TL;DR Johnny Cage's finishing moves are best executed by focusing on spacing, whiff punishing, and utilizing his unique strings and combos effectively.
Spacing and Whiff Punishing
Johnny Cage excels at controlling space and punishing opponents' whiffs. His advancing strings like B+3 and F+3 allow him to close gaps quickly and initiate combos [1:1]
[4:1]. It's crucial to maintain a distance that allows you to react to your opponent's moves and capitalize on their mistakes with well-timed attacks
[2:4].
Combo Execution
Executing Johnny Cage's combos requires practice and precision. A common strategy is to use B34 as a low advancing string, canceling into Nut Punch or Camera for combo extensions [2:3]. Forward 3 can be used to stagger opponents and set up throws or additional strings, though it hits high and risks being countered
[4:2]. Amplified fireballs offer safety and pressure, especially when blocked
[2:2].
Conditioning and Pressure
Johnny Cage relies heavily on conditioning opponents to open them up for attacks. His offense includes punishable options, but he has tools to instill fear in opponents, making them hesitant to retaliate [4:2]. Utilizing staggered pressure and grabs can be effective in maintaining control during matches
[4:1].
Challenges and Adjustments
Players often find Johnny Cage challenging due to his lack of overheads and the difficulty in executing certain combos [3:1]
[4:4]. Adjusting button inputs from release to push can simplify combo execution
[4:7]. Watching tutorials and guides from experienced players like SonicFox or Maximilian can provide valuable insights and strategies
[4:8].
By mastering these techniques and understanding Johnny Cage's strengths and weaknesses, players can effectively utilize his finishing moves and dominate their opponents in Mortal Kombat 1.
Title says it all
Jesus no, dont listen to the other guy. NEVER USE BRASS KNUCKLES! You are dropping what little pressure johnny can deal to activate it and then you'll get no benefit from it because it will only enhance your punches for a few seconds and you are meant to approach with your kicks as a cage player.
Caged rage sucks too. Use it VERY sparringly to stay unpredictable. Mime time is ONLY for extremely good reads like when you know that the opponent will perform a getup attack.
Ignore his second variant.
Is midscreen a good time to opt for the knuckles? Say they’re zoning and I’m mixing in fireballs
It's never a good time for them. They don't last enough and you will not use enough punches while approaching to get any advantage out of them. Remember that they only buff the damage for your BLOCKED punches. It's basically completely pointless.
That's why in a custom variant you replace it woth Pissed Off.
Try his Liu Kang variation. It plays the same way but does it well.
Otherwise, wait for the patch.
Any idea on that patch coming?
Should be soon. I think there’s a big tournament coming up and they don’t tend to release them right before those.
Play Sonya like every single retard out there is the best advice for any char
She’s gonna get spayed. I’m evading S-tiers in general.
His most important tool is spacing. His B+3 starts with an advancing low string and his f+3 is a high. Johnny will step forward quite a bit so you can hit an opponent that's about the same distance as the match start.
b+3,4 bd3 amp dash 1,2,1 db3 This is a good low bnb. You can also do a high string f+3,4,4 before nut punch. If you end a combo with nut punch you can stand your opponent back up and mix it up with a throw too.
It’s funny, I mained Kitana before looking for a second so I know a bit about spacing.
Problem is idk if he’s a good second if they play very similarly
Don't play him against females.
i wanted to learn how to play johnny cage for a while now but i never understood him that much
can you give me some tips?
b34 is his best low advancing string, cancel into nutpunch/camera on hit to extend combo, amped fireballs on block to stay safe.
f44 is your mid check. it is your only mid check, anything else is susceptible to getting yolo d2.
To expand on the amp fireballs, they aren't just safe, they're plus on block, so keep going after your opponent blocks the amp fireballs. However, watch out against female characters. The fireballs will cruise right over their heads if they're crouch blocking.
Back up. A lot. Not full screen or anything but to just out of the distance of their attacks. He is a great whiff punishing character who controls space in the neutral. If you find yourself getting into a poke war too often or racing to see who can press buttons the fastest in each other's faces, you need to back up more. Wait for them to press a button and use one of your advancing strings to punish them.
