LuckyStrikeMike
Philosopher
Johnny Cage (Fisticuffs)
Pressure (4.5/5) and 50/50s (2/5) = [3.5/5]: Fisticuffs lives and dies by its pressure. As everyone is now well aware, dealing with speedbad (b12121212 . . . ) up close is difficult for any character, but especially for characters without fast armored moves. Speedbag can crush slow armor, be staggered and repeated on basically any hit, and is easily confirmable into full combo for good damage (~33%). Speedbag suffered from a few frame nerfs and seems to push back more quickly after the latest patch, but it is still definitely Fisticuffs' best tool. It is worth noting, however, that nearly every character in the game can backdash or armor out of speedbag pressure at multiple points during block pressure. Any character with a fast armored launcher (Kung Lao, Cassie, Jax) can blow speedbag up without a second thought. Unfortunately, Fisticuffs lacks any real 50/50 game. The only 50/50 worth noting is a mixup between 113 and 11~~f24, which can be reacted to with little matchup experience. Though Johnny has an excellent d4, it doesn't really do anything more than allow him to close the distance to begin speedbag pressure.
Footsies [3.5/5]: While Johnny has decent universal footsies, his tools in Fisticuffs are noticeably weaker when compared to his other variations. His main footises consist of f34, f24, 11, d4, and fireballs. Though f34 is generally a good tool for closing space, it is unsafe in Fisticuffs without meter (-11). f24 is a better tool for creating pressure for sweep distance, but it is relatively slow and leaves him at disadvantageous frames up close (-6). Fisticuffs generally is forced to rely on d4--run--speedbag to create advantageous situations. Better opponents are less likely to fall for the two dimensional footsies in Fisticuffs.
Defensive Options [3.5/5]: Fisticuffs has average defense. Though Fisticuffs can take advantage of a variety of armored moves on wakeup (ex shadow kick, shadow flip, nutpunch), none of them are safe, and all can be full combo punished on block by most of the cast. Fisticuffs doesn't have particularly strong anti-air. Many Fisticuffs players tend to rely on ex shadow flip, d4 for trip guard, or sometimes ex nutpunch for the surprise factor. Johnny also has one of the worst NJPs in the game, and Fisticuffs isn't going to get much benefit out of it, even on a hard read.
Zoning (4/5) and Anti-Zoning (2/5) = [3/5]: Fisticuffs has a surprisingly good zoning game. Both mid and high fireball are quick, do good damage, and have excellent hitboxes that tend to catch opponents at odd angles. The only way to effectively avoid the fireballs is to run to center stage and neutral duck, which may create the opportunity for Johnny to advance. Both fireballs can be enhanced to leave Johnny at +5, which is always useful in making his less appealing footsies safer options. Fisticuffs' zoning also benefits from the fistbump chip buff, which allows each fireball to do about 3.5% chip if blocked. What Fisticuffs possesses in Zoning, it lacks in Anti-Zoning. Fisticuffs suffers from MK9 Johnny Cage syndrome. You will frequently find yourself being forced to run and duck toward stronger zoning characters like Kenshi, Kitana, Liu Kang, or Quan. Fisticuffs' only real anti-zoning tool is ex shadow kick, which is predictable and can be full combo punished on block or whiff (which happens a lot more than you'd expect, because it's a high for some reason).
Damage Output [3.5/5]: Sadly, Fisticuffs does below average damage. Fisticuffs bnbs tend to do 21-26% meterless, and 33-35% for 1 meter midscreen. This damage doesn't really increase when in the corner, though Fisticuffs damage benefits overall in the corner because of speedbag pressure and chip. It's likely unrealistic to claim that Fisticuffs gets much extra damage from fistbump, because it has relatively slow start up and you're forced to sacrifice bnb damage to combo into it. Damage output was probably better before the latest patch because of better speedbag pressure, but it has suffered somewhat since then. But, Fisticuffs does probably benefit the most from ending all bnbs in the nutpunch standing reset.
