1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Kage Tactical Guide by Shiwapon

Discussion in 'Kage' started by VolcanoShed, Mar 13, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154132

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and some edits to match English VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]


    Kage Tactical Guide

    Overwhelm with fast-paced tricks

    Kage has good performance in small techniques such as 11F P [standing jab], 4P that is advantageous even if blocked and can be generated quickly with half a rotation, and 6P that can be derived from various stances.
    In particular, 6P is an excellent technique that allows you to create a significant advantageous situation when crouch-hitting or counter-hitting, and even if you are blocked, you can use your stance from 6P to deal with the opponent's attack.

    The basics of Kage are to attack using these tricks as a starting point.​


    Throws and Yogeki [2_3P] are the 2 choices.

    When these small techniques hits a crouching hit or a counter hit, you have two options.
    From here, let's set up two options [nitaku] with 2_3P and throw.

    2_3P is a mid-stage technique that starts a combo when counter-hit.
    It's a difficult command, but it can be issued without crouching with 33 (3-input) P.

    As a pairing option, aim for 46P+G or 64P+G (63214P+G).
    46P+G is a throw that can cause great damage, but 2_6K, which is the starting point of the combo, is extremely difficult.

    It can be done with 336K, [23236K, 236236K,] etc., but I want you to get the timing right in training mode etc. If you can't do it, try a simple combo like 46P+G → 9K+G → 46K+GKK, or settle for a throw like 66P+G.​


    Let's use Jumonji from the elbow

    6P is at a disadvantage if blocked, but the "Jumonji" stance from 6P can suppress the opponent's attack to some extent, so it is good to use it.

    First, after 6P, hold down P and enter Jumonji.

    From here on, you can stop your opponent's 15F or slower moves by hitting Jumonji PK.

    If your opponent tries to crush Jumonji PK with 6P on 14F, try hitting P+K in Jumonji.
    This is an attack that deals with the opponent's upper PK and middle attack [high punches and kicks, mid punches and elbows], so if your opponent makes a move, you can aim for a combo while dealing with them.

    If your opponent hits a low hit such as 2P, you will lose with the above technique, but in that case, use K+G in Jumonji.
    This is a jump status attack, so you can attack while dodging the opponent's lower attacks.
    However, be careful as the attack is slow and you will lose to your opponent's fast attacks.

    Of course, if the elbow is evaded, Jumonji PK and others can be interrupted by the opponent's middle kick, etc., so we want to change our options when the elbow is evaded.

    If the opponent evades and uses techniques such as elbows, use Jumonji P+K, but if your opponent uses a middle kick, try using Jumonji P+K+G.
    This is a special move that attacks the opponent's foot technique, giving you a huge advantage while taking the opponent's middle kick.

    After attacking [successful Jumonji P+K+G], you will still be in Jumonji, so run a little and aim for Jumonji K+G.​


    Aim for the opponent's evade direction with a variety of half-circulars

    Kage has many spinning techniques that occur quickly, making it easy to take risks when the opponent avoids them.
    Here we will introduce rotation techniques that are often used.

    Not all of them are included, so if you have other spinning techniques you'd like to use, feel free to use them.

    ・4P

    An upper half-circular that crushes the opponent's evade towards your back.
    It starts very fast at 13F, and when it hits, it hits continuously up to 4PK.
    Even if it is blocked, Kage is +1F, so it is also excellent to be able to continue attacking.
    ・Also, from 4P, you can use P hold to enter Jumonji, and 4PP+K+G to enter Shippujin, giving you a wider range of attacks.
    ・2K+G

    A mid half-circular kick that crushes the opponent's evade to Kage’s back.
    It starts at 16F, which is fairly fast, and it can knock you down if it hits.

    The damage is high, so you'll want to swing it casually, but when guarding, you'll be at a huge disadvantage as you'll be hit with two choices from your opponent.
    Also, if you are able to evade it, you will often receive a knee-class blow.

    Basically, you can either take a risk on evades to your back, or take advantage of the high damage you can do and use it on the side or against a wall.
    ・4K

    A kick that crushes the opponent's evade towards Kage’s front.
    After the technique, you are backturned, so it is often used as a starting point for attacks from the back.

