(Removing bloat and adding extra info (frame data, use cases, cooldown) to "Krotch Destroyer" in the "Strategy" page) |
(Removing bloat and adding extra info (frame data, use cases, cooldown, etc) to "Mime Time" in the "Strategy" page) |
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==Mime Time== | ==Mime Time== | ||
“Mime Time” ( | “Mime Time” (Up+K) is a Summon assist that will call Janet out to perform a “mime” animation, where she quickly slams in front of the lead character into an imaginary wall, before being pulled backwards offscreen by a cane. | ||
The Summon Animation occurs very fast and will allow the player to move freely for 36 frames before the assist has finished. This move has the ability to '''Absorb''' all types of attacks from the opponent including projectiles and strikes. On top that Janet will act as a wall between you and the opponent, meaning to get around Janet your opponent will need to either tear her down or teleport behind her | |||
This assist costs 0.5 (50%) Kameo Meter; holding the Kameo button will begin to drain 0.05 (5%) Kameo Meter per second, with the maximum duration of the wall being 10 seconds. | |||
This can allow players to control the space from fullscreen by '''Zoning''' from behind Janet’s protective barrier, as well as corner opponents by “Sandwiching” them between the Point Character & Janet (giving them the ability to do Corner Combos at Midscreen). Meaning characters with large disjoints or projectile zoning capabilities like Quan Chi, Sektor, Tanya and Peacemaker will find this move more useful | |||
Janet can tank up to 90 (9%) worth of damage from multiple attacks or a single attack that does enough damage. Once the gauge is fully depleted or the assist is cancelled by releasing the Kameo button, Janet will be yanked offscreen and Kameo Meter will begin recharging after a 1 second delay at a 10 seconds speed. | |||
==Hop (Skip) Punch== | ==Hop (Skip) Punch== |
Revision as of 14:43, 2 December 2024
Move List
Triple Whammy
Placeholder Text
Krotch Destroyer
“Krotch Destroyer” (Neutral K) is a Summon assist that calls Janet out to perform the klassic “Nutpunch” attack popularized by Johnny Cage, which will Restand the opponent in a similar way and leave the opponent +34 on hit.
This assist has a 23f startup with midscreen range and is -6 on block but has 10 active frames which may allow the move to hit meaty or later against Airborne opponents for greater HitAdv/BlockAdv, becoming up to +43 On Hit and +5 On Block with the right timing
This assist's large HitAdv and Restand make it a main combo ender for characters with strong Vortex setups like Noob Saibot, Cyrax, General Shao (No Axe), Reptile (Invisible) and more
This assist has invulnerability for 24 frames when used as a Getup or Reversal, making it an effective tool to exploit gaps in the opponent’s blockstring up-close due to its faster startup. Krotch Destroyer costs half the Kameo Gauge and has a 10 second cooldown speed after a 2 second delay.
Mime Time
“Mime Time” (Up+K) is a Summon assist that will call Janet out to perform a “mime” animation, where she quickly slams in front of the lead character into an imaginary wall, before being pulled backwards offscreen by a cane.
The Summon Animation occurs very fast and will allow the player to move freely for 36 frames before the assist has finished. This move has the ability to Absorb all types of attacks from the opponent including projectiles and strikes. On top that Janet will act as a wall between you and the opponent, meaning to get around Janet your opponent will need to either tear her down or teleport behind her
This assist costs 0.5 (50%) Kameo Meter; holding the Kameo button will begin to drain 0.05 (5%) Kameo Meter per second, with the maximum duration of the wall being 10 seconds.
This can allow players to control the space from fullscreen by Zoning from behind Janet’s protective barrier, as well as corner opponents by “Sandwiching” them between the Point Character & Janet (giving them the ability to do Corner Combos at Midscreen). Meaning characters with large disjoints or projectile zoning capabilities like Quan Chi, Sektor, Tanya and Peacemaker will find this move more useful
Janet can tank up to 90 (9%) worth of damage from multiple attacks or a single attack that does enough damage. Once the gauge is fully depleted or the assist is cancelled by releasing the Kameo button, Janet will be yanked offscreen and Kameo Meter will begin recharging after a 1 second delay at a 10 seconds speed.
Hop (Skip) Punch
“Hop Punch” (B+K ) and “Hop Skip Punch” (F+K) are two different versions of the same Ambush assist, where the lead character calls out Janet to perform an aerial punch that will only connect against an airborne or juggled opponent; the former assist is the Close version, while the latter version reaches slightly farther at mid-range. Both versions deplete half of the Kameo Gauge, occur very fast, and have a very short cooldown before recharging at a moderately faster rate. Repeating the input just before the first punch connects will allow Janet to perform an additional Hop Punch for no additional cost, which can be performed up to two times after the initial Hop Punch; Janet will glow green with each prior punch to indicate the success of the input. The animation of these punches— as well as the ability to juggle with these moves more than once in a kombo— are a throwback to Johnny’s ability in the original Mortal Kombat to perform [sometimes infinite] kombos and corner loops by executing instant jump punches. The ability to follow up the initial punch with 1-2 more punches on command may prove useful when using an Ambush to interrupt certain attacks (such as throws), where normally the animation’s “trade” interruption will cause the lead character to quickly fall down and have to stand back up in time to convert off of the Ambush. Janet will only be allowed to extend the maximum of two times within a single kombo, meaning players that are attempting to maximize her extensions must decide between using a triple Hop Punch and a single Hop Punch, or using two double Hop Punches to extend the kombo.
