Name v.5.0
Iowa's Finest.
The requirements for this Krushing Blow are: First hit of the game, which is stupid and worthless...and when used as a punishing attack...A 13 frame special used as a punisher? Dumb. Oh, and it has to be an amplified nut punch. Super dumb.
So early on, we all wrote this KB off as useless and never tried to use it and then convinced MK community that Johnny had no Krushing Blows. It's actually bullshit....
The nut punch KB isn't all that hard to hit. Many of you have had the opportunity, and just decided to go for a punishment that maybe got you 26%-30% damage for a bar, instead of going for the NPKB which can net you about 35%. (NPKB, F3, S2, microdash 121~shadow kick). You were going to burn the bar anyway, so you might as well get the extra damage.
Here's the guide I started making for myself, and then decided to share with all of you. It's ugly, and I might have missed a few things including the potential to flawless block and then NPKB. Feel free to let me know what I'm missing or to criticize my grammar and spelling.
Shang Tsung -
Close Ground eruption - dash after first and NP. Range dependent. Must be semi close. Combo string tends to push back on block.
Sorcery Rush - easy
Close Corpse Drop - you must be point blank
FB - must be point blank when he activates. Requires a micro dash into NP.
Shao Khan -
Merciless Spear - Must be point blank.
Shoulder Charger - easy.
Annihilation - easy
F34, 1+3 - easy
F212 - easy
Ground Shatter - Both normal and amplified. Must be in range.
Wrath Hammer - must be inside jump in range. Requires micro dash at furthest viable distance.
Frost -
Auger Lunge - easy
Microburst - easy
FB - must be point blank and neutral duck.
B2212 - easy
B32D1 - easy
Johnny Cage -
Nut Punch - easy
Flippy Kick - easy
Shadow Kick - easy
244U4 - easy
Sonya -
Standing Counter - easy
Low Counter - easy
Leg Breaker - easy
Energy Rings - easy
Orbital Drop - easy if point blank.
FB - immediate dash into NP
B123 - frame perfect reversal. Hard.
B23D3 - easy
Cassie -
Knee Cappin - works up to sweep distance. Micro dash may be needed the further you get out. If she amplifies, dash forward and NP.
Flipping Out - dash and NP.
Up Glow Kick - easy.
Shoulder Charge - easy
Energy Burst - May have to dash if at the edge of the burst.
FB - reversal punish.
Jax -
Quad Grab - neutral duck on read and it’s easy
Gotcha Grab - easy
Stiff Arm - easy. If at range and he does amped version, neutral duck and NP.
FB - only works if he activates within jump distance.
22D4 - easy
F2D4 - easy
B321+3 - easy
Duck and weave amped - easy
Ripped Amped - duck the high and NP.
Scorpion -
Spear - must be inside jump in range. Dash may be required.
Hellport - easy, but might not be ideal considering the delayed amplification.
B141 - easy
F32 - easy
Death Spin - must dash and punish. If you’re at the edge of the special, it won’t work.
FB - dash up punish if he activates near you. Reversal punish.
Noob Saibot -
Spirit Ball - must be point blank.
Shadow Tackle - point blank
Rising Kick - point blank.
Shadow slide - point blank.
Teleport - easy
Baraka -
Blade Spark - point blank
Gutted - easy
Raiden -
Storm Cell - easy
Close lightning strike - easy
Electric fly - easy
Electric Current - May have to dash forward.
B2 - easy
B14 - just frame punish
Jacqui -
Shrapnel Blast - easy point blank
Lethal Clinch - easy.
Grease Kick - unextended is easy. Extended you must duck the last hit.
Air Dive - easy
Sub Zero -
Ice Ball - easy point blank
Slide - easy
F24 - easy
Cold Shoulder - easy
Kano -
Lumbar Check - duck it and it’s easy.
Kano Ball & Air Ball - easy for both. Can’t punish amped versions.
