K+G !P+G behavior

Discussion in 'Kage' started by G0d3L, Jun 26, 2025.

  1. G0d3L

    G0d3L Well-Known Member

    After one session where I had quite a few missed hit throws i went into training trying to figure out what was wrong.

    All we Kage players know that connecting the hit throw from further out is harder than up close.

    If you try to do it at round start distance, on block or hit, it's way harder than up close.

    I always thought it was related to hitboxes collisions being smaller the further you are from the opponent.

    What I found seems to indicate otherwise.

    4K+G has three active frames and you can connect the throw pressing P+G during those active frames, on block or hit.

    While if you try to land it, on block or hit, at round start distance the window to hit the just frame becomes just one frame, the first active one.

    So it's three frames when you are quite close to your opponent and it's just one frame at round start distance.

    So I tried to see how it changed in between those scenarios thinking at some point while closing the distance I would have gotten a two frames window case.

    But to my surprise by just making a micro walk from round start distance the window to land the throw, on block or hit, went from one to three.

    This sudden change seems to indicate that the move is in reality two separate moves like it is for 9K+G.

    Landing it up close is very doable and you can time it visually by looking at Kage's foot hitting the opponent's head.

    I was having problems landing it on Wolf at round start range.

    At that distance on top of being a frame link against Wolf the move visually connects on the chest so looking for it to make contact on the head messed my timing quite a lot.

    I found that the most consistent way to land the hit throw when you are not close is to just learn the timing and do it without any visual aid. You'll get way better results than trying to land it by visual clues.

    It's a one frame link with 23 frames gap between the two inputs so be ready to drop it here and there.


    I didn't look into others hit throw so my next question would be if this behavior is specific for this move or is it general.

    So any insights on other hit throws are more than welcome.
     
    akai, Myke, Oioron and 1 other person like this.
  2. VolcanoShed

    VolcanoShed Well-Known Member Content Manager Kage Content Manager Jeffry

    Steam:
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    VolcanoShed
    i had no idea you could even connect the hit throw from that far away, I figured it just had a certain range, but it's technically a one-frame window??? Thanks for sharing your finds
     
    Last edited: Jun 26, 2025
  3. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
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    Akai_JC
    A while back I think I was messing around with Vanessa hit throw and it seemed to not be related to just active frames, iirc one of hit throw connects even when input was post active frames wIndow. Range also a factor.
     
    Last edited: Jun 27, 2025
    G0d3L and VolcanoShed like this.
  4. G0d3L

    G0d3L Well-Known Member

    Max range I was able to land it was a micro walk away from round start distance.

    At that range is really a one frame link.
    You need to hit P+G 23 frames after the first frame the 4K+G was inputted.
    The first frame after which to count 23 frames is the first frame when is registered the first button input or both buttons if pressed on the same frame (there's a two frame leniency for buttons)
     
    VolcanoShed likes this.
  5. G0d3L

    G0d3L Well-Known Member

    Which Vanessa's hit throw are you talking about?
     
  6. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    I believe I tested both.
    DS[6][K] CH [P][+][G]
    DS[3][K][+][G] NH [P][+][G]
     
  7. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    Update on the Vanessa examples, some buried physical notes from a year ago:

    “5 frame P+G input window for the hit throw to execute…at distance, window is reduced (?) needs additional testings”

    …and I never gotten back to additional testings ^_^;;
     
    G0d3L likes this.
  8. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    I know Goh's 6K!P+G air-throw has a smaller window the lower the opponent is in the air. I've always thought there's a "throw hit-box" appearing on the screen and if you the opponent is in it, in the correct state it'd activate which would make sense for these kinds of things as 1 frame later the opponent might be pushed out of it on far ranges, or in case of Goh's fallen below it.

    If you wanna try, doing 1P+K, P, 6K!P+G will have a huge window while trying to land 1P+K, 46P+KP, P, 6K!P+G on a mid-weight is probably a just frame to get the hit-throw at the end.
     

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