REO
Undead
"I make this look easy" - Johnny Cage Demo Guide
Useful moves:
= Quick special mid jab that gives advantage on block.
+ = Sudden crouch jab with great reach.
+ = Fast low poke with below average reach.
+ = Very solid uppercut that beats lots of close jumps.
+ = Sweep with decent recovery.
+ = Special mid pop-up, great anti-air on far jump ins, very unsafe on whiff and unsafe on block - punished by fast specials in open space and jab combos in corners.
+ = Quick knee that is a special mid.
+ = Overhead pop-up that has slow start up but grants advantage on block.
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Useful strings:
= Two quick special mid jabs that cover great distance and leave you with advantage on block.
+ = Last hit is an overhead pop-up that is safe on block.
++ = Four hitting string with the first three hits being special mids and the last hit being an overhead. The last hit gives a safe jump on hit and can be linked into .
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Special Attacks:
Low Forceball = Projectile with decent recovery and has a small arch to it.
:en - Throws two low forceballs, the first one with the same arch followed by another one that travels straight and less recovery.
High Forceball = Projectile with decent recovery and has a big arch to it.
:en - Throws one high forceball followed by another forceball that travels straight.
Flipkick = Can be used as anti-air, thrown out to escape pressure, or as a wake-up move. Punishable by uppercut on block. Can be timed to go over some projectiles.
:en - More damage, good for ending combos, very unsafe on block.
Shadow Kick = Your main punishing tool, hits high, very unsafe on whiff and block.
:en - More damage, becomes a special mid, travels full screen length. Use this to punish things you normally couldn't with the standard version.
Nut Punch = Special mid that crushes highs, unsafe on block, grants a safe jump on hit. Can be used to duck under some projectiles while building meter simultaneously.
:en - Invincibility frames on start up, more damage.
Ball Buster = Counters any physical move or special thrown at you. You cannot combo into it but you can combo out of it. Cage's will also activate off of ice clone if Sub-Zero is in close distance regardless of him attacking or not.
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Combos (Courtesy of AfterDarkGaming for videos)
Mid-Screen
+, DF~~ = 30%
+, DF~+, DF~~ = 36%
+, DF~+, DF~~ = 32%
, DF~+,+, DF~,~ = 63%
Mid-Screen to Wall
+, DF~+, DF~,~ = 37%
+, DF~+, DF~,~ = 33%
Wall
+, ,,,,,, ~ = 41%
+, ,,,,,, ~ = 37%
+, DF~,,,,,, ~ = 45%
, DF~+,+, DF~,,,, ~ = 70%
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Throw Set-ups
, + - on or hit
, SJ, + - on hit
+, + - on
+, + - on or hit
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General Overview: Cage has a real good offense and is capable of rushing down with ease once he gets in. His frame traps and mix-ups are also really nasty. string is going to be your main pressure string. Throw in an occasional ending + to check people who try to duck afterwards. + is great for stopping people from crouching and can set up some light pressure or transition into ++ which can be hit confirmed into nut punch. Cage also has a monster wall game where he can land easy damage and end in nutpunch which eliminates wake up and grants you a safe jump into more pressure and mix-ups. Cage is also a great turtler and decent zoner, shadow kicks punish just about everything on whiff, his projectiles have decent recovery with archs that complement him well full-screen. Flip kick can be used to escape some pressure situations and to let others know they can't just freely rush you down. :en nut punch is also another way of letting others respect your defensive options since it has invincibility frames in the beginning but is risky so make sure you have a good read.
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Match-Ups (Coming Soon)
Useful moves:
= Quick special mid jab that gives advantage on block.
+ = Sudden crouch jab with great reach.
+ = Fast low poke with below average reach.
+ = Very solid uppercut that beats lots of close jumps.
+ = Sweep with decent recovery.
+ = Special mid pop-up, great anti-air on far jump ins, very unsafe on whiff and unsafe on block - punished by fast specials in open space and jab combos in corners.
+ = Quick knee that is a special mid.
+ = Overhead pop-up that has slow start up but grants advantage on block.
--
Useful strings:
= Two quick special mid jabs that cover great distance and leave you with advantage on block.
+ = Last hit is an overhead pop-up that is safe on block.
++ = Four hitting string with the first three hits being special mids and the last hit being an overhead. The last hit gives a safe jump on hit and can be linked into .
--
Special Attacks:
Low Forceball = Projectile with decent recovery and has a small arch to it.
:en - Throws two low forceballs, the first one with the same arch followed by another one that travels straight and less recovery.
High Forceball = Projectile with decent recovery and has a big arch to it.
:en - Throws one high forceball followed by another forceball that travels straight.
Flipkick = Can be used as anti-air, thrown out to escape pressure, or as a wake-up move. Punishable by uppercut on block. Can be timed to go over some projectiles.
:en - More damage, good for ending combos, very unsafe on block.
Shadow Kick = Your main punishing tool, hits high, very unsafe on whiff and block.
:en - More damage, becomes a special mid, travels full screen length. Use this to punish things you normally couldn't with the standard version.
Nut Punch = Special mid that crushes highs, unsafe on block, grants a safe jump on hit. Can be used to duck under some projectiles while building meter simultaneously.
:en - Invincibility frames on start up, more damage.
Ball Buster = Counters any physical move or special thrown at you. You cannot combo into it but you can combo out of it. Cage's will also activate off of ice clone if Sub-Zero is in close distance regardless of him attacking or not.
--
Combos (Courtesy of AfterDarkGaming for videos)
Mid-Screen
+, DF~~ = 30%
+, DF~+, DF~~ = 36%
+, DF~+, DF~~ = 32%
, DF~+,+, DF~,~ = 63%
Mid-Screen to Wall
+, DF~+, DF~,~ = 37%
+, DF~+, DF~,~ = 33%
Wall
+, ,,,,,, ~ = 41%
+, ,,,,,, ~ = 37%
+, DF~,,,,,, ~ = 45%
, DF~+,+, DF~,,,, ~ = 70%
--
Throw Set-ups
, + - on or hit
, SJ, + - on hit
+, + - on
+, + - on or hit
--
General Overview: Cage has a real good offense and is capable of rushing down with ease once he gets in. His frame traps and mix-ups are also really nasty. string is going to be your main pressure string. Throw in an occasional ending + to check people who try to duck afterwards. + is great for stopping people from crouching and can set up some light pressure or transition into ++ which can be hit confirmed into nut punch. Cage also has a monster wall game where he can land easy damage and end in nutpunch which eliminates wake up and grants you a safe jump into more pressure and mix-ups. Cage is also a great turtler and decent zoner, shadow kicks punish just about everything on whiff, his projectiles have decent recovery with archs that complement him well full-screen. Flip kick can be used to escape some pressure situations and to let others know they can't just freely rush you down. :en nut punch is also another way of letting others respect your defensive options since it has invincibility frames in the beginning but is risky so make sure you have a good read.
--
Match-Ups (Coming Soon)