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Guide - Stunt Double The Complete JC Stunt Double Guide 10-5-15

Biologic

Noob
Thank you for sticking this thread!

At 28 pages of content and 61 minutes of footage it is as complete a guide as it gets, I've done my very best to include everything.


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PRESSURE/NORMALS
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Pokes / D1,2,3,4 & B4

D1
At 8 Frames, D1 is your fastest move, it's +17 on hit so you can perform nearly any move after landing your D1, and it's -3 remaining relatively safe, making it a consistent and important tool in Johnny's arsenal

D2
While it has a 9 frame start up and 5 active frames, which is good, it's also -17 on block making it full punishable, and what's worse, it's hitbox is rather narrow, I'd recommend only using it as a selective anit-air (Like if someone is trying to jump over you to get out of the corner), or anti cross over move, but even here there sometimes better alternatives, making this move rarely useful

D3
With a 10 frame start & -4 on block, and 12 hit advantage, this poke is easily out classed by Johnny's other 2 pokes, in fact, it doesn't win a single area, the only good use for this move is actually in it's reduced hit-stun as the reduced hit-stun allows you to go for a grab sooner than with the other 2 pokes

D4
Arguably Johnnys Best poke, it's 11 frame start isn't the fastest but what it lacks in speed it makes up for, everywhere else. It low profiles insanely well, going under all highs, some mids, making jump ins and cross over a nightmare, it's an excellent footsie tool, boasting insane range for poke, and with the added benefit of push back it's hard for anyone to out poke Johnnys D4, especially when it's only -1 on block, and a full 22 frames of advantage on hit, at max poke distance it's slight push back opens the opponent up for your F3 options, making it a key part in controlling space and starting pressure. It's also Johnny best mix up in correspondence to his notorious F2 overhead starter, and with the added benefit of being able to cancel any poke into a mimic cancel, you're looking a tool with serious lock down potential

B4
-22 on Block, doesn't hard knock down, basically a full punish with only one saving grace-it's active for 7 frames. Never use.

Strings

1,1,3 / 1,1,4
1,1 is at the very center of Johnnys mix up/pressure strategy, it has a 9 frame start making it his faster punisher, it's +2 on block making it tough to poke out of, and even more so when you consider you can finish the string with 1,1,3 for the low mix up, go straight in F2 after 1,1 for the overhead mix up (& since you're +2 it'll be slightly faster) 1,1,4 for the higher chip (2.75 making it the second highest cancelable chip string) and one of the safest mimic cancel options, or simply go for a grab. It's faster start up also make it one of Johnnys best armor breaking strings, though it's not the fastest it will work on some slower starting specials.

1,2 / 1,2,1
1,2 actually serves several purposes and is generally an underused string. It boasts the same 9 frame start as 1,1 it's still +2 on block, but it deals .25% more chip and is actually mimic cancel combo-able, what this means is that if you land 1,2 and cancel into a mimic~Shadow kick, it will combo, this means it's your best meterless corner punisher (up to 40+ percent meterless)

2,1 / 2,1,4
Both 2,1 & 2,1,4 are nearly useless, at best there a mix option, a rare string that someone wont expect, you can occasionally mimic cancel out of 2,1 since it looks really fast (though it's very unsafe), and you can occasionally use 2,1,4 as a mix up as it leave you at 0 on block and just within your D4 / F3 range

F2,4 / F2,4,4
Johnnys Iconic Overhead starter, instill the fear of this move early on, as almost all of Johnnys moves are either high or mid, with no low starters the opponent can easily low profile almost everything Johnny has, you're going to want to prevent the opponent from trying to poke out, and this is the answer. Once the oppoenet has learned to block high you can use your 1,1 mix ups, your ex force balls, and all manner of other strings and mix ups, including your D4. F2,4,4 isn't quite as safe and doesn't lead to the same combo, but works great as an occasional mix up, and does a good job of catching opponents trying to back dash or jump backwards, use sparingly

3,3,3
3,3,3 deals the best chip (3%) of all of Johnny cages strings, while still being cancalable into nutpunches and mimics, this string is fantastic off jump ins or for good guaranteed chip after a nutpunch, especially in conjunction with mimic canceling

B3,4 / B3,4,3
B3,4 is one of 3 strings that can cancel into mimic and still combo (along side F3 & 1,2) making it a good combo starter in the corner (47% meterless), additionally B3,4,3 ends in an overhead and while it's -2 on block creates space between you and your opponent opening up your D4 & F3 options

F3 / F3,4
F3 is one of Johnnys greatest footsie tools & his best wiff punisher, it is mimic cancel combo-able so in the corner a landed F3 can mimic cancel conver into full combo without meter. (Midscreen it requires mimic to already be active or for you to use meter to land a full combo.) This move is crucial to your gameplay as cage, as it controls a lot of space, it's alternative F3,4 is great for catching players trying to backdash or jump backwards

4
Standing 4 is Johnnys safest mimic cancel, it's so safe infact that if your opponent blocks standing 4 into mimic cancel they try to jump they wont even leave the ground, it would be a true block string if not for the fact that reversal moves actually come out 1 frame faster than regular special moves, giving the faster armor moves in the game a literal 1 frame opportunity to punish. If your opponent is consistently armoring out of your cancels, pull this one out.

B2
This move has 1 use, corner carry, if you're about to win the round and just need 1 hit to kill a person or to end a combo with, this will push them pretty far into the corner, but even then BF4 will do the same thing and build meter at the same time, so all in all, B2 is useless, don't use it

F4
This move is only good for 1 thing outside of combos, and that's reading point blank jumps. If you're face to face with your opponent and you know for a fact he's about to try and cross you up, F4, otherwise never use this move

Extra
His X-Ray is +15 on block and it's an overhead, 1,1,3~X-Ray can be a good mix up once in a while


Part 2 (Mimic Canceling & Force Balls)
Activating Mimic itself requires 42 frames, during this period you cannot use any strings or move, but you can use a rising shadow or shadow kick almost immediately upon activating mimic, this is how you make activating mimic safe.

