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“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. | “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, | 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. this move can be used to guarantee resets, make moves Punisheable On Hit or have Janet cover the Point Character from a safe distance | ||
- “Shadow Kick” (F3) is an assist that sends her quickly charging forward a far distance with a kick attack, this one and Forceball are High attacks that will whiff on a neutral ducking opponent but jail them on block. Shadow Kock will launch the opponent long enough for you to convert but there are many better launchers in Janet's arsenal | |||
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{{Character Subnav MK1|chara=Janet Cage (Kameo)|discord={{{discord|}}} }} | {{Character Subnav MK1|chara=Janet Cage (Kameo)|discord={{{discord|}}} }} |
Revision as of 16:18, 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” (Back+K ) and “Hop Skip Punch” (Forward+K) are Close/Far versions of the same Ambush assist, where the Point Character calls Janet to perform a Jump Punch that will only connect against Airborne opponents; 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 2 second cooldown before recharging at a 10 second speed.
- Repeating the input just before each punch connects will allow Janet to perform an additional Hop Punch for no additional cost, which can be performed two extra times after the initial Hop Punch; Janet will glow green with each prior punch to indicate the success of the input. The animation and properties of these punches are a throwback to Johnny’s Jump Punch Loops in the OG Mortal Kombat done by looping Instant JPs against juggled opponents in the corner.
- The opponent's extended Air Time from multiple punches may prove useful when using an Ambush to interrupt certain attacks (such as Throws), where normally the animation "desynch" will cause the Point 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 Hop Punch 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.
- This move's simply and effective function alone allow Janet to be worth using with the majority of the cast as it hits low enough to the ground to allow almost any Knockdown move to become a Launcher
Stunt Double (Activation)
- “Stunt Double” (Down+K) is a Summon assist that turns Janet into a Puppet Kameo. This assist behaves similarly to Kenshi’s “Sento” Stance, allowing Janet to move independently of the Point Character and giving her access to stance-exclusive abilities (many of which share animations & properties with Arcade MK Johnny Cage attacks).
- Unlike Sento however, which triggers commands with Negative Edge (Release Check), Stunt Double stance will store inputs during the Summon Animation and will require players to “dial in” each of the commands in succession.
- This assist requires a full Kameo Meter to perform and will gradually drain 0.05 (5%) Kameo Meter per second until the Meter is empty, with each ability performed during the stance (including movements) further depleting Meter in varying increments.
- Performing Janet’s “Splits” taunt with the Flip Stance button (while holding the Kameo button) will instantly replenish 0.5 (50%) Meter, and can be performed up to 3 times during a single Stunt Double session, but Janet is put in a lengthy recovery during it meaning finding openings to use it in is kinda hard.
- 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 Meter automatically and temporarily disable Janet). Hitting the Point 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 10 second speed), while interrupting the stance will trigger the normal 6 second cooldown delay after Janet runs offscreen.
- Pressing Forward or Backward will allow Janet to move in the desired direction. 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 drain 0.08 (8%) Kameo Meter, allowing her a maximum of 12 steps in either direction during a single Stunt Double session.
- 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 Point Character while allowing Janet to move freely.
- Given this Stance's high skill ceiling and insane amount of setplay possibilities we're still not sure which characters can use it the best, however if your character relies on having their Kameo routinely available then be sure that this move is not for them
Stunt Double (Neutral Attacks)
- “Jane Diere” (1) and “Caged and Konfused” (2) are punch attacks that resemble Klassic MK’s Low Punch and High Punch attacks— they are both High attacks (despite the misleading names), with the High Punch (2) being angled slightly more upwards. Pressing either button will perform two quick consecutive punches [of that respective button] which will naturally kombo.
- This attack can be chained up to 6 times, which will allow Janet to continue rapidly punching the opponent for a natural combo with a max total of 12 hits— callback to Arcade MKs where mashing either punch button 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 also have high HitAdv on Grounded Hit, allowing for easy kombo conversion as well as vortex setups.
- These kombos also add very little Gravity Scaling and Vacuum Airborne opponents, making them great to extend late sandwich juggles.
- “Box Office Bang” (3) and “Box Office Bomb” (4) are Kick attacks that, likewise, imitate the Klassics, These can both be inputted up to 6 times before the Kameo Gauge depletes
- Unlike most of Janet’s other basic stance commands, which are Highs, her “Low Kick” hits as a Mid attack, making it useful to catch Low Profile moves such as D1 or Reptile's Death Roll, it also has high HitAdv and scales less than the Punch moves making it a good move in early combos
- The "High Kick" version hits harder than the "Low Kick" version and keeps the opponent Airborne for long periods of time, making it strong for looping combos in the corner or sandwich setups. It can also Anti-Air.
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. this move can be used to guarantee resets, make moves Punisheable On Hit or have Janet cover the Point Character from a safe distance
- “Shadow Kick” (F3) is an assist that sends her quickly charging forward a far distance with a kick attack, this one and Forceball are High attacks that will whiff on a neutral ducking opponent but jail them on block. Shadow Kock will launch the opponent long enough for you to convert but there are many better launchers in Janet's arsenal