Asodimazze
New member
Johnny Cage X-Ray is not working WTF? Is anyone else having this problem?
I don't know what you're talkin about....to me seems it works perfectly
Johnny Cage X-Ray is not working WTF? Is anyone else having this problem?
Johnny Cage X-Ray is not working WTF? Is anyone else having this problem?
It's a counter. The other guy has to hit you for it to work. Personally I don't like using it unless I'm really being pressured and the enemy is predictable enough. Otherwise you can either go for enhanced moves, breaker, or just keep the bar full so your opponent won't feel comfortable attacking you and you can dominate the match.Johnny Cage X-Ray is not working WTF? Is anyone else having this problem?
I was trying this combo out last night and couldn't get the Flip Kick to work. I learn combos piece by piece and did so with this combo. I could pull-off 2,1,F+2 and B+3,4,4 and 4,4, Flip Kick. After that I added it all together, but could not for the life of me get the Flip Kick to work. It worked just fine when I was just trying 4,4, Flip Kick, but not when I was using the whole combo. Am I missing something?
maybe I'm using Negative Edge on accident, but I always end up doing the input before he does the action on screen by the time he's doing 4,4 I've already had the input for the shadow kick
it's a weird timing to get used to, but I love using it all the time
I said this earlier in the thread. I always prefer the reset over maybe 4 or 5% of damage.Trust me guys, there is literally no situation where you'd want to do 4,4 after 2,1,f+2 as Johnny. End it with a nut punch always. Nut punch is unique to Johnny and favorable in every way.
Trust me guys, there is literally no situation where you'd want to do 4,4 after 2,1,f+2 as Johnny. End it with a nut punch always. Nut punch is unique to Johnny and favorable in every way.
I've never tried nut punch after 2,1,f2 because he seems too far away. I'll try it out later though. Still if you end with 4,4 enhanced flip kick it does something like 30+% damage which is sometimes the end of the game (I'm in Afghanistan and don't have any of the updates so total damage may be different now). Nutpunch is definitely nice for mixing things up and keeping your opponent on their toes but it's not an automatic reset since they can still block. If you sweep after nut punch they can do a wakeup on you - and position wise you would have been better off doing 44, shadow or flip kick to get them closer to the corner.
But maybe I'm wrong...is there a way to guarantee a fresh combo off of nut punch?
Oh right, I forgot to mention what to do. What you really want to do is dash, f+3 xx nut punch after 2,1,f+2. 25% exactly. You're not exactly looking a way to guarantee a combo after nut punch. You just want to keep constant pressure. It's fine if they block, you want to sit on that meter and chip you gain from it.
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 ^_^.
What you wrote is really interesting and I'll follow your advices the next time I use Johnny Cage .
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.
Oh, but if you're going to spend the meter. Wouldn't the option of fjp, 21f+2, dash, 44xx enhanced nut punch be 35%? Normal nut punch doesn't connect after 4,4, but enhanced does. Considering you can't do anything but block when hit by nut punch... Wouldn't the chip damage you do afterwards be more than 36%? The F+3,3,b+3 chip is already 6%. So that would add up to 41% with just a simple safe string? xD
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.
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 ^_^.
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)
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.
Dash block like theres no tomorrow, thats what I do, watch out for cross ups and teleports. (and those who move up for throws as well)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?