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General/Other - Fisticuffs Why FC is bottom tier, and ways to save him

ismael4790

Stay focused or get Caged
-Edit - January 2016: EO Beta has added a 17% throw when Fistbump enabled and 1 frame shaved from b1 recovery.

-Edit - March 2016: B1 had 1 frame of startup reduction. BF1 has 40 frames of recovery. BF1 enables red mode throw. Speedbag does 3% instead of 2% while BF1 is activated.

This is a good start nrs, but definitely is not enough to take FC out of the trash bin. Come on, give this variation of Cage the opportunity to shine! :)



There's a strong chance that in about one month the next big mkx patch arrives.
So I'm here to analize and discuss about this very abandoned variation of Johnny, and try to explain changes that would make him viable again. He has been ignored since his famous nerf, and now more than ever it is obvious he needs something.

If you love the character, would be great you also shared your opinions, because if the community remains silent nothing is going to change.

What makes this variation different?

Fisticuffs Cage is just variationless Johnny with two extra tools. The speedbag string, b1,2, a cool string which can be repeated, and the Fistbump, a chip bonus.
Nothing else, no cancels as A-List, no clones with plus frames as Stunt double, nothing. So one would expect these two tools Fisticuffs has, to be good to compensate it...

Why this variation was decent (and not op) before 6/23 patch?

The fistbump has remained the same through the patches, so I will talk about this move at the proposed changes section.

The main reason to pick this variation over the other two before 6/23 patch was the speedbag string, as the other moves come from variationless Johnny and the other variations share them. So you sacrificed cancels and clones and the many possibilities they give, for one special string.

Speedbag had 9 frames startup (not the fastest thing I've seen, but it's ok). Your game was based on the recovery properties it had. While the opponent was blocking, if you stopped the string at an odd hit, you were at -3. BUT, if you stopped at an even hit you were left neutral on block. This forced the enemy to guess where you were going to stagger the string to adjust his/her reaction accordingly.

Was this op? Imo, not at all. There were many ways to get out of it. Pokes (you had a window to poke varying from 9 frames to 12 depending on where the stagger was done), backdashes at midscreen, and with some characters, armor. And the string had (and still has) a gap after the second hit, many chars can armor through it to escape.

Was it hard to get out? Yes, in some cases. As it is hard to get out of many other characters pressure that still remain intact...

My point is developers didn't left enough time for people to get used to this string. Some players got caught off guard, and this string was highly overrated. Then 6/23 arrived...

Why this variation is bottom tier after 6/23 patch?

Let's remind the famous nerf from 6/23 patch:
  • Johnny Cage (Fisticuffs) – Away + FP now has 11 startup frames (up from 9)
(patch notes said 10 frames, but it actually ended up being 11).
  • Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0
What this basically did is to kill the variation. Why?

First of all, this reduced his damage midscreen: his more damaging midscreen combos relied on b1,2, and with the startup becoming slower, these combos turned very inconsistent.

What about speedbag "pressure"? There was something left? No.
With the new frame data, the opponent does not need to guess anymore if you are going to stagger at an even or an odd hit. All is -3. And if you dare to stagger, you leave him/her 11+3=14 frames to do whatever.
Landing a poke became extremely easy in this new scenario, the pressure was over and speedbag just became a "bait tool". So what we have here is basically variationless Johnny.

The Fistbump main use was to chip the enemy to death with speedbag while enabled . As now FC has to fear about doing more than two reps of the string, this chip bonus became even less useful.

Which options this variation actually has?

Let's summarize the most important:

-His best normal is his d4: I'm not gonna lie, it's one of the best in the game, but it is part of variationless Johnny moveset, and let's be honest, you are not gonna win with d4s...xD
-Standing 1: 9 frames of startup, which is a joke for a pressure type character. Look at Jax with his 6 frames, for example.
-Down 1 poke: 8 frames, not terrible, but 7 would be much more fair. D3 is worse, no reason to use it over D1.
-F3: A great normal, very good range...but in this variation this fantastic move is wasted. Your options are F3,4 for whiff punishing (12%...wow), F3 exforceball (spend a bar for low damage), f3 nutpunch (you can't hitconfirm it, so you have to commit and risk a full punish)...and that's it. Don't even try canceling F3 into Fistbump.