Mimic Canceling Strings
You can also cancel most of JC's strings into a mimic cancel, making you plus on block, though the cancel itself is can be interrupted by some special moves (Like Kung Lao's Spin) it's fast enough to actually trade with kung lao's spin, meaning there's at worst, a 5 frame gap (Depending on the string)
(It's also important to note that you can mimic cancel pokes as well)

Active Mimic shadow kicks
So while mimic canceling is an important part of JC's pressure and is something you'll need to learn, there is a 5 frame gap or more (depending on the string) between the string itself and and the performing of the shadow kick that makes it safe. However if you already have mimic activated, and don't have to take the time to cancel into it, then your opponent has one option, block, because some of your strings are up to +6 after a mimic shadow kick lands, allowing you to move into a 1,1 f3 or even a D4

Rising shadow pressure & hit confirming
If it's not enough that JC is + on block after mimic shadow kick his EX rising shadow hits twice, the second hit being an overhead forcing the player to block high, & is a whopping +48 (regular rising shadow is +3) it's so plus on block you can actually land a free jump in on your opponent, even against Kung Lao (So you could actually do; jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) EX Rising shadow (3.5%) jump in 1 (1.25%) 3,3,3 (3%) for 19.75% of guaranteed chip). If the EX Rising shadow lands (or even just the overhead part), it's easily confirmable into a nut punch combo. Rising shadow also opens up the door to a more damaging Johnny, and potentially a more respectful, block happy opponent, seeing as you can confirm any combo other than 1,1,4 & 1,1,3 (Works on Males but not females) into an easy 30% combo back into the same exact nutpunch scenario

EX Force Balls
EX Force Ball are a good, occasional, mix up/alternative to mimic cancels/shadow kicks, they're +6 on block, though they can be crouched under, and interrupted, EX Forceball is best used to buy time while waiting the 7 seconds for mimic to recharge, so you can go back into mimic cancel pressure up close


Part 3 (Corner Pressure)
In the corner Johnny actually gains a few more tools as well as more hit confirmable options

Mimic Shadow Kick hit confirm
In the corner, a landed mimic shadow kick can be full combo'd into (example; Mimic Shadow Kick D1 1,1 1,2 1,2 1,1,4 xx NP) so at any point if your opponent lets go of block, or you fail to hit confirm into a rising shadow you've still be granted a full combo into nut punch.

Mimic canceling strings into corner combos
We briefly went over the fact that you could actually cancel some strings into mimics and actually land the mimic kicks themselves, creating low damage 2 hit combos midscreen, however in the corner these strings lead to full on punishes below are 3 examples of strings that can do exactly this;
F3 xx Mimic Cancel xx Shadow Kick (11 frame wiff punish)
1,2 xx Mimic Cancel xx Shadow Kick (9 frame punish)
B3,4 xx Mimic Cancel xx Shadow Kick (Leads to the most meterless damage)

So while all almost all strings can lead to combos after a mimic shadow kick, only a select few can be mimic canceled into & still land a connecting shadow kick, further more B3,4 is actually unique in that it can actually be canceled into mimic rising shadow, which no other string can, so for example; b3,4 xx Mimic xx db1, 4 xx db1, NJ1 1,2 1,2 1,2 1,1,4 xx bd3 for 45%


Part 4 (Nut Punches)
Why end in nut punch? Say I end a combo with shadow kick, or rising shadow for 1% or 2% more damage, seems to make sense considering you've done more damage and gotten quite a bit of screen carry right? Wrong.

3 reasons hit confirming Nut punches is important
All of your combos should end in nut punches for several reason;

The first, so they don't get away, every time you land a shadow kick or end a combo with some other move, you're giving your opponent the opportunity to wake up, or retaliate, you don't want this.

The Second, you actually do more damage if you end in nut punch, how? through chip, say you use the standard f2,4 d1 f2,4 xx db3 combo for 24%, now that they're stuck in the nut punch hit recovery you can start up any other string, 1,1,4 perhaps, which gives you 2.75% damage on block, and is one of your safest mimic canceling strings, going into mimic can following a completely safe set of strings will net you a total of 9% chip [1,1,4 (2.75%), Mimic kick (1.88%), F3 (1.25%), Mimic Kick (1.88%) F3 (1.25%) ] it also opens the opponent back up to all of your mix up options for even more damage, or a whole combo/nut punch back into the same exact situation

The Third, it builds meter, your opponent is going to have to block after a nut punch, so in addition to getting that chip damage, you're building up your meter as well (You build nearly an entire meter for doing a safe mimic cancel block string, with just 1 mix up you could easily build an entire bar of meter off one block string.


FOOTSIES, ZONING, & WAKE UP OPTIONS
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Normals/Strings

Since F3 & D4 are a major part of Johnnys footsie tools I'll be C/Ping what was earlier stated;

D4
Arguably Johnny Best poke, it's 11 frame start isn't the fastest but what it lacks in speed it makes up for, everywhere else. It low profiles insanely well, going under all highs, some mids, making jump ins and cross over a nightmare, it's an excellent footsie tool, boasting insane range for poke, and with the added benefit of push back it's hard for anyone to out poke Johnnys D4, especially when it's only -1 on block, and a full 22 frames of advantage on hit, at max poke distance it's slight push back opens the opponent up for your F3 options, making it a key part in controlling space and starting pressure. It's also Johnny best mix up in correspondence to his notorious F2 overhead starter, and with the added benefit of being able to cancel any poke into a mimic cancel, you're looking a tool with serious lock down potential

F3 / F3,4
F3 is one of Johnnys greatest footsie tools & his best wiff punisher, it is mimic cancel combo-able so in the corner a landed F3 can mimic cancel conver into full combo without meter. (Midscreen it requires mimic to already be active or for you to use meter to land a full combo.) This move is crucial to your gameplay as cage, as it controls a lot of space, it's alternative F3,4 is great for catching players trying to backdash or jump backwards


SPECIALS
Having clones active is a key fundamental in your success as a Johnny player, if you manage to establish your F3 and regular shadow kick/rising shadow footsies then getting your mimic shadows will be that much easier, I'd consider your understanding of your mimicless shadow moves & F3 to be as important as your understanding of the core 1,1 pressure, as these moves are the core of your footises and will open up the opportunities to activate your clones and thus open up the opportunities for more pressure.

Shadow Kick
Shadow kick & EX shadow kick are great footsie tools, there incredible fast at 11 frames making input errors like midscreen uppercuts or bad midscreen jump ins deadly for your opponent, the EX version has armor and deals 12% damage making it great for closing out matches on projectile happy enemies as well as closing the gaps on enemies, it offers great screen carry & if you're about to win the round via chip or combo you may as well end with this to push them to the corner and build a little meter

Mimic Shadow kick
Shadow kick is 11 frames start up, (Jacqis machine gun is 14) can't be neutral ducked, is +12 on block, reaches almost full screen without MB, you can throw 2 of them back to back in almost immediate succession for a near full screen frame trap guaranteeing you 3.76 chip and almost 1/3 a bar of meter, not to mention it's pretty hard to jump over. This move controls a ridiculous amount of space, while it's up, most players are scared to even move once you're in range, this move comes out faster and is harder to dodge than almost every other projectile in the game, it even offers a knockdown & good corner carry on hit giving you the advantage in the midscreen footsies bout. It's even scarier in conjunction with rising shadow for anti-air & safe pressure on block into an F3

Rising Shadow
Rising shadow is one of your best, if not your best anti-air option for JC, it's 13 frames which isn't the fastest but certainly does the job, the EX version, has armor, does a full 17% damage on hit & an insane 4.75% chip on block making it a good chip out tool & thanks to it's armor a fairly decent wake up.

