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Guide - Fisticuffs Fisticuffs Guide

Frosted 57

Reforming Lurker
Fisticuffs Guide

This is a simple Fisticuffs guide for people new to it and some tips for those who aren't.
As well as including some very basic standard Johnny Cage info.

Fisticuffs is a fairly bare bones version of Johnny Cage. You don't get any fancy mimics to use for setups, frame traps, pressure, or damage. You also don't get any fancy run cancels to use for pressure, frame traps, and hit confirming. What you do get is a new string that can be used for pressure and corner combos as well as a temporary chip damage buff.

Included below are all-around Cage basics, information on how Fisticuffs' specific tools work, how to deal with Fisticuffs specifically, and a combo list that while I posted it in the main combo thread I felt I should still post it in here.

Cage Basics
General info you can find elsewhere in more detail.
His pokes are all pretty good use them.
d1 is a solid poke at 8 frames and is mid. It is only -3 on block while being +17 on hit. This means if it hits you can pressure with anything you want.

d3 is his fastest poke at 7 frames and is a low. It is -9 on block and is +12 on hit. This should be used to get out of frame trap situations. Due to how negative d3 is on block, d1 is usually better to use as a check. When d3 hits it keeps them close making it so you can pressure with 11 or b12 without having to move.

d4 is 11 frames and is a low. It is -6 on block and is +22 on hit. This is one of the most important things in his move list. Since he lacks a low starter this low poke is how you can condition your opponents to block low which will open them up to his overhead. The main use of this move lies in its' ability to lower Cages hurtbox greatly. This allows him to avoid many normals, strings, jump ins and mid projectiles. It can fairly easily be used to counter poke against your opponents' forward advancing strings. This move causes the opponent to stagger back on hit. This means you must advance by running or walking in order to continue pressure. This is usually a good thing because what it does is push the opponent back closer to the corner while allowing you to continue pressure.

Strings
11
is 9 frames and can be used for mix-ups. Examples include 11 F24, 11 Throw, 11 Sweep, 11 d4, 11 11, 11 b12, as well as completing the string with 113xxExBD3 or 114. When using 11 throw be careful, as on hit the move has enough advantage to cause the throw to whiff if done to early. However using 1 throw will work on hit, so using 1 throw can be a better option for a throw mixup.

f24 is a 15 frame advancing overhead launcher that is only -5 on block. This is his big combo starter/opener. While it being -5 on block means it ends his turn, the string can be finished with f244 which is -6 and can be used to check your opponent.

f34 is an 11 frame advancing string that is only -3 on block. This is a very good move for checking your opponent at midrange and whiff punishing. If being used as a guaranteed whiff punish it can either be cancelled into Nut Punch or spend a bar and use Ex Nut Punch for a full combo.


Be careful using
d2, his Upper-Kut, is 9 frames. It is -17 and punishable like d2's usually are. Cage's d2 is one of the weaker ones in the game. The hitbox on it is virtually all vertical and will whiff or simply lose to most jump in attacks. For the most part it will only hit characters who are directly in contact with him.

b4, his sweep is 9 frames and a low. It is -12, so it is punishable but is still a solid low check.

*Side note:Cages 12 string does STRICTLY more damage in combos than his 11 string. There is rarely a reason to ever use 11 in most juggles.


Fisticuffs' Specific Info
Speed Bag
B12 & B121 how it works and what you should know when using it.
b1 is a 10 frame mid and is his best meterless punish for moves that are -11 and don't push back. [b12-12-12-12xxBD3 = 19%]
When your opponent gets hit by this string b1 can only be combo'd from 4 times while grounded. What this means is that if your opponent gets hit by a 1 in the string you can do b12-12-12-12xxBD3 which is 9 hits. However if your opponent gets hit by a 2 you are able to get (b1)2-12-12-12-12xxBD3 which is 10 hits.
Every hit of Speed Bag is -3 on block.
After every 2 in this string there is a very small gap where your opponent can act. Within this gap they are able to back dash or use an armored special. So if you stagger this string using a b1 or b121 you can throw off a player that is aware of this gap.(More on Staggers in the next section)
When this string is being blocked the opponent will get pushed out. Every 2 after the first causes a set amount of pushback.
Ex: b12-1(2)-1(2)-1(2)
Every (2) causes pushback. Generally all characters will be pushed out of range of Speed Bag after 4-6 hits.
A way to prevent this is by staggering the string. B1 advances slightly so if you were, for example, to instead of using b12-12-12-12 use b12, b12, b12 you would remain in range. So varying your actions become very important.

