Johnny Cage

Move List


INPUT COMMANDS
First Take
1
Low Jab
Down+1
Hollywood Haymaker
2
Axe Kick
Back+2
Blazin' Backhand
Forward+2
Upper Cutter
Down+2
Sudden Violence
3
HWAAAAA
Back+3
Massive Strike
Forward+3
Low Boot
Down+3
Fight Dirty
4
Box Office Hit
Back+4
Arcing Knee
Forward+4
Breaking Bad
Down+4
JUMPING ATTACKS
Straight Frame
1
Hooked
2
Cool Flick
3or4
HOP ATTACKS
Something Punchy
Up,1orUp,2
Cool Kick
Up,3orUp,4
GETUP ATTACKS
Rise And Shine
Up+2
Dizzy Knee
Up+3
FLAWLESS BLOCK ATTACKS
Rise And Shine
Up+2
Dizzy Knee
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Last Updated: May 21, 2020

Strategy


Johnny Cage is a rushdown character with strong up-close pressure. His Shock Jock variation allows him to boost his damage with Brass Knuckles and gives him the ability to deal unblockable damage. In his Show Stopper variation, he gains higher damaging combos and unbreakable damage. Johnny’s Outtake variation gives him a powerful uppercut move that keeps himself safe and stronger zoning options to keep opponents out.

Key Moves

1,2,4 – High, hit confirmable, +6 on block
Back+3,4 – Advancing low, hit confirmable, great range
Forward+3/Forward+3,4,4 – Advancing high, hit confirmable, staggerable
Forward+4,4 – Advancing mid
BackForward2 (Straight Forceball) – High projectile, +3 on block when Amplified
BackDown3 (Nut Punch) – Mid, combo starter and ender, +5 on hit restand, when Amplified triggers a Krushing Blow on first hit of the match or on Punish
BackForward4 (Shadow Kick) – Fast 11 frame advancing high, great range, -23 on block

Strengths

  • Great pressure
  • Long-ranged normals
  • Good pokes
  • Great anti-airs
  • Strong Flawless Block Attacks

Weaknesses

  • Slow normals
  • Weak Krushing Blows

Combo Starters

Johnny’s combos are started by using any move and linking it into Nut Punch (BackDown3). Amplifying Nut Punch will launch the opponent up for a combo. In his Show Stopper variation, combos are started with Say Cheese (BackDown3) instead. Amplifying Say Cheese will stun the opponent long enough to combo off of.

Combo Enders

The standard way to end combos with Johnny is to use his Nut Punch (BackDown3) move. Not only is Nut Punch a combo starter, but it is also a restand that will leave Johnny at +5 on hit. This is usually done to prevent opponents from using wake-ups while knocked down. For maximum damage, combos can also be ended with Shadow Kick (BackForward4) or Rising Star (DownBack3) in Johnny’s Outtake variation.

Director’s Cut

Johnny’s best move to use in footsies is his Director’s Cut (Forward+3,4,4) string. Forward+3,4,4 is a 14 frame advancing high attack that can be easily hit confirmed into a combo. This string will leave Johnny at merely -2 and create a decent amount of pushback on block. In order to use this string, it must be dialed in by quickly entering in 4,4 after the 1st hit. Be careful when using this string because if it whiffs, Johnny will be left vulnerable to being punished.

Johnny also has the option to stop the string short by using Forward+3. Forward+3 leaves Johnny at -4 on block, which can be staggered for pressure. This can then be followed up with an attack such as 1,2,4 or a throw. Forward+3 is much safer on whiff than using the full string, however Johnny will lose the ability to hit confirm into a combo.

No Autographs

Johnny’s No Autographs (Back+3,4) string is an advancing low attack that can be hit confirmed into a combo. This is mainly used to punish opponents attempting to duck underneath Johnny’s Forward+3. Usually this is done in situations where Johnny at an advantage such as after a blocked 1,2,4 or Amplified Straight Forceball (BackForward2).

Fix it in Post

One of Johnny’s primary attacks to use at close range is his Fix it in Post (1,2,4) string. 1 and 1,2 are +3 and 0 on block respectively, both of which can be staggered for pressure. 1,2,4 is +6 and creates pushback on block. After 1,2,4, Johnny has a variety of options to continue his offense:

1. Forward+3/Forward+3,4,4
Johnny will be in perfect range to follow up with a Forward+3 or Forward+3,4,4. However since Forward+3 is a high, it can be avoided by ducking.