Mimic Rising shadow
Rising Shadow is one of the best anti-air moves in the game, it has good reach, moves forward slightly to catch bad jump ins, reaches higher than any characters jump, can be full combo'd into nut punch for pressure [DB1 xx rc xx f2,4 d1 f3 xx bd3(26% 1 clone)], it's +3 on block & the EX version is +48 on block allowing you a free jump in, making it a great footsies tool, & can be combo'd into with a mimic shadow kick for unbreakable damage & just like the shadow kick, this move makes people afraid to jump in.

Forceball
Forceball is most useful while mimic is active, most players are going to play it safe to avoid eating a shadow kick or rising shadow, so throwing forceballs actually becomes a much safer more viable option, not that it was a bad one to start, forceballs are a 21 frame start, not bad but not great, they're 2% on block, and the EX variant is 4% on block & +3, so they definitely have their use. Use them to bait your opponent into doing something that will get them punished by your mimic as well as building meter.

Nutpunch
Surprisingly nut punch makes a decent anti-air, but just like with rising shadow & D4 there's a time and place for it, and it wont always be perfect, you'll have to know when to use all 3. Nutpunch is also quite good at stuffing cross overs with proper timing, and thanks to it's armor it's a dangerous full combo wake up option

Wake ups & Anti-airs

Wake ups
Johnny has 3 main wake options, EX Nutpunch, EX rising shadow, & mimic shadow kick, each has it's own strength and weakness. Nutpunch leads to the most damage and can't be low profiled by the enemy, if the opponent isn't respecting you throw this out once or twice and watch them change their tune Rising shadow is great for catching a bad midscreen jump in that nutpunch would otherwise miss, and mimic shadow kick is your best meterless wake option, as said before it comes out insanely fast and will beat or trade with pretty much anything your opponent does that doesn't have armor, if they decide to respect your wake up and block then you're + & it's your turn, if they get hit by it, you get screen carry & you're on advantage.

Anit-airs
Rising Shadow, Nutpunch, D4 & Mimic rising shadow all serve as anti-airs in selective situations. Rising shadow will beat out bad jump ins that leave them just out of D4 range, Nutpunch will beat out a perfect/deep jump in and the EX version has armor incase you need to beat something out, D4 fills in the gap between the rising shadow and nutpunch it takes a bit of timing but you can hit them with a D4 then follow up with a F3~Nutpunch for a solid antiair, mimic rising shadow is your optimal anti-air as it's the safest and offers a full combo punish.

Extra

X-factor mode
Unique to JC and so far under utilized, is his x-factor mode, when JC falls to 5% health or lower he gains 25% buff to the damage of all of his specials & a 1% buff to his throw, his EX rising shadow (Without mimic) will move all the way up to 6% chip on block, & 23% on hit, shadow kicks move up from 7% to 10% damage, exc, if you didn't zone before you have all the more reason to do so now, you'd be surprised at how often you actually get the opportunity to use his x-factor, especially when you're conscious of his health and how close he is to having it.


OPTIMAL COMBOS
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Optimizing your combos
Before you go through the giant gauntlet of combos below please first take the below into consideration.

Pressure after combos
JC's combos do more than what appears on the surface, while his standard BnB F24 D1 F3 xx Nut yields 21% damage, which is pretty low, he's going to get an average minimum of 9% chip and nearly a full bar of meter each time after the combo thanks to nut punch

[1,1,4 (2.75%), Mimic kick (1.88%), F3 (1.25%), Mimic Kick (1.88%) F3 (1.25%) ]

Above is the example 9% safe block string, it can be mixed up with overheads and lows, or random stuff to add additional pressure allowing you more meter and more damage.

Optimal combos for pressure
It may seem odd that some combos are better for pressure than others, right?
Take into consideration that F24 D1 F3 xx CDB1 RC 12 F3 xx Nut does 32% for 1 clone & that F24 D1 F3 xx CDB1 RC 1 F3 xx CDB1 RC 1 F3 xx Nut does 38% for 2 clones, so you've got a 6% difference for 2 clones, now consider if you had done the first combo using only 1 clone and kept the other clone for additional chip, you'd be able to safly use your 3,3,3 (3%) in mimic shadow kick (1.88%) and then go into a safe option like 1,2 or F3 for another 1.25% chip or any other option, basically your safest/lowest average chip in this situation is going to be 6%, so you've made up the damage you would have done using the 2 clone combo, the difference is you just build half a bar or more meter back, meaning only using 1 clone in a combo is more effective than using 2.

If you must use 2 clones make sure you're either ending the game and ensuring they don't have the opportunity to use a block breaker or making sure to end in an ex nutpunch to buy a few more seconds off your mimic cool down (You're going to build the bar back anyway)

F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F3 xx Nut punch = 45%

The above combo example does 45% damage, and utilizes meter in order to buy time for your clones to recharge, this is the optimal way of using meter in a combo, if you're able to buy a little more time after you're combo then you can go into your traditional safe block string for another 9% chip meaning you'll have done around 60% damage and build a bar of meter back between the first 2 clones and your second 2 clones during your block string. Additionally you can avoid trying to buy time to get your clones back after the EX combo by simply grabbing your opponent, since you've already bought sometime with the combo by the time they get up your clones will be 100% back and what's worse-Johnnys grab is a hard knockdown so your additional chip is ensured in the corner, and very possible midscreen

X-Ray
while it's unfortunate you lose your active clones when you use your X-ray you do gain a few things, first off if you manage to land the F3~Nutpunch after the X-ray you're going to net yourself 45% damage, additionally your clones will have 100% recharged and you'll be able to activate them again immediate upon exiting the x-ray animation, meaning you can start up your clone pressure and net your same basic 9% chip on top of a bar of meter, so in essence you just delt 54% damage for 2ish bars of meter, not bad, especially if you played your cards right and made sure to use both of your clones before going for the X-ray that way you bought time for an additional set of clones, and worst case scenario they block the Xray, X-ray still deals 3.75% chip and leaves you +15 on block and push back, assuring you a well times F3, D4, or more if the opponent respects it, so 5% chip minimum and a little bit of meter back


The below combo post belongs to @Fergus

Legend

CDB1 = Clone DB1
CBF4 = Clone BF4
Nut = NutPunch (BD3)
Ex Nut = Ex BD3
RC = Run Cancel
NJP = Neutral Jump Punch



Meterless (No Clones)

- Midscreen

F24 D1 F3 xx Nut = 21%
F24 D1 F24 xx Nut = 23% (Delay 2nd F24 slightly)
F24 12 RC 12 F3 xx Nut = 26%
F24 D1 F24 D1 F3 xx Nut = 28% (tricky)

113 xx Nut = 16%

F4 F24 D1 F24 xx Nut = 27%

NJP F24 12 F3 xx Nut = 26%

- Corner

F24 D1 12 12 12 12 114 xx Nut = 34%
F24 D1 F4 12 12 333 xx Nut = 35%

113 xx Nut = 16%

F4 F24 D1 12 12 12 114 xx Nut = 34%

NJP F4 F4 F4 12 12 12 114 xx Nut = 34%

Meterless (1 Clone)

