Mortal Kombat 1/Johnny Cage

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Introduction

21st Century Action Hero

"Like many stars before him, Johnny became addicted to his fame. He came to measure his self-worth by his fans' adoration and their praise of him on social media. But with his star now fading, Johnny is fighting an uphill battle to remain relevant. He joins Liu Kang’s Earthrealm champions hoping that it will provide his career and his fame a desperately needed boost."

Johnny Cage is a Rushdown/Glass Cannon kombatant that sacrifices lower health (950 HP) for faster/stronger offensive pressure and mobility. Some of his tools include plus frames from his jabs, an autoshimmy string (s.21), Overhead/Low mixup enders that lead to kombos, a safe 10f confirmable Mid (F3), fast anti-airs, and the fastest armor reversal in the game (EX BF4). Although he lacks any projectile, his DF3 Shadow Dash allows him to advance in quickly (gaining projectile-invulnerability when Enhanced). He has the ability to charge his Fatal Blow which parries all attacks at shorter range while charging but can also be cancelled with DF3; fully charging Fatal Blow makes the attack unblockable. Johnny is designed around fully building up his unique Hype gauge with certain specials/taunts to access “Wowing Out” (FDB4), an install which turns all specials into their EX version and will allow him to cancel specials into other specials 2x in a row.

Strengths Weaknesses
  • Fisticuffs Johnny: The frame data on Johnny's normals and strings are nothing short of excellent, sporting multiple plus-on-block normals, a 9f mid, a 10f whiff punisher, and multiple safe string extensions; only a few of these strings have gaps to interrupt with Armor;
  • Bobbing and Weaving: He has the best ground movement in the game, as his forward dash covers a lot of ground quickly; mastering dash-blocking with Johnny is enough to shut down attempts to zone him out. He also has a command dash, Shadow Dash, which gains projectile-invulnerability when Enhanced;
  • White Men Can Jump: His Jump Kick is notorious as the single hardest jump-in to reliably anti-air, forcing opponents to commit on Up Block more; Ball Buster also guarantees a safe jump setup thanks to its excellent knockdown frames;
  • Excellent Reversal Game: While his Show Off parry has been nerfed, Johnny can still make enemies pause their okizeme with threat of Enhanced Shadow Kick's frightening speed; his Fatal Blow is also a parry when held and can be cancelled into a Shadow Dash if the opponent doesn't take the bait;
  • Hype For The Next Installment: Considered icing on the cake, Johnny has an additional gauge, Hype, which builds with special moves and taunts; when filled, he gains an install, Wowing Out, which lets him freely cancel his special moves up to three times in a row for even more insane block strings and high damage kombos. These special moves are also Enhanced without spending their normal meter costs;
  • Strong Supporting Kast: He has an well-tuned kit which gets even stronger with almost any given Kameo; he has answers for different match-ups and multiple avenues for preferred playstyles.
  • No Projectiles: While he remains strong in spite of this and Kameos can help shore up this weakness, it remains a noteworthy omission in his kit;
  • I Need my Close-ups!: He needs his movement to make his neutral work, as aside from sweep, B3, and Shadow Kick, his attacks are lacking in range;
  • 950 HP: Losing 50 HP may seem like a slap on the wrist but this has a knock-on effect in his choice of Kameos; most of the Kameos he synergizes with the best also reduce max HP, making him pay harder for his mistakes;
Johnny Cage
Mk1 johnny portrait.png
Base Health 950.00
Availability

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



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