
Cage's Fade-Out combo (Back+3,4,3) starts with a moderately slow attack, but ends with an overhead that's safe if the opponent blocks. Both combos are safe if the opponent blocks, and while they can't be canceled into the Shadow Kick, the last hits of both combos knocks the opponent far away. Cross-Kutting (1,2,1) and Take Two (2,1,4) can both be used in a similar manner if you're looking to push an opponent toward the corner.

If it hits you can end the combo with a Shadow Kick for additional damage. The Widescreen combo (1,1,4) is a decent poking string that is safe if the opponent blocks. While they don't lead into any natural combos, they give Cage significant advantage if they hit and eventually your opponent will start blocking low so you can use the Hammer Fist to open them up.

The Low Kick (Down+3) and Turnaround Heel (Down+4) should be your primary low attacks. Both are safe if the opponent blocks and work well as a mix-up for Cage's low attacks. Hammer Fist overhead (Forward+2) which leads into the Money Shot (Forward+2,4) and Cliffhanger (Forward+2,4,4) combos. He can cancel his combos into enhanced special moves to get more damage or setup for another combo, but most of your Cage strategies will come from whichever variant you decide to go with. He doesn't have a good overhead/low mix-up and what he does have is somewhat limiting. Basic Strategy The basic attacks and combos Cage has available across all three variations aren't much to write home about. Cage has good enhanced special moves so your meter should go to those before you spend it all on the Kasting Kall X-Ray, but if you're in a pinch and need the damage, this hits pretty hard. You can combo into it during most of Cage's combos or use it as a standalone attack to blow through an opponent's attack. Kasting Kall (X-Ray) Johnny Cage's X-Ray is one of the few in the game that hits as an overhead attack. If you're trying to get an opponent close to the corner, end your combos with the Shadow Kick to knock them far away. This makes the Eclipse Kick Cage's best option for a wakeup attack if you're being pressured by an opponent after being knocked to the ground. The Eclipse Kick is also safe if the opponent blocks, while the normal Shadow Kick is not.
#ALL MORTAL KOMBAT X MOVES LIST FULL#
The normal version stops just shy of covering the entire length of the screen, but the enhanced version (Eclipse Kick) travels full screen and has armor. Another trademark attack for Johnny Cage is the Shadow Kick. Shadow Kick Notation: Back, Forward+4 Enhanced: Yes, with armor. Both versions are very punishable if the opponent blocks so make sure your combo connects before you cancel into either attack. The enhanced version (Nutcracker) launches the opponent into the air and allows you to follow with a juggle combo. End you combo with the Nut Punch to give Johnny Cage considerable advantage, then walk up and go for an overhead, low or throw. Use this to place your opponent into a guessing game after a combo. The one true trademark attack for Johnny Cage is the Nut Punch. Nut Punch Notation: Back, Down+3 Enhanced: Yes, with armor. The enhanced versions of both fireballs give Cage a small advantage when blocked and can be useful to apply additional pressure after a blocked combo if you cancel the last hit into the Double Low Fireball or Double High Fireball. If your opponent is on the far side of the screen they cannot duck under either projectile, but as they get closer to Johnny Cage they can duck under it to avoid taking any damage. Both projectiles travel in an arc with the High variant easily able to knock opponents out of the air. He can shoot a Low Fireball (Down, Forward+2) or a High Fireball (Down, Back+2). Johnny Cage retains his Fireball variations from previous Mortal Kombat games. Notation Key PlayStation/Xbox 1 - Square/X 2 - Triangle/Y 3 - X/A 4 - Circle/B Fireball (Low/High) Notation: Down, Forward+2 Enhanced: Yes, but no armor. If you just want to sit back and zone, Cage can do that as well, but his play style is to pressure and that's how you should be playing the character. A-List requires a lot of Run Canceled combos to apply pressure, Fisticuffs offers very good chip damage from blocked combos and attacks, and Stunt Double allows Cage to pressure after his special moves are blocked. Johnny Cage is all about pressure and all three of his variation complement that style of play.
