Mortal Kombat 1/Janet Cage (Kameo): Difference between revisions

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{{Character Subnav MK1 | chara=Janet Cage }}
{{Character Top MK1 | chara={{SUBPAGENAME}} }}
 
== Kameo Moves ==
 
{{MoveDataCargo
| title    = Krotch Destroyer
| subtitle = '''Summon'''
| input    = k
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_k|caption="DING!"}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_k|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_k}}
'''- 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
}}
 
{{MoveDataCargo
| title    = Mime Time
| subtitle = '''Summon'''
| input    = u+k
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_uk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_uk|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_uk}}
'''- 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
}}
 
{{MoveDataCargo
| title    = Hop Punch
| subtitle = '''Ambush'''
| input    = b+k, b+k, b+k
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_fk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_fk|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_fk}}
'''- Repeat Input During Startup to Repeat Attack Up To 2 More Times'''
 
'''- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 12 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
}}
 
{{MoveDataCargo
| title    = Hop Skip Punch
| subtitle = '''Ambush'''
| input    = f+k, f+k, f+k
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_fkk|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_fkk|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_fkk}}
'''- Repeat Input During Startup to Repeat Attack Up To 2 More Times'''
 
'''- Cooldown: 2 Second Delay + 10 Second Recharge Speed = 12 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
}}
 
{{MoveDataCargo
| title    = Stunt Double
| subtitle = '''Summon'''
| input    = d+k
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_dk|caption="SUPERSTAR"}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_dk|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_dk}}
'''- 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
}}
 
{{MoveDataCargo
| title    = Jane Diere
| subtitle = '''Ambush'''
| input    = d+k, 1
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_1|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_1|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_1}}
'''- 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
}}
 
{{MoveDataCargo
| title    = Caged And Konfused
| subtitle = '''Ambush'''
| input    = d+k, 2
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_2|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_2|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_2}}
'''- 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
}}
 
{{MoveDataCargo
| title    = Box Office Bang
| subtitle = '''Ambush'''
| input    = d+k, 3
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_3|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_3|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_3}}
'''- Only During Stung Double'''
 
'''- Drains 0.16 Kameo Meter Each Use'''
 
A long-ranged Mid strike, used to extend Grounded Combos and blockstrings, catch opponents trying to Low Profile out of pressure and just to keep the opponeng in check during neutral
}}
 
{{MoveDataCargo
| title    = Box Office Bomb
| subtitle = '''Ambush'''
| input    = d+k, 4
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_4|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_4|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_4}}
'''- Only During Stunt Double'''
 
'''- Drains 0.16 Kameo Meter Each Use'''
 
A short-ranged vertical strike, able to Anti-Air and extend Juggle Combos, also used sometimes during Armour Break sequences or to guarantee a Combo Reset
 
The odd hitbox angle makes it hard to use when you're not in the corner or your opponent isn't sandwiched between you and Janet
}}
 
{{MoveDataCargo
| title    = Forceball
| subtitle = '''Ambush'''
| input    = d+k, f1
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_f1|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_f1|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_f1}}
'''- Only During Stunt Double'''
 
'''- Drains 0.33 Kameo Meter Each Use'''
 
Janet's only projectile move, used a lot in situations where Janet is far away from the Point Character and/or their opponent to zone or keep the Point Character safe, because of its high Hit Advantage it can also turn moves Punisheable On Hit
 
Because of its high Kameo Meter cost it's recommended to keep Forceballs to a minimum or to use "Splits" right after them
}}
 
{{MoveDataCargo
| title    = Shadow Kick
| subtitle = '''Ambush'''
| input    = d+k, f3
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_f3|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_f3|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_f3}}
'''- Only During Stunt Double'''
 
'''- Drains 0.33 Kameo Meter Each Use'''
 
Probably the worst move in Janet's arsenal, a slow advancing High Launcher that only serves as combo fodder
 
Its slow speed, high cost, mediocre damage and low launch angle makes it worse at nearly every single function compared to other moves, the only advantage it has besides looking cool is that it doesn't scale as badly as the other combo extender moves meaning you can sneak it in the middle or end of combos for extra damage
}}
 
