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Combo List - Johnny Cage The Official Johnny Cage Combo Thread

Do you want me to put them in a Spoiler to clear space?

  • Yes

    Votes: 2 66.7%
  • No

    Votes: 1 33.3%

  • Total voters
    3
  • Poll closed .

Kensou

Noob
Thanks guys! I've been experimenting with him and really like the play style of A-List a ton. There wasn't enough out there for this variation so I wanted to share some basic fundamental things for it. Hope we can make him a real threat down the line.

-Cheers-
 

Kensou

Noob
I can't land the Nut Punch on F4, F2, 4, D1, F2, 4, Nut Punch. Does this BnB still work after the patches? Any tips on how to perform this combo?
It's a timing thing but once you learn it, it's cake.

Here's some general tips for landing the NP
-You DON'T have to do an INSTANT F4 off of the run cancel. You can run a bit to get a tad closer (pending the starter) to nail it.
-Take your time as its not that fast but not too slow.
-Hit D1 quick and follow this ^

Honestly its just a rhythm when you get it you'll know it.
 

crosstalk

Kombatant
I can't land the Nut Punch on F4, F2, 4, D1, F2, 4, Nut Punch. Does this BnB still work after the patches? Any tips on how to perform this combo?
You're not doing it in A-List right? I tried like 100 times in A-List and was wondering what the hell was going on... then I realized the nut punch startup is slower in A-List lol.
 
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crosstalk

Kombatant
Man the 121rc into f34rc into f24 is annoying lol.

I can pull off both run cancels but getting the f24 after is messing me up.

Has anyone been able to hit them?
 

Desperdicio

Tell me, do you bleed?
You're not doing it in A-List right? I tried like 100 times in A-List and was wondering what the hell was going on... then I realized the nut punch startup is slower in A-List lol.
Yes, I was trying it in A-list! It was so frustrating! Thanks a ton!

And what do you mean by "121rc into f34rc into f24"? I mean, 121 is a knockdown, and I don't think you can connect with anything after F34 either. Where did you see that stuff?
 
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crosstalk

Kombatant
Yes, I was trying it in A-list! It was so frustrating! Thanks a ton!

And what do you mean by "121rc into f34rc into f24"? I mean, 121 is a knockdown, and I don't think you can connect with anything after F34 either. Where did you see that stuff?
If you watch the video from @Kensou you can see you can connect additional hits after 121rc or f34rc hits. I was trying to pull combos where you do 121rc into f34rc but it's tough. f34rc into f34rc is much easier.
 

Wam-Zlay

Reptile / Noob
Note these are in A-List but I'm pretty sure they should be universal...

Not sure if NJP combos have been posted but I've been using:

Midscreen Meterless
njp <slight walk forward> f4 f24 d1 f3~nutpunch (27%)

Midscreen Metered
njp <slight walk forward> f4 f24 d1 f3~ex nutpunch f3~nutpunch (34%)

Corner Meterless
njp f4 f4 12 4~nutpunch (28%)
njp f4 f4 12 333~nutpunch (30%)

Corner Metered
njp f4 f4 12 4~ex nutpunch 12~nutpunch (34%)

Don't know if this was known but you can connect a shadow kick after a ji3 or ji4 lands for 13% (18% for EX). Easiest way to hit it is to input the bf motion as the jump kick is coming out, then do the 4 as soon as it hits.

Also some JIK corner combos. Not sure if this was posted yet either:

Corner Meterless
jik f3~nutpunch (19%) -- easy to connect. Is this MK9 or MKX?
jik 12 12 4~nutpunch (27%)

Corner Metered
jik f3~ex nutpunch 12 4~nutpunch (32%)
jik f3~ex nutpunch 12 333~nutpunch (34%)
jik 12 12 4~ex nutpunch 12~nutpunch (35%)

EDIT: I tested it for the hell of it but it looks like jik3 run~f3~nutpunch works midscreen. Hits for 19% just like in the corner. Pretty strict though. You have to input the run command as the jump kick is coming out just like with the jik~shadow kick above.
nice stuff. I´m gonna add this in some hours :).