    Since the onset is slow, it is usually easy to lose to the opponent's 2P etc.
    Basically, use it to attack when your opponent is getting up or when your opponent is evading to your front.
    ・4K+G

    Genyou, which I introduced earlier.
    It's a powerful option that allows you to cover evades towards Kage’s front and break their guard.

    Since the onset is slow, it is easy to lose to the opponent's rampage, so it is a little difficult to swing if the opponent is the rampage type.​


    Use Genyou [4K+GP+G] for your opponent's guard.

    Throwing is effective against opponents who are hardening their guard, but we recommend 4K+GP+G as another method.
    This is a striking technique that can be used as a derivative grab throw even if blocked.

    Also, since it's a half-circular attack that destroys evades towards your front, it's also excellent because it can respond to the opponent's evades to some extent.​


    Recommendation for Okizeme

    If your opponent is down and taking a passive stance, make sure to apply pressure on their wakeup.
    The first move I recommend for attacking the opponent’s wakeup is K+G.

    Even if it is guarded, Kage has an advantage on 1F, so it becomes a combination where 2P cannot interrupt. [After a blocked K+G, your 2P will beat the opponent’s 2P]
    Also, when hit, follow-up attacks such as 46K+GKK are possible.

    Let's try to get the opponent to guard and then show them other options.

    As a counter option, the aforementioned Genyou [4K+GP+G] is recommended.
    This is a blow that can break down the opponent's standing guard, so it is effective against opponents guarding K+G.​


    Try using Shippujin from 46P+K

    Let's incorporate the Shippujin stance as an offensive option to slow down the attack.
    It can be set up from various techniques, but the recommended one is Shippujin from 46P+K.

    After 46P+K, enter P+K+G to enter Shippujin.
    From here, let's use options to beat standing guard such as Shippujin P+K and Shippujin 2KK.

    If your opponent crouches after 46P+K, aim for a Shippujin 3P attack.
    This becomes a combo in NH, and can pose a risk to crouching opponents.

    If your opponent avoids it, throwing from 46P+K is also an effective option.

    If you show these options, your opponent will start making moves after guarding 46P+K.
    At that time, aim for a counter hit with 46P+KP.​


    Let's confuse the opponent with multiple attacks from behind [backturned]

    Kage's attacks are powerful when his back is turned, and he is good at breaking down the opponent from this point.

    For techniques that turn your back, 4K is recommended.
    Since this technique has a derivative, it is difficult for the opponent to use it, and it is easy to attack the opponent by attacking from backturned while they are watching the situation.

    After guarding 4K, attack with backturned 2P.
    This attack occurs quickly, and because it is a lower attack that cannot be blocked on reaction after seeing it, it is easy to break the opponent's guard.
    Also, since it is a half-circular attack, it can be used to beat the opponent’s evades to some extent.

    When your opponent crouches and blocks, try using K+G or P+K from backturn.
    The former is a middle attack that becomes a combo if it hits, but it also has a risk of -15F if blocked.
    The latter does less damage, but its appeal is that it can be used in small turns, such as when attacking from Shippujin with P+K+G. [You can enter Shippujin stance after backturned P+K by inputting it as P+KP+K+G.]

    If you want to add risk to your opponent's standing guard, try using backturned P+G or 2K instead of 2P.
    The former is a catch throw, so it cannot be throw escaped, and the damage is high, so it is easy to put pressure on the opponent.

    Also, by inputting P+GP, you can perform a mid attack while canceling the throw.
    For opponents who crouch when throwing, let's stagger them and then attack them with a choice.

    The latter is a low attack that can be used for combos.
    When hit, follow-up attacks such as 46K+GKK or 2P+KK are possible, and you can expect a large amount of damage.
    However, if blocked, a knee-class move will be confirmed, so be careful of opponents who evade or crouch.​


    Recommended side attack

    When you evade your opponent's attack or succeed in OM, you have a chance to attack from the side.

    First, let's hit a 3K middle shot.
    When you hit a counter hit, you can aim for a combo from the side collapse.
    Also, if 3K hit crouching, PK and PP4P will hit continuously.

    If your opponent is guarding, use 4P+KP.

    If the first hit of this technique is used on side guard, 4P+KP will become unblockable.
    After a 4P+KP hit, the shadow is +4F on the side, so after that it becomes a combination where 3K cannot be interrupted.