Total: 17/25 = Mid/Low tier.
Pressure (4.5/5) and 50/50s (2/5) = [3.5/5]: Fisticuffs lives and dies by its pressure. As everyone is now well aware, dealing with speedbad (b12121212 . . . ) up close is difficult for any character, but especially for characters without fast armored moves. Speedbag can crush slow armor, be staggered and repeated on basically any hit, and is easily confirmable into full combo for good damage (~33%). Speedbag suffered from a few frame nerfs and seems to push back more quickly after the latest patch, but it is still definitely Fisticuffs' best tool. It is worth noting, however, that nearly every character in the game can backdash or armor out of speedbag pressure at multiple points during block pressure. Any character with a fast armored launcher (Kung Lao, Cassie, Jax) can blow speedbag up without a second thought. Unfortunately, Fisticuffs lacks any real 50/50 game. The only 50/50 worth noting is a mixup between 113 and 11~~f24, which can be reacted to with little matchup experience. Though Johnny has an excellent d4, it doesn't really do anything more than allow him to close the distance to begin speedbag pressure.
Footsies [3.5/5]: While Johnny has decent universal footsies, his tools in Fisticuffs are noticeably weaker when compared to his other variations. His main footises consist of f34, f24, 11, d4, and fireballs. Though f34 is generally a good tool for closing space, it is unsafe in Fisticuffs without meter (-11). f24 is a better tool for creating pressure for sweep distance, but it is relatively slow and leaves him at disadvantageous frames up close (-6). Fisticuffs generally is forced to rely on d4--run--speedbag to create advantageous situations. Better opponents are less likely to fall for the two dimensional footsies in Fisticuffs.
Defensive Options [3.5/5]: Fisticuffs has average defense. Though Fisticuffs can take advantage of a variety of armored moves on wakeup (ex shadow kick, shadow flip, nutpunch), none of them are safe, and all can be full combo punished on block by most of the cast. Fisticuffs doesn't have particularly strong anti-air. Many Fisticuffs players tend to rely on ex shadow flip, d4 for trip guard, or sometimes ex nutpunch for the surprise factor. Johnny also has one of the worst NJPs in the game, and Fisticuffs isn't going to get much benefit out of it, even on a hard read.
Zoning (4/5) and Anti-Zoning (2/5) = [3/5]: Fisticuffs has a surprisingly good zoning game. Both mid and high fireball are quick, do good damage, and have excellent hitboxes that tend to catch opponents at odd angles. The only way to effectively avoid the fireballs is to run to center stage and neutral duck, which may create the opportunity for Johnny to advance. Both fireballs can be enhanced to leave Johnny at +5, which is always useful in making his less appealing footsies safer options. Fisticuffs' zoning also benefits from the fistbump chip buff, which allows each fireball to do about 3.5% chip if blocked. What Fisticuffs possesses in Zoning, it lacks in Anti-Zoning. Fisticuffs suffers from MK9 Johnny Cage syndrome. You will frequently find yourself being forced to run and duck toward stronger zoning characters like Kenshi, Kitana, Liu Kang, or Quan. Fisticuffs' only real anti-zoning tool is ex shadow kick, which is predictable and can be full combo punished on block or whiff (which happens a lot more than you'd expect, because it's a high for some reason).
Damage Output [3.5/5]: Sadly, Fisticuffs does below average damage. Fisticuffs bnbs tend to do 21-26% meterless, and 33-35% for 1 meter midscreen. This damage doesn't really increase when in the corner, though Fisticuffs damage benefits overall in the corner because of speedbag pressure and chip. It's likely unrealistic to claim that Fisticuffs gets much extra damage from fistbump, because it has relatively slow start up and you're forced to sacrifice bnb damage to combo into it. Damage output was probably better before the latest patch because of better speedbag pressure, but it has suffered somewhat since then. But, Fisticuffs does probably benefit the most from ending all bnbs in the nutpunch standing reset.
Total: 17/25 = Mid/Low tier.