Tom Brady
Champion
JOHNNY CAGE:
because he is a character found in the demo lets go over the changes from demo to the final game.
1. no longer lock down for a block infinite.
2. juggle combo damage scaled down.
3. has a delay after it.
4. knocks down on hit.
BEST NORMALS:
*HIT LEVEL:M,M - 2 mid jabs that are advantage on hit and safe on block. when blocked Cage is -2 on block.
*+HIT LEVEL:M,M,M(overhead) - 3 hit string that launches. safe on block. last hit is an overhead so it must be blocked sanding.
*+HIT LEVEL:M - safe mid knee.
*++HIT LEVEL:M,M,M(overhead) - safe 3 hit string that gives a safe jump on hit. last hit is an overhead so it must be blocked standing. safe on block.
*+HIT LEVEL:M - mid kick launcher. punished by safe special on block.
*+HIT LEVEL:M(overhead) - mid launcher. is an overhead so it must be blocked standing. +1 advantage on block.
*HIT LEVEL:H,H,M - 3 hit string used ONLY inside combos.
*HIT LEVEL:M,M - 2 hit string used vs crouching opponents or in juggles. on hit vs standing opponents Cage gets a safe jump. safe on block.
*HIT LEVEL:H,M,M - +1 advantage on hit.
*+HIT LEVEL: L - sweep that is +1 on block.
SPECIALS:
*Split Punchl+)HIT LEVEL:M - classic nut punch move. leaves Cage at advantage on hit. punished by full combos on block.
*Shadow Kickl)HIT LEVEL:H - third fastest special in the game. unsafe on block or if crouched, punished by full combos.
*Shadow Flip Kickd+)HIT LEVEL:M - Cage's best wake up move. on block is only punished by the fastest specials in the game, the fastest uppercuts, or characters with a fast +.
*Low Force Balld+)HIT LEVEL:H in close, M from range - low arcing projectile.
*High Force Balld+)HIT LEVEL:H - high arcing projectile attack, mainly used vs players trying to jump over the low force ball or jump from range to close space.
:en MOVES:
*:en Split Punchl++)HIT LEVEL:M - same advantage on hit and disadvantage on block as standard split punch only with invincible frames.
*:en Shadow Kickl+)HIT LEVEL:M - faster, mid, full screen version of standard shadow kick. punished by full combos on block.
*:en Shadow Flip Kickd++)HIT LEVEL:M -flip kick into shadow uppercut. very VERY unsafe on block.
*:en Low Force Balld++)HIT LEVEL:H,M in close, M,M from range - 2 hits, low arcing projectile and straight projectile.
*:en High Force Balld++)HIT LEVEL:H,H - 2 hits, high arcing projectile and straight projectile.
STRATEGY:
Poking:
* String - leaves Cage at -2 on block but should the opponent try to interrupt your pressure after it you can finish the string for a safe launch.
*++ String - if + hits continue pressure or throw. when the knee hits you can also finish the + string then and continue pressure. the + is also good for another reason, after + is blocked Cage is at +2 advantage.
Using + and :
you can use + to punish players trying to crouch without block or as an anti-air vs ranged jumpers. also works vs players trying to crouch without block and it has more range then + and its safe.
Using + in Open Space :
this is an overhead so even if someone is crouch blocking they will still get launched. on block this has +1 advantage. your + or shadow flip kick is really all you can do to beat out faster attacks.
+ Uppercut:
Cage has one of the fastest uppercuts in the game. besides that, his uppercut range extends to cover over the top of his head and slightly behind him. from up close.. use it as anti air.. vs cross up jumps live it and breath it.
Zoning:
*the BIGGEST reason you zone with Cage.. METER. your is so good that the game changes when you have it.
*when :en low force ball is blocked standing at closer ranges both hits get blocked and Cage has advantage, if you shadow kick or dash shadow flip kick the opponent must block.. they cannot jump, crouch, strike. when this happens you can now use that advantage to dash in and pressure which can also not be interrupted but it can be jumped.
*if the first hit of :en low force ball is crouched and the second hit is blocked Cage is at less of an advantage but from mid to close range dash shadow flip kick still cannot be interrupted, crouched, or jumped.
Random :en Shadow Kicks:
as funny as it sounds, while risky, this can be good to keep your opponent in check and standing even from half screen.
Properties:
Cage's is a parry that will catch 99% of the moves in the game including up close projectiles. you can even parry other attacks. very VERY few attacks actually beat Cage's.
Wake Up Attack:
shadow flip kick will be your best and safest option.
Corner Pressure:
in the corner after blocking + or + sweep Cage has advantage and you cannot interrupt a shadow flip kick or +. you can jump out of the + but not the shadow flip kick. heres the best part, when the opponent blocks the + follow up, Cage still has advantage and the shadow flip kick cant be interrupted or jumped. the only way to interrupt this is if your character has one of the fastest specials in the game.
COMBOS
STANDARD COMBOS:
1. +, dash ~shadow flip kick or :en shadow flip kick
2. +, dash , dash , dash ~split punch
3. +, +, dash ~shadow flip kick or :en shadow flip kick
4. +, dash +, dash ~shadow flip kick or :en shadow flip kick
5. (opponent in corner)any launcher, , , , , , ~split punch
COMBOS:
1. , dash +, dash +, dash ~shadow flip kick
2. , dash +,dash +, dash ~split punch
3. (opponent in corner), dash +, +, , , , ~split punch
because he is a character found in the demo lets go over the changes from demo to the final game.
