Johnny is obviously the coolest character in MK so let’s discuss some of his pros, cons, match-ups, setups, and all that jazz!
—Pros—
Excellent pressure with safe launchers. Shadow Kick is extremely fast and can punish whiffed moves mid-screen (EX can punish full screen). Wake-up with Shadow Flip Kick beats nearly everything and hits crouching opponents. Arguably one of the best X-Ray moves in the game that can make the opponent not want to press a button.
—Cons—
Has issues against characters that zone effectively. Fairly weak zoning game. Only threat from past mid-screen is Force Balls and EX Shadow Kick.
—Notation—
U.B U U.F
B N F
D.B D D.F
7 8 9
4 5 6
1 2 3
66 = Dash Forward
44 = Dash Back
FP = Front Punch
BP = Back Punch
FK = Front Kick
BK = Back Kick
BLK= Block
FP+BP = Throw
JP = Forward/Backward Jumping Punch
NJP = Neutral Jump Punch
EX = Enhanced Move
XR = X-Ray
JC = Johnny Cage (or Jesus Christ? Coincidence or blasphemy?)
—BnBs—
Midscreen:
BP, FP, 6+BP, 66, BK, BK, 214+FK (29%)
Note: Solid damage off a fast, safe string. BP is really fast so you can will find yourself using this in lots of situations. Also works off of 6+BK or 4+FK launchers for more damage.
Corner:
6+BK, [BP x5], FP, FP, BK, 412+FP (38%, JP or NJP adds makes it 41%)
Note: You can do 1% more damage by doing another BP and ending with Shadow Flip Kick, but doing Nut Punch sets up some great stuff for you. Johnny’s corner pressure is amazing because of this. Aside from a few EX moves nothing as far as I know has invincibility except wake up attacks. Ending with nut punch does not knock your and lets you move a good 20 frames or so (unsure about specifics) before they recover allowing you to set up some meaty attacks without fear of a wake up hitting you.
Jump in (punish):
JP, 6+BK, 66, BP, FP, 6+BP, 66, BK, BK, 214+FK (38%)
Note: This is great to use as a punish when jumping in on someone who whiffed an attack. JP into 6+BK will all ways combo if the JP hits even though 6+BK takes forever to start up. If JP is blocked 6+BK is not a true block string, which means you can be beat out by some fast specials/jabs/fast uppercuts in between the JP and 6+BK if they are expecting it. If you are unsure if the JP is going to hit or be block or not its best to go into BP, FP, 6+BP as that is a true block string from JP.
Jump in (standard):
JP, BP, FP, 6+BP, 66, BK, BK, 214+FK (32%)
Note: Go for this when you are unsure if the JP will hit.
—X-Ray—
This move needs it’s own section. It is absolutely amazing. If you are in melee range and the opponent tries any attack while your XR animation is active, they will trigger the cinematic. I have tried this against regular projectiles, EX projectiles, throws, both “hit” XR and “throw” XR and it beats them all. You can also combo after it! The best combos I have found are:
Mid-screen:
XR, 66, 4+FK, 66, BP, FP, 6+BP, 66, BK, BK, 214+FK (53%)
Corner:
XR, 66, 4+FK, 66, [BP x5], FP, FP, BK, 412+FP (55%)
—Random Info—
Johnny’s sweep is fast and safe on block. You can also combo into it if you land a JP.
—Useful Links—
Tom Brady’s Johnny Cage Guide - Lots of info
[GUIDE] Johnny Cage
TYM Johnny Cage Sub Forum - Other Johnny discussion
Johnny Cage
—To Be Added—
More detailed info on specials/normals/strings.
Match-up info.
Possible frame traps.
Mid-screen nut punch combos for better pressure versus zoners. Current mid-screen combos knock opponents far away with Shadow Flip Kick which can be not ideal against heavy zoning characters.
—Credit To—
Tom Brady - Guide was a starting point for lots of info.
Leave comments below with your thoughts on his match-up info, some JC strategies, frame info, improvements to the guide, more combos, or whatever!