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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 .

kelevra

Steel cable bungee jumper
Heres my take on standard A-List meterless punishes.

Midscreen:
f34RC, b34, bf4RC, f4, f24, d1, f3, np 29% - good to cover some ground
121RC, b34, bf4RC, f4, f24, d1, f3, np 28% - quicker for tighter punishes

Corner:
f34RC, b34, bf4RC, 121(charge to max), d1 db4, 12,12,12,12NP - 36%
121RC, b34, bf4RC, 121(charge to max), d1 db4, 12,12,12,12NP - 34%

Pretty much the same Combo in both cases but with the starter of choice.
 

NorCalSamurai

Bacon Lettuce Tomato
SD 60% 2 bar, 2 shadows
f24 exfb, d1, 4 upshadow, 4 upshadow, 333 exnut, 4 nut.
I gotta test the dmg of the one bar version of this. I've been doing (f24, d1, 4~db1, 4~db1, 4~EXbd3, 4~bd3) for 50%. Hadn't thought about trying 333, they're really low to the ground when the last S4 hits.
 

Tokiwartoothxdk

『T R I G G E R E D』
Some random swag 2 bar combo in the corner:
(slightly away from the corner) I did this with fisticuffs
f24, Ex low forceball, 11, 11, 113, ex np, 114, np 44%
 

Wam-Zlay

Reptile / Noob
Stunt Double - Uses both mimics
F24 Cr 1 F3 xx DB1 rc F3 xx DB1 rc F3 xx BD3ex rc F3 xx BD3 45% anywhere on screen. - 1 meter. + free chip
I didn't look very hard but I didn't see this anywhere so figured I'd post it.



Stunt Double - Uses both mimics Corner

f24 Cr1 4 xx DB1 4 xx DB1 114 xx BD3ex 114 xx BD3 50% corner - 1 meter + free chip.
Again I didn't look very hard but at first glance I didn't see this.
SD 60% 2 bar, 2 shadows
f24 exfb, d1, 4 upshadow, 4 upshadow, 333 exnut, 4 nut.
Heres my take on standard A-List meterless punishes.

Midscreen:
f34RC, b34, bf4RC, f4, f24, d1, f3, np 29% - good to cover some ground
121RC, b34, bf4RC, f4, f24, d1, f3, np 28% - quicker for tighter punishes

Corner:
f34RC, b34, bf4RC, 121(charge to max), d1 db4, 12,12,12,12NP - 36%
121RC, b34, bf4RC, 121(charge to max), d1 db4, 12,12,12,12NP - 34%

Pretty much the same Combo in both cases but with the starter of choice.
Some random swag 2 bar combo in the corner:
(slightly away from the corner) I did this with fisticuffs
f24, Ex low forceball, 11, 11, 113, ex np, 114, np 44%
updating today
 

Sleepwalker

Very bad English
Something I will explain:
If removed from the combo knee, the damage will be the same, but this makes little sense because the startup b3.
If you remove the b34 or even f3(4) rc, b34-sk-rc, the damage will be only one percent less, but at times will simplify combo, and expedient punish 12 (1) or f3(4).
12(1), after b34-sk is not necessarily a connection with wounds cancel, simply dash, so if stamina wounds on cancel missing - combo still continue.

On my channel there are a couple of combos for A-list variation.

PS: Sorry for my very bad English:3
 

Bryck Walle

Counting the Days for the JCVD Johnny Costume!
Looking for some a list corner combos. Damage doesn't seem as high as stunt double
It's not going to be as high. With A list you're sacrificing damage for pressure and guaranteed F24 combos. Stunt double is all about taking your time to get the hit, but when you do you hit HARD. Stunt double combos are stronger because of one fact. You're incorporating extra specials into your combos.
 
So i found out that you dont need a RC to combo off b3,4. You can just dash cancel the shadow kick and you can connect basically anything From 1 to f2,4. You can even do b3,4 bf4dash b3,4 although that is an extremely tight input.
 

