m (Cutting down on the lore from the Introduction to make it less bloated, will revert if told to) |
m (Slightly changed the phrasing on the Cons list) |
||
Line 9: | Line 9: | ||
* '''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 | * '''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 | * '''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 | ||
}} | }} |
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 |
---|---|
|
|