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Question - A-List Johnny Cage help

Dankster Morgan

It is better this way
Let me start off my saying I'm new here, and I tried to look for an answer on the web first but wasn't really satisfied. I feel like I'm a a relatively competent A-List, but have trouble with this:

What to do after landing a nutpunch?

I end all my combos in nutpunch to keep control, but sometimes i fuck it up completely. I usually throw out a 11 grab, or a 113 nutpunch, should I be doing more cancels or is this effective?
 

LeftOverShark

Tick Throw Specialist
Don't just use 11 grab or 113 nut punch. Mix it up with F2,4 (Johnny's overhead) and instead of doing 113, do a few 11s and go into the overhead. Your opponent will be expecting the low and be hit. Also make use of the 113skrc to keep up the pressure or end your combo prematurely to bait out an armored attack. Hope this helps!
 

Dankster Morgan

It is better this way
Don't just use 11 grab or 113 nut punch. Mix it up with F2,4 (Johnny's overhead) and instead of doing 113, do a few 11s and go into the overhead. Your opponent will be expecting the low and be hit. Also make use of the 113skrc to keep up the pressure or end your combo prematurely to bait out an armored attack. Hope this helps!
Thanks all good stuff. I only do 11 grab to trip up people who block johnnys mixups so I can get some damage when conserving stamina.
 

LeftOverShark

Tick Throw Specialist
The 113 or 11(pause) F24 isnt a good mix up. It's super blockable, and good players will never get hit with this crap.
I meant like 11 into quick f24. If they block 11 you are at an advantage so f24 comes out relativly easy and fast for me. I just had to get my timing down.
 

Dankster Morgan

It is better this way
I meant like 11 into quick f24. If they block 11 you are at an advantage so f24 comes out relativly easy and fast for me. I just had to get my timing down.
But are you're not at enough advantage to get out a f24 after a 11 guarnteed right? At that point wouldn't a d4 be better?
 

LeftOverShark

Tick Throw Specialist
Right. Your oppenet could armor or poke out. I was just saying if you feel like continuing the pressure and if your oppenet is respecting you too much.
 

LeftOverShark

Tick Throw Specialist
Right, like mike said if the f24 hits and you go into skrc prep yourself for a d1 after the cancel to continue the combo.
 

Wigy

There it is...
I go for a few different pressure strings.

11 b34 skc 113 ex fb f3 rc f24 is a favourite of mine.
If the b34 hits obviously switch out fb 113 for np

Another fave is d4 (which usually hits) f3 rc d4 f3 rc f24

Basically mix up d4 and f2 a lot, 11 into grab is great, basic formula i like is

Normal string into RC or skc, normal string into ex fb, normal string into RC/SKC.

people try to poke escape that and you'll catch em out.

After NP make them respect the shit out of d4 f2 mixups, if you have meter and get your cancels right you can get like 2-3 d4 f2 mixups every time.

Try and scout out their counter, like online mileena i will do 11 block or f3 block because they yolo roll everything. If they are blocking high d4 and 11 for days, if they poke out plus frames, f24
 

LeftOverShark

Tick Throw Specialist
Hit confirm on down 4 will usually set you up for an f3 or f2 depending on the range of your opponent after the hit.
 

RyuKazuya

Jesus is my Lord and Savior!
if you hit ur opponent with a nutpuch it is chip time bro.

standing 4 skrc xx 114 skrc xx 11 into whatever is a true block string.
you can do f3 skrc xx 12 rc xx 11
or 333 into ff

you have planty of shit to pull off. SO if you use a list and hit the opponent with a nutpunch than go for the true blockstring. nutpunch right into 11 is a wasted chip and pressure opportunity.
 

Wigy

There it is...
if you hit ur opponent with a nutpuch it is chip time bro.

standing 4 skrc xx 114 skrc xx 11 into whatever is a true block string.
you can do f3 skrc xx 12 rc xx 11
or 333 into ff

you have planty of shit to pull off. SO if you use a list and hit the opponent with a nutpunch than go for the true blockstring. nutpunch right into 11 is a wasted chip and pressure opportunity.
11 after np isn't a waste. You need to mix people up and thats one of the best tools, you get what like 7% chip from that blockstring, if you land a mixup thats like 30ish percent into another NP.

Gotta keep your opponent on their toes. Once you make them respect the true blockstrings you can throw in 11's for extra chip and meter also lets your stamina recover a little
 

LeftOverShark

Tick Throw Specialist
*Sigh* if only Johnny's 11 was as advaned as much as Jax's 11 is pressure would be really really good then. Doing the 11 after nut punch could potentially bait out an armored move that can be broken. Ive done this a couple of times.
 

RyuKazuya

Jesus is my Lord and Savior!
11 after np isn't a waste. You need to mix people up and thats one of the best tools, you get what like 7% chip from that blockstring, if you land a mixup thats like 30ish percent into another NP.

Gotta keep your opponent on their toes. Once you make them respect the true blockstrings you can throw in 11's for extra chip and meter also lets your stamina recover a little
yea true
but what i mean is basically that nevertheless you ll get into the 11 pressure but before i do so i always do some more chip damage befor i get him into the mix up. ^^
 

Red King

One ugly motherfucker!
RyuKazuya's suggested block string would be great if you can pull it off, but I'm pretty sure the timing is extremely tight so you'll probably get poked out of it a lot of the time.

I've had a fair bit of success doing a single 1 then F24 - good opponents use the time it takes to see the 11 animation to prepare themselves to duck the 3 (of the 113 string) and will only then stand ready for an F24 after the 3 doesn't come out; doing a single 1 cuts the time they have to register what string you're doing in half, so you'll often catch them with F24 because it lands at the same time that the 3 of 113 would have if you had followed through with it originally. Also 1 into throw is basically free. That was very difficult to explain but I hope it made sense haha!

Also, 113 skrc is a safe bet; if it lands, you'll be plus, if they block it they'll be too used to a nutpunch ender to try and react, giving you the time to continue pressure after your skrc, so you can use this followed by the above to really keep them guessing.

You can also condition your opponent with d3 or d4 - a good player knows that you don't have any low combo starters so they will usually be blocking high (in anticipation of a F24), peppering them with D3s can usually open them up to a F24, and if you land a d4 then follow it with F3 rc / F3 skrc then it's a frame trap and they'll have to block it.

Go get 'em
 

rafaw

#YouSuck
About that 113/11~f24 mixup, you can check your oponent with 3 diferent times of that stagger string
- 1~F24
- 11~F24
- 12rc~F24(My favorite, this is +8 and cant be poked, just armored, and on hit it combos)

After a NP i usually go for 114skrc F2, if they are trying to armor that, i go for 114skrc F3rc to punish then for hiting buttons.
In order, thats my favorites after NP:
114skrc~F2/F3rc
12rc~F24
D4~F3rc~121 (121 is nasty bc in a list it has a nice pushback, and if they try to poke after the 121 it will whiff and you can just f3 then)
B34skrc~1/11/12rc~F2 mix up

If i want to chip then:
4skrc~114skrc~114exfb

Ocasionaly you should put some throws out there.