- Midscreen

F24 D1 F3 xx CDB1 RC 12 F3 xx Nut = 32%
F24 D1 F24 xx CDB1 RC 1 F3 xx Nut = 32% (Harder but more carry)
F24 12 F3 xx CDB1 RC F24 xx Nut = 33%
F24 xx CDB1 RC 12 F3 xx Nut = 28%

113 xx CDB1 RC F24 D1 F3 xx Nut = 31%

F3 xx CDB1 RC F24 D1 F3 xx Nut = 30%
F3 xx CDB1 RC F24 D1 F24 xx Nut = 32% (Bit inconsistent)

NJP F3 xx CDB1 RC 12 F3 xx Nut = 28%
NJP F24 xx CDB1 RC 12 F3 xx Nut = 29%

- Corner

F24 D1 4 xx CDB1 NJP 12 12 114 xx Nut = 40%
F24 xx CDB1 F4 F4 12 12 12 114 xx Nut = 40%
F24 D1 4 xx CDB1 F4 12 12 333 xx Nut = 42%

113 xx CBF4 D1 12 12 12 12 114 xx Nut = 38%
113 xx CDB1 F4 F4 12 12 12 333 xx Nut = 40%
113 xx CDB1 F4 F4 F4 12 12 12 114 xx Nut = 41%

F3 xx CDB1 F4 F4 F4 12 12 12 114 xx Nut = 41%

F4 F4 4 xx CDB1 12 12 333 xx Nut = 38%
F4 4 xx CDB1 NJP 12 12 12 114 xx Nut = 39%

NJP F4 F4 4 xx CDB1 12 12 114 xx Nut = 37%

Meterless (2 Clones)

- Midscreen

F24 D1 F3 xx CDB1 RC 1 F3 xx CDB1 RC 1 F3 xx Nut = 38%
F24 xx CDB1 RC 12 F3 xx CDB1 RC 1 F3 xx Nut = 36%

113 xx CDB1 RC 12 F3 xx CDB1 RC 1 F3 xx Nut = 35%

F3 xx CDB1 RC 12 F3 xx CDB1 RC 1 F3 xx Nut = 35%

NJP F3 xx CDB1 F3 xx CDB1 RC F24 xx Nut = 34%
NJP F3 xx CDB1 F3 xx CDB1 RC 12 F3 xx Nut = 34%

- Corner

F24 D1 4 xx CDB1 4 xx CDB1 NJP 12 12 114 xx Nut = 46%
F24 xx CDB1 F4 4 xx CDB1 NJP 12 12 114 xx Nut = 45%

113 xx CBF4 D1 4 xx CDB1 F4 12 12 114 xx Nut = 44%
113 xx CBF4 D1 4 xx CDB1 F4 12 12 333 xx Nut = 45%
113 xx CDB1 F4 F4 4 xx CDB1 NJP 12 12 114 xx Nut = 45%

F3 xx CBF4 D1 4 xx CDB1 F4 12 12 114 xx Nut = 45%
F3 xx CBF4 D1 4 xx CDB1 F4 12 12 333 xx Nut = 45%
F3 xx CDB1 F4 F4 4 xx CDB1 NJP 12 12 114 xx Nut = 46%

F4 4 xx CDB1 F4 4 xx CDB1 NJP 12 114 xx Nut = 45%

NJP F4 F4 4 xx CDB1 4 xx CDB1 12 333 xx Nut = 41%

1 Bar (No Clones)

-Midscreen

Ex Nut F24 D1 F3 xx Nut = 26%
Ex Nut F24 D1 F24 xx Nut = 27%

F24 D1 F3 xx Ex Nut F24 xx Nut = 32%
F24 D1 F24 xx Ex Nut F3 xx Nut = 33%
F24 12 F3 xx Ex Nut F24 xx Nut = 34%
F24 12 RC 12 xx Ex Nut F3 xx Nut = 35%

113 xx Ex Nut F24 D1 F3 xx Nut = 31%
113 xx Ex Nut F24 D1 F24 xx Nut = 32%

F3 xx Ex Nut F24 D1 F3 xx Nut = 30%
F3 xx Ex Nut F24 D1 F24 xx Nut = 31%

F4 12 F3 xx Ex Nut F24 xx Nut = 32%
F4 F24 D1 F24 xx Ex Nut F3 xx Nut = 35%

NJP F24 x D1 F3 xx Ex Nut F24 xx Nut = 33%

- Corner

Ex Nut NJP 12 12 12 12 114 xx Nut = 31%

F24 D1 4 xx Ex Nut NJP 12 12 114 xx Nut = 39%
F24 xx EX FB 12 12 12 114 xx Nut = 43%
F24 xx EX FB 12 12 333 xx Nut = 43%

113 xx Ex Nut NJP 12 12 12 12 114 xx Nut = 35%
113 xx Ex Nut F4 F4 12 12 12 333 xx Nut = 36%

F3 xx Ex Nut NJP 12 12 12 12 114 xx Nut = 34%
F3 xx Ex Nut F4 F4 12 12 12 333 xx Nut = 36%

F4 F4 F4 12 12 4 xx Ex Nut 114 xx Nut = 38%
F4 4 xx EX FB D1 12 12 114 xx Nut = 43% (hardish)

NJP F4 F4 F4 12 12 333 xx Ex Nut 4 xx Nut = 37%
NJP F4 4 xx Ex FB 12 12 114 xx Nut = 41% (very hard)

1 Bar (1 Clone)

- Midscreen

Ex Nut F24 D1 F3 xx CDB1 RC 1 F3 xx Nut = 31%

F24 D1 F24 xx Ex Nut RC F3 xx CDB1 RC F3 xx Nut = 37%
F24 xx CDB1 RC 12 F3 xx Ex Nut F24 xx Nut = 38%
F24 D1 F3 xx CBD1 RC F24 xx Ex Nut F3 xx Nut = 40%

113 xx Ex Nut RC 12 F3 xx CDB1 RC 1 F3 xx Nut = 33%
113 xx Ex Nut F24 D1 F3 xx CDB1 RC 1 F3 xx Nut = 35%
113 xx CDB1 RC F24 D1 F3 xx Ex Nut 1 F3 xx Nut = 40%

F3 xx Ex Nut F24 D1 F3 xx CDB1 RC 1 F3 xx Nut = 35%
F3 xx CDB1 RC F24 D1 F3 xx Ex Nut 1 F3 xx Nut = 40%

F4 F24 xx CDB1 RC F3 xx Ex Nut F24 xx Nut = 38%

NJP F4 F3 xx CDB1 RC F24 xx Ex Nut F3 xx Nut = 36%

- Corner

F24 D1 4 xx CDB1 NJP 12 12 114 xx Ex Nut 4 xx Nut = 45%
F24 D1 4 xx CDB1 F4 12 12 114 xx Ex Nut 4 xx Nut = 46%
F24 D1 4 xx CDB1 F4 12 12 333 xx Ex Nut 4 xx Nut = 47%
F24 xx CDB1 4 xx EX FB 12 12 114 xx Nut = 49% (strict)
F24 xx Ex FB D1 4 xx CDB1 NJP 12 114 xx Nut = 49%