F2 - just frame punish.
FB - May have to micro dash depending on distance.
Kabal -
Low Hook Grab - easy
Nomad Spin - easy
Nomad Dash - easy
Hook Slam - easy
Rolling Buzzsaw - easy
FB - dash and punish
Liu Kang -
Low Fireball - easy
Flying Kick - easy
Bicycle Kick - easy
Shaolin Stance-~2 - easy
Dragons Fire, Trip - easy
Kitana -
Fan toss - point blank
Quick Execution - easy
Fan lift - easy
Square Wave - easy
B231D2 - flawless block D2, immediate punish.
FB - dash up and punish
Kung Lao -
Spin - easy
Hat Throw - point blank
Dive Kick - easy
F13 - microdash punish
Jade -
Nitro Kick - easy
Edenian Spark - easy in NP range
B12 - if within NP range
F41 - just frame punish.
FB - easy if activates point blank
Skarlet -
Blood Splatter - easy
Blood Trail - point blank
Cell Siphon - easy. May have to dash up.
B2 - NP range.
B4 - NP range.
Erron Black -
Zaterrean Spit - works if he cancels a block string point blank into it.
Rattle Snake Slide - easy
Dvorah -
Fireflies - NP range
Ground Swarm - easy
Swarm - easy
Katipo Rush - tight if you’re expecting amped version
F4 - easy
Kotal Khan -
Kahn Cut - easy
Command grab - easy if ducked.
F122 - reversal punish
F243 - reversal punish
Geras -
Temporal Advantage - easy.
Quick Sand - easy
Bed of Spikes - easy
F11+3 - easy
Command grab - easy if ducked
Sand pillar - easy
FB - dash up punish
Kollector -
Demonic Clutch - easy if ducked
Shotel Fury - easy
Bola - easy. May require micro dash
F12D1 - easy
F12D2 - easy
F221+3 - easy
Cetrion -
Hells Wrath - point blank
Natural Barrier - NP range
Close Geyser - easy
Tendrils - easy. Can full dash up and still hit.
FB - works if she activates point blank. have to dash.
So early on, we all wrote this KB off as useless and never tried to use it and then convinced MK community that Johnny had no Krushing Blows. It's actually bullshit....
The nut punch KB isn't all that hard to hit. Many of you have had the opportunity, and just decided to go for a punishment that maybe got you 26%-30% damage for a bar, instead of going for the NPKB which can net you about 35%. (NPKB, F3, S2, microdash 121~shadow kick). You were going to burn the bar anyway, so you might as well get the extra damage.
Here's the guide I started making for myself, and then decided to share with all of you. It's ugly, and I might have missed a few things including the potential to flawless block and then NPKB. Feel free to let me know what I'm missing or to criticize my grammar and spelling.
Shang Tsung -
Close Ground eruption - dash after first and NP. Range dependent. Must be semi close. Combo string tends to push back on block.
Sorcery Rush - easy
Close Corpse Drop - you must be point blank
FB - must be point blank when he activates. Requires a micro dash into NP.
Shao Khan -
Merciless Spear - Must be point blank.
Shoulder Charger - easy.
Annihilation - easy
F34, 1+3 - easy
F212 - easy
Ground Shatter - Both normal and amplified. Must be in range.
Wrath Hammer - must be inside jump in range. Requires micro dash at furthest viable distance.
Frost -
Auger Lunge - easy
Microburst - easy
FB - must be point blank and neutral duck.
B2212 - easy
B32D1 - easy
Johnny Cage -
Nut Punch - easy
Flippy Kick - easy
Shadow Kick - easy
244U4 - easy
Sonya -
Standing Counter - easy
Low Counter - easy
Leg Breaker - easy
Energy Rings - easy
Orbital Drop - easy if point blank.
FB - immediate dash into NP
B123 - frame perfect reversal. Hard.
