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Guide - A-List Run Cancel Frame Data

BoricuaHeat

PSN:KrocoCola
A compilation of all my notes on A List specific cancels after Johnny's key normal's and strings while also going into applications with both.

Things to keep in mind: SKRC stands for Shadow Kick (BF4) Run Cancel and they are spectacular for gaining meter when used during pressure. All numbers represent values on block unless specified to be on hit. Also, quick frame date note: You must run for two frames, after that window you can run cancel.

F3SKRC+17, this is your main tool to start your pressure game after poking them in neutral, grind this cancel out extensively as it lets you go into 11 pressure and any other mind game you might have up your sleeve and if it hits just confirm into an F24 combo.

F3RC+12, can be used on whiff to avoid a beefy punish. You can buffer F3SKRC on whiff and still get F3RC.

F2SKRC+14, good pressure tool as it allows 11 to jail on block.

F24SKRC+11, great for keeping the pressure going against people who are adept at blocking it and still gives you enough time for a follow up combo on hit.

D4SKRC+5, also useful for quickly initiating your frame trap game by going into either F3SKRC, F24 ,going for a quick tick throw or catching people trying to hit buttons with another D4.

114SKRC+17, great for getting guaranteed pressure after 11 pressure.

113SKRC+1, allows you to stay slightly plus after your low mix up and allows to go into an F24 combo on hit, grind it out.

4SKRC+23, the advantage after run canceling is beefy, even 4SKDC (Dash Cancel) is +5 on block.

333SKRC+15, great string to go for chip, especially after nutpunch. Keep in you have to get them to fear your overhead if you plan on going for this multiple times in a blockstring.

B34SKRC+17, mostly used for guaranteed chip after nut punch to then continue pressure.

12(1)RC+13, use this to mix it up with your 11 pressure.

21SKRC+7, mainly used for tick throws and punishing certain moves F3 cannot with a full combo.

11SKRC+4, not exactly worth it but good to know as you get free D1 check.



Something to keep in mind while playing neutral: Johnny's max poking range is from starting distance with F3, use it to go into his pressure or slowly walk in and poke with D4, you can get into this range by taking two steps forward from max distance and then running towards your opponent to that ideal range and still have enough stamina left over for F3SKRC.

I'll keep updating the thread with more info as time goes on but for now enjoy having some numbers!
 
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BoricuaHeat

PSN:KrocoCola
Sweet! I was wondering where you've been.. I'm in a character krysis after this patch so maybe I'll pick him up!
I've been on that anime fighter hype train till now, MKX got me out of my trance.

It feels mad rewarding to win with Johnny and he's plenty of fun, definitely go for it!
 

rafaw

#YouSuck
Good work man! this is all the frames doing perfect cancels right? sometimes i do the cancel a bit late inputing this: F,F,Block instead of F,F+Block then what comes out is a starting dash then run! in this case i lose some frames!
Im trying to focus more on doing F,F+Block everytime so i dont lose the + frames.

Im becoming really consistent on 113SKRC~113 tho.

@Killer Xinok is doing amazing with A-List, check out our KOTHs almost everyday in twitch chanel kombatklub!
 

smokey

EX Ovi should launch
113 rc is not bad with practice. Infinite stamina on training mode I got like 18 hit combo using 113~skrc~113~skrc ... etc etc.

The cancel is later than you think for sk on 113 and you pretty much have to just feel the timing on the run, if you want to do it visually you are too late.

Important to learn because its safe on block but bear in mind the timing for shadowkick is different on block and hit.
 

mrKrucifix

Just call me Kruce
Great stuff here. Good job.

Have you looked into the frames of 11xxSKRC, 12xxSKRC, or 12[1] RC?

They work great for me when I'm just going for straight pressure or hit confirming into a bigger combo, but I'd like to know exactly what the advantage is.
 

STRYKIE

Are ya' ready for MK11 kids?!
The problem with 114 is that it whiffs the 4 sometimes!! and its suposed to be mid -.-
Yeah I know about that, and to be honest I'm starting to think it might be intentional since it wasn't addressed in the latest patch. But it still works more often than not no?
 

rafaw

#YouSuck
Yeah I know about that, and to be honest I'm starting to think it might be intentional since it wasn't addressed in the latest patch. But it still works more often than not no?
Its really random, thats the problem, its not intentional for sure, its listed as mid and should act like one, or they should change the description to high! Just dont make sense to be the way it is. if the 4 whiffs our pressure is gone, so its not reliable to use 114 =/

Nice informations, thanks!
You forgot about B34SKRC, on block it is around +15 I think.
4SKRC is very plus too.
4SKRC i think has more + frames than 114, and its reliable. Im curious to know the exact frames on 4skrc tho.
 

kelevra

Steel cable bungee jumper
@BoricuaHeat
Thanks for putting in the work bro, really appriciate it.
Btw how did you come up with the exact frames? Just curious how you did it.
 
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rafaw

#YouSuck
@BoricuaHeat
Thanks for putting in the work bro, really appriciate it.
Btw how did you come up with the exact frames? Just curious how you did it.
One way to do it is something like this: you do the cancel and try to jail with f2, if it jail its at least 15+, then pick a normal with more then 15 frames of startup and see if it jail! i dont know any other way to do it.
 

BoricuaHeat

PSN:KrocoCola
One way to do it is something like this: you do the cancel and try to jail with f2, if it jail its at least 15+, then pick a normal with more then 15 frames of startup and see if it jail! i dont know any other way to do it.
Basically this. Finding exact numbers can be a pain tho.
 
Dude the f3(4) cancels are cake but the skrc cancels are a pain I can't even consistently f3skrc, hell I can do f2 skrc more consistent in f3 any pointers lol