113 xx CDB1 F4 F4 F4 12 12 114 xx Ex Nut 114 xx Nut = 44%
113 xx CDB1 F4 F4 F4 12 12 12 114 xx Ex Nut 4 xx Nut = 45%
113 xx CDB1 4 xx EX FB 12 12 12 114 xx Nut = 49%

F3 xx CDB1 F4 F4 F4 12 12 114 xx Ex Nut 114 xx Nut = 44%
F3 xx CDB1 F4 F4 F4 12 12 12 114 x Ex Nut 4 xx Nut = 45%
F3 xx CDB1 4 xx EX FB 12 12 12 114 xx Nut = 50%

F4 F4 4 xx CDB1 NJP 12 12 114 xx Ex Nut 114 xx Nut = 43%

NJP F4 F4 4 xx CDB1 12 12 333 xx Ex Nut 4 xx Nut = 41%
NJP F4 4 xx Ex FB D1 xx CDB1 12 114 xx Nut = 42% (hard)
NJP F4 4 xx Ex FB D1 xx CDB1 12 333 xx Nut = 43% (hard)

1 Bar (2 Clones)

- Midscreen

Ex Nut F24 xx CDB1 F3 xx CDB1 RC 1 F3 xx Nut = 33%
Ex Nut F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Nut = 35%

F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F3 xx Nut = 45%
F24 12 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F3 xx Nut = 46%

113 xx CDB1 RC F24 xx CDB1 RC F3 xx Ex Nut F3 xx Nut = 42%
113 xx CDB1 RC 12 F3 xx CDB1 RC 1 F3 xx Ex Nut F3 xx Nut = 43%

F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F24 xx Nut = 42%
F3 xx CDB1 RC F24 xx CDB1 RC F3 xx Ex Nut F24 xx Nut = 43%
F3 xx CDB1 RC F24 D1 F3 xx CDB1 RC F3 xx Ex Nut 1 F3 xx Nut = 46%

NJP F4 F3 xx CDB1 RC F24 xx Ex Nut F3 xx CDB1 RC F3 xx Nut = 40%

- Corner

Ex Nut F4 4 xx CDB1 4 xx CDB1 NJP 12 114 xx Nut = 39%

F24 D1 4 xx CDB1 4 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 51%
F24 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 12 12 114 xx Nut = 53%
F24 xx Ex FB D1 4 xx CDB1 4 xx CDB1 NJP 114 xx Nut = 55%

113 xx CDB1 F4 F4 4 xx CDB1 NJP 12 12 114 xx Ex Nut 4 xx Nut = 48%
113 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 12 12 114 xx Nut = 51%

F3 xx CDB1 F4 F4 4 xx CDB1 NJP 12 12 3
F3 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 12 12 114 xx Nut = 52%

F4 F4 4 xx CDB1 4 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 48%
F4 4 xx Ex FB D1 xx CDB1 4 xx CDB4 12 114 xx Nut = 51%

NJP 4 xx CDB1 4 xx CDB1 12 12 114 xx Ex Nut 4 xx Nut =46%
NJP 4 xx Ex FB D1 xx CDB1 4 xx CDB1 12 114 xx Nut = 49%

2 Bars (No Clone)

- Midscreen

EX Nut F24 D1 F3 xx Ex Nut F24 xx Nut = 33%

F24 D1 F3 xx Ex Nut F24 xx Ex Nut F3 xx Nut = 38%
F24 12 RC 12 F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 40%

113 xx Ex Nut F24 D1 F3 xx Ex Nut F3 xx Nut = 36%

F3 xx Ex Nut F24 D1 F3 xx Ex Nut 1 F3 xx Nut = 36%

NJP F4 RC 12 F3 xx Ex Nut F24 xx Ex Nut F3 xx Nut = 36%

- Corner

Ex Nut F4 F4 12 12 333 xx Ex Nut 114 xx Nut = 35%

F24 xx Ex FB 12 12 12 333 xx Ex Nut 4 xx Nut = 49%
F24 D1 12 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 42%

F3 xx Ex Nut F4 F4 12 12 12 333 xx Ex Nut 4 xx Nut = 39%

113 xx Ex Nut F4 F4 12 12 12 333 xx Ex Nut 4 xx Nut = 39%

NJP F4 F4 F4 12 12 333 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 39%
NJP 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Nut = 47%

2 Bars (1 Clone)

- Midscreen

Ex Nut F24 D1 F3 xx CDB1 1 F3 xx Ex Nut F3 xx Nut = 36%

F24 D1 F3 xx CDB1 12 F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 45%
F24 xx CDB1 RC 12 F3 xx Ex Nut 1 F3 xx Ex Nut F3 xx Nut = 42%

113 xx CDB1 RC F24 D1 F3 xx Ex Nut 1 F3 xx Ex Nut F3 xx Nut = 44%

F3 xx CDB1 RC 12 F3 xx Ex Nut 1 F3 xx Ex Nut F3 xx Nut = 41%

NJP F4 F3 xx CDB1 RC 12 F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 40%

- Corner

Ex Nut F4 4 xx CDB1 NJP 12 12 114 xx Ex Nut 4 xx Nut = 38%

F24 xx Ex FB D1 4 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 54%
F24 xx CDB1 4 xx Ex FB 12 12 114 xx Ex Nut 4 xx Nut = 55%

113 xx CDB1 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Nut = 54%

F3 xx CDB1 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Nut = 56%

NJP 4 xx Ex FB D1 xx CDB1 12 12 114 xx Ex Nut 4 xx Nut = 49%

2 Bars (2 Clones)

- Midscreen

Ex Nut F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx EX Nut F3 xx Nut = 40%

F24 xx CDB1 RC 12 F3 xx CDB1 RC F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 48%
F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC 1 F3 xx Ex Nut F3 xx Ex Nut = 50%

113 xx CDB1 RC 12 F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 47%
113 xx CDB1 RC F24 D1 F3 xx CDB1 RC F3 xx Ex Nut RC F3 xx Ex Nut F3 xx Nut 49%

F3 xx CDB1 RC 12 F3 xx CDB1 RC F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 47%
F3 xx CDB1 RC F24 D1 F3 xx CDB1 RC F3 xx Ex Nut RC F3 xx Ex Nut F3 xx Nut 50%

NJP F4 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 44%

- Corner

Ex Nut F4 4 xx CDB1 4 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 42%

F24 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 114 xx Ex Nut 4 xx Nut = 56%
F24 xx Ex FB D1 4 xx CDB1 4 xx CDB1 NJP 114 xx Ex Nut 4 xx Nut = 60%

