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Guide - Stunt Double Please delete this thread, as I don't know how & I've made a new and much better one

haketh

Noob
Btw guys, even tho the patch brought us up to console level- the shadow kick into extra clone moves stuff I found is still in. Best application I can see is probably shadow kick into exdb1 for full screen run in, but other than that its pretty limited anyway. Also like a 2 frame window to even use it
:cool:
If this can work on console that's a pretty big deal, a 2 frame window is a more than viable window.
 

Wrath0594

Steam profile: 76561198102032134
If this can work on console that's a pretty big deal, a 2 frame window is a more than viable window.
Yeah and it's not that strong of a tech which is why I don't see why they'd intentionally remove it, if that's what they did.
 

Biologic

Noob
i totally agree! SD is super strong (and was never suggesting otherwise) and is what i have been gravitating towards for personal play, but i think the mentality of "(STOP USING A-LIST)" that's presented in the thread title is not a good mentality. We should be using both, and discussing where each comes into play, but so far the dialogue I have been seeing are debates about which one we should be solely using. I understand it will take a lot longer and more MU knowledge to figure out where each is the most useful, but it never hurts to adopt a mentality that let's us use all the tools at our disposal :D
STOP USING A-LIST, does a better job of grabbing peoples attention, and most people are really biased towards A-list right now & don't realize how good Stunt Double is, hence the title, I do see what you're getting at though!
 

Frosted 57

Reforming Lurker
I didn't see these anywhere else and I'm not quite sure where to post these. So I found some one bar corner combos that if cDB1 is the launching attack (or the first airborne attack) you can finish the combo with B2xxDB4 safely refilling your mimics. Meaning that the rest of the combo is long enough to run out the cooldown timer. Not sure how useful these are, but hey whatever.
1 clone, 1 bar
38% -- 114xxcDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4
39% -- F4, cDB1, NJ1, F4, 12, 12, 12, 12, 12xxExBD3, B2xxDB4 (Difficult first link from F4 to cDB1)
39%+ - (grounded string)xxcDB1, F4, NJ1, 12, 12, 12, 12, 113xxExBD3, B2xxDB4
40%+ - (grounded string)xxcDB1, F4, F4, NJ1, 12, 12, 12, 113xxExBD3, B2xxDB4
40%+ - (grounded string)xxcDB1, F4, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4
42% -- F24xxcDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4

2 clones, 1 bar
42%+ - (grounded string)xxcDB1, cDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4

**I found a 2 bar midscreen one as well
40%+ -- (grounded string)xxcDB1, rc, F24, d1, F4xxExBD3, 1, F3xxExBD3, B2xxDB4
 
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Biologic

Noob
I didn't see these anywhere else and I'm not quite sure where to post these. So I found some one bar corner combos that if cDB1 is the launching attack (or the first airborne attack) you can finish the combo with B2xxDB4 safely refilling your mimics. Meaning that the rest of the combo is long enough to run out the cooldown timer. Not sure how useful these are, but hey whatever.
1 clone, 1 bar
38% -- 114xxcDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4
39% -- F4, cDB1, NJ1, F4, 12, 12, 12, 12, 12xxExBD3, B2xxDB4 (Difficult first link from F4 to cDB1)
39%+ - (grounded string)xxcDB1, F4, NJ1, 12, 12, 12, 12, 113xxExBD3, B2xxDB4
40%+ - (grounded string)xxcDB1, F4, F4, NJ1, 12, 12, 12, 113xxExBD3, B2xxDB4
40%+ - (grounded string)xxcDB1, F4, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4
42% -- F24xxcDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4

2 clones, 1 bar
42%+ - (grounded string)xxcDB1, cDB1, F4, NJ1, 12, 12, 12, 12, 12xxExBD3, B2xxDB4

**I found a 2 bar midscreen one as well
40%+ -- (grounded string)xxcDB1, rc, F24, d1, F4xxExBD3, 1, F3xxExBD3, B2xxDB4
Interesting, I've been kind of looking into this stuff, but haven't felt it was worth sacrificing nut punch yet, I think you can do a raw DB4 xx Mimic Shadow kick or EX Rising Shadow after a nut punch, meaning after the mimic kick you can put on pressure with 1 remaining clone, which is better than no clones or taking the mimic cancel risk.

Then again you can mix mimic cancels in off quite a few strings, especially when your opponent doesn't have meter.