Frosted 57

Reforming Lurker
I've posted most of these before and had them be ignored but since fisticuffs is the flavor of the week figured I'd post them again since they never made it into the first post

Fisticuff Combos
***bnbs
$$ fisticuff only

mid-screen meterless
***f24, b12, rc, 12, f3xxbd3 (25%) $$
f24, b12, f3xxbd3 (22%) $$
f24, 12, 12, f3xxbd3 (26%) (Harder)
f24, d1, f24, d1, f3xxbd3 (28%) (hardest)
b12-12-12-12xxbd3 (19%)

***f4, f24, b12, f3xxbd3 (26%) $$
f4, f24, d1, f3xxbd3 (25%)

midscreen 1-bar
***f24, b12, rc, 12, f3xxExbd3, f3xxbd3 (34%) $$
***f4, f24, b12, f3xxExbd3, f3xxbd3 (34%) $$
***113xxExbd3, f24, d1, f3xxbd3 (31%)

unsafe but hit confirmable combos using flipkick
corner meterless
114xxdb4, b12, 12, 12, 12, b12-12-12-12xxbd3 (30%) $$
333xxdb4, b12, 12, 12, 12, b12-12-12-12xxbd3 (31%) $$
***f4, f4, NJ1, 12, 12, 12, b12-12-12-12-12xxbd3 (35%) $$
***f24, d1, f4, 12, 12, 12, b12-12-12-12-12xxbd3 (37%) $$
f24, d1, 12, 12, 12, 12, b12-12-12-12xxbd3 (35%) $$
male only :mad:
113xxdb4, d1, d1, b12-12-12-12-12-12-12-12-12xxbd3 (31%) $$ (Hard)
b34xxdb4, d1, d1, b12-12-12-12-12-12-12-12-12xxbd3 (32%) $$ (Hard)

corner 1-bar
(same as meterless just end with ExBD3 into 12xxbd3 or b2xxbf1)
ExForceballs
114xxExdf2, d1, 11, 12, 12, b12-12-12-12xxbd3 (37%) $$
333xxExdf2, b12, 12, 12, b12-12-12-12-12xxbd3 (39%) $$

ExNut Punch
113xxExbd3, NJ1, f4, 12, 12, 12, 12, b12-12-12-12xxBD3 (36%) $$
 
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The Magician

According to my sources...
Just started Johnny tonight (so much fun doing SD combos). Here's a 50% I found in the corner, and a 47% 1 meter corner carry.

50%:

47%:

If anyone can give me suggestions on how to improve any of these that would be great!
 

kelevra

Steel cable bungee jumper
Heres another one of my corner BNB's i usuall go for for 1 meter.
A-List ofc

121(charge full),d1,4,exnp,12,12,12,np 40%
 

Tenryuga

Ball Buster
I have a few stuff. Sorry if it was already posted.

For the corner using 1 mimic

F24 xx Mimic shadow kick , njp , 12, 12, 12, 114 xx NP for 38%.

Dunno if this is a good idea or not but I figured it would be nice to use mimic shadow kick after F24 to make ourselves + and continue pressure if they block. Even if they block F24 they may still get hit by the cancel into mimic shadow kick in which you can do the following:

d1, 11,12, 12, 12, 114 xx NP for 33%
 
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Lokheit

Warrior
dont get why people double RC in combos! RCs I have found scale your combos down by 1-2% id rather use that stamina for backdash or for another combo at least thats my opinion on the matter.
Not really, most double RC combos end up increasing the total damage.

Here is how it works from my damage scale study:

- Every move applies a reduction to everything that comes after it (generally it's 95%, most launchers are 90-80%).

- For example if I have a string dealing X damage, and I insert a launcher that does 7 damage with a 0.8 reduction right before that string, the final damage will be 7 + (0.8*X). If I insert the same launcher right before that new combo, the damage will be 7 + (0.8*(7+(0.8*X))).

- From my A-List testing, a run cancel (from any of his moves) counts as a 0 damage hit that applies a 0.9 reduction to the following string (for reference, Sub-Zero's Iceball is a 0 damage move that applies a 0.75 reduction to the following string).

- So for example, when you're doing F3,4(RC) --> combo. As the F3 deals 5 damage with a 0.95 reduction and goes first, the total damage will be 5 + 0.95*0.9*original_combo_damage.