I take no credit for these. Video originally posted by @KH Showtime on the A-List Run Cancel Tutorial post. Combos & tutorial video done by @Kensou . All I did was type out the combos.


Video:


- 12[1] xx RC, F4, F24, D1, F3 xx BD3 (25%)

- F3[4] xx RC, F4, F24, D1, F3 xx BD3 (26%)

- B34 xx BF[4] xx RC, F4, F24, D1, F3 xx BD3 (28%)

- 113 xx BF[4] xx RC, F4, F24, D1, F3 xx BD3 (28%)

- F3[4] xx RC, F3[4] xx RC, F24, D1, F3 xx BD3 (25%)

- Corner - B34 xx BF[4] xx RC, F24 xx DB4, 12, 114 xx DB3 (31%)

- Corner - B34 xx BF[4] xx RC, 333 xx DB4, 12, 114 xx BD3 (31%)

- Corner - B34 xx BF[4] xx RC, 333 xx DB4, 12, 12, 114 xx EX BD3, 113 xx BF3 (35%, 1 Bar)

- Corner - 333 xx BF[4] xx RC, D1, 12, 12, 114 xx EX BD3, 113 xx BF4 (30%, 1 Bar)

- F3[4] xx RC, F3[4] xx RC, B34 xx XRay, BF4 (45%, 3 Bar)
same here
 
I would love to help out us Jhonny cages aswel its not much but every bit of information counts I hope you all enjoy for I main Jhonny and ferra/torr
If you like I would post the combo's
 
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Epy69zSmallBoys

No respect for Kung Jin
Guys, I need some help. My friends and I play King of the Hill often and they main: 1. Sonya 2. Thunder God 3. Kung Jin, even if I never drop a combo and get all my run cancels down, I just can't seem to compete. Yes I will fully admit that they are simply better MKX players then me (well 2 of the 3) but given their tool set compared and A-list Johnny's I just don't see how to win. The only moves I can actually use are F3 and F2. How many different ways can you mix up and cancel the only 2 usable strings??? Everything else wiffs with his mother F**king T-rex arms and can't punish, even most blocked specials are too far for him to hit. B3 is too damn slow to be any good against a seasoned player, as is 3. I can occasionally get a 113 (sometimes with an EX-nut to help make it safe, or EX-balls to get frame +) but honestly if you just crouch block, Johnny is damn near useless without Ex-nut is his back pocket. And the fact that A-list nut comes out slower than other variations simply kills me, or that his "mids" (B2 for example) wiff on crouching opponents, and when compared to Subz slide or Scorps tele he has EXTREMELY punishable specials. Hell, even if you land a nut shot, so what? Sure they can't wake up with armour, but that is literally the only thing it's good for. You still have to get back in, play footies, and hope they don't interrupt you with armour; just on the off chance you can land another nut and start the whole process over again. I love Johnny. He was my main in MK9, but given the kast this go round with their: reach, damage output, 50/50s, TRUE resets, safe strings, and speedy mids....I just can't see winning many matches with Cage. Hell even Johnny's MKX tester Dizzy doesn't use him in tournaments, he uses Thunder God, if that fact doesn't help convince you of his lack of tools, then I don't know what will. My problem is that I simply don't like any other character, but I love the game.
 

Kensou

Noob
Guys, I need some help. My friends and I play King of the Hill often and they main: 1. Sonya 2. Thunder God 3. Kung Jin, even if I never drop a combo and get all my run cancels down, I just can't seem to compete. Yes I will fully admit that they are simply better MKX players then me (well 2 of the 3) but given their tool set compared and A-list Johnny's I just don't see how to win. The only moves I can actually use are F3 and F2. How many different ways can you mix up and cancel the only 2 usable strings??? Everything else wiffs with his mother F**king T-rex arms and can't punish, even most blocked specials are too far for him to hit. B3 is too damn slow to be any good against a seasoned player, as is 3. I can occasionally get a 113 (sometimes with an EX-nut to help make it safe, or EX-balls to get frame +) but honestly if you just crouch block, Johnny is damn near useless without Ex-nut is his back pocket. And the fact that A-list nut comes out slower than other variations simply kills me, or that his "mids" (B2 for example) wiff on crouching opponents, and when compared to Subz slide or Scorps tele he has EXTREMELY punishable specials. Hell, even if you land a nut shot, so what? Sure they can't wake up with armour, but that is literally the only thing it's good for. You still have to get back in, play footies, and hope they don't interrupt you with armour; just on the off chance you can land another nut and start the whole process over again. I love Johnny. He was my main in MK9, but given the kast this go round with their: reach, damage output, 50/50s, TRUE resets, safe strings, and speedy mids....I just can't see winning many matches with Cage. Hell even Johnny's MKX tester Dizzy doesn't use him in tournaments, he uses Thunder God, if that fact doesn't help convince you of his lack of tools, then I don't know what will. My problem is that I simply don't like any other character, but I love the game.
I don't think this belongs in this thread but I wanted to reply to it anyway. I will tell you my honest opinion and you can decipher it however you see fit.