I really just wish he could cancel confirm into rising shadows
 
heh this kinda seems like its becoming the SD thread :D

@Loli-Zero first posted this combo (and a bunch of other great combos using clone(s) mid combo that use up enough time that you can activate) but the most useful one i've found that they posted was one to be used when you've just used both your clones in a damage optimized or corner carry combo. it goes like:

f24 d1 f4 d1 12 12 12* 114 xx exbd3 12 114 xx db4
* often, this last 12 can be omitted; but like if a clone was literally the last moved you used before going into this combo you might need it for time

does ~30%
 

Reauxbot

You think you bad? You aint bad.
Is Johnny Cage a good character?
Very curious. My secondary character dilema is horrible. Please help. Not looking for god tier or anything. Just someone who has good tools.
He seems like a Jack of all Trades.
 

Biologic

Noob
Is Johnny Cage a good character?
Very curious. My secondary character dilema is horrible. Please help. Not looking for god tier or anything. Just someone who has good tools.
He seems like a Jack of all Trades.
I feel like he's mid tier right now, you should pick up Kung Jin, he has everything, just being honest!
 

Reauxbot

You think you bad? You aint bad.
Hmmm. Didnt realize those 333 strings were high. Opponents can just mash d.1 off a blocked jump in
 

Reauxbot

You think you bad? You aint bad.
I feel like he's mid tier right now, you should pick up Kung Jin, he has everything, just being honest!
Well everyone knows that lol.
I just cant really get into that character.
Johnny doesnt seem mid tier though. He has some interesting tools. Why do you feel hes mid tier? Hes got some good tournament placings.
 
Ia the in game frame data wrong or the op? F3 is 11f not 9. The mimic kicks are negative on block, not positive. F2 is 15f not 14. Cage ex fireball in sd variation is not positive on block
 

PND OmegaK

Drunk and Orderly
You are definitely plus after a regular mimic shadow kick, d1 is guarenteed afterwards and cant be armoured.
 

Biologic

Noob
The frame data is wrong, mimic kick is actually + even more so after some of the strings, 3,3,3 string is best used after a jump in for the 3% chip damage, it's also a little slower at around 14-17 frames I believe. Mashing D1 after a jump in 1 wont work, jump in 1 actually jails into any string

I'm going to quote my original post here to help you under the use of both 3,3,3 & EX Mimic Rising Shadow;
" Infact it's so plus on block you can actually land a free jump in on your opponent, even against Kung Lao (So you could actually do; jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) for 19.75% of guaranteed chip)."
Excerpt on EX mimic Rising Shadow^

There's even an example showing that you're +6 after a 1,1,4 mimic shadow kick in my video at 7:18! :)

You can see Me beat out Kung Laos 5 frame vortex with an 11 Frame Dizzy Knee after a 1,1,4, mimic shadow kick
 
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IrishMantis

Most humble shit talker ever!!!
Man just fucking about JC gets 52-54% mid screen with 3 bars, but building a bar back (technically 2 bars) with 19- 20% being unbreakable 0 on block (unless you block break lol) after nutpunch combo while opponent only builds a third of their bar back ...... thats crazy, really makes Fisticuffs look redundant as fuck
 

Name v.5.0

Iowa's Finest.
I've picked up SD Cage and practiced quite a bit, but what I've noticed is an awkwardness in the neutral game. What is the best strategy to activate the clones?

I tried F3~clone cancel, but man, if you whiff the F3 you're going to eat shit. I also tried run cancelling up close into a D4, then into a knee, or B3,4. Jump ins work fine if you dont get anti aired...so that's a risk too.

What do you guys do?
 

IrishMantis

Most humble shit talker ever!!!
I've picked up SD Cage and practiced quite a bit, but what I've noticed is an awkwardness in the neutral game. What is the best strategy to activate the clones?

I tried F3~clone cancel, but man, if you whiff the F3 you're going to eat shit. I also tried run cancelling up close into a D4, then into a knee, or B3,4. Jump ins work fine if you dont get anti aired...so that's a risk too.

What do you guys do?
Im not cage main, but JC's f3 is one of the best in the game at neutral.

his f2 launcher is also pretty nice option too as reaches further t5han it looks

His down 4 is slower than pokes but has really good range

MB shadow is a safe option as if you hit in time they will not able jump and free clone activate after
or fuck it just walk or dash back to create your self some space
 

Name v.5.0

Iowa's Finest.
Im not cage main, but JC's f3 is one of the best in the game at neutral.

his f2 launcher is also pretty nice option too as reaches further t5han it looks

His down 4 is slower than pokes but has really good range

MB shadow is a safe option as if you hit in time they will not able jump and free clone activate after
or fuck it just walk or dash back to create your self some space
I was more talking about clone cancels. F3 is probably the best way to get started, but I just wanted to here what others were doing.