Basically, your main source of damage is going to come from unblocked F2 overheads. Your goal is forcing the opponent to crouch, which is very hard once they realize how EXTREMELY WEAK your low option damage output and possibilities are. In A-List, for example, when a low hits, the cancels lead you to full combo, so it is fearsome. Here:

Your low option comes from 113 string:

-113 is unsafe on block.
-If 11 is blocked and you hit the 3, you can't hit confirm into nut punch, so you basically have to commit and take the risk with the nutpunch for a 14-16% damage, getting full combo punished if blocked. Ex nutpunch after the 3 is also unsafe.
-If you want to make this string "safe", you have to spend a bar to do an exforceball. You get few damage from this. And notice there's a gap between the 3 and the forceballs, so you may even be punished for this.
So basically if you don't have meter there's absolutely no reason for the opponent to block low, at most they will eat a 16%.
-11 stagger into F2/ 113 is a mixup that works against people not used to the matchup, but it is very easy to fuzzy guard and people is doing this more consistently as the time passes.

Hence, what we have here is a variation with a chip bonus that he can't use in most of the situations because he has no true pressure or true mixups to get the most of it. Very frustrating.

What changes would make this variation viable again?

Right now, there's absolutely no reason to pick Fisticuffs over the other two variations. I doubt the developers want useless variations in this game...

My ideas to make Fisticuffs viable:
  • Speedbag NEEDS to get back its 9 frame startup. 11 frames is just pure trash.
  • About the recovery of the speedbag on block, the best scenario would be prepatch state, which was not broken at all as I said. But this would imply nrs to admit they did a mistake... I doubt this happens.
    So... -3 for odd hits and -2 or -1 for even hits. This would give him back part of the guessing game with the staggers.
  • Fistbump recovers a lot faster and lasts longer.
  • Access to red mode when his life is under 15%, instead of 5% as the other two variations (this one is not really needed).
And the one which in my view is the most important:
  • Ex Fistbump added, which increases the chip damage to x2.5 (or even x3), or increases regular damage. Also, it works as Liu Kang's Shaolin flame move allowing Cage to make his strings safer on block and even to combo off of some of them. For example: 113 exfistbump f24 would combo. This would improve his weak mixup game, and give more uses to his 113 string.
 
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countrypistol

Kombatant
I agree with your ideas but I am left wondering if this would be enough. How far would these changes go to making JC a fully rounded character across all three variations? Even with them in place, I don't think there would be any match ups that A-List or Stunt Double wouldn't be able to handle equally as well (if not better), and to make FC stand out a more drastic change would be needed, such as a low starter (similar to how Cutthroat gives Kano his only overhead).
 

ismael4790

Stay focused or get Caged
I agree with your ideas but I am left wondering if this would be enough. How far would these changes go to making JC a fully rounded character across all three variations? Even with them in place, I don't think there would be any match ups that A-List or Stunt Double wouldn't be able to handle equally as well (if not better), and to make FC stand out a more drastic change would be needed, such as a low starter (similar to how Cutthroat gives Kano his only overhead).
Yes, but asking here for a low starter would get us killed xD
It wouldn't be crazy though, as you say one of Kano's variations has 50/50s while the other two don't. And I think both Kano overhead and low are faster than Cage's F2.

The ideas I posted wouldn't make FC a good variation, but at least it wouldn't be the total trash it is now. But I agree, A-List and SD would continue being better despite the changes.