B23D3 - easy
Cassie -
Knee Cappin - works up to sweep distance. Micro dash may be needed the further you get out. If she amplifies, dash forward and NP.
Flipping Out - dash and NP.
Up Glow Kick - easy.
Shoulder Charge - easy
Energy Burst - May have to dash if at the edge of the burst.
FB - reversal punish.
Jax -
Quad Grab - neutral duck on read and it’s easy
Gotcha Grab - easy
Stiff Arm - easy. If at range and he does amped version, neutral duck and NP.
FB - only works if he activates within jump distance.
22D4 - easy
F2D4 - easy
B321+3 - easy
Duck and weave amped - easy
Ripped Amped - duck the high and NP.
Scorpion -
Spear - must be inside jump in range. Dash may be required.
Hellport - easy, but might not be ideal considering the delayed amplification.
B141 - easy
F32 - easy
Death Spin - must dash and punish. If you’re at the edge of the special, it won’t work.
FB - dash up punish if he activates near you. Reversal punish.
Noob Saibot -
Spirit Ball - must be point blank.
Shadow Tackle - point blank
Rising Kick - point blank.
Shadow slide - point blank.
Teleport - easy
Baraka -
Blade Spark - point blank
Gutted - easy
Raiden -
Storm Cell - easy
Close lightning strike - easy
Electric fly - easy
Electric Current - May have to dash forward.
B2 - easy
B14 - just frame punish
Jacqui -
Shrapnel Blast - easy point blank
Lethal Clinch - easy.
Grease Kick - unextended is easy. Extended you must duck the last hit.
Air Dive - easy
Sub Zero -
Ice Ball - easy point blank
Slide - easy
F24 - easy
Cold Shoulder - easy
Kano -
Lumbar Check - duck it and it’s easy.
Kano Ball & Air Ball - easy for both. Can’t punish amped versions.
F2 - just frame punish.
FB - May have to micro dash depending on distance.
Kabal -
Low Hook Grab - easy
Nomad Spin - easy
Nomad Dash - easy
Hook Slam - easy
Rolling Buzzsaw - easy
FB - dash and punish
Liu Kang -
Low Fireball - easy
Flying Kick - easy
Bicycle Kick - easy
Shaolin Stance-~2 - easy
Dragons Fire, Trip - easy
Kitana -
Fan toss - point blank
Quick Execution - easy
Fan lift - easy
Square Wave - easy
B231D2 - flawless block D2, immediate punish.
FB - dash up and punish
Kung Lao -
Spin - easy
Hat Throw - point blank
Dive Kick - easy
F13 - microdash punish
Jade -
Nitro Kick - easy
Edenian Spark - easy in NP range
B12 - if within NP range
F41 - just frame punish.
FB - easy if activates point blank
Skarlet -
Blood Splatter - easy
Blood Trail - point blank
Cell Siphon - easy. May have to dash up.
B2 - NP range.
B4 - NP range.
Erron Black -
Zaterrean Spit - works if he cancels a block string point blank into it.
Rattle Snake Slide - easy
Dvorah -
Fireflies - NP range
Ground Swarm - easy
Swarm - easy
Katipo Rush - tight if you’re expecting amped version
F4 - easy
Kotal Khan -
Kahn Cut - easy
Command grab - easy if ducked.
F122 - reversal punish
F243 - reversal punish
Geras -
Temporal Advantage - easy.
Quick Sand - easy
Bed of Spikes - easy
F11+3 - easy
Command grab - easy if ducked
Sand pillar - easy
FB - dash up punish
Kollector -
Demonic Clutch - easy if ducked
Shotel Fury - easy
Bola - easy. May require micro dash
F12D1 - easy
F12D2 - easy
F221+3 - easy
Cetrion -
Hells Wrath - point blank
Natural Barrier - NP range
Close Geyser - easy
Tendrils - easy. Can full dash up and still hit.
FB - works if she activates point blank. have to dash.
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