"Swish-F--k!-Swish, awwww, Stab! Goddammit!"
Le Desorde Cest Moi
But maybe I'm wrong...is there a way to guarantee a fresh combo off of nut punch?
Simple pressures after nut punch are usually done with 2,1,f+2 or f+3,3,b+3.
2,1 leaves you at -2 on block but it's generally not easy to react to with the safe and slow launcher at the end. To get what I mean, try 2,1 then 2,1 again after a nut punch. They'll generally block both starting strings.
If you decide to go for the 2,1,f+2 launcher at the end, always buffer dash in case it does hit. It'll put them right back where they started. For them, it's a very scary situation to be in if they can only block.
If they're crouching you can force them to stand with something like F+3,2 xx enhanced forceball. Something like that. F+3 is +2 on block apparently so it's pretty good in your pressure. You can hit confirm F+3,3 so you don't have to buffer. Also you can rarely throw in a 2,1,b+4 for a surprise but if it hits it'll leave you both at neutral. Disadvantage if blocked.
In my personal experience at CEO. Getting in on your opponents with Cage is ridiculously hard. Never let characters get away from you. If you do get in, unless you mess up your opponent will be stuck there until they get a breaker. Tick grabbing after a nut punch is decent but you'll end up having to work your way back into your favored position. I wouldn't use meter for enhanced flip kick unless it's insanely situational. Attempt to save it for a breaker or X-ray. It's worth it ^_^.
I just want to say that fjp; 21f2; dash; 44xxenhanced flip kick = 36%
Everytime your opponent has less than 36% you should use this instead of nut punch, which in this particular case is not a wise choice imho.
I don't want to be pushing my opinion around like a jerk so I'm just leaving it as an option. Hope it helps.
Your advices are very appreciated .
I'll try this asap, thanks again.
Edit: I tried this, but sometimes EX nut punch doesn't hit the opponent...I have to hit him with 44 when he is close to the ground or it will miss.
I think I'll have a hard time trying to make this work 100%.
1) What does hit confirm mean exactly?
2) What do you mean when you say you don't have to buffer?
3) What is Tick grabbing?
Also I've finally got it down where I can hit the 44 about 25% of the time after 2,1,f2 in practice mode but it's so inconsistent and when I'm in a match it's hard enough for me to have the presence of mind to shadow kick after 2,1,f2 never mind something that requires precise timing like that. I know I need to relax more during a fight so that I'm not so feverishly inputting the commands but it's sometimes easier said than done. So are there any tricks you use to time the dash 4,4 or is just muscle memory after doing it a million times?
Another thing I notice when I play Johnny is that he gets a little boring with his 2,1,f2 and f3,3,b3. I do this all the time and don't use a lot of his other strings because they don't seem as effective. Though I guess I'm also playing him wrong because my opponents generally seem to have enough time to react after these combos if they're blocked. Maybe I just need to get better at stringing them together. Maybe it would help if you could give me an example of 4-5 strings you would typically put together with him to maintain pressure, given the opponent is blocking the entire time.
Thanks again...really good stuff!
2) Buffering is to enter a sequence of moves before the moves have played out in the game. Many moves in Mortal Kombat 9 require you to do this or the combo won't come out. If the sequence is blocked you are likely to get punished.
1) Hit confirm is to use a move that doesn't require you to buffer. Basically, any move that you can wait to see if it hits and then still follow up with another move. If blocked, you can safely end the combo right there and try something else. For the problem you're describing in your last paragraph, hit confirm is the answer.
3) Tick grabbing is to use a hit confirm (or any attack really), and when blocked follow up with a throw immediately. The upside is it's very easy to pull off, the downside is you're throwing them away from you so it's not something you should do often with Johnny Cage. You don't want them to move away, you want them to remain close. But it does train them to try and counter the throw, which means they may stop blocking after the first attack and allow you to get in a combo. (I'll admit, I had to google this one)
Sub-Zero is not that much of a problem, he is easily punishable and he doesn't have chip damage worth shit.
Kung Lao is the same way, JC is fast enough to punish Kung Lao at his spin game.
The characters I actually truly have troubles with are as follow (no specific order)
Nightwolf (once a nightwolf user gets you far away, they can zone you easily with a charge+Lightning combo)
Ermac (Special Moves can easily pick you up, its all a mind game )
Kabal (Zoning and the mixture of the block dash run, plus the run can hit someone in the air)
Reptile(Currently in a W.I.P. the only problem is that damn elbow dash)
Raiden (Trickiest bastard ever with the tele, and the Superman move that can't be countered by anything by JC [even in a wakeup which if you do a wakeup when they super man it will register as a block])
Raiden and Ermac are cakewalk for me. Patience is for both. I always bait the Superman when I knockdown Raiden. And Ermac has no mixup game so I just chill until he finishes his string then punish him with a Shadow Kick or full combo if I could.
Raiden is the same way, I can't stand them chip damaging me and when they do the teleport when I just crouch low, I attempt my flipkick or sweep or crossup and it always seems to fail.
I just started learning Johnny Cage a few days ago and think he's an amazing fighter. I'm a beast at doing combos, so that's no problem for me. But I need help on how to approach opponents with Johnny Cage?
It's about 2 weeks I've started using JC, and I think I've become a pretty skilled player thanks to the tips given me by DCP, Criss and MagiCurtains. Now I can say he is one of my mains
I haven't seen anyone online do this combos with JC, and since these are my favorites with him I'll post them here:
Fjp; f4; 21f2; 44xxShadowKick = 36%
Fjp; f4; 21f2; 44xxNutPunch = 36% (tricky timing for the nutpunch...)
Fjp; f4; 21f2; 44xxExNutPunch = 40% 1 bar
Probably many of you already know about these, but maybe it will help someone improving his game.
So day by day I'm realizing that cage's worst match ups have got to be
Reptile, Kano, and Nightwolf. Surely not by trickery but by recovery times and move canceling issues.
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