Honestly it doesn't matter if Dizzy or Tom Brady or my next door neighbor tested Johnny. It's up to US the players, the Johnny community to help develop his long term strats and tactics. Sure NRS will step in and fix somethings as they see fit based on the community be it hard core competitive, non competitive, or simply just MK enthusiast, feed back is feed back. That aside Johnny does have his fair share of problems in this game as does many others. His inside game just about requires you (the player) to decipher what's right for the given situation at hand. Do you want to corner carry? End your combos in Shadow Kick. Do you want the 3 way mixup (high/low/throw)? End in Nut Punch. Do you want to bait reversal wake ups and punish? Don't end the combo with a special ender and stay next to them. The point I'm making here is that you have options.

Now as for closing the distance, you have little to no choice but to play the footsie game till you can get inside your optimal poking range of F3 and D3/4. It sucks but you have to be patient. Johnny is really strong in the corner as that's where most of your GREAT damage comes from. In mid screen you get GOOD damage that's consistent. You should try to check your opponents with F3, D1, D3, D4, canceled into Force Ball or even EX Force Ball to gain some respect when playing footsies. Its not fool proof that's for sure but you can't start much of anything without that. When they start to respect it then you start mixing in the Run Cancels and Dash Cancels, the most important aspect of A-list. You have to be mindful of your stamina gauge as when you RC from say F3, the gauge isn't consumed has heavily as opposed to using Shadow Kick RC's. You may want to mix in some dash cancels to offset the RC's and make them guess the pressure game from that point. It's not free but the goal is to create a panic scenario for the opponent. You can in THEORY crouch guard him all day in maybe most instances because his low starter game isn't all there. So you HAVE to CONDITION them to crouching if you want that F2,4 to connect, and even then you can keep pressuring them with EX FB if available to gain some frame advantage.

On block yes his punish game could be better but you gain pressure that corner carries which again is another strong point of A-List which is corner carry. If you can execute F3, 4 RC x2 you've pushed them substantially closer to the corner than almost anyone in the game. You also have to consider that the carry is not only on hit but also on block...pretty strong if you ask me. As for the T-Rex arms, yeah I agree on that one in terms of using 1 as a starter. I've defaulted to using 2 as a starter as it's the same speed (9f) with more range. On the note of damage again, there are a ton of posters posting great damage inside the corner so keep that position again in mind. Even his throw sets the enemy up a far which on one end seems bad but when you consider the ground you gain from it, its pretty substantial. To top it off when they get thrown into the corner it automatically will make them think "Oh snap, I'm cornered" right away. But now that you're there you can really put on the pressure and force the mistakes. Most characters (I've fought) can hardly contest F3 when you know how to use this move which will take some matchup exp training to know the instances.

Either way, I could write a dissertation on how I think you should approach A-List but the above should be a great start. He's strong, just hang in there it'll take more time to develop him than say Jin. Just gotta put in the work and don't let a tester not maining him throw off what YOU enjoy.

-Cheers m8-
 

Red King

One ugly motherfucker!
Some improvements on the 1 metered midscreens for A-List:

"f3[4] xx rc, 113 xx (ex) np, 12, f3 xx np - 29%"

You can actually fit another 12 in here like so:

f3[4] xx rc, 113 xx (ex) np, 12 rc 12, f3 xx np - 31%

The other A-List 1 metered midscreen can also attain an extra 1% damage (every little helps!) by changing the following:

"f3[4] xx rc f24, d1, f3 xx (ex) np, 12, f3 xx np - 32%"

Change the f3 for f24 then remove the 12 from the end part like so:

f3[4] xx rc f24, d1, f24 xx (ex) np, f3 xx np - 33%
 
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RWDY Nori

MK is kinda dope
1 = Left Punch, 2 = Right Punch, 3 = Left Kick, 4 = Right Kick

F = Forward B = Backward

So if I say do FF24 (That means >,>, Triangle, Circle on PS3/4). That's his staple combo string
 

Red King

One ugly motherfucker!
I've also got a 35% A-List 1 metered midscreen to add to the list:

db[4], f3 xx (ex) np, 12, f3 xx np - 35%

Meterless:

db[4], f3 xx np - 25%

At a glance this doesn't look like it has much practical application cause it has massive start-up from the charged hit, however, you don't need to charge the db4 all the way in order for the f3 to combo. I've made great use of this in my pressure game in a few ways; Johnny's 113 xx np string got predictable fast - mix it up by doing 113 xx db[4] xx rc 113 xx np and occasionally follow through with the db[4] instead of doing the run cancel to keep them guessing!

 

Joshkazkab

I am the Protector of Russia's Skies!
Corner Meterless:
A list
F24, D1, 12,12,12,12 xx Nut punch 29%
F4, 12, 12, 12, 12, 12 xx Nut punch 29%
Corner 1 Meter:
F24, D1, 12, 12, 12, 12, 12 xx Ex Nut, 2 xx Nut 37%
F4, 12, 12, 12, 12, 12 xx ex nut, 2 xx nut 34%


Corner Meterless:
Stunt Double
F24, D1, 12,12,12,12, 12 xx nut 31%
F24, D1, 12, 12, 12, 4 xx Nut 31%
F4, 12, 12, 12, 12, 12, 12 xx Nut 31%
One clone:
F24, D1, 12, 12, 4 xx DB1, 12, 12 xx Nut 37%
Corner 1 meter:
F24, D1, 12, 12, 12, 4 xx Ex Nut, 12, 12 xx Nut 39%
One Clone:
F24, D1, 12, 12, 4 xx DB1, 12 12 xx ex nut, 12 xx nut 43%

Not a fan of using two clones.

Probably wouldn't try these online unless in the most optimal conditions.
 
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RWDY Nori

MK is kinda dope
Corner Meterless:
Corner Meterless:
Stunt Double
F24, D1, 12,12,12,12, 12 xx nut 31%
F24, D1, 12, 12, 12, 4 xx Nut 31%
F4, 12, 12, 12, 12, 12, 12 xx Nut 31%
Only thing on your list I would replace with what I found for Stunt Double Corner Meterless of
F24, D1, 12, 12, 12, 12, 113 Nutpunch = 33%

And I agree 2 clones shouldn't be used in combos
 

mrKrucifix

Just call me Kruce
I haven't had much time to practice lately, but with the time I did have, I came up with this universal combo.

- 113 xx EX DB3, 12, Run, 12, F3 xx DB3 (30%, 1 Bar)

You only have to run for a step or two before hitting a button. Super easy to do, even in an online setting, once you get the hang of it.


Also, I found that I'm lacking frame traps in my game play.

Suggestions?
 

Wam-Zlay

Reptile / Noob
Some improvements on the 1 metered midscreens for A-List:

"f3[4] xx rc, 113 xx (ex) np, 12, f3 xx np - 29%"

You can actually fit another 12 in here like so:

f3[4] xx rc, 113 xx (ex) np, 12 rc 12, f3 xx np - 31%

The other A-List 1 metered midscreen can also attain an extra 1% damage (every little helps!) by changing the following:

"f3[4] xx rc f24, d1, f3 xx (ex) np, 12, f3 xx np - 32%"

Change the f3 for f24 then remove the 12 from the end part like so:

f3[4] xx rc f24, d1, f24 xx (ex) np, f3 xx np - 33%
I've also got a 35% A-List 1 metered midscreen to add to the list:

db[4], f3 xx (ex) np, 12, f3 xx np - 35%

Meterless:

db[4], f3 xx np - 25%

At a glance this doesn't look like it has much practical application cause it has massive start-up from the charged hit, however, you don't need to charge the db4 all the way in order for the f3 to combo. I've made great use of this in my pressure game in a few ways; Johnny's 113 xx np string got predictable fast - mix it up by doing 113 xx db[4] xx rc 113 xx np and occasionally follow through with the db[4] instead of doing the run cancel to keep them guessing!
Corner Meterless:
A list
F24, D1, 12,12,12,12 xx Nut punch 29%
F4, 12, 12, 12, 12, 12 xx Nut punch 29%
Corner 1 Meter:
F24, D1, 12, 12, 12, 12, 12 xx Ex Nut, 2 xx Nut 37%
F4, 12, 12, 12, 12, 12 xx ex nut, 2 xx nut 34%


Corner Meterless:
Stunt Double
F24, D1, 12,12,12,12, 12 xx nut 31%
F24, D1, 12, 12, 12, 4 xx Nut 31%
F4, 12, 12, 12, 12, 12, 12 xx Nut 31%
One clone:
F24, D1, 12, 12, 4 xx DB1, 12, 12 xx Nut 37%
Corner 1 meter:
F24, D1, 12, 12, 12, 4 xx Ex Nut, 12, 12 xx Nut 39%
One Clone:
F24, D1, 12, 12, 4 xx DB1, 12 12 xx ex nut, 12 xx nut 43%

Not a fan of using two clones.

Probably wouldn't try these online unless in the most optimal conditions.
I haven't had much time to practice lately, but with the time I did have, I came up with this universal combo.

- 113 xx EX DB3, 12, Run, 12, F3 xx DB3 (30%, 1 Bar)

You only have to run for a step or two before hitting a button. Super easy to do, even in an online setting, once you get the hang of it.


Also, I found that I'm lacking frame traps in my game play.

Suggestions?
I´ll add the missing combos as soon as possible

/edit : updated
 
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Frosted 57

Reforming Lurker
I had a post in the last combo thread with some fisticuff corner combos, so this is that and some other midscreen and corner stuff for other variations.
Only listing things that I don't see in the OP
Midscreen Meterless all variations

F24, d1, rc, 12, F3 xx BD3 - 24%
F24, 12, rc, 12, F3 xx BD3 - 26%


Corner Meterless or ExBD3 launcher
A-List

F24, d1, F4, 12, 12, 12, 12, 12 xx BD3 - 34%
F24, d1, NJ1, 12, 12, 12, 12, 12 xx BD3 - 33% (easier)
F4, F4, F4, 12, 12, 12, 12, 12 xx BD3 - 34%
F4, F4, NJ1, 12, 12, 12, 12, 12 xx BD3 - 33% (easier)

113 xx ExBD3, NJ1, F4, 12, 12, 12, 12, 12 xx BD4 - 35%

Stunt double
F24, d1, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 36%
F24, d1, NJ1, 12, 12, 12, 12, 12, 12 xx BD3 - 35% (easier)
F4, F4, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 35%
F4, F4, NJ1, 12, 12, 12, 12, 12, 12 xx BD3 - 34% (easier)
113 xx ExBD3, NJ1, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 36%

-1 clone

F24, d1, F4, 12, 4 xx DB1, NJ1, 12, 12, 12 xx BD3 - 41%
F4, F4, F4, 12, 4 xx DB1, NJ1, 12, 12, 12 xx BD3 - 39%
113 xx ExBD1 F4, 12, 12, 4 xx DB1, 333 xx BD3 - 39%

Fisticuffs
F24, d1, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 35%
F24, d1, NJ1, 12, 12, 12, B12-12-12-12-12 xx BD3 - 36%
F24, d1, F4, 12, 12, 12, B12-12-12-12-12 xx BD3 - 37%
F4, F4, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 34%
F4, F4, F4, 12, 12, 12, B12-12-12-12-12 xx BD3 - 36%
113 xx ExBD3 F4, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 36%
F24, d1, F4, 12, 12, 12, 12, b2 xx BF1 - 31% (Fist bump activation)

