aw yea i havent played wit johnny in a while. good catchDoesn't work on Kitana and Jade in the corner (second forceball passes right through them). Doesn't work on Reptile at all. Works on Mileena just fine.
Also, it's f3, 2 not f3, 1
aw yea i havent played wit johnny in a while. good catchDoesn't work on Kitana and Jade in the corner (second forceball passes right through them). Doesn't work on Reptile at all. Works on Mileena just fine.
Also, it's f3, 2 not f3, 1
yo, transmetropolitan rules!New Cage player and MK9 player in general. Having trouble getting the timing down for Dash Cancels(guessing at the term) and the buffering system for inputing the basic combos(2,1, f2) and such. Any tips? Is the window the for the next input really early or should I be attempting easy hit confirm timing? It seems really strict and it's getting frustrating as hell.
It's aggravating when the only combos I can land are launcher in the corner 2,2,2,2,2,1,1. Lol.
And, pressuring blocks and staying close. This is how Cage is played right? Is 2 1 f2 safe on block?
input the dash while the F2 is connecting, and you will dash. PAUSE for 1/2 a second, then input the next string, 4,4 or f3, or whatever.New Cage player and MK9 player in general. Having trouble getting the timing down for Dash Cancels(guessing at the term) and the buffering system for inputing the basic combos(2,1, f2) and such. Any tips? Is the window the for the next input really early or should I be attempting easy hit confirm timing? It seems really strict and it's getting frustrating as hell.
It's aggravating when the only combos I can land are launcher in the corner 2,2,2,2,2,1,1. Lol.
And, pressuring blocks and staying close. This is how Cage is played right? Is 2 1 f2 safe on block?
i only have general tips.i seem to have trouble vs cyber sub, whats the best way to tackle him?
iirc safe strings are 2,1 - f3,2 - 111, - 11f1, - f3,3,b3, - 44What should I be doing if my opponent is blocking a lot? rephrased: what is most safe on block? I'm not new to johnny, but new to doing longer combo's.
also, Bnb's? and what high/lows does Mr. Cage have? or just lows in general lol.. can't seem to find much besides the always-present b4. thanks in advance.
If your opponent is blocking alot, that's a good spot to be in. Either throw or chip at them to also build meter.What should I be doing if my opponent is blocking a lot?
From my experience, you have to dash after F+4, but then you have to pause for them to drop a bit, so thet 2, 1, F+2 hits fully. If you don't pause after dashing out of the F+4, the F+2 after the 2,1 will miss. I think they need to fall around Cage's midbody. The same principle applies if you start with B+3, the pop up launcher.I'm having trouble with his combo : f+4,dash,2,1,f+2,dash,4/4,flip kick- this combo is in the guide , but i have trouble landing the 2 hit in the 2,1,f+2 because after it connects the firs hit the second miss and the third goes trough the opponent , i want to know if my timing is wrong , or if I don't have to dash after the f+4 .....????
after i get the f4 to hit them my way of timing the 2 1 f2 is i do a full dash into them til my face is basically touching them and then i do the 21 f2. i usually do it too early more often than too late so this is my way of alleviating that problem. after that, the timing on the 44 is much less strict than when you just do the 2 1 f2 without the axe kick before itFrom my experience, you have to dash after F+4, but then you have to pause for them to drop a bit, so thet 2, 1, F+2 hits fully. If you don't pause after dashing out of the F+4, the F+2 after the 2,1 will miss. I think they need to fall around Cage's midbody. The same principle applies if you start with B+3, the pop up launcher.
I actually get interesting results with using Axe Kick (F+4, F+BK) or Pop Up(B+3, B+FK), then dashing, and going into 2, 1, F+2.
Sometimes, I find I don't have to dash out of 2, 1, F+2, to be able to go into 4, 4.
Sometimes, I find I go underneath the opponent after hitting 2, 1, F+2, and switch sides with them, which allows 4, 4 to also connect without dashing.