Also, don't forget his short hops. He has no overheads and everyone knows it, so they block low all the time. If you can mix in some short hops, it catches them off guard a lot more than it does with other characters where they're also looking for the overhead strings. Also, the short hops knock them down and that gives you an opportunity to back up.
db2
YouTube Kompetitor. He's the best Johnny I've seen, and he has a great 15 minute guide on his best buttons and strategy.
It's funny how even with those 2 KBs in a single combo his second variation is still so damn bad. The mime parry also isn't as reliable as the video makes it look during its segment due to its start up time (Also, Liu kang probably beats it because it cannot parry aerial attacks IIRC).
Should've mentioned that he has no overheads at all (Besides the universal one). Easily his biggest flaw since his pressure becomes a joke in tournament variations.
I really don't know why they have that variation. And I treat the parry as prediction rather than reaction so start up isn't an issue if I'm able to hit my move dash in and parry within the time it takes for a wake up attack its okay
And I dunno, he is able to parry air kano ball so fdk should be no different just an odd anomaly
Overheads I knew I missed something thank's for the feedback too btw
took longer than i had hoped but finally got it out hope it helps those looking to pick him up , still trying to get the format right so if you guys have any feed back please let me know so i can improve on these guides
I always mess up my forward dash after amplified nut punch. Also, Johnny's combos don't do a lot of damage and he doesn't have good Krushing Blows. I'm getting my ass beat, send help please.
Johnny is a character that requires a lot of conditioning to open up opponents. He is also really good at whif punishing so spacing is key. A lot of options in his offense are punishable but he has the tools to make the opponents scared to try something. Forward 3 is a really good button into his multi kicks string for an easy hitconfirm into nutpunch combo and pretty safe on block if u don't do the last jump kick .
Forward 3 also is a good stagger so forward 3 into throw/another string is nice.
The problem here is forward 3 hits high so you risk getting poked, uppercut kb, etc
Forward 4 comes into play here as it's another kick into a string but it hits mid so not duckable/no uppercut risk. The trade off is you can't hitconfirm that string into a combo. It's safe on block but your turn is over.
2 options to condition the opponent, that's how he plays.
Another example is the 121 and 124 string. 121 is safe, end with a mid. It's not plus on block so your pressure is over if blocked but at least you're safe.
124 is very plus on block and gets you easy pressure afterward. The trade off here is they can duck the last hit and punish you.
Mix up these two or just do 12 to see what their tendencies are on third hit with this string.
And yes his krushing blows are really bad. You throw a lot with Johnny so throw kb's would be sweet to have.
Johnny becomes dangerous on fatal blow health as he can Dash cancel his Fatal Blw to safely hitconfirm and even jail from forward 4, which is his best mid. Forward 4 on block Dash cancel into string or Dash cancel into throw are all great and if it does hit you can confirm into a combo.
Also fb Dash cancel doesn't waste your fatal blow for the rest of the match so u can use it multiple times when it recharges.
Hope this helps. Johnny mains unite
It would help if 124 didn’t push Johnny away
From that range you still have buttons to force on the opponent . If they respect it i'll start to Dash in
It's difficult during the first week, you will have to get used to the timing. In the meantime you can F4 into any special for an easy combo. Heck, you can even do another nut punch there for a restand for more pressure.
Yea I do. What’s really annoying is trying to combos and somehow end up doing the Show Off move where he just stands there and taunts. He’s wide open for awhile and you can’t do nothing. And I don’t know what the purpose of the move is
Did you change the button input from released to push I find 10 times easier pulling off combos and inputs in general other then that if you go to tutorial tab and do the select button it shows you on your device the timing and how fast or slow you would have to input said combo other then that I suggest either watching some youtubers, my suggestion is either sonicfox or maxamillian. Good luck ��
Thanks man, I've been watching a lot of Maximilian's streams and vids.
I struggled with Johnny at the start, thinking he had low damage. I guess my frame of mind switch has been "stop trying to jump in and do a fancy combo", just work on my spacing and be a nuisance with staggered pressure and grabs.