*PS
In the OP this combo had the % wrong.
in meterless corner
f24, d1, 12, 12, 333 xx np - (says it's 35%, it is actually 30%)
 
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mrKrucifix

Just call me Kruce
Are you guys actually getting X-Ray and using it? Cause I'm never having meter built for it
I get it sometimes. I don't spend much meter. I either use it for combos or to blow up zoning with Shadow Kick. I was a Batman main in Injustice so I got used to not waking up real quick. Lol
 

RM AtK!

aka - RM_AtK !
RM AtK's Cage combos
My bnb midscreen for A-List is F3(4) confirm ~rc~ f24~ 11 ~ F3(4)rc ~ 11 ~ F3Np (only tricky part is learning 11 after F24 but once you get the timing down its ez after that. it does 29% meterless no jumpin punch

ill post my other combos later maybe ill just make a video or something
 

Kensou

Noob
More optimized mid screen damage + corner carry

Meterless
F3,4 (Hold 4), Run Cancel, B3,4, BF4 (Hold 4), Run Cancel, F4, F2,4, D1, F3, BD3

1 Meter
F3,4 (Hold 4), Run Cancel, B3,4, BF4 (Hold 4), Run Cancel, F2,4, D1, F3, BD3+Blk, 1, 2, F3, BD3

-Cheers-
 
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Wam-Zlay

Reptile / Noob
I had a post in the last combo thread with some fisticuff corner combos, so this is that and some other midscreen and corner stuff for other variations.
Only listing things that I don't see in the OP
Midscreen Meterless all variations

F24, d1, rc, 12, F3 xx BD3 - 24%
F24, 12, rc, 12, F3 xx BD3 - 26%


Corner Meterless or ExBD3 launcher
A-List

F24, d1, F4, 12, 12, 12, 12, 12 xx BD3 - 34%
F24, d1, NJ1, 12, 12, 12, 12, 12 xx BD3 - 33% (easier)
F4, F4, F4, 12, 12, 12, 12, 12 xx BD3 - 34%
F4, F4, NJ1, 12, 12, 12, 12, 12 xx BD3 - 33% (easier)

113 xx ExBD3, NJ1, F4, 12, 12, 12, 12, 12 xx BD4 - 35%

Stunt double
F24, d1, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 36%
F24, d1, NJ1, 12, 12, 12, 12, 12, 12 xx BD3 - 35% (easier)
F4, F4, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 35%
F4, F4, NJ1, 12, 12, 12, 12, 12, 12 xx BD3 - 34% (easier)
113 xx ExBD3, NJ1, F4, 12, 12, 12, 12, 12, 12 xx BD3 - 36%

-1 clone

F24, d1, F4, 12, 4 xx DB1, NJ1, 12, 12, 12 xx BD3 - 41%
F4, F4, F4, 12, 4 xx DB1, NJ1, 12, 12, 12 xx BD3 - 39%
113 xx ExBD1 F4, 12, 12, 4 xx DB1, 333 xx BD3 - 39%

Fisticuffs
F24, d1, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 35%
F24, d1, NJ1, 12, 12, 12, B12-12-12-12-12 xx BD3 - 36%
F24, d1, F4, 12, 12, 12, B12-12-12-12-12 xx BD3 - 37%
F4, F4, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 34%
F4, F4, F4, 12, 12, 12, B12-12-12-12-12 xx BD3 - 36%
113 xx ExBD3 F4, 12, 12, 12, 12, B12-12-12-12 xx BD3 - 36%
F24, d1, F4, 12, 12, 12, 12, b2 xx BF1 - 31% (Fist bump activation)

*PS
In the OP this combo had the % wrong.
in meterless corner
f24, d1, 12, 12, 333 xx np - (says it's 35%, it is actually 30%)
Thanks mate. Gonna update and fix the dmg% aswell

More optimized mid screen damage + corner carry


Meterless

1 Meter

-Cheers-
can you write the combos out? i don´t want to watch every video with combos and write them out myself :/

Thanks