2. Back+3,4
To counter ducking opponents, pause and then use Back+3,4. This will allow Johnny to hit opponents who are crouching or whiff punish opponents attempting to poke out of Johnny’s pressure.

3. Forward+4,4
Similarly, Forward+4,4 can be used to counter ducking opponents. Forward+4,4 will stop opponents from jumping as well, but can be interrupted by pokes.

4. Poke
Dashing forward and using a poke such as Down+3 and Down+4 can be a great way to safely check the opponent after 1,2,4. Since Johnny’s pokes will lower his hurtbox, he will be able to avoid enemy attacks.

5. Jump
Jumping forward will allow Johnny to approach from the air while also avoiding pokes. This can however be risky as Johnny can be anti-aired.

Alternatively, 1,2,1 can be used in the corner as it can combo into Straight Forceball. Although 1,2,1 is -7 on block, it will grant higher reward if it hits.

Comedy and Tragedy

In addition to 1,2,4, Johnny’s 2,4,4 string is great to use up-close as well. 2 is a high attack that is +3 on block and can be staggered. 2,4,4 is a multi-hitting attack that can be easily hit confirmed into a combo. This string will leave Johnny at merely -2 and create a decent amount of pushback on block. 2,4,4 is best used when mixed with throws. In order to use this string, it must be dialed in by quickly entering in 4,4 after the 1st hit.

Wing Man

Johnny’s Wing Man (Forward+4,4) string is an advancing mid attack. Although this string does not lead into a combo, it is his fastest mid attack, having a start-up of 14 frames. Forward+4,4 is mainly used to hit opponents attempting to duck underneath Johnny’s Forward+3.

Pokes

Johnny has extremely strong pokes at close range. His Down+1 has a start-up of 7 frames and is only -3 on block. Using another Down+1 afterwards will beat any attack that is slower than 10 frames. His Down+3 has a start-up of 9 frames and is -4 on block, while his Down+4 has a start-up of 8 frames and is -6 on block. Both Johnny’s Down+3 and Down+4 lower his hurtbox, allowing him to avoid enemy attacks. Using consecutive pokes on block can be a solid strategy as Johnny will low profile underneath the opponent’s attacks.

Throws

Johnny’s throws are not very strong since both his Toward Throw and Back Throw send the opponent away, and neither triggers a Krushing Blow. As a result, it’s recommended to throw the opponent when they are in the corner. While the opponent is cornered, Johnny’s throws will keep the them close enough to attack on knockdown.

Forceball Pressure

Straight Forceball (BackForward2) is a high projectile that when Amplified, leaves Johnny at +3 on block. This is usually done after attacks such as 2,4,4,Forward+3,4,4 and Forward+4 for pressure. Depending on the string used, Amplified Straight Forceball can be up to +7 on block due to distance. Similar to his 1,2,4 string, Johnny has a number of options to continue his offense. After Amplified Straight Forceball, Johnny will be in range to follow up with Forward+3 or Forward+3,4,4. After these strings are blocked, Johnny can then use Amplified Straight Forceball again to sustain pressure.

Note: Against certain characters, Straight Forceball will whiff and cannot be used for pressure.

Restand

At the end of combos, Johnny is able to restand opponents by using Nut Punch (BackDown3). Nut Punch leaves Johnny at +5 on hit. Johnny can then follow this up by using a Down+1 which cannot be escaped. Once the opponent is conditioned to block after the restand, Johnny can then pressure with 1,2,4 or throw the opponent.

Flippy Kick

Flippy Kick (DownBack3) is a fast mid attack that is -14 on block. While unsafe, it creates a decent amount of pushback making it difficult to punish for certain characters. To counter opponents attempting to punish, Amplify the Flippy Kick. When Amplified, Johnny will send out an additional kick. Flippy Kick is usually done after pokes to beat counterpokes. However because of how unsafe it is, it should not be used often.

Shadow Kick

Shadow Kick (BackForward4) is a quick 11 frame advancing high attack. Shadow Kick can be useful as a surprise attack to stop the opponent’s movement. Be careful when using Shadow Kick as it is -23 on block and can be avoided by ducking.