- Doing some math, for the original damage to be equal or superior than the F3(RC)+damage you use this formula where X is the string damage:

5 + 0.9*0.95*X = X; (looking for the case where the string deals the same damage with or without the F3,RC).
5 = X - 0.855*X;
5 = 0.145*X;
X = 5/0.145;
X = 34.48

This means that the original combo must be AT LEAST 34.48 damage (which isn't something that you find in A-List combos, at least not mid-screen where you're lucky to sniff the late 20s) for the F3(RC) to reduce the final damage, so in most cases (just some corner combos will get over it, and not all of them), the damage will be increased.

For example, 1,2(RC) will reduce the damage of any combo that is 25.83 damage or higher, so that one could end up applying a penalty on some known combos, but both F3(RC) and B3,4(RC) will increase the damage of the whole string no matter if it's done as part of a double run cancel. B3,4(RC) needs more than 41.81% damage on the following string to start applying any penalty so you can safely attach it to any existing combo and I'm even trying to triple run cancel but my timing and stamina aren't on the same page lol.

I've been testing this math for some time and it works exactly like that.

PS: In some cases, the screen will show that a move doings 28.51 damage and another doig 29.49 damage both do 29, but the screen is lying to you as I've tested that decimals count for total damage (for example doing a 33% damage combo 3 times won't kill an opponent, while doing the same with a 33.4% combo will and the screen says that both are dealing the same damage), so in some cases a move will deal almost 1 more point of damage than the other and the screen will say that both deal the same damage when that's not true.

Another thing to consider even if sometimes the damage won't be increased too much and you could say it's not optimal to put a second cancel, is that some starting RC moves are done to initiate the whole combo from a faster move, that's why F3(RC) is being used as the starting string in many combos as it's faster and has longer reach than more damaging RC options (10 frames versus 16 frames on B3 for example).
 
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Wam-Zlay

Reptile / Noob
I've posted most of these before and had them be ignored but since fisticuffs is the flavor of the week figured I'd post them again since they never made it into the first post

Fisticuff Combos
***bnbs
$$ fisticuff only

mid-screen meterless
***f24, b12, rc, 12, f3xxbd3 (25%) $$
f24, b12, f3xxbd3 (22%) $$
f24, 12, 12, f3xxbd3 (26%) (Harder)
f24, d1, f24, d1, f3xxbd3 (28%) (hardest)
b12-12-12-12xxbd3 (19%)

***f4, f24, b12, f3xxbd3 (26%) $$
f4, f24, d1, f3xxbd3 (25%)

midscreen 1-bar
***f24, b12, rc, 12, f3xxExbd3, f3xxbd3 (34%) $$
***f4, f24, b12, f3xxExbd3, f3xxbd3 (34%) $$
***113xxExbd3, f24, d1, f3xxbd3 (31%)

unsafe but hit confirmable combos using flipkick
corner meterless
114xxdb4, b12, 12, 12, 12, b12-12-12-12xxbd3 (30%) $$
333xxdb4, b12, 12, 12, 12, b12-12-12-12xxbd3 (31%) $$
***f4, f4, NJ1, 12, 12, 12, b12-12-12-12-12xxbd3 (35%) $$
***f24, d1, f4, 12, 12, 12, b12-12-12-12-12xxbd3 (37%) $$
f24, d1, 12, 12, 12, 12, b12-12-12-12xxbd3 (35%) $$
male only :mad:
113xxdb4, d1, d1, b12-12-12-12-12-12-12-12-12xxbd3 (31%) $$ (Hard)
b34xxdb4, d1, d1, b12-12-12-12-12-12-12-12-12xxbd3 (32%) $$ (Hard)

corner 1-bar
(same as meterless just end with ExBD3 into 12xxbd3 or b2xxbf1)
ExForceballs
114xxExdf2, d1, 11, 12, 12, b12-12-12-12xxbd3 (37%) $$
333xxExdf2, b12, 12, 12, b12-12-12-12-12xxbd3 (39%) $$

ExNut Punch
113xxExbd3, NJ1, f4, 12, 12, 12, 12, b12-12-12-12xxBD3 (36%) $$
Heres another one of my corner BNB's i usuall go for for 1 meter.
A-List ofc

121(charge full),d1,4,exnp,12,12,12,np 40%
I have a few stuff. Sorry if it was already posted.

For the corner using 1 mimic

F24 xx Mimic shadow kick , njp , 12, 12, 12, 114 xx NP for 38%.

