ismael4790
Stay focused or get Caged
So here we are, one year has passed since mkx was launched. Throughout this year, the number of Fisticuffs Cage players has been decreasing. Now, the variation is almost abandoned, easily being bottom 5 in the game. I don't blame those who abandoned. Nobody likes to lose or to be forced to play at 200% to win or get even. If you are a competitive player, picking Fisticuffs is just a stupid decision, that's a fact. Loyalty does not pay off.
Many people ask me why I still play him. Obviously it's not because it puts me in a good situation, almost every matchup in the game is a struggle. The reason is I think Fisticuffs is the variation that better keeps the true spirit of mk9 Cage. His game relies on staggers and chip damage, no cancels, no strange mimics (all respect to SD XD). Just get in the opponent's face and pressure with your "fantastic" tools. Speedbag, in some sense, was a substitute of mk9 Cage's f3. Or it was until it was nerfed.
Last month Fisticuffs got some changes, but sadly they didn't solve at all the core of his problems.
Without more changes, Fisticuffs future will be the same as its present: bleak.
I encourage all Cage players, or even non Cage players (that know the variation to some extent if possible) to give their ideas to improve the variation for summer patch, which could be the final mkx patch. The last chance for Fisticuffs Cage. Here are my suggestions.
- When you see Flame Fist Liu Kang, or Cutthroat Kano, you can't help to ask why Fisticuffs Fistbump move, BF1, is so bad. It has 40 frames of recovery, and it doesn't even have an EX version. All strings canceled into it are minus on block or even punishable, except 4~BF1, the safest, which forces you to block anyway unless you want to try luck with armor. Those variations I mentioned have great uses of their bumps, for example, extending combos or giving them + frames on block to work with. Fisticuffs needs this. Imagine not having to commit to nutpunch after 113, or be forced to do 113~exforceball to be safe. Things like 113~exBF1,run 113~nutpunch being a combo would help a lot this variation.
- Fistbump damage increase. Right now, while enabled, fistbump only increases damage from speedbag. Why not from other punch attacks too? It works like this in FF Liu Kang.
- Speedbag random whiffing issues should be solved. There are no words to explain the frustration when the opponent gets a poke where he/she shouldn't be able to get it. More details and complete analysis of these whiffing issues here: http://testyourmight.com/threads/speedbag-on-block-is-inconsistent.58608/
- Speedbag frames. Best scenario would be simply prepatch (9 startup, 0 on block for even hits and -3 on block for odd hits). But if for some reason this seems too much (even when almost all characters got pokes buffed through this year) just make it 9 startup, -3 (or -2) on block for odd hits, and -1 for even ones. Different frames on block for even and odd hits allowed the player to mess up with the opponent reactions, so that should definitely come back.
- New string allowing to hit confirm f3 into combo. Right now, his options are f34 (12%), spending a bar with f3~exforceball, or f3~nutpunch/exnutpunch, not hitconfirmable and full punishable on block.
Discuss, and keep speedbag going!
@Mikemetroid @YOMI DJT @Frosted 57 @IrishMantis @LeftOverShark @Asodimazze @YOMI REO @RyuKazuya @C88 Zombieekiler @Wigy @kelevra @coconutshrimp and any player that wants to give ideas.
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