{{MoveDataCargo
| title    = Uppercut
| subtitle = '''Ambush'''
| input    = d+k, d2
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_d2|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_d2|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_d2}}
'''- Only During Stunt Double'''
 
'''- Drains 0.25 Kameo Meter Each Use'''
 
A slow high damage launcher, this move may seem like just a worse version of "Roundhouse" at a first glance but it has some things going for it
 
The higher launch angle and lower Gravity Scaling make it good to use after high recovery attacks such as Shove or some projectiles, it is also useful for setting up Sandwich situations because of the increased Air Time compared to "Roundhouse" and "Box Office Bomb"
}}
 
{{MoveDataCargo
| title    = Sweepstakes
| subtitle = '''Ambush'''
| input    = d+k, b4
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_b4|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_b4|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_b4}}
'''- Only During Stunt Double'''
 
'''- Drains 0.25 Kameo Meter Each Use'''
 
Janet's main mixup tool, used to set up Overhead-Low Hard To Block situations where her Sweep and the Point Character's Overhead hit simultanously, depending on the order of the HTB it can also turn most mixups safe/plus due to its high Block Advantage
 
This move can also turn into a Pseudo-Launcher because the opponent has a long amount of Air Time when hit, letting Point Characters combo after long recovery moves if it's timed well, however it is only recommended to use it this way if there's a mixup attatched
}}
 
{{MoveDataCargo
| title    = Roundhouse
| subtitle = '''Ambush'''
| input    = d+k, f4
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_f4|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_f4|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_f4}}
'''- Only During Stunt Double'''
 
'''- Drains 0.25 Kameo Meter Each Use'''
 
A quick high damage launcher, its speed and launch angle allow it to let Point Characters combo off of nearly any move consistently up close on top of allowing repeated uses in combos
 
It is Janet's main button used in Armour Break and Simultaneous Hit setups, which allows her to rack up veey high amounts of damage very quickly
}}
 
{{MoveDataCargo
| title    = Splits
| subtitle = '''Ambush'''
| input    = d+k, ss
| images  =
{{MoveDataCargoImage|imageHeight=180px|janet_cage_ss|caption=}}
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|janet_cage_ss|caption=}}
| info    =
{{AttackDataCargo-MK1/Query|janet_cage_ss}}
'''- Only During Stunt Double'''
 
'''- Replenishes 0.5 Kameo Meter Each Used'''
 
'''- Can Only Be Used Up To 3 Times Per Stunt Double Session'''
 
Janet temporarily disengages to recharge 0.5 Kameo Meter, this move has very slow recovery so it's imperative for you to find combos long enough for her to use this move one or more times while still letting her extend them
 
As this move increases Stunt Double time up to around 40 seconds or higher, you should always be looking for openings in which to use it, but this may be harder or easier to do depending on how long your attack animations are
 
Characters with long animation moves like Ermac, Havik, Kitana, Mileena and Nitara all have the most opportunities to use this move while characters like Omni-Man, Reiko, and Johnny will find it harder to use this move
}}
 
{{MoveDataCargo
|title    = Triple Whammy
|subtitle = '''Forward Throw'''
|input    = F1+3
|images  = {{MoveDataCargoImage|imageHeight=180px|janet_cage_f1_3|caption="SMASH TO BLACK"}}
|info    = {{AttackDataCargo-MK1/Query|janet_cage_f1_3}}
'''- Only Available When Kameo Is Not On Screen'''
 
'''- Shove Performed Instead When Kameo Is Unavailable'''
 
'''- Teched By Pressing 2 Or 4 Within Throw Tech Window'''
 
Second most damaging Forward Throw in the game alongside Sonya's Forward Throw and behind Jax's EX Forward Throw
 
Sends opponent Full-Screen On Hit
}}
 
{{Navbox-MK1}}
[[Category:Mortal Kombat 1]]
[[Category:Janet Cage]]

Latest revision as of 13:25, 5 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
  • Returning Character: Janet's moveset works well with the majority of characters as it has many options that are universally useful and as such a lot of characters run her as their Kameo Of Choice
  • Extra Screentime: Janet's "Hop Punch" and "Hop Skip Punch" are the quintissential combo extender ambushes as they keep the opponent in the air for a long timer and rack up damage quickly
  • Acting Range: Janet's varied moveset allows a low skill floor and high skill ceiling
  • Reliable: Janet's recharges outside of Stunt Double are quicker than average and consistent, letting the player adapt consistently to when she's not available
  • Trying Too Hard: Mime Time and Stunt Double sport large recovery, meaning you might need to cut combos short to set then up
  • Doesn't Add To The Plot: There is no way for Janet to add extra HitAdv or BlockAdv to your moves with a normal Ambush, a feature highly valuable in Rushdown Kameos
Janet Cage (Kameo)
MK1 Kameo Janet portrait.png
Base Health ±0
Availability

Kameo Moves

Krotch Destroyer
Summon
k
Hitboxes Off
Hitboxes On

K
Krotch Destroyer
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

Mime Time
Summon
u+k
Hitboxes Off
Hitboxes On

U+K
Mime Time
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

Hop Punch
Ambush
b+k, b+k, b+k
Hitboxes Off
Hitboxes On

F+K/B+K
Hop Punch
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 = 12 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

Hop Skip Punch
Ambush
f+k, f+k, f+k
Hitboxes Off
Hitboxes On

F+K, F+K, F+K
Hop Skip Punch
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 = 12 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

Stunt Double
Summon
d+k
Hitboxes Off
Hitboxes On

D+K
Stunt Double
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

Jane Diere
Ambush
d+k, 1
Hitboxes Off
Hitboxes On

D+K, 1
Jane Diere
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

Caged And Konfused
Ambush
d+k, 2
Hitboxes Off
Hitboxes On

D+K, 2
Caged And Konfused
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

Box Office Bang
Ambush
d+k, 3
Hitboxes Off
Hitboxes On

D+K, 3
Box Office Bang
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

- Only During Stung Double

- Drains 0.16 Kameo Meter Each Use

A long-ranged Mid strike, used to extend Grounded Combos and blockstrings, catch opponents trying to Low Profile out of pressure and just to keep the opponeng in check during neutral

Box Office Bomb
Ambush
d+k, 4
Hitboxes Off
Hitboxes On

D+K, 4
Box Office Bomb
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

- Only During Stunt Double

- Drains 0.16 Kameo Meter Each Use

A short-ranged vertical strike, able to Anti-Air and extend Juggle Combos, also used sometimes during Armour Break sequences or to guarantee a Combo Reset

The odd hitbox angle makes it hard to use when you're not in the corner or your opponent isn't sandwiched between you and Janet

Forceball
Ambush
d+k, f1
Hitboxes Off
Hitboxes On

D+K, f1
Forceball
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

- Only During Stunt Double

- Drains 0.33 Kameo Meter Each Use

Janet's only projectile move, used a lot in situations where Janet is far away from the Point Character and/or their opponent to zone or keep the Point Character safe, because of its high Hit Advantage it can also turn moves Punisheable On Hit

Because of its high Kameo Meter cost it's recommended to keep Forceballs to a minimum or to use "Splits" right after them

Shadow Kick
Ambush
d+k, f3
Hitboxes Off
Hitboxes On

D+K, f3
Shadow Kick
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

- Only During Stunt Double

- Drains 0.33 Kameo Meter Each Use

Probably the worst move in Janet's arsenal, a slow advancing High Launcher that only serves as combo fodder

Its slow speed, high cost, mediocre damage and low launch angle makes it worse at nearly every single function compared to other moves, the only advantage it has besides looking cool is that it doesn't scale as badly as the other combo extender moves meaning you can sneak it in the middle or end of combos for extra damage

Uppercut
Ambush
d+k, d2
Hitboxes Off
Hitboxes On

D+K, d2
Uppercut
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

- Only During Stunt Double

- Drains 0.25 Kameo Meter Each Use

A slow high damage launcher, this move may seem like just a worse version of "Roundhouse" at a first glance but it has some things going for it

The higher launch angle and lower Gravity Scaling make it good to use after high recovery attacks such as Shove or some projectiles, it is also useful for setting up Sandwich situations because of the increased Air Time compared to "Roundhouse" and "Box Office Bomb"

Sweepstakes
Ambush
d+k, b4
Hitboxes Off
Hitboxes On

D+K, b4
Sweepstakes
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

- Only During Stunt Double

- Drains 0.25 Kameo Meter Each Use

Janet's main mixup tool, used to set up Overhead-Low Hard To Block situations where her Sweep and the Point Character's Overhead hit simultanously, depending on the order of the HTB it can also turn most mixups safe/plus due to its high Block Advantage

This move can also turn into a Pseudo-Launcher because the opponent has a long amount of Air Time when hit, letting Point Characters combo after long recovery moves if it's timed well, however it is only recommended to use it this way if there's a mixup attatched

Roundhouse
Ambush
d+k, f4
Hitboxes Off
Hitboxes On

D+K, f4
Roundhouse
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

- Only During Stunt Double

- Drains 0.25 Kameo Meter Each Use

A quick high damage launcher, its speed and launch angle allow it to let Point Characters combo off of nearly any move consistently up close on top of allowing repeated uses in combos

It is Janet's main button used in Armour Break and Simultaneous Hit setups, which allows her to rack up veey high amounts of damage very quickly

Splits
Ambush
d+k, ss
Hitboxes Off
Hitboxes On

D+K, SS
Splits
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
0 0 120 - - - - - - - +0.5 Kameo Meter

- Only During Stunt Double

- Replenishes 0.5 Kameo Meter Each Used

- Can Only Be Used Up To 3 Times Per Stunt Double Session

Janet temporarily disengages to recharge 0.5 Kameo Meter, this move has very slow recovery so it's imperative for you to find combos long enough for her to use this move one or more times while still letting her extend them

As this move increases Stunt Double time up to around 40 seconds or higher, you should always be looking for openings in which to use it, but this may be harder or easier to do depending on how long your attack animations are

Characters with long animation moves like Ermac, Havik, Kitana, Mileena and Nitara all have the most opportunities to use this move while characters like Omni-Man, Reiko, and Johnny will find it harder to use this move

Triple Whammy
Forward Throw
F1+3
MK1 Janet Cage F1 3.jpg
"SMASH TO BLACK"

F1+3
Triple Whammy
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 33 - 140.00 10.00 T, H +15 N/A - -

- Only Available When Kameo Is Not On Screen

- Shove Performed Instead When Kameo Is Unavailable

- Teched By Pressing 2 Or 4 Within Throw Tech Window

Second most damaging Forward Throw in the game alongside Sonya's Forward Throw and behind Jax's EX Forward Throw

Sends opponent Full-Screen On Hit

MK1 Navigation

General
FAQ
HUD
Kameo
Characters
Ashrah
Baraka
Conan
Cyrax
Ermac
Geras
Ghostface
Havik
Homelander
Johnny Cage
Kenshi
Kitana
Kung Lao
Li Mei
Liu Kang
Mileena
Nitara
Noob Saibot
Omni-Man
Peacemaker
Quan Chi
Raiden
Rain
Reiko
Reptile
Scorpion
Sektor
Shang Tsung
General Shao
Sindel
Smoke
Sub-Zero
T-1000
Takeda
Tanya
Kameos
Madam Bo
Cyrax
Darrius
Ferra
Frost
Goro
Janet Cage
Jax
Kano
Khameleon
Kung Lao
Mavado
Motaro
Sareena
Scorpion
Sektor
Shujinko
Sonya
Stryker
Sub-Zero
Tremor
Roster Data
Conan
Cyrax
Ermac
Geras
Havik
Rain
Reiko
Smoke
Kameo Data
Cyrax
Ferra
Frost
Goro
Jax
Kano
Sonya