Dunno if this is a good idea or not but I figured it would be nice to use mimic shadow kick after F24 to make ourselves + and continue pressure if they block. Even if they block F24 they may still get hit by the cancel into mimic shadow kick in which you can do the following:

d1, 11,12, 12, 12, 114 xx NP for 33%

gonna add those
 

Tenryuga

Ball Buster
Something to note about the F2,4 into mimic shadow kick. For whatever reason it will only combo on the first mimic. If you only have one mimic left and attempt it it will whiff if they get hit by F2,4. I have no idea why this is; I tried this on sub-zero. Is the same thing happening for any of you?
 

Red King

One ugly motherfucker!
A couple things to add:

This Stunt Double combo (and possibly others) listed under "meterless midscreen" isn't midscreen, should be in the corner -
f24 (ex) db2, 21 xx mrs, 4 xx mrs, 11, 114, np - 51%


The meterless Stunt Double F24 starter can be improved to this:

f24, d1, f3 xx mrs, rc, f24 xx np (31% 1 mimic)

With one bar:

f24, d1, f3 xx mrs, rc f24 xx (ex np), f3 xx np (40% 1 bar 1 mimic)


And with 2 mimics:

f24, d1, f3 xx mrs, rc, f3 xx mrs, rc f3 xx np (37% 2 mimics)

2 Mimics and one bar:

f24, d1, f3 xx mrs, rc f3 xx mrs, rc f3 xx (ex) np, f3 xx np (45% 1 bar 2 mimics)
 
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Red King

One ugly motherfucker!
Since f3 is obviously very good for whiff punishing it's good to know how to optimise your damage potential with it. Here's the best midscreen options I've found for Stunt Double:

f3 xx mrs, rc, f24, d1, f3 xx np (30% 1 mimic)
f3 xx mrs, rc, f24, d1, f3 xx mrs, rc, f3 xx np (37% 2 mimics)
f3 xx mrs, rc, f24, d1, f3 xx (ex) np, f24 xx np (40% 1 bar 1 mimic)
f3 xx mrs, rc, f24, d1, f3 xx mrs, rc, f3 xx (ex) np, f3 xx np (43% 1 bar 2 mimics)
 
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So I didn't see this posted but you can do: f24 12 f24mb np f24 np for 35% and its easy
this looks awesome! thanks.

but gotta ask;

- does f24 into 12 require a run cancel?
- does the second f24 work on characters of all sizes (there are similar combos that only work on medium to larger size)
- is it spacing dependent (f24 d1 f24 is, so just checking if this is as well)

if no to all of these then that's v v chill
 

Red King

One ugly motherfucker!
So I didn't see this posted but you can do: f24 12 f24mb np f24 np for 35% and its easy
I wouldn't really call going from f24 into 12 easy - the timing is very tight. I would rather do f24, d1, f24 xx (ex) np f24 xx np for 34% - you only lose 1% for a far easier execution and significantly less risk.

Has anybody tried optimizing the damage off (ex) np? It's by far Johnny's best armoured wake-up, anti-air and anti-cross-up option so think we should have some notations down for it. Here's my best optimisation so far:

(ex) np, 12, rc 12, f3 xx np - 25% [All Variations]
(ex) np, f24, d1, f3 xx np 26% [All Variations]
(ex) np, f24, d1 f24 xx np 27% [Stunt Double and Fisticuffs only]
(ex) np, f4, f24, d1, f3 xx np 28% [Stunt Double and Fisticuffs only]

Stunt Double and Fisticuffs make use of a faster Nut Punch to get more damage, but the execution gets tighter as the damage gets higher -- particularly the final (28%) combo where the execution is extremely tight.

Stunt Double with mimics:


(ex) np, f24, d1, f3 xx mrs, rc f3 xx np (31% 1 Mimic)
(ex) np, f24, d1, f3 xx mrs, rc f3 xx mrs, rc f3 xx np (35% 2 Mimics)

 
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SEV

Apprentice
Universal Meterless Midscreen Combo:

F24 12 run in 12 run in 12 F3 DF3 (29% tough to do consistently)

Universal 1 Bar Corner Combos:

F24 12 F4 12 12 4 exBD3 12 12 BD3 (41%)
F24 12 F4 12 12 4 exBD3 12 123 (40% for Fist Bump Set Up)
 
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