113 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 56%

F3 xx CDB1 4 xx Ex FB D1 xx CDB1 NJP 12 114 xx Ex Nut 4 xx Nut = 56%

NJP 4 xx Ex FB D1 xx CDB1 4 xx CDB1 12 114 xx Ex Nut 4 xx Nut = 54%

3 Bars (No Clones)

- Midscreen

Ex Nut F24 D1 F3 xx Ex Nut F24 xx Ex Nut F3 xx Nut = 36%

F24 xx X-Ray RC F3 xx Nut = 51%
F24 xx X-Ray BF4 = 47%

113 xx X-Ray RC F3 xx Nut = 51%
113 xx X-Ray BF4 = 47%

F3 xx X-Ray RC F3 xx Nut = 49%
F3 xx X-Ray BF4 = 45%

NJP F4 F3 xx X-Ray RC F3 xx Nut = 50%
NJP F4 F3 xx X-Ray BF4 = 46%

- Corner

Ex Nut NJP 12 12 12 12 114 xx Ex Nut 4 xx Nut = 35%
Ex Nut F4 F4 12 12 333 xx Ex Nut 3 xx Ex Nut 4 xx Nut = 37%

F24 D1 F4 12 12 333 xx Ex Nut 4 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 45%
F24 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 51%

113 xx Ex Nut F4 F4 12 12 333 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 40%

F3 xx Ex Nut F4 F4 12 12 333 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 40%

NJP 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 50%

3 Bars (1 Clone)

- Midscreen

Ex Nut F24 D1 F3 xx CDB1 RC F3 xx Ex Nut RC F3 xx Ex Nut RC F3 xx Nut = 39%

F24 D1 F3 xx CDB1 RC F3 xx X-Ray RC F3 xx Nut = 61%
F24 xx CDB1 RC F24 xx X-ray RC F3 xx Nut = 59%
F24 D1 F3 xx CDB1 RC F3 xx X-Ray BF4 = 57%

113 xx CDB1 RC F24 xx X-Ray RC F3 xx Nut = 58%
113 xx CDB1 RC F24 xx X-Ray BF4 = 55%

F3 xx CDB1 RC F24 xx X-Ray RC F3 xx Nut = 59%
F3 xx CDB1 RC F24 xx X-Ray BF4 = 55%

NJP F4 F3 xx CDB1 RC F3 xx X-Ray RC F3 xx Nut = 53%
NJP F4 F3 xx CDB1 RC F3 xx X-Ray BF4 = 50%

- Corner

F24 D1 4 xx CDB1 NJP 12 12 333 xx Ex Nut 4 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 50%
F24 xx Ex FB D1 4 xx CDB1 NJP 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 57%

113 xx CDB1 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 57%
113 xx CDB1 F4 F4 4 xx X-Ray RC F3 xx Nut = 57%
113 xx CDB1 F4 F4 4 xx X-Ray BF4 = 55%

F3 xx CDB1 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 59%
F3 xx CDB1 F4 F4 4 xx X-Ray RC F3 xx Nut = 59%
F3 xx CDB1 F4 F4 4 xx X-Ray BF4 = 56%

NJP 4 xx Ex FB 12 12 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 50%
NJP 4 xx CDB1 4 xx X-Ray RC F3 xx Nut = 58%
NJP 4 xx CDB1 4 xx X-Ray BF4 = 54%

3 Bars (2 Clones)

- Midscreen

Ex Nut F24 D1 F3 xx CDB1 RC F3 xx CDB1 RC F3 xx Ex Nut F3 xx Ex Nut F3 xx Nut = 43%

F24 xx CDB1 RC F3 xx CDB1 RC F3 xx X-ray RC F3 xx Nut = 65%
F24 xx CDB1 RC F3 xx CDB1 RC F3 xx X-Ray BF4 = 61%

F3 XX CDB1 RC F3 xx CDB1 RC F3 xx X-Ray RC F3 xx Nut = 65%
F3 xx CDB1 RC F3 xx CDB1 RC F3 xx X-Ray BF4 = 61%

113 xx CDB1 RC F3 xx CDB1 RC F3 xx X-Ray RC F3 xx Nut = 62%
113 xx CDB1 RC F3 xx CDB1 RC F3 xx X-Ray BF4 = 59%

- Corner

Ex Nut F4 4 xx CDB1 4 xx CDB1 NJ 12 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 44%

F24 xx Ex FB D1 4 xx CDB1 4 xx CDB1 NJP 114 xx Ex Nut 4 xx Ex Nut 4 xx Nut = 63%
F24 D1 4 xx CDB1 4 xx CDB1 4 xx X-Ray RC F3 xx Nut = 70%
F24 D1 4 xx CDB1 4 xx CDB1 4 xx X-Ray BF4 = 66%

113 xx CDB1 4 xx CDB1 4 xx X-Ray RC F3 xx Nut = 65%
113 xx CDB1 4 xx CDB1 4 xx X-Ray BF4 = 62%

F3 xx CDB1 4 xx CDB1 4 xx X-Ray RC F3 xx Nut = 68%
F3 xx CDB1 4 xx CDB1 4 xx X-Ray BF4 = 64%

NJP xx CDB1 4 xx CDB1 4 xx X-Ray RC F3 xx Nut = 63%
NJP xx CDB1 4 xx CDB1 4 xx X-Ray BF4 = 60%


GENERAL STRATEGY
The above Video covers everything below, please Like/Comment/Subscribe for more


Patience

Pressure
Your initial reaction to JC and his pressure game is going to be to run and go HAM, honestly this isn't the answer, you're going to want to take your time and wait until the last second every time to decide whether you mimic cancel, nutpunch, EX forceball, or even confirm into a combo. Most of Johnnys strings (1,1,4/1,1,3,/ F2,4/3,3,3) are plenty slow enough for you to decide what the best course of action is, it's just going to require a calm collected approach, if you're using your clones during a combo you'll need to remember to use meter to buy time for your clones to recover, if your clones are out you'll need to use forceballs or go for throws to buy time as well, everytime you get in you're going to want to do as much damage as possible

Footsies
As stated above JC has a lot of great footsie options, his mimic stunt doubles control a lot of space and convert a lot of combos, they're very fast and can easily be used on reaction to player projectiles, if you're doing a good job of keeping the clones active then you should be able to condition your opponent to play more cautious opening up opportunities for yourself to start your own pressure. F3 also makes an excellent footsie tool and wiff punisher, it's imperative as a JC player that you make the enemy pay for their wiffs, as you can easily deal 30-40% damage with an F3 into clones or an EX nutpunch, a single wiff can forfeit half their life bar and make them all the more cautious. For this reason it's important you stay very focused and look for every opportunity to activate your clones, open the opponent up with your footsies, and either land the wiff punish or start your pressure

Mimic Management
To continue on what was stated above; having clones active is a key fundamental in your success as a Johnny player, if you manage to establish your F3 and regular shadow kick/rising shadow footsies then getting your mimic shadows will be that much easier, I'd consider your understanding of your mimicless shadow moves & F3 to be as important as your understanding of the core 1,1 pressure, as these moves are the core of your footises and will open up the opportunities to your clones and thus open up the opportunities for more pressure. Up close using a variety of strings and staying unpredictable with your activation is paramount, remember you can cancel off pokes as well, and a perfectly spaced D4~Mimic Cancel is very hard to react to. When you're out of clones remember to use your Forceballs, grabs, and even your X-ray to buy additional time for them to return, and when you do land a combo either use 1 clone and save the other for pressure (Or if you only have 1 clone don't use any and instead use the clone for pressure) or use both clones and end with an ex nutpunch to buy time for your clones to come back, basically-work the clock


MATCH FOOTAGE
cR Gunshow (Johnny Cage SD) MKX Ranked Matches (Great Games!) 8-30-15


ADDITIONAL LINKS
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Last edited:

DDutchguy

Stand 4'ing airplanes out of the sky
Fantastic guide man! I've seen some stuff come by about how good Stunt Double was in terms of chip and such, but I never got to see it in practice before. I'm going to pick Stunt Double back up and see if I can do well with it. Thanks for being detailed as hell and showing some great pressure tools.