Something to be aware of is that while the hits of Speed Bag are all -3 on block they do have different recoveries. Each 1 recovers in 9 frames while each 2 recovers in 11 frames.
Also each blocked hit of Speed Bag generates about 6.5% of a bar of meter. This means it takes 16 blocked hits of Speed Bag punches to build 1 bar of meter.

Staggers
A lot of characters in MKX can pressure opponents by staggering their strings. This means ending them at different points to make your opponent have to guess or react to when they can press a button. The information below is something you can read over and over but there is no substitute for practice. Correctly timing string staggers can and likely will take practice to get down. The information here is touched on at other points in this guide, but here I have given it more detail for those less versed in the idea of staggers or how to use them as Cage.

Basic Cage staggers, simple ones which exist across every variation, mostly use 11 and to some extent 12 as an instigator. These two strings have extremely fast recovery frames which means that it will be very difficult or impossible for your opponent to react to the fact that you stopped your string early. As stated in Cage Basics above simple staggers from these would generally be 11 11, 11 f24, 11 d4, 113xxSpecial, 11 sweep, 11 throw, 114, or even 11 block if you believe your opponent wants to do an unsafe reversal. Another string to stagger is f244. F24 is Johnny's safe overhead launcher which is -5. If you complete the string it is -6, which is still safe. If your opponent realizes that you aren't finishing the string they will likely try to poke or pressure you. At this point it can be worth it to complete the f244 string on block to force them to respect the fact that you can. You can often catch players with that last hit if they haven't seen you do it often.

Fisticuffs has a unique tool in his Speed Bag string which allows him to stagger strings in different and often more reactionary ways. While mashing b121 can get you far playing against some less experienced players it is unwise to just do that against someone who knows anything about the matchup. Staggering b121 is interesting because you can stop the string and start it up again at any point and it is not easy to react to. One of the simpler things you can do is start doing b12-12-12 and see how your opponent is blocking. If they are stand blocking you can stagger in a d4 or d3, if they are crouch blocking you can stagger in a f24. It is also very important to stagger in throws to show your opponent they cannot just block against b121 for free. Due to the fact that there is a gap after every 2, opponents often attempt to armor out. So if you believe they are going to attempt this you can stagger block into another stagger(for instance b1212, block for a few frames to avoid reversals, b1212). Staggering in 11's is also very effective because players often react to 11 differently than b121 because they see it as an imminent mix-up/fuzzy guard through 113 and 11 f24. However there is no reason for you to commit to the 113 or f24 often since returning to b121 after the 11 can be just as effective if your opponent is expecting something else.

Getting down what works and what doesn't for you as well as what does and what doesn't against each opponent can be very tough to get comfortable with. Personal experience and trial by fire is really the only thing I can recommend once you have gotten what you can out of training mode practice.

Fist Bump
Whats the deal with this.
BF1 is a special move that takes 40 frames to complete. This move grants Johnny a temporary buff to chip damage which lasts ~8 seconds. Normally when moves are blocked they do approximately 20% of the damage they would do if it hit. With Fist Bump active the damage of all of Johnny's attacks that are blocked are instead ~40%. This buff also increases the damage of Speed Bag, causing each hit to deal 3% (up from 2%). This also causes the chip from Speed Bag to be raised to 1.20% which is 40% of 3%. The final thing this buff does is cause his throws to deal 17% damage, which is a 5% buff.
With Fist Bump active your meter gain on block does not increase. For instance 5 reps of 214 will gain 1 meter if blocked whether Fist Bump is active or not(Fist Bump itself is a special and grants some meter on activation).

There is now ONE safe-ish way to activate Fist Bump on block. When you cancel a near max range standing 4 into Fist Bump it leaves you at about -7. The only thing that can punish this is Kung Lao's Ex Spin. However this can be pretty random, as sometimes it is blockable and others it is not.(Breathing Hitboxes?:rolleyes:)

There are two issues that come with activating this special,
1: Due to its' long activation time it is very difficult to make safe at any range. If this move is cancelled into on block it is virtually always punishable.
2: In order to effectively activate it safely you can end a combo with either f24xxBF1 or 121, BF1. This issue with doing this is that you are losing damage at the end of your combo(somewhere between 5% and 7%). You then also lose the standing reset gained from the Nut Punch ender and the chip damage and pressure that is guaranteed(which could result in as little as 3% chip or a full combo). So taking the lowest situation of 8% damage lost when using Fist Bump. You would need to have your opponent block for 16% damage to break even and make up for it since 8% of that is what would be dealt without the buff active. The throw buff helps this since a throw gains you 5%. So 2 throws will gain you more damage than the lowest situation if you ended in Nut Punch.

Now situations can arise where you could activate the buff and have it be more beneficial, however I would recommend using Nut Punch enders for the higher guaranteed damage and pressure until you believe you fully understand what you are giving up by using Fist Bump instead.
That said there are still times you can and should use Fist Bump. One being when you are full screen using projectiles, if they don't have a full screen presence or if their projectiles do relatively low damage(say 5% or less) you can activate and get hit by a projectile to end the recovery frames of Fist Bump and for the duration your Forceballs will deal 4% when blocked. In addition if your opponent is about to get breaker it could be correct to either end the combo early into Nut Punch or end it into Fist Bump to set up for them to block instead and not gain the meter needed for the breaker.

Weaknesses

This variation suffers from fairly large flaws that he either does not have or are less apparent in his other variations.
1: In this variation he has no way to safely combo from his 113 low string under any circumstances. In Stunt Double he can use up shadow for a full combo. A-list can Shadow Kick run cancel from 113 into f24 or f4 for a full combo. So against Fisticuffs you do not need to fear his low option very much.

2: His only plus frames are on 1, 11, 12, and ExDF2/Forceballs. When ExDF2 is used on block you get pushed out to a range where 1 and B1 whiff. This makes it harder for Fisticuffs to apply pressure compared to his other variations.

3: Cage across all variations has weak anti-air options. None of his options are all that consistent. The best of which is ExNut Punch. While this works often there are situations where it will still whiff. One of his best options against many (not all) characters is to use d4 to low profile their jump attacks. So as a Cage player get as comfortable as you can with his anti-air options. As an opponent make the Cage player prove that they know how to anti-air, because if they don't your jump attacks will be virtually free.

How to deal with Fisticuffs specific things. Both players options.
Speed Bag
B121...

There are no gaps in which you can poke, reversal throw or reversal special without armor. That said there is a gap after every 2 in the string.
During this gap you can use an armored special if is 13 frames or faster, a 14 frame armor reversal will trade.
In addition, outside of the corner every character can back dash during this gap. While largely safe, if the Cage player reads this they can punish most back dashes meterless with F3xxBD3 for 14% which will place the opponent back into the same situation.
Outside of taking action, you can just block. Every 2 in the string after the first causes a set amount of pushback. Against most characters somewhere between 4 and 6 hits on block is enough to push Cage out of range. However when the string is staggered it can stay within range longer, but if the string is being staggered you have a larger gap to escape. When blocking Speed Bag always be aware of his stagger options. A throw, f24 or a low poke could come at any time.

F3
This move is an 11 frame advancing normal. F3 alone is -8 on block and has 36 recovery frames. What this means is that you can just wait, and know that the F3 was not cancelled into anything, and punish if possible for your character or pressure him. If the string was finished into F34 that is -3, which makes it safe while ending his turn. When at midrange against Cage F3 is always a threat. So be aware and ready to block it. Neutral jumping can also be a good choice if you are expecting it.
 
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Frosted 57

Reforming Lurker
Fisticuffs Combos
bnbs are bold and Orange

b12-12-12-12 is entirely Speed Bag
b12, 12, 12, is "The One-Two", "Almost Famous", "Almost Famous"

After a Nut Punch you get guaranteed pressure, but if you need damage you can use these options.
Meterless post-Nut Punch
114 = 2.75% +2 on block
214 = 3.00% 0 on block
b343 = 3.75% -2 on block
333xxBD3 = 5.13% unsafe at -19 on block

1 Bar post-Nut Punch
333xxExDF2 = 6.63% +4 on block.

Mid-Screen Meterless
f24, d1, f3xxBD3 21% (No Stamina)

f24, d1, 1, rc, 11, f3xxBD3 25%
f24, 12, f24xxBD3 25% (No Stamina)
f24, 12, rc, 12, f3xxBD3 26%
f24, d1, f24, d1, f3xxBD3 28% (hardest) (Strict) (No Stamina)
f24, 12, rc, 12, rc, 12, f3xxBD3 29% (hardest) (Strict)
b12-12-12-12xxBD3 19%
f4, f24, d1, f3xxBD3 25% (No Stamina)

f24, d1, Step Forward, Back Throw 20% (Side Switch) (No Stamina)
f24, 12, rc, Back Throw 22% (Side Switch)

f24, 12, rc, 12, rc, Back Throw 25% (Side Switch) (Strict)
f4, rc, 12, rc, Back Throw 20% (Side Switch)
f4, rc, 12, rc, 12, rc, Back Throw 23% (Side Switch) (strict)
f4, f24, d1, rc, Back Throw 24% (Side Switch)

Mid-Screen 1-Bar
f24, d1, f3xxExBD3, 12, f3xxBD3 33% (No Stamina)
f24, 12, rc, 12, f3xxExBD3, f3xxBD3 35%

f24, 12, rc, 12, f3xxExBD3, rc, 12, f3xxBD3 36% (Strict)
f24, 12, f24xxExBD3, f24xxBD3 35% (No Stamina)
f4, f24, d1, f3xxExBD3, f3xxBD3 34% (No Stamina)
f4, f24, d1, f3xxExBD3, rc, 12, f3xxBD3 35% (Strict)
113xxExBD3, 12, rc, 12, f3xxBD3 30%
113xxExBD3, f24, d1, f3xxBD3 31% (No Stamina)
b12-12-12-12xxExBD3, f24, d1, f3xxBD3 31% (No Stamina)

113xxExBD3, 12, rc, 12, rc, Back Throw 29% (Side Switch)
b12-12-12-12xxExBD3, 12, rc, 12, rc, Back Throw 30% (Side Switch)

Corner Meterless
114xxDB4, d1, b12-12, 12, b12-12-12-12xxBD3 29% (Works on males and females)
333xxDB4, d1, b12-12, 12, b12-12-12-12xxBD3 30% (Works on males and females)
f4, f4, NJ1, 12, 12, 12, b12-12-12-12-12xxBD3 35%
f24, d1, 12, 12, 12, 12, b12-12-12-12xxBD3 35%
f24, d1, NJ1, 12, 12, 12, b12-12-12-12-12xxBD3 36%
f24, d1, f4, 12, 12, 12, b12-12-12-12-12xxBD3 37% (Harder)

f24, d1, f24, d1, 12, 12, b12-12-12-12-12xxBD3 38% (Hardest)

male only
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)

Anti-air Upper-Kut(close to corner)
d2, f3xxBD3 23%
d2, f3xxDB4, d1, 11, 12, 12, b12-12-12-12xxBD3 34%
d2, rc, b12, 12, 12, 12, b12-12-12-12-12xxBD3 34%
(very close to corner)
d2, 12, 12, 12, 12, b12-12-12-12-12xxBD3 34%

Corner 1-Bar
(same as meterless just end with ExBD3 into 12xxBD3(easier), 4xxBD3(harder), or 121 BF1)
Ex Forceballs
114xxExDF2, d1, 11, 12, 12, b12-12-12xxbd3 36%
333xxExDF2, b12, 12, 12, b12-12-12-12xxbd3 38%

Ex Nut Punch

b12-12-12-12xxExBD3, NJ1, f4, 12, 12, 12, b12-12-12-12-12xxBD3 35%
113xxExBD3, NJ1, f4, 12, 12, 12, b12-12-12-12-12xxBD3 36%


