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Nutpunch KB Guide (Yes, we do have a KB)

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.
 
Last edited:

Name v.5.0

Iowa's Finest.
Shit. Forgot to add in the corner combo, FBC and Fatal blow combos and damage. Will add them after I get home to look at my notes.
 
Great work. The sad thing that it adds just a little bit more damage but it is still worth the mininal think of nut punch punish instead of regular.
And kb starter probably gives a bit better damage before breakaway but never tried (will do).
 

Name v.5.0

Iowa's Finest.
Great work. The sad thing that it adds just a little bit more damage but it is still worth the mininal think of nut punch punish instead of regular.
And kb starter probably gives a bit better damage before breakaway but never tried (will do).
That's just it too...As Cage, we need every little advantage possible and some of these punishes are no brainers. Sub Zero's slide and F24, Kung Lao's Dive kick, Erron's Slide, Geras' sand trap, Liu Kang's flying kick.....all of these things are GOING to happen in a match, and you will very likely be blocking them. I felt so dumb for not trying to elevate my Cage once I realized how easy this was to hit.

However, there are still plenty of characters you'll be lucky to ever use it on and even those you can, they'll likely break away. It's still not a very good KB.
 
It is a better than nothing KB.
Geras would cry if he saw it lol.

Cassie has similar weak KB potential but she is overall much better than Johnny.

I have little exp but Johnny looks good in match ups where he has no hitbox issue. Problem starts with the others. :)
 
This is not a "great" KB because if you only gain 3% off a 13 frames punisher then it is not a "good" krushing blow. It may be viable but it is not good.
True but often when some people see any KB they tend to get breakout panicky so using it after a breakway or to force one can be useful.