Flawless Block

Johnny’s Flawless Block Attack has a start-up of 9 frames, making it one of the fastest in the game. Due to its fast start-up, Johnny is able to punish any attack with Flawless Block, including pokes. Flawless Blocking is normally done after strings that leave Johnny at a disadvantage, such as Back+3,4 and Forward+4,4.

Flawless Blocking can also be done after a Nut Punch restand to punish opponents attempting to poke afterwards. Since Johnny does not have a fast mid to stop pokes up-close, Flawless Block must be used instead to punish pokes.

Fatal Blow Cancel

Johnny Cage is one of the very few characters who has the ability to both delay and cancel out of his Fatal Blow. In order to cancel out of the Fatal Blow, input BackBack or ForwardForward while delaying it. There are a couple of benefits to using a Fatal Blow Cancel. If cancelling out of Fatal Blow in the middle of a combo, it allows Johnny to save his Fatal Blow for future use while still dealing high damage. Furthermore, if the Fatal Blow is cancelled after a string on block, Johnny will be at an advantage depending on the move it is used after.

The following lists the block advantage for Johnny Cage’s Fatal Blow Cancel:

1 = +2
1,2 = +10
Down+1 = -4
2 = -2
2,4,4 = +9
Forward+2 = +9
Forward+2,1 = 0
3 = +10
3,4 = +10
Back+3 = +10
Back+3,4 = +9
Forward+3 = 0
Forward+3,4,4 = +9
Down+3 = -7
Forward+4 = +9
Down+4 = -4

After a Fatal Blow Cancel, Johnny can be up to +9 or +10 on block. This will allow Johnny to continue his offense by following up with strings such as 1,2,4 or Forward+3,4,4. It will also create a frametrap as Johnny can follow up with a Forward+4,4 which cannot be interrupted. Even though some Fatal Blow Cancels leave Johnny at a disadvantage, the opponent must still respect the Fatal Blow in case it is not cancelled. Once the opponent is conditioned to block after the Fatal Blow Cancel, Johnny can then use a throw.

Parry

In Johnny’s Shock Jock variation, he has the ability to counter enemy attacks with Mime Time (DownBack1). Mime Time is a parry that allows Johnny to counter any of the opponent’s attacks besides low attacks, jump attacks and projectiles. Mime Time can be Amplified on hit and on whiff. When Amplified on hit, Johnny will be able to combo from Mime Time. When Amplified on whiff, the duration of Mime Time will be extended. Mime Time will also trigger a Krushing Blow if it is the first hit of the match or after landing two extended Mime Times.

Once Mime Time is used, Johnny will be left vulnerable to being hit. Amplifying Mime Time will allow Johnny to counter opponents attempting to punish him. Mime Time is best used on a hard read in anticipation to an opponent’s attacks, however due to how risky it is, it should not be used often.

Caged Rage

Johnny gains access to Caged Rage (DownBack4) in his Shock Jock variation. Caged Rage is a slow 29 frame advancing attack that is -3 on block and changes its move type each time it connects.

The following lists the move type for Caged Rage for each time it connects:

1st Use: High
2nd Use: Mid
3rd Use: Unblockable

If Caged Rage hits, it can be Amplified to deal additional damage. Due to its slow start-up, it’s best to mix Caged Rage within blockstrings so that it’ll be more difficult to react to. Be careful when using Caged Rage the first time. Since it is a high attack, it can be avoided if the opponent crouches.

Throwing Shades

In Johnny’s Show Stopper variation, he acquires the Throwing Shades (DownDown3) Special Move. Throwing Shades is a slow 24 frame mid projectile and is -25 on block. Furthermore, Throwing Shades triggers a Krushing Blow on the first hit of the match or in a combo that involves a Fatal Blow dash cancel. Because of how slow and punishable it is, Throwing Shades is best used in combos while triggering its Krushing Blow. In order to do this, Johnny must have a Fatal Blow and cancel out of it during a combo. This allows Johnny to achieve high damaging combos and gives him unbreakable damage. Unbreakable damage means that opponents will not be able to use a Breakaway to escape the combo. With 1 bar of Offensive Meter, Johnny can reach up to 503.81 damage.