Fist Bump Activation Combos
mid-screen meterless
f24, d1, f24xxBF1 16%
f24, 12, f24xxBF1 19%
f24, 12, rc, 121, BF1 20%
f4, rc, 12, f24xxBF1 17%

mid-screen 1 bar
b12-12-12-12xxExBD3, 12, f24xxBF1 27%
b12-12-12-12xxExBD3, 12, rc, 121, BF1 28%
113xxExBD3, 12, f24xxBF1 26%
113xxExBD3, 12, rc, 121, BF1 27%

corner meterless
f24, d1, NJ1, 12, 12, 12, 12, 121, BF1 31%
f24, d1, f4, 12, 12, 12, 12, 121, BF1 32%
114xxDB4, d1, b12-12, 121, BF1 24%
333xxDB4, d1, b12-12, 121, BF1 25%

Fist Bump Activated
mid-screen meterless
f24, 12, b12, f3xxBD3 27%
f24, b12, 12, f3xxBD3 27%
b12-12-12-12xxBD3 26%

mid-screen 1 bar
b12-12-12-12xxExBD3, b12, rc, b12, f3xxBD3 38%
113xxExBD3, b12, rc, b12, f3xxBD3 31%
f24, b12, rc, 12, f3xxExBD3, f3xxBD3 36%

corner meterless
f24, b12, b12, b12-12, b12-12-12-12-12xxBD3 44%
f24, b12, b12, b12, b12-12-12-12-12-12xxBD3 44%

corner 1 bar
b12-12-12-12xxExBD3, b12, b12, b12-12, b12-12-12-12-12xxBD3 45%
b12-12-12-12xxExBD3, b12, b12, b12, b12-12-12-12-12-12xxBD3 45%
 
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Frosted 57

Reforming Lurker
I will try to keep this updated if things change. Also Let me know if you guys feel anything should be changed or rephrased, or if you feel something should be added or removed.

Also, should you have any reasonable questions I will do my best to respond when I can.

6/10/15: I heard people talking about this incorrectly so I added how when Fist Bump is active you do not gain more meter than normal from blocked attacks.

6/14/15 Added a new corner combo that is 38% meterles, it's possible to get consistantly but feel free to stick with the 36% or 37% combos which are easier
f24, d1, f24, d1, 12, 12, b12-12-12-12-12xxBD3 38%

6/16/15 Added in a more detailed section on Staggers in Fisticuffs' Specific Info. It is between the Speed Bag and Fist Bump sections.
Also added in the OS section that d4xxBF1 is mostly safe as well, though still not recommended.

6/18/15 Added some altered midscreen combos that end in Back Throw for the side switch.

6/20/15 After remembering DJT confirming f3xxBD3 after Upper-Kut near the corner I expanded on it, it is possible to get a FULL COMBO off an anti-air Upper-Kut when you are a step away from the corner if you cancel into Flipkick instead of Nut Punch.
d2, f3xxDB4, d1, 11, 12, 12, b12-12-12-12xxBD3 34%

6/23/15 With the changes to b121 I have adjusted the information in this thread. I fixed the basics to include the fact that every hit of b121 is now -3 on block as well as that b1 is now a 10 frame startup. I adjusted every combo that could no longer be done while also adding that some of them are now extremely strict. Note that EVERY combo which uses b12 is now far more strict than they were.

7/25/15 Guide isn't dead. Just haven't had anything to update it with for a while.

9/1/15 PATCH : Adjusting several sections due to the f34 change. Crossed off the OS's and anything related to them; I am not going to delete those sections yet, I am going to wait until this patch fully settles in. Also changed the color of BnB's to Orange.

2/30/16 Patch : Will take some time to make changes as I'm a bit busy and there is a fairly large amount that needs to be rewritten, but I am going to update it.

3/26/16: Added and adjusted everything with the March KP2 changes. Of note, Fist Bump throw and combo damage changes, standing 4 cancelled into Fist Bump on block is -6/7(so safe-ish).
 
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Is back b121 that good? Pros look like scrubs when they get hit by it, so do they just know what to do? What I'm really wondering is will fisticuffs still be viable once pros start dealing with it correctly or are they already dealing with it correctly, which would be awesome because Fisticuffs is hype to watch; you don't get more rushdown than punching people in the face.