    Furthermore, 4P+K is a half-circular attack that can crush the opponent's evade towards your front, so it can respond to the opponent's evade to some extent.

    If your opponent does an evade towards your back, aim for 4P or 2K+G.

    In the former case, if it hits counterhit on the side, your opponent will be unable to stand block PK.

    The latter deals a large amount of damage.
    Also, even if it is blocked, Kage is -2F, so if the opponent hits a blow of 14F or higher, such as 6P, you can interrupt with your P.​


    Use the wall to attack even if you are backed into a wall

    It's a tough situation when you're against a wall, but Kage has multiple attacks that use walls.
    Use these to turn a crisis into an attacking opportunity.

    ・Facing the Wall 4P+K+G

    This one kicks the wall and then kicks towards the opponent.
    Although it looks like a straight line attack, it is a full rotation attack that cannot be evaded.

    When it hits, your head will collapse, allowing you to aim for combos such as K+G.
    Also, even if blocked, the opponent will be staggered, so the advantage is that Kage can continue to have an advantageous situation by being blocked.
    ・Facing the Wall 4P+K

    This attacks while climbing the wall and turning around on the opponent's back.
    If the movement distance is long and the opponent is also near a wall, you can get on the opponent's back.

    After the technique hits, the opponent will be hit in a special way, and Kage will have a 16F advantage.

    This technique is more powerful when blocked than when it hits, and if blocked, the opponent will be staggered.
    After staggering, use 2P+K to make your opponent float, or use 4PK to aim for a wall combo.
    Please note that you need to face the wall when aiming these techniques.
    In that case, use 4K to face the wall and then launch an attack involving the wall.

    Of course, if your wall attack is read, you will receive a combo from your opponent's P, etc., so in that case, use 4KK or a backturned attack [such as backturned 2P] from 4K to stop your opponent's counterattack.
    Wall approach

    ・Opponent’s back is against the wall

    If your opponent is against a wall, try aiming for 44K+G first.
    If you hit the wall here, the opponent will be wall staggered, and then aim to stick them to the wall with backturned K.

    If your opponent can recover from the stagger, your backturned K will be blocked, so in that case, [after staggering with 44K+G] hit the backturned PK and attack the wall again.

    If the opponent is aware of 44K+G and crouch blocks, it's a good idea to hit 6P and force them to nitaku.
    Even if 6P is blocked, you can develop the opponent's attack with the aforementioned attack from Jumonji, so use that as well.

    If your opponent avoids it, try a half-circular attack such as 2K+G or K. [K hits towards Kage’s front]
    Both will stick the opponent to the wall or be hit by a wall when you counter hit, so it's a chance to aim for more combos.
    ・Parallel to the wall, Kage’s front facing the wall

    In this foot position, 4PK can aim for a combo involving the wall, so use it when your opponent tries to escape from the wall.
    If your opponent is hardening their guard, it is powerful to use 2K to attack the side wall and then aim for 4PK. (See video)
    ・Parallel to the wall, Kage’s back facing the wall

    When using this foot position, aim for a wall combo while attacking from behind with 4K.

    First of all, set up backturned Jumonji with 4K hold.
    If your opponent uses a standing guard here, you can aim for a side wall stagger with backturned jumonji 2P.
    After that, use 1P+K → 1P+K → PK or KPK to take down the opponent.

    If your opponent crouch blocks backturned jumonji 2P, aim for a mid-attack combo from backturned jumonji P+K.

    If the opponent avoids, it is effective to throw P+G from backturned jumonji, or use the above two options to aim for the end of the opponent's dodge.

    If your opponent is guarding 4K and gets violent, use 4KK to punish their counterattack.​


    - Break down opponents who tend to crouch.

    Kage’s throws have high firepower, and due to its ability to attack, the opponent often chooses to crouch.
    It's not a bad idea to use elbows or other mid attacks to force them to stand up and then use two options [nitaku], but in such cases, let's show them an option that can do a lot of damage against crouchers.

    We recommend 66P+K.
    This is a middle hit that occurs fairly quickly and starts a combo in NH [normal hit].
    Although it is at a disadvantage that you will be in nitaku if it is guarded, the return is also large, so let's show it to opponents who tend to crouch.​
     
    Last edited: May 15, 2024
    Myke, beanboy, Chanchai and 1 other person like this.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice