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

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* '''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
* '''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
| cons=
| cons=
* '''Trying Too Hard:''' Mime Time and Stunt Double are very comittal options, making their use in neutral and pressure risky under the right circumstances
* '''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 outside of Stunt Double, a feature highly valuable in Rushdown Kameos
* '''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
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Revision as of 10:07, 28 December 2024

Introduction

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