Also I've noticed that Djt uses uses ex-fireball for pressure a lot. I don't agree with that because I think the meter would better used for a breaker because his pressure gives you so much meter, does good chip, and good damage if you open them up, but eventually they break out, so I think the meter would be better used for adding damage to combos and breakers to maintain advantage. I pray to the NRS gods that fisticuffs doesn't get nerfed.
By the way Djt just 3-0'd fox with the cuffs!
 

DevilMaySpy

Mama's Little Bumgorf
It's good to know that I'm not the only one who expected this guide to be B12 x infinity. You just earned yourself a sticky!
 

Frosted 57

Reforming Lurker
How viable it will continue to be is impossible to say, but it is definitely a good tool. What I will say is that b121 is certainly harder to deal with for some characters than others. This is due a number of things like the speed of armor moves and hit/hurt-box interactions. Quan Chis vortex is something that you don't expect to win a tournament without knowing exactly how to deal with it to the best of your characters abilities, to not do the same with something like this is silly.

*edit; As stated in the original post, Fisticuffs has issues when approaching. Keeping him out of b1 range is part of the match up. If you have issues with this the match up will be much harder.

As far as the match you were talking about; While the b121 string did impressive work, a lot of the damage was dealt by unblocked overheads. Outside of that DJT's Cage has evolved greatly from its trolly debut, he's a great player who is using this character as effectively as anyone could hope to. Also he needs to stop using 11 in juggles... use 12 damn it.
 
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Wrath0594

Steam profile: 76561198102032134
Glad you also talked about the weaknesses. I'm finding it a bit frustrating that DJT's fisticuffs is the first time a lot of people have seen Cage, and this leads many to immediately think that it's Johnny's best variation and that b12 is some free skilless spam pressure - neither of which being true.
 
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Glad you also talked about the weaknesses. I'm finding it a bit frustrating that DJT's fisticuffs is the first time a lot of many have seen Cage, and this leads many to immediately think that it's Johnny's best variation and that b12 is some free skilless spam pressure - neither of which being true.
I was under the impression that the community felt that fisticuffs was trash. I always heard that A list is the best and that stunt double is secretly the best, but I've never heard anybody mention or seen any fisticuffs until Djt. I actually had to look up the NRS's johnny cage reveal to find out that he existed lol.
 

dragonbluud

i make this look easy
ALL U NEED IS B12211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`212112211212121212121`2121
 
You might be able to end combos with 121 in the corner and then do fist bump as well. Looks like it's +49 on hit.

Also found a pretty easy 1 bar off of f24:

f24 d1 12 12 12 12 21xxex nutpunch 113 nutpunch (39%)
 
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ismael4790

Stay focused or get Caged
You might be able to end combos with 121 in the corner and then do fist bump as well. Looks like it's +49 on hit.

Also found a pretty easy 1 bar off of f24:

f24 d1 12 12 12 12 21xxex nutpunch 113 nutpunch (39%)
In the corner I like to do f24 d1 12 12 12 12 113 xxex nutpunch 113 nutpunch. I think the damage is 40% but not really sure now...
 

Frosted 57

Reforming Lurker
You might be able to end combos with 121 in the corner and then do fist bump as well. Looks like it's +49 on hit.

Also found a pretty easy 1 bar off of f24:

f24 d1 12 12 12 12 21xxex nutpunch 113 nutpunch (39%)
Johnny's corner combos have a lot of variability to them. You can do a lot of slightly different combos which will only be around 1%-3% off, so if you find some you like go for it. I personally don't like using meter to extend juggles in the corner with Cage because, if you do you get like 39% or 40% off of a f24 when meterless you can get 37%. You are better off using ExForceballs in a block string for chip/adv(which would be higher than the 3% you are gaining in the combo) or saving it for breaker or to launch off of a connected b121.

Also regarding the 121 ender, while technically it is possible to do so safely it can be tough to get the timing down. In addition 121 only leaves you at around neutral or minus after Fist Bump from my testing, while b2 actually leaves you at advantage and you are still able to pressure the opponent on wakeup.
 
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NariTuba

disMember
Speed Bag
B12 & B121 how it works and what you should know when using it.
How about mixing up b1212 with staggers as you said AND run cancels? whats the advantage of b1xxrc and b12xxrc on block? It would be stamina dependant of course but it would make the mixup stronger.

Great guide, cheers!
 