I have a couple of questions:

1. The main thing I deal with online is that players don't realize that I'm putting them in a blockstring and as such get hit by say, bf4 after I did a 114 mimic cancel. This may not be as bad as I think, but this kind of stops your pressure and forces you to deal with the opponent's wakup options. Another scenario is that you end up somewhat-fullscreen, which is quite bothersome of course. Are there ways to work around this?

2. 333, bf4 is the main chip blockstring to do, what do I follow it up with? The pushback of 333 combined with the pushback of bf4 leaves me slightly outside of 11 range and forces me to do a d4 or f3. Now d4 I can deal with since it's the best thing ever, but if I don't have another clone out and I go F3, I kind of have to halt my pressure. How can I make the most use of this F3 (F24 is not entirely guaranteed so I'd rather not use it against good players)?
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
Haven't had a chance to read through it completely but I definitely will when I get a chance. Seems very in-depth!

Could someone who's a mod sticky this? I would say this deserves it.

@CrimsonShadow
 

Kingshootahz

Ain't nobody trilla than shootah.
Shit no Fucc no! Shit shit shit now all these Johnny scrubs gonna level up..man I was enjoying my free runs:(
 

Biologic

Noob
Shit no Fucc no! Shit shit shit now all these Johnny scrubs gonna level up..man I was enjoying my free runs:(
Mimic Shadow kick is +12, the EX force balls are +6 in SD variation & +4 in the A-list variation


Fantastic guide man! I've seen some stuff come by about how good Stunt Double was in terms of chip and such, but I never got to see it in practice before. I'm going to pick Stunt Double back up and see if I can do well with it. Thanks for being detailed as hell and showing some great pressure tools.

I have a couple of questions:

1. The main thing I deal with online is that players don't realize that I'm putting them in a blockstring and as such get hit by say, bf4 after I did a 114 mimic cancel. This may not be as bad as I think, but this kind of stops your pressure and forces you to deal with the opponent's wakup options. Another scenario is that you end up somewhat-fullscreen, which is quite bothersome of course. Are there ways to work around this?

2. 333, bf4 is the main chip blockstring to do, what do I follow it up with? The pushback of 333 combined with the pushback of bf4 leaves me slightly outside of 11 range and forces me to do a d4 or f3. Now d4 I can deal with since it's the best thing ever, but if I don't have another clone out and I go F3, I kind of have to halt my pressure. How can I make the most use of this F3 (F24 is not entirely guaranteed so I'd rather not use it against good players)?
Thanks man! I appreciate it, I'm going to get some footage up from Gunshow, myself, & hopefully a few others to help further everyone's understanding of his tools.

To answer your questions;

1. "Players don't always realize it's a block string" If the opponent isn't aware it's a block string and end getting hit by the shadow kicks it's not actually a very big deal, shadow kicks deal 7% damage on hit, 30 frame of advantage, and decent corner carry. If the opponent is hit by the kick you have plenty of time to run all the way back on top of them, but yes they will have the wake up opportunity, if you want to condition them into blocking the shadow kick I'm recommend maybe trying slower cancels like D4 in mimic or F2'4 into mimic, things they may be more likely to block, though in general 7% damage for a single clone isn't exactly a bad thing given all it's advantages.

2. "333, bf4 is the main chip blockstring to do, what do I follow it up with" 333, BF4 is great after a basic combo to net you an additional 5% chip, after that you're left in a situation where you can guarantee a D4 or F3 or you can attempt to F2 or move in for more 1,1 pressure, if you've conditioned the opponent then they should know that you ultimately control this situation, if they make the mistake of doing anything they're going to eat the D4 or F3 and you're either back on pressure or they're eating a nut punch conversion, if you have meter you can use F3 in EX forceballs, and you are after all +12 after a kick, making your F2 or moving in for a 1,1 a very realistic situation, in fact if the opponent decided to stand block the 333, bf4 then with good timing you can actually jail them into 1,1

Just remember the balls in your court, they're playing Johnnys game while you're on pressure
 
Last edited:

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Nice! Very in-depth, I like it :) And I love how you explained why using 1 clone in combos is better than using 2, goddamn I love that kinda stuff lol. One or two things:

You wrote "Anit-airs" instead of Anti-airs in the Wakeups and Anti-airs part of the Footsies, Zoning and Wakeup Options section.
Is there a list of frame data for Stunt Double's Mimic cancels that you could include? Or is there already a thread detailing that that you could link in this thread?
 

Name v.5.0

Iowa's Finest.
Really great Guide. The only thing I would add was a more in depth section on chipping.

Man, I wish Mimic Rising Shadow was as good an anti air as you say. I mean, it's fucking great if you're ready because of it's properties and damage potential, but at 13 frame startup it's just too slow. Good players don't jump much, and when they do you'll most likely be caught off guard, fire off the Rising Shadow and at best trade. Don't get me wrong, it does work...I just think Johnny's best option against an airborne opponent is to curl up into the fetal position and cry.
 

Name v.5.0

Iowa's Finest.
Otherwise known as D4.
Fuck man...even D4 doesnt work against a bunch of characters. Sometimes the best option is to just block. Makes more sense then knowing what character you are against, which jump in punch they'll use, what distance they're jumping in from and then pick an anti air move. you get like a tenth of a second to make a choice. BLAH.
 

The_Tile

Your hole is mine!
Fuck man...even D4 doesnt work against a bunch of characters. Sometimes the best option is to just block. Makes more sense then knowing what character you are against, which jump in punch they'll use, what distance they're jumping in from and then pick an anti air move. you get like a tenth of a second to make a choice. BLAH.
I know, against most characters his S1 and D2 are pretty reliable anti airs though tbh. But like you said, for characters with silly jumping attacks it is best to just block.
 

Biologic

Noob
Really great Guide. The only thing I would add was a more in depth section on chipping.