Zoning

Johnny’s zoning is greatly enhanced in his Outtake variation. Instead of Straight Forceball, he gains 2 new projectiles: High Forceball (DownBack2) and Low Forceball (DownForward2). Both are mid projectiles that have a quick start-up of 11 frames. When Amplified, Johnny will throw an additional projectile, which can also be directed upwards. Use the High Forceball or direct the Forceballs upwards after Amplifying to hit opponents out of the air. Use the Low Forceball to hit grounded opponents while dealing chip damage. Mixing up both the High Forceball and Low Forceball can be an effective strategy at keeping opponents out and can make it difficult for opponents to avoid Johnny’s projectiles.

Rising Star

In Johnny’s Outtake variation, he gains Rising Star (DownBack3). Rising Star is a fast 9 frame mid attack that is -14 on block. When Amplified, it is -5 and creates pushback on block. Amplifying Rising Star however requires 1 bar of Defensive Meter on block or on whiff. Rising Star is incredibly strong when used after pokes such as Down+1 as it will safely beat counterpokes. Once the opponent is conditioned to block the Rising Star, Johnny will then be able to attack after a blocked poke. Rising Star is also useful when done after blockstrings such as Forward+3,4,4 and Back+3,4 to create pushback.

Note that while Rising Star is a powerful move, overusing it will drain Johnny’s meter. To save meter, it can be useful to mix up both the regular and Amplified Rising Star. If the opponent attempts to punish the Rising Star, they may be hit by the Amplified portion. In a similar manner, if the opponent is expecting the overhead from the Amplified Rising Star, Johnny will be able to use Rising Star without Amplifying it and avoid being punished.

Combos


Outtake

Johnny Cage - Outtake - Beginner Combos

Johnny Cage – Outtake – Beginner Combos


Johnny Cage - Outtake - Beginner Combos
Johnny Cage - Outtake - Advanced Combos

Johnny Cage – Outtake – Advanced Combos


Johnny Cage - Outtake - Advanced Combos

Shock Jock

Johnny Cage - Shock Jock - Beginner Combos

Johnny Cage – Shock Jock – Beginner Combos


Johnny Cage - Shock Jock - Beginner Combos
Johnny Cage - Shock Jock - Advanced Combos

Johnny Cage – Shock Jock – Advanced Combos


Johnny Cage - Shock Jock - Advanced Combos

Show Stopper

Johnny Cage - Show Stopper - Beginner Combos

Johnny Cage – Show Stopper – Beginner Combos


Johnny Cage - Show Stopper - Beginner Combos
Johnny Cage - Show Stopper - Advanced Combos

Johnny Cage – Show Stopper – Advanced Combos


Johnny Cage - Show Stopper - Advanced Combos

Guides


General

How to Fight Johnny Cage - Beginner Guide

How to Fight Johnny Cage – Beginner Guide


Counterpoking Counterpoking against Johnny Cage can be quite difficult due to his low-profiling pokes. If Johnny Cage is using consecutive pokes on block, one way to stop this is to walk back and whiff punish the next . Another tactic Johnny Cage might use is cancelling his into Nut Punch. This will beat your attempt at counterpoking his and give him a full combo. To counter this, keep blocking after his and punish ...
Fatal Blow Flash Parry

Fatal Blow Flash Parry


When using a Fatal Blow, it will have armor after the first 5 frames of start-up. Johnny Cage has the unique ability to cancel out of his Fatal Blow. This will allow Johnny Cage to gain armor while cancelling into an attack. For example, Johnny Cage can armor through the gap in Scorpion’s by using his Fatal Blow then cancelling out of it. Note: As of January 21, 2020, Fatal Blows can no longer be ...
How to Fight Johnny Cage

★ How to Fight Johnny Cage


Counterpoking Counterpoking against Johnny Cage can be quite difficult due to his low-profiling pokes. If Johnny Cage is using consecutive pokes on block, one way to stop this is to walk back and whiff punish the next . Another tactic Johnny Cage might use is cancelling his into Nut Punch. This will beat your attempt at counterpoking his and give him a full combo. To counter this, keep blocking after his and punish ...

Outtake

Shock Jock

Jailing Nut Punch Restand

Jailing Nut Punch Restand


Johnny Cage’s Nut Punch is a +5 on hit restand, but there is a way to make this restand +17 on hit. In order to do this, you must land the Nut Punch at maximum distance and Amplify it. This will cause the 2nd part of the Amplified Nut Punch to whiff, allowing Johnny Cage to recover in time and pressure his opponent. This restand leaves Johnny Cage at +17 at the cost of 1 bar ...

Show Stopper