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1 = front punch 2 = back punch 3 = front kick 4 = back kick JIP = jump in punch JIK = jump in kick NJP = neutral jump punch JK = jump kick (instant u/f+k) F = Forward B = Back D = Down U = Up
2, 1, F+2 = Safe on block, last hit is overhead. F+3 = hits mid, safe on block, +2 advantage. F+3, 3, B+3 = safe 3 hit string that gives a safe jump on hit. last hit is an overhead so it must be blocked standing. safe on block. B+4 = safe sweep, +1 advantage. F+4 = safe overhead. +1 advantage. 1,1,4 = 3 hit string that is used ONLY ON COMBOS 4, 4 = safe 2 hit string that hits mid. B+3 = Mid launcher, on block punished by full combos.
SPECIALS: *Split Punch HIT LEVEL:M - classic nut punch move. leaves Cage at advantage on hit. punished by full combos on block.
*Shadow Kick HIT LEVEL:H - third fastest special in the game. unsafe on block or if crouched, punished by full combos.
*Shadow Flip Kick HIT LEVEL:M - Cage's best wake up move. on block is only punished by the fastest specials in the game or the fastest uppercuts.
*Low Force Ball HIT LEVEL:H in close, M from range - low arcing projectile.
*High Force Ball HIT LEVEL:H - high arcing projectile attack, mainly used vs players trying to jump over the low force ball or jump from range to close space.
ENHANCED MOVES: * Split Punch HIT LEVEL:M - same advantage on hit and disadvantage on block as standard split punch only with invincible frames.
* Shadow Kick HIT LEVEL:M - faster, mid, full screen version of standard shadow kick. punished by full combos on block.
* Shadow Flip Kick HIT LEVEL:M -flip kick into shadow uppercut. very VERY unsafe on block.
* Low Force Ball HIT LEVEL:H,M in close, M,M from range - 2 hits, low arcing projectile and straight projectile.
* High Force Ball HIT LEVEL:H,H - 2 hits, high arcing projectile and straight projectile.
Using normals with frame advantages. These normals are: B+4, F+4, F+3. Try using these to the opponent when they are opt to block. And then try to stuff them with D+1 or Shadow Flip Kick, not the enhanced one. This is the tricky part of playing johnny cage. It will be effective when your opponent's health is around or below 50%. F+3 is the most powerful one. It can really change the flow of the match by setups, mix-ups, chipping, etc.
Chipping them into CAGE'D ONES! In order to chip them, you either spam 2, 1, F+2 , F+3, 3, B+3 or either ending those cited strings into enhanced forceballs. Remember, chipping is also not taking your opponent's health into pieces in Mortal Kombat 9, but to gain meter as well.
Anti-airs. Uppercut ( D+2 ) and Shadow Flip Kick are the ones which are used often. Just be careful not throw out on characters with air dominance such as Sektor, Smoke, Kitana, Cyber-Sub-Zero, Mileena, Kabal, Scorpion, Ermac and those teleports and the like.
Going through the zoners. Specifically, decent zoners will try to abuse their fireballs on you when there are 1/4 of the screen. It is wise enough to use one bar of meter for Enhanced Shadow Kick. If you don't want to waste it, then you will have to bear those annoying cans thrown on you, especially kitana, WOMAN IS HOT FOR FANS . Dash block until you get in upclose with the opponent and feel free to give what they really deserve.
Nutpunch reset and strategy. This reset is very vital for Johnny Cage in the middle of the match. It starts with the combo.
Cage is really at an advantage in this situation unfortunately some of the fastest special can stuff your set-ups.
The X-ray Parry. Used only to the wisest decision on certain situations like comeback with low health, finishing their get-away options such d+1 or any fast normals, close thrown fireballs, and can parry low attacks (including the dreadful D+4 of Sonya Blade or Mileena )
JUST BE VERY CAREFUL USING IT, One mistake, it's over if your health is very low.
X-ray Parry Tech 101
After watching it, you will use this very close to your opponent.
Experiment, then try to think if your combos are very punishable to other characters depending on the match (and match-ups). Note: Doing a combo on your opponent while she/he have 2 bars of meter will be breakable. So try to read your opponent's meter whenever there is an unexpected results in your combos.
Johnny Cage • Johnny Cage's F3,2 (Take Two) no longer true combos into 2in1’d special moves • Johnny Cage's Nut Punch does slightly less damage.
It's a fine patch. The only thing we will see is the Nut Punch being scaled so hard like of scorpion's spear but not near close to it.
Now you know how to "cage" someone.
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