Best advice I can think of as a starting point, is to focusing on your spacing/ whiff punishing. Then close the gap with B34 and F344. Both great gap closers that can be combo'd into Nut Punch. Also using D1 to steal your turn, then grab, D4 on hit is great too, leaves you plus enough to jail them into another F344. Even on block F344 leaves you at quite a safe hard to punish distance. Lastly F4 is quite a handy mid hitting approach.
What about Johnny Cage Vs Nic Cage Vs Luke Cage in a cage (Mortal Kombat Vs Real Life Vs Marvel Komics)
Where would you put Super Macho Man (Punch Out)?
I think my director skills should remain caged.
u/Large-Writer-5958 had the highest rated comment and will receive a free thumbnail of their choosing.
thanks
You’re welcome, reply back whenever you’ve chosen one and I’ll make it sometime soon.
What the hell is the goat doing in bleh
Who is the one for Johnny cage?
For a bro
B3, B3, B3, B3
Best combo in the game
F124 B3 (Sonya R1) 1- 21 Nut Punch
214 DB3 BK (Kano knife toss) F32 BF4 is one I found
Um what? What are the names of these combos? I’m in the practice section. Everytime I google the best combos people use numbers. I use a keyboard and number keys don’t do anything.
The numbers are notation for the joy stick movements 987 654 321 For a right circle punch that'd be 214p
1 = J 2 = i 3 = K 4 = L B f d - back. forward. down
Fr, I haven’t played MK in years and I’m getting my ass beat😭
he’s arguably the best character in the game. he’s safe on everything. how to i counter him?
Most of his attacks are highs so block low. When he does one of his plus strings you can dash backwards to avoid pressure. Remember to neutral duck against him a lot. That’s as much as I want to say without giving away my secrets ��
Johnny can easily chase you down if you try to back dash out of his pressure. Back dashing isn’t a good option regardless since they aren’t invincible in mk11
Chase you down with what? Lol nothing reaches even the most limited dashes.
My reversal back dashes get hit by f3 100% of the time. Either neutral duck or just block if JC is plus.
That’s true all backwashes are not created equal, geras and cetrion practically moon walk away.
Man people are on here talking like Johnny is street fighter 4 Sagat lol.
With Erron Black - Slide and scud shot prevents zoning.
His pokes and b2 kills johnnys shimmy game.
His main string f344 whiffs on Erron.
Sub Zero - Self explanatory lol.
You people aren’t even trying.
Nah I use Sub and Johnny and Thin Ice Subs give me trouble. Johnny uses that low move then runs away most of the time
Just LTG your way out of the game lol. Jk i just block every move he has
Be Johnny
User flair checks out
I don't spam butt I'm not giving up my main from the past previous games.
Press Start, go down to Leave Match and accept
Finally, thank you!
Curious was there anything this guy could have done or was this all true
51 hits, so potentially enough to get the opponent enough to break out. Otherwise no, it is a combo as far as I can tell.
Damn Johnny he’s dead already
That was an awesome win.
Holy fuck I bet even every woman will feel this...
Is ferra needed? Or is it only for that first hit + losing bar?
Also poor that Cage's nuts. Basically powder by the time the brutality hits
Can anyone recommend a YouTube video for Johnny Cages Star Power variation combos? Or if anyone who mains him can offer me advice?
I am loving playing him despite his lack of overheads and KBs but I can’t seem to land anything greater than ~20% unless I have my opponent in the corner.
It seems like his only moves to start juggles with is his B2, amped nut punch and amped mime time. The B2 is risky to lead with and mime time won’t always work so combining into nut punch is the most consistent way to start a combo in my opinion.
https://www.youtube.com/watch?v=5-HOO3HEKwE
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The Kompetitor has a good channel for Johnny Cage. I would highly advise you use Shock Jock and not the variation with the camera.
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In general his combos go like this:
starter - nut punch dash 121 shadow kick
or
starter - nut punch dash b2 f4 nut punch. I honestly find this combo to hit very inconsistent and usually just do f4 nut punch instead.
