people will just learn to except it and move
on. So if you want to play the right way, abuse pop-up attacks into branch
combos or normal juggles, throw as much as you can, and utilize 50/50 mix-ups.
The mix-ups upon a knockdown opponent are the "BIGGEST" factor in MKD gameplay.
Well, I think that raps everything up.


=======================================================================
VII. Liu's Ending
=======================================================================
Liu Kang's friends had been freed. Onaga had been defeated, and the realms were
secure once more. But there was one battle that remained. Liu Kang's body had
been used by some unknown force as a tool of destruction. It had left death in
it's wake and needed to be stopped. The chaos would end in Earthrealm. The
fight raged with neither kombatant able to best the other, when a jolt of
energy crackled through them both. Liu Kang's nerves blazed like fire, and he
felt a rush of air fill his lungs for the first time since his death. He was
Liu Kang once more: Protector of Earthrealm, Champion of Mortal Kombat.


=======================================================================
VIII. Liu's UNLOCKABLES
=======================================================================

UNLOCK Liu Kang: Koffin OT
Location: Edenia G-8 (Behind Jade's Tent) Friday 12am-12:30am
Requirements: Must finish Konquest Mode and visit Spirit Liu in Earthrealm H-4.

UNLOCK Liu Kang's Alt Costume: Koffin ER
Location: Edenia H-5 (4 trees near the Waterfall)
1st of the month 12pm-12:30pm
Requirements: Must finish Konquest Mode.

UNLOCK Liu Kang's Bio: Koffin BI
Location: Earthrealm H-4 (Temple)
Requirements: Must beat Konquest to enter Liu's Temple.

UNLOCK Liu Kang's Alternate Bio: Koffin SE
Location: Order Realm G-5 4:00pm-8:00pm
Requiarements: Must beat Konquest Mode.

UNLOCK Liu Kang's Tomb Arena: Koffin BH
Location: Earthrealm H-6 (Bridge) 3am-4am

UNLOCK Liu Kang's Puzzle Tomb Arena: Koffin HK
Price: 1515 Jade Koins

UNLOCK Liu Kang's Tomb Music: Koffin KT
Location: Earthrealm A-6

UNLOCK PA Liu Kang Tomb Render: Koffin AL
Price: Platinum 227

UNLOCK PA Liu Kang's Tomb Concept: Koffin FE
Price: Sapphire 301

UNLOCK PA Liu Kang's Tomb Concept: Koffin KH
Price: Onyx 273

UNLOCK PA Liu Kang's Tomb Koncept: Koffin NO
Price: Gold 188

UNLOCK PA Liu Kang Story Board: Koffin QK
Location: Chaos Realm F-7


=======================================================================
IX. Updates
=======================================================================

Version 0.1: October 8th, 2004
-First Release
-Still incomplete

Version 0.2: October 9th, 2004
-Strats
-Minor Corrections

Version 0.3: October 12th, 2004
-a bit of strats

Version 0.4: October 14th, 2004
-added some more strats

Version 0.5: October 21th, 2004
-added more strats and combos
-added move descriptions

Version 0.6: October 22nd, 2004
-added more combos

Version 0.7: October 29th, 2004
-added 54% Damage Combo (Liu's most Damaging Combo)
-added more strats and combos

Version 0.8: August 29th, 2005
-added a few combos (plus a 56% Damaging Combo)
-added a bit more strats
-made minor corrections


=======================================================================
X. Closing and Credits
=======================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this Liu Kang FAQ for people who are interested
in learning him. If you have any contributions, comments, or corrections, feel
free to e-mail me and I'll credit you. I will update this FAQ in the near
future.


-------
Thanks:
-------
I'd like to give my thanks first and foremost to The LORD for blessing me
everyday.

Thanks to Midway.

The I-Guide for some Krypt unlockables.

Thanks to My Playstation 2 and MK: Deception.

Can't forgot about Software Etc. for hooking me up with the Premium Pack of MKD.

The people on the MKD Gamefaqs Message Boards.

Thanks also goes out to gamefaqs.com, which has been hosting my other FAQS, as
well as others.

And thanks go out to the readers, who take their time to read this FAQ.

Raul Torrez
Copyrighted (c) 2004-2005