Frosted 57

Reforming Lurker
How about mixing up b1212 with staggers as you said AND run cancels? whats the advantage of b1xxrc and b12xxrc on block? It would be stamina dependant of course but it would make the mixup stronger.

Great guide, cheers!
Not entirely sure what you mean, Fisticuffs doesn't have any true run cancels.
 

Houndovhell

Subby-Z is my Main Man, the Man that I Main
Good Guide! I bookmarked this for easy reading. I would like to make a guide like this for my Main, but never have the motivation xD Johnny is my 3rd Main, and I use Fisticuffs, and then i'm working on A-List, but I feel Fisticuffs is actually really good. Plus- its always fun to play :p Thanks again for the write-up! ^_^
 

ismael4790

Stay focused or get Caged
Not entirely sure what you mean, Fisticuffs doesn't have any true run cancels.
I think he means using run at some moment in the string and continue pressure. Its not a cancel of course and its risky, but it puts you again closer to the enemy and sometimes opens him up.
 

Frosted 57

Reforming Lurker
I think he means using run at some moment in the string and continue pressure. Its not a cancel of course and its risky, but it puts you again closer to the enemy and sometimes opens him up.
Maybe, except he asked
whats the advantage of b1xxrc and b12xxrc on block?
Which implies he believes the attack can be run cancelled which would change the frames on block.

Most of the time though the b1 advances enough that you do not need to run forward and as long as you didn't get completely pushed out of range while using b121 you should still be in range for grab and other normals so running would just make those follow ups take a few frames longer and give your opponent more time to react. However I'm sure you could use it to make someone flinch, but that is definitely risky and likely more risky than you need to be to get similar results.
 

Fergus

Like Father, Like Daughter
It's also important to notice that D4 xx Fist Bump is safe on hit in the corner. - on hit but safe, he blocks Cassie's DB2 6f Flip.
 

Devin Thorn

chimp damage
I know he mentioned staggering the Speed bag string but I didn't see him mentioning 11 or 12 as good options to use (although for Cage players maybe they are just common knowledge as good pressure options? I digress). Throwing those in with d1's and d3's make it much easier to keep up speed bag pressure even mid screen along with just regular old b1's as he said. D4 is another poke to mix up speed bag pressure with but you gotta dash in on hit or you're out of range, but usually they'll eat a f24 after a few of those
 

Frosted 57

Reforming Lurker
The d4 xx Fist Bump I would never recommend using. When your two options are to be full combo punished or put yourself at -frames I tend to avoid those situations. Also it is impossible to hit confirm unless you OS it. Even then you are giving up free pressure from the d4 hitting. Not the type of gambles I enjoy.
*Edit;(But as you said it is technically safe, so I'll add it into the OS section. After all any correct information is useful to someone.)

I did mention 11 specifically in the Cage basics area. With the pokes being staggered in I did, again, put more detail on each of them in the Cage basics. However I suppose I could put together a portion more obviously detailing stagger options. I'll see what I can do.
 
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Devin Thorn

chimp damage
The d4 xx Fist Bump I would never recommend using. When your two options are to be full combo punished or put yourself at -frames I tend to avoid those situations. Also it is impossible to hit confirm unless you OS it. Not the type of gambles I enjoy.

I did mention 11 specifically in the Cage basics area. With the pokes being staggered in I did, again, put more detail on each of them in the Cage basics. However I suppose I could put together a portion more obviously detailing stagger options. I'll see what I can do.
Aww my bad man your guide is super informative I must have glossed over it. But I think a detailed "stagger guide" could be a huge addition to this guide now that it's been mentioned. I'll try and start paying better attention :D
*maybe even a video guide so newcomers have a visual idea of what to do?
 

Fergus

Like Father, Like Daughter
Aye but just pointing out that d4 xx fist bump is also safe on hit. Not just F3 xx fist bump.

Very informative guide otherwise though! :D
 

Frosted 57

Reforming Lurker
I updated the OP with a Staggers section. I've kept a note in the third post of updates to the guide.

As far as a video guide goes I am not the person to do it. I wouldn't know where to start and I know that if I were to do it, it would not be up to the quality I would be happy with. If someone else wants to do so using the info in this guide go for it.