(Added "Cooldown" to various attack descriptions, Cooldown Times assume the Kameo had a full bar beforehand and that the bar had been fully recharged before the timer stopped counting, meaning if a Full Bar move has 20 Second Recharge Speed then it takes 10 Seconds for 0.5 Bar to fill) |
m (Fixed some spelling mistakes) |
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Kameo Meter will continously drain at 5% Meter Per Second (with the added drain from SD Attacks) until it is fully empty, at which point Janet will leave the screen and Kameo Meter will start to refill | Kameo Meter will continously drain at 5% Meter Per Second (with the added drain from SD Attacks) until it is fully empty, at which point Janet will leave the screen and Kameo Meter will start to refill | ||
You can buffer Janet's attacks during the startup of the | You can buffer Janet's attacks during the startup of the activation so that she will inmidiately do them as soon as she recovers (slightly before you do) | ||
The activation has a long recovery time | The activation has a long recovery time so be creative when finding setup combos to it and maximize your Hit Advantage at the end of them to secure plus frames | ||
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Revision as of 02:19, 1 December 2024
Introduction
"A martial arts superstar trained by great masters from around the world, Cage uses her talents on the big screen. Box-office champ and star of such movies as Dragon Fist and Dragon Fist II as well as the award-winning Sudden Violence." - Mortal Kombat (1992) in an alternate timeline?
Janet Cage, an alternate version of Johnny Cage from another timeline wielding a moveset inspired by his incarnation from the 1992 original, is a rushdown/puppet archetype that specializes in kombo extension, as well as pressure with a slight focus on space control (especially with her “Stunt Double” stance that allows any character to act as a “puppet character”).
Strengths | Weaknesses |
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Kameo Moves
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
23 | 10 | 18 | 0 | 60 | 17.5 | M | +34 | -6 | -6 | 0.5 Kameo Meter |
- Has invulnerability when performed as a Getup or Reversal
- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 12 Seconds Total
Janet's "Nut Punch" attack, Restands the opponent on an Airborne Hit and is primarily used as a combo ender due to its high Hit Advantage, useful for characters with strong Overhead-Low mixups like Noob Saibot or Havik
Better than most Kameo Reversals because of Janet's low hurtbox on startup, range and its safety On Block, useful against mid ranged attacks like the ones in Ferra's Torr Stance
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
25 | 45 | 9 | - | - | - | - | - | - | - | 0.5 Kameo Meter, 0.05 Per Second |
- Absorbs Attacks (can take up to 9% damage before retreating)
- Hold Kameo To Extend Duration (Last 10 seconds, drains 0.05 Kameo Meter per second)
- Retreats After 45 Frames (0.75 seconds) Without Holding
- Cooldown: 1 Second Delay + 10 Second Recharge Speed + Held Duration = 11/21 Seconds Total
Janet puts herself between the Point Character and their opponent acting as a temporary wall until she retreats, she can tank either 3 attacks or a single attack that does >9% damage before going away, that or she automatically goes away after 0.75-10 seconds
Because of it being a Summon it can be hard to use in neutral, making it mainly useful for characters that can put the opponent behind Janet to temporarily trap them in a makeshift corner, it can also be used to limit movement in the actual corner as it would not allow the opponent to dash or attack through
Useful with characters like Quan Chi, Geras, Noob Saibot and Cyrax
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
20 | 12 | - | - | 50 | - | Air | +59/89/119 | - | - | 0.5 Kameo Meter |
- Repeat Input During Startup to Repeat Attack Up To 2 More Times
- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 10 Seconds Total
"Close" version of Janet's only Ambush, extends combos and can be used in setups because of it's long juggle time, Triple version is used to combo off Throws and Synchronized Attacks while the Single and Double versions are used to minimize Janet's time on screen for better repeated use possibilities
To repeatedly do the move you must input Back+Kameo alongside every jump Janet does, only hits Airborne opponents
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
20 | 35 | - | - | 40 | - | Air | +59/89/119 | - | - | 0.5 Kameo Meter |
- Repeat Input During Startup to Repeat Attack Up To 2 More Times
- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 10 Seconds Total
"Far" version of Janet's only Ambush, extends combos and can be used in setups because of it's long juggle time, Triple version is used to combo off Throws and Synchronized Attacks while the Single and Double versions are used to minimize Janet's time on screen for better repeated use possibilities
To repeatedly do the move you must input Back+Kameo alongside every jump Janet does, only hits Airborne opponents
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
48 | - | 47 | - | - | - | - | - | - | - | 1 Kameo Meter, 0.05 Per Second |
- Enters Stunt Double Stance
- Drains 0.05 Kameo Meter Per Second
- Gives Janet Access To Stunt Double Attacks
- Press Forward/Back To Reposition Janet
- Hold Block To Let Janet Move Independently From Point Character
- Cooldown: 20 Second Delay + 20 Second Recharge Speed = 40 Seconds Total (Not Taking SD Attacks and Splits Into Account)
Janet becomes a "Puppet" that the player can independently control as if she was a 2nd character, this gives her access to a plethora of new mixups, combo extensions, extended blockstrings and zoning options
Kameo Meter will continously drain at 5% Meter Per Second (with the added drain from SD Attacks) until it is fully empty, at which point Janet will leave the screen and Kameo Meter will start to refill
You can buffer Janet's attacks during the startup of the activation so that she will inmidiately do them as soon as she recovers (slightly before you do)
The activation has a long recovery time so be creative when finding setup combos to it and maximize your Hit Advantage at the end of them to secure plus frames
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 4 | 30 | - | 39 | 25 | H | - | - | - | 0.16 Kameo Meter |
- Only During Stunt Double
- Drains 0.16 Kameo Meter Each Use
- Mash 1 Repeatedly To Spam This Move
"Caged And Konfused" outclasses "Jane Diere" in nearly every single way, only advantatge the latter has over the former is its lower hitbox making it easier to land on Crouch Blocking opponents
So only use it for Extended Blockstrings
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
12 | 4 | 30 | - | 58.5 | 27.5 | H | - | - | - | 0.16 Kameo Meter |
- Only During Stunt Double
- Drains 0.16 Kameo Meter Each Use
- Mash 2 Repeatedly To Spam This Move
The better alternative to "Jane Diere" as it does higher damage, can Anti-Air and it vacuums opponents on an Airborne Hit
So use it to catch jumpers or to extend Juggles and Grounded Combos
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | 3 | 70 | - | 50 | 16.25 | M | - | - | - | 0.16 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | 3 | 44 | - | 70 | 18.75 | H | - | - | - | 0.16 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
29 | 7 | 43 | - | 50 | 16.25 | H | - | - | - | 0.33 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
20 | 10 | 50 | - | 60 | 17.5 | H | - | - | - | 0.33 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 5 | 48 | - | 90 | 21.25 | H | - | - | - | 0.25 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
23 | 6 | 31 | - | 70 | 18.75 | L | - | - | - | 0.25 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | 47 | - | 90 | 21.25 | H | - | - | - | .25 Kameo Meter |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 120 | - | - | - | - | - | - | - | +0.5 Kameo Meter |