Mind you, sometimes the combo gets dropped after 2, 1, F+2 when I cross them up, and 4, 4 doesn't connect.
To be more consistent, I've had to pause and time the start up of the 2, 1, F+2.
But because of this pause, the opponent may be too low to the ground to connect, a dash, 4, 4, Flip Kick. You have to use a dash, 4, 4, Shadow Kick instead.
bro here are 2 posts from this page alone.never used Johnny so I need some help. What are his mixups/best strings? I would look at the guide but they dont load on my phone. Would appreciate help.
iirc safe strings are 2,1 - f3,2 - 111, - 11f1, - f3,3,3, - 44
b4 can be a combo starter, check that thread out,
also im sure you know 2,1,b4.
also f3 is amazing for interrupting or pressure
as for blocking a lot... try mixing it up like 21, 21 pressure, then grab or sweep...
try meaty strings while they wake up, or block the wake up then throw, or f3, into f3,3 into sweep....
etc etc so many possibilities.
bnbs? the one i use mostly midscreen is 21f2,dash, f3xxnut
1meter - 21f2, dash, 44xx exnut
corner i do 21f2, 1, 2,2,2,2,4,4xx nut
jp, f4, 2,1 dash 4,4 xx nut
theres so much so much
If your opponent is blocking alot, that's a good spot to be in. Either throw or chip at them to also build meter.
Get them to block BP, FP... and if they are still blocking, repeat another BP, FP, and occasionally do BP, FP, F+BP. I think I managed three sets of BP, FP before my opponent got wise. Then it was time to show them BP, FP, F+BP when they tried to jump out. ;-)
If you notice them blocking high only. Perform BP, FP, B+BK which hits low on the last hit. Take advantage of the stagger state on hit, dash in, and peform another combo string for chip damage. You can also do a sweep B+BK and if they block this, go into F+FK, FK, B+FK for chip damage.
If you see them blocking low. You can do BP, FP, then F+BP to launch them as its an overhead. Axe Kick, F+BK is also an overhead option, but it is slow - so good opponents can block on reaction. However if blocked, you go into F+FK, FK, B+FK for chip damage.
Best safe strings I find are: BP, FP, F+BP or F+FK, FK, B+FK because they hit mid, can't be ducked and have fast start-up.
On hit F+FK, FK, can be comboed into flip kick, which is good for moving them towards the corner.
F+FK, BP is also good - but I haven't been using it. If blocked, you can go into D+FP.
Cross over jump punch is always guaranteed. Tested offline against KL spin, fast uppercuts and fast down 1s.Is there anything guaranteed after nut punch or EX Nut punch?
cross over jump, 11 f 3,3,3. That is 9% chip on block and builds meter.Is there anything guaranteed after nut punch or EX Nut punch?
Hey, that's what REO does, and it works great.cross over jump, 11 f 3,3,3. That is 9% chip on block and builds meter.
If a 1,1 is guarateed then is a 21f2? If not I don't really get how the nut punch stagger works...the 11 is guaranteed after a jump punch yeah.
Yes. You have to do it pretty fast.Is it impossible to use a wake-up attack after JC's back-throw? It seems like the game forces me up before I can input one. I tried mashing it out, and still nothing.
you do a crossup jump punch into 11 after a nut punch because its guaranteed chip and you're atleast neutral (+0) right in their faces. Not sure why you'd want to do 21f2.If a 1,1 is guarateed then is a 21f2? If not I don't really get how the nut punch stagger works...
Ah it was made to sound like it was guaranteed hit rather than chip. Its seems like this is the only situation where 1,1 is used thats all and since f3,2 or 2,1 is only one frame longer on startup I thought people would use this instead.Yes. You have to do it pretty fast.
you do a crossup jump punch into 11 after a nut punch because its guaranteed chip and you're atleast neutral (+0) right in their faces. Not sure why you'd want to do 21f2.