Stunt Double (Activation)
“Stunt Double” (D+K) is a Summon assist that turns Janet into a puppet stance Kameo. This assist behaves similarly to Kenshi’s “Sento” stance, allowing Janet to move independently of the lead character and giving her access to stance-exclusive abilities (many of which resemble the animations & properties of Klassic MK1-3 Johnny Cage abilities). Unlike Sento however, which triggers commands with negative edge (button releases), Stunt Double stance will store inputs as soon as Janet is called and will require players to “dial in” each of the commands in succession. This assist requires a full Kameo Gauge to perform and will gradually deplete the gauge at a moderately fast rate until it has fully depleted, with each ability performed during the stance (including movements) further depleting the gauge in more varying increments. Performing Janet’s “Splits” taunt with the L2 flip stance button (while holding the Kameo button) will instantly replenish 50% of the gauge’s value, and can be performed up to 3 times during a single Stunt Double session. This stance cannot be cancelled and will remain active until the gauge has fully depleted or until Janet is hit (which will deplete 50% of the gauge value automatically and trigger a brief cooldown when Janet runs offscreen). Hitting the lead character while Janet is active will put her in a brief taunt animation that disables her from any command for 3-4 seconds as the gauge continues to deplete regardless. Allowing the stance to fully complete will cause it to have no cooldown after Janet runs offscreen (before recharging at a moderately faster rate), while interrupting the stance will trigger only a brief cooldown window after Janet runs offscreen.
Pressing Forward will allow Janet to move forward, while pressing Backward will allow her to move backwards. Holding the Kameo button will allow the player to “Idle” Janet in place and will stop the reading of all inputs that are dialed in, whereas holding the block button can idle the lead character while allowing Janet to move freely. However, Janet will not be able to move Forward or Backward if the player is holding Down at the same time, although she can still perform her attack commands and Splits taunt. Each step will consume a small amount of gauge, allowing her a maximum of 12 steps in either direction during a single Stunt Double session.
Stunt Double (Neutral Attacks)
“Jane Diere” (1) and “Caged and Konfused” (2) are punch attacks that resemble klassic MK’s basic Low Punch and High Punch animations respectively— they are both High attacks (despite the klassically misleading names), with the “High Punch” being angled slightly more upwards. Pressing either button will perform two quick consecutive punches [of that respective button] which will naturally kombo. This input can be dialed in up to 6 times, which will allow Janet to continue rapidly punching the opponent for a natural kombo with a max total of 12 hits— this technique is a callback to older MK games where mashing one of the punch buttons would automatically perform a kombo consisting of repetitive left-right jabs. These full kombos can inflict a decent amount of damage on their own (approx. 18% & 27.5% respectively), as well as being able to inflict severe chip damage if the opponent is sandwiched or cornered to avoid pushback on block. These moves are also highly advantageous on hit, allowing for easy kombo conversion as well as pressure/vortex setups.
“Box Office Bang” (3) and “Box Office Bomb” (4) are kick attacks that, likewise, imitate the klassic Low Kick & High Kick— unlike most of Janet’s other basic stance commands, which are Highs, her “Low Kick” hits as a Mid attack. These can both be inputted up to 6 times before the Kameo Gauge depletes, and have similar advantages to the punch commands but with farther reach.
Stunt Double (Directional Attacks)
“Uppercut” (D2) is the klassic uppercut punch command which will launch the opponent up into the air. Because the lead character can act independently from this assist command, the launch from the uppercut can be converted into a juggle kombo.
“Sweepstakes” (B4) is the klassic leg sweep command, which hits as a Low and will quickly knock the opponent down. This can be useful for mixing up the opponent with a hard-to-block low/overhead situation and can be converted into a kombo if juggled with a certain attack before being knocked down by the low.
“Roundhouse” (F4) is a spinning roundhouse kick resembling the klassic MK command normal, although performed by a different input (changed from Back + HK) and with Johnny’s signature green force glow. This move can be useful as a launcher for corner or “sandwich”kombos, as well as simply knocking the opponent back midscreen to create distance.
Janet is given two exclusive special moves in her Stunt Double stance; “Forceball” (F1) is an assist that leaves her in place & shoots a fast projectile fullscreen at the opponent, and “Shadow Kick” (F3) is an assist that sends her quickly charging forward a far distance with a kick attack, both of which are also High attacks that will whiff on a neutral ducking opponent but jail them on block.