Man, I wish Mimic Rising Shadow was as good an anti air as you say. I mean, it's fucking great if you're ready because of it's properties and damage potential, but at 13 frame startup it's just too slow. Good players don't jump much, and when they do you'll most likely be caught off guard, fire off the Rising Shadow and at best trade. Don't get me wrong, it does work...I just think Johnny's best option against an airborne opponent is to curl up into the fetal position and cry.
I'll add some more in depth stuff on chipping then :) for the time being I recommend reading the stuff in the optimal combos & mimic shadow kicks/rising shadows as it briefly goes over chipping potential and situations


Nice! Very in-depth, I like it :) And I love how you explained why using 1 clone in combos is better than using 2, goddamn I love that kinda stuff lol. One or two things:

You wrote "Anit-airs" instead of Anti-airs in the Wakeups and Anti-airs part of the Footsies, Zoning and Wakeup Options section.
Is there a list of frame data for Stunt Double's Mimic cancels that you could include? Or is there already a thread detailing that that you could link in this thread?
If I understand correctly, no, there isn't anything like that as of now but I'll add that to the guide, I think it's worth noting :)
 

Etoroguy

Why isn't Jax's Farm a playable stage?
I've been focusing on Jax lately, but I've been wanting to pick up Johnny Cage soon. I will refer to this guide when I get around to playing Cage. How does Johhny's 11 pressure compare to Jax's?
 

Biologic

Noob
I've been focusing on Jax lately, but I've been wanting to pick up Johnny Cage soon. I will refer to this guide when I get around to playing Cage. How does Johhny's 11 pressure compare to Jax's?
This is a really great question, the difference between cage & Jax comes in the form of mix up options vs true block strings, in the case of Jax he can do 1,1 stagger B3 or B2, he can do 1,1 gotcha grab, 1,1 energy wave, 1,1 overhead, or 1,2,3 or 1,2 overhead dash punch, or 1,2 energy wave, or 1,2,3 energy wave, or 1,2,3, over head, or 1,2, D3 stagger for more pressure, or 1,2 D3 stagger to tick throw, ect, ect.

Jax essentially has a 50/50 overhead low mixed in with some great alternate strings, and within these 50/50's & strings lies the second mix up of staggered strings, energy wave, tick throw, and overhead dash punch, without getting crazy Jax has at minimum a 50/50 into a 25/25/25/25 guessing game going for him, though his strategy is going to rely less on chip and more on either landing the tick throw or opening the opponent up for a combo because Jax doesn't do near the chip as Johnny or have the end of combo reset

With Johnny things are a little difference because everything he does can become a completely uninterrupted block string, something Jax doesn't have, 1,1 isn't quite effective since it hits a little higher and it's a little slower but for the most part the strategy is the same is same in terms of mixing up the overhead and low, strings, energy wave, exc, the difference is they're not quite as good, the fear of Johnnys forceballs is equivalent to the fear of Jax's energy wave, both leaving them very + (6/7) but Johnnys is slower, the 1,1 mix up in low, overhead, or more pressure is also very similar to Jax's although boasting less options, but what Johnny lacks in the ability to open up the opponent he gains in massive amounts of chip damage, most of what Jax does is poke-able, and his overhead, energy wave, and his tick throw are all punishable on reaction(or block in the case of the overhead) if done correctly.

Both characters have tons of strengths and differences if you'd like me to continue to go into detail, but hopefully this'll suffice for now :)
 
Last edited:

Etoroguy

Why isn't Jax's Farm a playable stage?
Thank you for comparing Johnny and Jax's 11 pressure for me, you are very knowledgeable. Cage as a secondary might be the right choice for me. I mainly play Pumped Up Jax so he is good at counter-zoning (ground pound, energy wave, d12). How does Johnny get around zoning?
 

Name v.5.0

Iowa's Finest.
Thank you for comparing Johnny and Jax's 11 pressure for me, you are very knowledgeable. Cage as a secondary might be the right choice for me. I mainly play Pumped Up Jax so he is good at counter-zoning (ground pound, energy wave, d12). How does Johnny get around zoning?
Let's not forget Jax's S1 comes out in 6 frames and 1,1 comes out in 9...which is what Johnny's S1 comes out in. Jax is so fucking underused.

Johnny's anti zoning is pretty good actually. If you have clones Mimic Shadow Kick hits mid, knocks them down, and you have enough time to run up and start offense, or bait a wake up. He also gets EX-Shadow kick which blasts through any 1 hit zoning move and is pretty fast. Hits high though, so time it right. MSK and SK also push your opponent to the corner fairly quick, so they're quite effective. Lastly, D4 goes under almost every projectile including Reptile's forceballs, Jax's Law Rocket.
 

rafaw

#YouSuck
Very good guide, but in the part where you justify using 1 clone in combos only, you forgot to consider that even using 2 clones in combo you will have the post np chip damage/mixup/throw, so in terms of damage+chip its about the same.
I still prefer using just one clone and have more option after np tho, but not bc of the chip damage.
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
@Biologic Hey man this is great that you did this, I'm gonna read through now and critique with my inputs

2/21
I disagree that this string is useless, at the speed it is, i've been using it to punish strings where 11 can't normally reach.

b2
Should add that this is a great normal to get HKD and free activation off of.

333exMRS, jp 333exMRS (the chip string)
Should note that opponents can armor out after 333.

ExFB
I only use ex fb when trying to catch someone off guard without mimics,
they are more plus the farther away the opponent is (this is because both of the forceballs hitback to back with little gap compared to up close).

8f-11f is not that fast, it may be Johnny's fastest moves, but compared to the rest of the cast, this is pretty slow. It's hard for johnny to poke out/punish tighter strings/whiff punish.

Should note that Shadow Kick is a high and Mimic Shadow kick is a mid.

EX UpShadow
Should note that at certain angles of EX UpShadow, only the inital uppercut will hit, while the other portion of the move will whiff. NJP/EXNutPunch are a bit tricky to use but are a bit more reliable once you get the timing down for anti-airs.

X-Factor
Forceballs, forceballs everywhere, I typically use 113exfb/f2 exfb like a mad man here. Once you get two red shadows, the opponent should seriously be shitting themselves.

[1,1,4 (2.75%), Mimic kick (1.88%), F3 (1.25%), Mimic Kick (1.88%) F3 (1.25%) ]
Instead of f3 after the mimic kick, I think 21 mimic kick would be a better followup, also people will respect your pressure a bit too much, so dont be afraid to try more damaging normals like b34 or 333(or another 114!)

Yup 100% agree that the biggest thing about SD is patience. If you don't have it you won't do well with him.

Should talk about whiffing issues with 113mrs and other shitty things about Cage (his jump for example)

I don't have a lot of recent matches on youtube, this is probably the best I got right now.
 

ETC AdmiralAugustus

Grabble Frazzled
When is Omega gonna recruit Stu, Diego, and Myself?! Stu has been in his Rock pose for months now, whilst Diego and I sit in the hyperbolic chamber awaiting to emerge. You know Billings needs us and we'd be a perfect fit....


.....wouldn't you agreeeeeee?