I suppose after that big nerf most of us are afraid to ask for new stuff ...
 

coconutshrimp

Damn vro, hadda mess with yo auntie
I agree, but I don't know about the getting red at 15% instead of 5. Other than that pretty much anything would make this variation better. Although one thing I would like is a buff to his 1, being at 8 or 7 frames instead of 9 frame startup. That's minor but it would help. Other than that, I thought this variation would have some kind of special like a command grab that would involve his brass knuckles, but when I picked him up no such thing in sight. The closest thing was his brutality that I find is very rare to get. I think that the Fistbump string should have reduced pushback on block to help make use of the chip increase. But in general, this variation just needs to be reworked in general because it's so bare bones.
 

SaSSolino

Soul Stealing Loyalist
I'm no johnny expert, but variationless cage doesn't have the zoning that bumped FC has.
 

Roko1985

Put down the controller and run!
So you are still holding to FC Cage. I agree with all that. I tryed some characters that i liked from the time the game came out, but other characters like Tempest are so much better, so i did join them. You are wellcome to the Tempest army if you want. You will get promoted to a Top Tier just for picking him. Other wise play A-list.
 

danymort

You will obey
Hi,

I'm not active in the forum but read it often and I have played a lot with Ismael and he is forced to play with the other variations or as Jax for example to be really competitive.

It's very sad an iconic character like Cage is not having the proper attention, he needs a buff in th FC variation, that's a fact.

We have placed a lot of hopes in the next patch, lot of balance has to happen.
 

Wigy

There it is...
Speed bag 9 frame startup, made -2 on block.

That way ANY character has 3 frames to poke out but it still has some utility

fistbump recovery much faster. Flame fist liu has a MUCH better damage buff tool and a whole bunch of other excellent specials to go with it.
Possible ex fistbump that increases grab damage to 16 and has even faster startup- fast enough to get out after NP with leftover Adv and maybe increase his d1 to 6 frames during active frames.

Even with this the variation nowhere near competes with his a list variation, without making speedbag 0 on block as it was which causes characters like takeda issues -no more than DF Liu to be fair though, its very difficult to balance this variation.

Maybe the addition of some other normal or maybe fistbump special cancelable -with everything except ex forceball. Considering all of his specials are full punish except ex SK (which can be ducked) i don't see this is as too obscene, it would also help solve the startup issue, and give him decent zoning momentum of 114 fb df1.

Some of this is probably stupid but im just spitballing, hes a tricky character to balance. He is build around string that is either useless or OP dependin on a few frames

Ismael are you eu or us?

I wouldn't mind getting sets with you if you're eu
 
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Somea2V

Thread Referee
I'm no johnny expert, but variationless cage doesn't have the zoning that bumped FC has.
We're just going to ignore that first part.

And yes, Fist Bump offers a buff to Cage's chip, including his zoning. The problem, which most people seem to not understand, is that you can neutral duck the arcing balls with basically anyone at anything that isn't full screen. And everyone can neutral duck (outside of the odd breathing frame) from 1/4 to 3/4 screen. Cage isn't a zoner. He's an okay counter-zoner. But counter-zoning, much like D4, is not going to win you a match. So being variation-less or in Fisticuffs doesn't really change that much of what you can do with the balls.
 

Wigy

There it is...
We're just going to ignore that first part.

And yes, Fist Bump offers a buff to Cage's chip, including his zoning. The problem, which most people seem to not understand, is that you can neutral duck the arcing balls with basically anyone at anything that isn't full screen. And everyone can neutral duck (outside of the odd breathing frame) from 1/4 to 3/4 screen. Cage isn't a zoner. He's an okay counter-zoner. But counter-zoning, much like D4, is not going to win you a match. So being variation-less or in Fisticuffs doesn't really change that much of what you can do with the balls.
Not to mention that fistbump has such horrible recovery that you have to sacrifice damage just to get it out safely, and after you have just about any momentum in zoning you have will be gone.
 

SaSSolino

Soul Stealing Loyalist
We're just going to ignore that first part.

