IrishMantis
Most humble shit talker ever!!!
I know man I've being doing it for awhile, why the fuck would they block low lolYeah and once you train them to block that, you can go for overheads or even the low string
I know man I've being doing it for awhile, why the fuck would they block low lolYeah and once you train them to block that, you can go for overheads or even the low string
Something definitely changed with the patch, ive noticed this too. Also on takeda i would do f123+4 teleport d1 bf1, now it comes out as d1 db1In the last couple weeks, when I try to do d4bf4 RC, I might end up getting d4db4 RC lol.
Is it just me or does it happen to others too? Before the patch It never happened
Practice makes perfect!Guys any tips on getting faster at run cancels.
I can do 113 rc 113 but I can't get it to be positive and I am nowhere near fast enough to do 113 rc f24 or f3.
Any shortcut tips or timing tips?
I've been working on it for a while and I feel like I've become consistent with certain timings but I can't get it faster.Practice makes perfect!
Ex Nutpunch is a decent anti air and anti crossup, and Johnny has a great Neutral Jump Punch. AA is hard in MKX though, don't forget.so i joined my first tournament today, got a couple of wins, but still lost. i think im totally lacking on anti airing people (coming from a tekken background, i think i had this coming) what do you guys advise?
for some reason johnny njp beats out some jip'es in this game. thanks man.Ex Nutpunch is a decent anti air and anti crossup, and Johnny has a great Neutral Jump Punch. AA is hard in MKX though, don't forget.
Let's have hope for the next patch. I can understand nrs nerfed him after what djt did with him, but let's be honest, he caught people that still didn't know the matchup. Even the old speedbag could be escaped with not so brilliant reflexes... And now Quan has the 6f poke, he can live; the matchup is still bad, but hey, there are lots of bad matchups in this game, it's crazy to destroy a variation cause of a matchup.Fisticuffs is just underwhelming. The variation had it's prime in one match up - everyone else adapted.
Flame fist is just a lot more reliable. Faster buff start up with on hit damage as well. Fist bump only gets chip (which is okay) but it is super slow to come out.
The only thing this variation has is the corner game. It loses all the neat tools to apply pressure. A-list and SD can both start their pressure from a f3 on hit/block, but Fisticuffs doesn't have neat tools to take much advantage of that amazing normal. It's still an excellent whiff punisher.
I had just hoped Fisticuffs got some love with the big patch but nah.
I wouldn't mind ex fistbump making normals safe/positive on block (like f3) and comboable on hit.Let's have hope for the next patch. I can understand nrs nerfed him after what djt did with him, but let's be honest, he caught people that still didn't know the matchup. Even the old speedbag could be escaped with not so brilliant reflexes... And now Quan has the 6f poke, he can live; the matchup is still bad, but hey, there are lots of bad matchups in this game, it's crazy to destroy a variation cause of a matchup.
What is obvious is that this variation needs help NOW. If they don't want the speedbag to be better, ok, but at least improve the fistbump, add an ex version that can combo or something. Give us tools to work, nrs. Flame fist Liu Kang trait exists, we are not asking too much...a decent chip trait (or also damage trait) wouldn't make Fisticuffs broken.
That's it. Also, would be a way to make 113 safe and stay at good range. Right now we can only be safe after 113 using exforceball. And after that the only option is to stop "pressure" or do f34.I wouldn't mind ex fistbump making normals safe/positive on block (like f3) and comboable on hit.
For example f3 ex bump 113/speedbag/f24 comboable.
End in nutpunch and get some nice speedbag chip.
That'd be a cool buff that wouldn't make it as good as the other two variations but would provide more incentive to use him.
It's got a weird hitbox. It's not a good anti air though. You'll get beat out a lot. Johnny flat out sucks at anti air. His are all situational, and against some characters you might as well just block. Have fun taking every character to the lab to test what works and when it works.for some reason johnny njp beats out some jip'es in this game. thanks man.
That reduced startup would be awesome, I agree! I would be surprised if nrs wouldn't adjust this in the next patch.I make fisticuffs work, I wish I knew the things I do now that I did with pre-patch fisticuffs.
I think speed bag should be 7/8f on startup, keep it minus, sure whatever, but having that move at 7/8f would really make fisticuffs something to fuck with.
The chip damage is INSANE, 4% fireballs, 10% block strings, 1% d4 (d4, forceballl is like 5%). The only trick is getting it started which should be adjusted like flame fist.
Faster startup would bring back the combo potential, which is the reason why i picked it up in the first placeI make fisticuffs work, I wish I knew the things I do now that I did with pre-patch fisticuffs.
I think speed bag should be 7/8f on startup, keep it minus, sure whatever, but having that move at 7/8f would really make fisticuffs something to fuck with.
The chip damage is INSANE, 4% fireballs, 10% block strings, 1% d4 (d4, forceballl is like 5%). The only trick is getting it started which should be adjusted like flame fist.
Stunt double is definitely the most fun variation and I feel like it fits me more due to clone footsies and spacing. Good luck on your new main and if you ever want help or tips just send me a pm. I'll be glad to help . I just love more stunt double mainsStunt double is officially my new main. By far the most fun variation I've played and it just feels so good styling on people in the mime ninja costume.
Throw out a lot of 1 11s to f2 or whatever and don't use 113 much but when you do 113 you better hope they don't react to it or else you're fucked. One of my only true gripes with the variation since 113 is -21ish by itself so it's annoyingHow do you stunt double mains deals with the gap in 113~anything ? I dropped that variation because of the many gaps.. like this I mentioned
Dont commit unless you see that they dont twitch duck after 11.How do you stunt double mains deals with the gap in 113~anything ? I dropped that variation because of the many gaps.. like this I mentioned
Yeah I mostly 113 to catch them pressing a button if you want to continue pressure just roll with 114 MSK / MRSHow do you stunt double mains deals with the gap in 113~anything ? I dropped that variation because of the many gaps.. like this I mentioned
You dont do it on reaction, you just notice as you are pressuring someone whether they duck after your 11 each time, or if they are looking for f2/stagger/throw. Its a risk so dont just throw it out basically, in some matches where your opponent always fuzzy after the 11 you just forget 113 unless they have no meter and your clones are loaded.lol I don't have that brain to do it on reaction.. haha . thanks for the advice guys, great tactic