1. no longer lock down for a block infinite.
2. juggle combo damage scaled down.
3. has a delay after it.
4. knocks down on hit.
BEST NORMALS:
*HIT LEVEL:M,M - 2 mid jabs that are advantage on hit and safe on block. when blocked Cage is -2 on block.
*+HIT LEVEL:M,M,M(overhead) - 3 hit string that launches. safe on block. last hit is an overhead so it must be blocked sanding.
*+HIT LEVEL:M - safe mid knee.
*++HIT LEVEL:M,M,M(overhead) - safe 3 hit string that gives a safe jump on hit. last hit is an overhead so it must be blocked standing. safe on block.
*+HIT LEVEL:M - mid kick launcher. punished by safe special on block.
*+HIT LEVEL:M(overhead) - mid launcher. is an overhead so it must be blocked standing. +1 advantage on block.
*HIT LEVEL:H,H,M - 3 hit string used ONLY inside combos.
*HIT LEVEL:M,M - 2 hit string used vs crouching opponents or in juggles. on hit vs standing opponents Cage gets a safe jump. safe on block.
*HIT LEVEL:H,M,M - +1 advantage on hit.
*+HIT LEVEL: L - sweep that is +1 on block.
SPECIALS:
*Split Punchl+)HIT LEVEL:M - classic nut punch move. leaves Cage at advantage on hit. punished by full combos on block.
*Shadow Kickl)HIT LEVEL:H - third fastest special in the game. unsafe on block or if crouched, punished by full combos.
*Shadow Flip Kickd+)HIT LEVEL:M - Cage's best wake up move. on block is only punished by the fastest specials in the game, the fastest uppercuts, or characters with a fast +.
*Low Force Balld+)HIT LEVEL:H in close, M from range - low arcing projectile.
*High Force Balld+)HIT LEVEL:H - high arcing projectile attack, mainly used vs players trying to jump over the low force ball or jump from range to close space.
:en MOVES:
*:en Split Punchl++)HIT LEVEL:M - same advantage on hit and disadvantage on block as standard split punch only with invincible frames.
*:en Shadow Kickl+)HIT LEVEL:M - faster, mid, full screen version of standard shadow kick. punished by full combos on block.
*:en Shadow Flip Kickd++)HIT LEVEL:M -flip kick into shadow uppercut. very VERY unsafe on block.
*:en Low Force Balld++)HIT LEVEL:H,M in close, M,M from range - 2 hits, low arcing projectile and straight projectile.
*:en High Force Balld++)HIT LEVEL:H,H - 2 hits, high arcing projectile and straight projectile.
STRATEGY:
Poking:
* String - leaves Cage at -2 on block but should the opponent try to interrupt your pressure after it you can finish the string for a safe launch.
*++ String - if + hits continue pressure or throw. when the knee hits you can also finish the + string then and continue pressure. the + is also good for another reason, after + is blocked Cage is at +2 advantage.
Using + and :
you can use + to punish players trying to crouch without block or as an anti-air vs ranged jumpers. also works vs players trying to crouch without block and it has more range then + and its safe.
Using + in Open Space :
this is an overhead so even if someone is crouch blocking they will still get launched. on block this has +1 advantage. your + or shadow flip kick is really all you can do to beat out faster attacks.
+ Uppercut:
Cage has one of the fastest uppercuts in the game. besides that, his uppercut range extends to cover over the top of his head and slightly behind him. from up close.. use it as anti air.. vs cross up jumps live it and breath it.
Zoning:
*the BIGGEST reason you zone with Cage.. METER. your is so good that the game changes when you have it.
*when :en low force ball is blocked standing at closer ranges both hits get blocked and Cage has advantage, if you shadow kick or dash shadow flip kick the opponent must block.. they cannot jump, crouch, strike. when this happens you can now use that advantage to dash in and pressure which can also not be interrupted but it can be jumped.
*if the first hit of :en low force ball is crouched and the second hit is blocked Cage is at less of an advantage but from mid to close range dash shadow flip kick still cannot be interrupted, crouched, or jumped.
Random :en Shadow Kicks:
as funny as it sounds, while risky, this can be good to keep your opponent in check and standing even from half screen.
Properties:
Cage's is a parry that will catch 99% of the moves in the game including up close projectiles. you can even parry other attacks. very VERY few attacks actually beat Cage's.
Wake Up Attack:
shadow flip kick will be your best and safest option.
Corner Pressure:
in the corner after blocking + or + sweep Cage has advantage and you cannot interrupt a shadow flip kick or +. you can jump out of the + but not the shadow flip kick. heres the best part, when the opponent blocks the + follow up, Cage still has advantage and the shadow flip kick cant be interrupted or jumped. the only way to interrupt this is if your character has one of the fastest specials in the game.
COMBOS
STANDARD COMBOS:
1. +, dash ~shadow flip kick or :en shadow flip kick
2. +, dash , dash , dash ~split punch
3. +, +, dash ~shadow flip kick or :en shadow flip kick
4. +, dash +, dash ~shadow flip kick or :en shadow flip kick
5. (opponent in corner)any launcher, , , , , , ~split punch
COMBOS:
1. , dash +, dash +, dash ~shadow flip kick
2. , dash +,dash +, dash ~split punch
3. (opponent in corner), dash +, +, , , , ~split punch