And yes, Fist Bump offers a buff to Cage's chip, including his zoning. The problem, which most people seem to not understand, is that you can neutral duck the arcing balls with basically anyone at anything that isn't full screen. And everyone can neutral duck (outside of the odd breathing frame) from 1/4 to 3/4 screen. Cage isn't a zoner. He's an okay counter-zoner. But counter-zoning, much like D4, is not going to win you a match. So being variation-less or in Fisticuffs doesn't really change that much of what you can do with the balls.
you can mix things up if he respects the balls a lot. what I'm saying is that the string needs help, but just a little, and everything else is good the way it is in my opinion.
 

Somea2V

Thread Referee
Not to mention that fistbump has such horrible recovery that you have to sacrifice damage just to get it out safely, and after you have just about any momentum in zoning you have will be gone.
Also, any mileage you'll get with the balls is either with counter-zoning and making things safe. Which you'll more often than not hit the opponent when counter-zoning, rendering the chip buff useless, and not really be zoning if you're using EX balls to try and make things safe.
 

Somea2V

Thread Referee
you can mix things up if he respects the balls a lot. what I'm saying is that the string needs help, but just a little, and everything else is good the way it is in my opinion.
How might you mix things up with the balls? Contrary to popular belief, you don't have to respect them very much. And I think we can all agree no character should be expected to stand on your opponent not knowing the match-up.
 

SaSSolino

Soul Stealing Loyalist
Not to mention that fistbump has such horrible recovery that you have to sacrifice damage just to get it out safely, and after you have just about any momentum in zoning you have will be gone.
I use 121 to get the enemy full screen and zone
 

SaSSolino

Soul Stealing Loyalist
How might you mix things up with the balls? Contrary to popular belief, you don't have to respect them very much. And I think we can all agree no character should be expected to stand on your opponent not knowing the match-up.
when they do all that damage both on block and hit, you must respect them and either neutral duck or jump, allowing a free run in.
 

Wigy

There it is...
you can mix things up if he respects the balls a lot. what I'm saying is that the string needs help, but just a little, and everything else is good the way it is in my opinion.
fisticuffs gets outchipped and zoned by ff liukang, his chip buff has MUCH faster startup, and jc's pressure will only be moderately better with the 9frame -3 punchbag string everyone is proposing. He needs more than just the punchbag string if its going to not be neutral on block.
 

Wigy

There it is...
I use 121 to get the enemy full screen and zone
They will eat maybe one forceball on block at best if your opponent doesn't immediately get up and take a step forward and neutral duck.

playing people with Lack of matchup experience doesn't justify his issues.
 

Somea2V

Thread Referee
when they do all that damage both on block and hit, you must respect them and either neutral duck or jump, allowing a free run in.
They do good damage on hit (and chip) but unless you're punishing a bad zoning attempt on their part, there is no reason they should hit the opponent if they know to duck it midscreen or reactively jump forward or run forward at full screen. Even taking the hit with a block and walking forward puts you within duck range to ignore follow-ups, not to mention that many characters have slide, travel or teleport specials to get around Cage's zoning with ease and some good judgment.

Again, you can't defend a character's tools based upon your opponent not knowing the match up. And if an opponent is respecting balls by blocking them or neutral jumping them, they do not know the JC matchup.
 

Somea2V

Thread Referee
Don't you mean unbreakable sub?

Cyro has its uses i thought. Not to be pedantic :DOGE
I think most people are in "the Grandmaster still covers more bases than buffed Cryo" camp. It seems true but I still think it's fun to play all of Sub's variation. It's always fun to crap on my fellow Cage brethren who pull out fisticuffs by doing safe Frozen Aura buffs that outlast Fist Bump and then blocking all their attempts to open up.
 

SaSSolino

Soul Stealing Loyalist
They will eat maybe one forceball on block at best if your opponent doesn't immediately get up and take a step forward and neutral duck.

playing people with Lack of matchup experience doesn't justify his issues.
1 blocked ball is enough to make up for the damage u sacrifice, and now you are full screen with the buff. it's still better than variationless johnny.