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corner:
starter - nut punch, 22222 121 shadow kick or nut punch
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Best starters:
f344 (you can jail into this from d4)
34 (great after a jump in, you can hit confirm the first 2 hits and end u3 if they block to be +6)
b34 (best when baiting the opponent to wiff a button while walking back, and wiff punishing them)
244 (you can jail into this from d1 against male characters, but it's pretty much impossible to confirm your d1)
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Kompetitor also has a great general guide for how to use him in terms of gameplan. https://www.youtube.com/watch?v=5vm2zVWgdp8&t=1100s
Thank you for the links and for taking the time to write out the inputs and advantages to them, that’s very helpful. Why would you recommend shock jock variation over star power?
No problem! So if I'm not mistaken the other competitive variation is called "Show Stopper". It's in the variation presets when doing the abilities.
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Many would say the Show Stopper variation is the worst in the game for a couple of reasons. I'll just start with its only pro:
It has good unbreakable damage due to the fact that the Camera keeps the opponent grounded.
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Now all its cons:
First off you replace nut punch with camera which does not combo into any of Johnny's non high strings. F4 X camera doesn't work. B34 camera doesn't work. Making it effectively very trash.
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Then he has sunglasses toss which is a Mid that can be ducked by everyone in the cast. And the projectile has complete garbage range. And it's minus a billion on block too, so it really has no uses outside of a crushing blow you can setup into it off of a Fatal Blow dash cancel.
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Also the camera crushing blow requirement is a complete joke. I think you have to wiff ex camera like 3 or 4 times for it to work, which is pretty much completely unrealistic. Not that Johnny has any useful crushing blows to begin with, but just wanted to add that.
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So that's essentially it. Shock Jock is better in pretty much every way, and no Johnny main is using that competitive variation. I can see Show Stopper being useful if you can combo into camera off all his strings though. Then it at least offers good unbreakable damage, but currently there's no reason to use it unfortunately.
This vid actually illustrates everything I feel about his camera variation perfectly lol
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Check out Robert EO Speedwagon on youtube. They have some good ranked matches and combo stuff. Any youtube search would pull up some good videos though.
As far as the core of Johnny...spacing. His game is punishing wiffs and playing footsies. The b2 axe kick, like you said isnt the best starter.
I like his b3,4 the most. Its an advancing low combo that you can special cancel. It can hit opponents at the match start distance so if you play your footsies and bait your opponent into attacking you can catch them with that really easily. His f3 has good range too and you can hit confirm f3,4,4,4 into a special. Also, 1,2,4 is safe on block and the second fireball of his amped version is safe on block too.
Nut punch is your combo extender. Try b3,4 bd3, amp, dash cancel 1,2,1 bf4. The dash cancel might he hard at first but stick with it because a lot of characters use dash cancels. If you have your opponent in the corner you can do the b2 axe kick into 2,2,2,1,2,1 nut punch. Nut punch will stand you opponent back up and you can continue pressure or go for a throw. Hope that gets you started!
Brandoswine86 on psn if you want to hook up
Thank you so much, that’s a ton of great information. Going to test a lot of this out in the lab when i have some time tonight. It does seem like dash canceling will open up a lot of new combos for me here so I’m going to work on that.
I do try to mix up between F3,4,4,4 and B3,4 to initiate combos. I need to learn more about spacing and footsies because I automatically go to an “in your face” play style instead of utilizing his range on attacks.
I was watching the finals between Kombat Killer and Sonic Fox earlier where Kombat plays a ton of Johnny Cage. I noticed he used the amped fireball to finish combos whenever Sonic was blocking, good to know that and his 1,2,4 is safe.
Sadly I’m on Xbox so I can’t spar with you, really wish I could since you seem very knowledgeable.
Best finishing moves for Johnny Cage in Mortal Kombat 1
Key Considerations for Johnny Cage's Finishing Moves in Mortal Kombat 1:
Signature Style: Johnny Cage is known for his flashy and cinematic moves, often incorporating his martial arts skills and Hollywood persona.
Timing and Execution: Mastering the timing for each finishing move is crucial. Practice the input commands to ensure you can execute them smoothly during a match.
Distance: Some finishing moves require specific distances from your opponent, so be aware of your positioning before attempting them.
Recommended Finishing Moves:
Ball Buster:
Cage's Uppercut:
Hollywood Star:
Recommendation: Practice these moves in training mode to get comfortable with the inputs and timing. Using these finishing moves effectively can not only secure your victory but also add a fun and entertaining element to your gameplay!
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