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The [BKK] FAQ

Table of Contents
Introduction
  1.0 Changes From VF2 
    1.1 The PK 
    1.2 Throw Breaks 
    1.3 Other Changes 
  2.0 Art Analysis 
  3.0 Art of Throwing
  4.0 Style Clinic 
    4.1 The Shinsodan Thang! 
    4.2 Blind Fighting 
    4.3 Cool Runnings 
    4.4 Unconventional TFT Combos 
  5.0 Staggers and Followups 
    5.1 Introduction 
    5.2 Basic Followups 
    5.3 Advanced Followups 
  6.0 Struggling Techniques 
    6.1 Attack Staggers 
    6.2 Throw Staggers 
    6.3 Special Staggers 
    6.4 How to Struggle 
    6.5 When to Struggle 
  7.0 Versus Guide 
    7.1 General Strategy 
    7.2 Vs Akira 
    7.3 Vs Aoi 
    7.4 Vs Jacky 
    7.5 Vs Jeffry 
    7.6 Vs Kage-Maru 
    7.7 Vs Lau 
    7.8 Vs Lion 
    7.9 Vs Pai 
    7.10 Vs Sarah 
    7.11 Vs Shun-Di 
    7.12 Vs Taka-Arashi 
    7.13 Vs Wolf 
    7.14 Vs Dural 


1.0 CHANGES FROM VF2

There have been many changes made from VF2 to VF3. However, this section 
highlights the main differences you, as a Kage player, will encounter and thus 
should be aware of in VF3. The two things that would probably have the biggest 
effect on a Kage player would be the change in the PK combo, and the ability to 
break throws. Thus a lot of old-school tactics simply don't work anymore or have 
been moderately toned down - this called for some degree of Re-Learning for the 
Kage player. 

1.1 The PK

One of Kage's staple combos was the PK. Usually prefixed with an elbow stagger 
and almost always followed by a f,f+K sweep. This little sequence was partly 
responsible for Kage's Bastard label :) Back then, his strategy was somewhat 
simple; If you stood up a lot, then he'd TFT you, and in the hands of a skillful 
player, this would usually mean RO (or very close to it). By this point in time 
you'd be pissed off by the TFT so much that you would instinctively duck 
whenever Kage was in close quarters. Enter the elbow stagger, PK, sweep, which 
would equally piss you off again, and hence condition you to stand again. See 
the vicious circle? This strategy was not only effective, but somewhat easy to 
pull off, that even scrubs would take it up and (ab)use it. Ugh! 

Now in VF3, PK does not knock down anymore, unless the K is a Major Counter 
(which rarely happens anyway). So it loses it's effectiveness as a sure 
knockdown counter strike. Because of this, there's been a trend for not using 
the PK at all, and this holds for most characters. The PK has gone from being 
the sure knockdown move to more of a harrassment attack. What should you do 
after a successful PK? How about a blocked PK? Is the PK worth doing at all? 
These are some issues that Kage players must now address. 

A successful PK is uncounterable, of course. There are no sure followups after 
the PK but I will go into some of the more effective ones. I first noticed this 
tactic from a local Akira player, and he uses it extremely well. After you 
connect with a PK, immediately follow with another PK! It will usually interrupt 
anything they try and retaliate with. Don't be shy to do it again either. A 
string of PK's _really_ pisses your opponent off, and that's what we're trying 
to do, right? :) Once you've conditioned the opponent with one or more PK's, 
their natural reaction is to stand and block. That is, once you've connected one 
(or more) PK, the opponent should have convinced himself by now that there's 
nothing he can do to interrupt you, thus he'll block. This is when you move in 
for a nice Throw opportunity. This is guaranteed to piss them right off! :). Be 
sure to mix it up; PK, Throw.. PK, PK, Throw.. PK, PK, PK.. etc. Oh, yeah if you 
haven't figured it out by now, you must dash in for the Throw, but the opponent 
is hopefully in such a state that he won't react in time to Break or avoid the 
throw. We say that he's in "brain freeze". 

Possible ways it may be avoided include E'ing and Crouching. I'm not sure if you 
must E in a particular direction to ensure the following PK will whiff, so 
that's something to investigate. As for Crouching, it may be possible for the 
opponent to Crouch and attack you, with say a Low kick, thus MC'ing you! So 
that's something to be wary of. From experience, when I've connected a PK, 
_rarely_ does my opponent crouch right after! How you use the PK strategy and 
it's overall effectiveness will depend on the type of opponents you are playing 
against. I just know that it works nicely against aggressive opponents who rush 
in at you trying to win back the initiative (after receiving at PK). If you 
notice them catching on and they opt to Crouch after a PK, then Stagger them 
with a Sidekick and punish them well! Hopefully they won't be in a hurry to 
Crouch again. 

So, what are your options if the PK is blocked? Well, it's pretty much the same 
as if it was hitting. AFAIK, a blocked PK is uncounterable and since Kage has 
the fastest punch in the game, a following PK is going to interrupt anything 
they try (except high punch reversals, of course). However, you're not likely to 
aggravate your opponent if they are blocking the PK as much as if it were 
connecting, simply because you're not inflicting any damage. So then following 
up a PK with another PK is quite a safe option, and might end up catching a few 
opponents by surprise who thought they could punish you after blocking a PK. 
Of course, PK followups are not restricted to further PK's. Vary the attack 
pattern, level and pace with other moves like the Sidekick, Heelkick, TA Sweep, 
Slashing Chops, etc. I just wanted to emphasize the _different_ role of the PK. 
In a game where PGs and PKGs become the norm, the occasional PK makes a 
refreshing change. Mix it in, it's still useful! 

1.2 Throw Breaks
(See the Throw Break section for more details) 

Although discussed in detail elsewhere in this FAQ, I think it's still worth a 
mention here. All frontal throws may be broken. Kage's biggest weapon in VF2 was 
undoubtedly his TFT. Some might say that it has been toned down in VF3, and I 
agree. The threat of Ring Out has been reduced due to the closure of some Ring's 
edges and not to mention the inclusion of the E button, which allows for 
movement in and out of the Z plane. So then not only can this throw be broken, 
it has a reduced chance of Ringing Out. Thus, the Kage adept cannot solely rely 
on this throw to save himself, he is forced to mix it up (which is a good thing 
anyway). Mixing it up not only involves using the other throws beside the TFT, 
but also using attacks. If you're opponent anticipates a TFT then you might MC 
them with an attack instead, because they're attempting a Throw Break, and 
whiffed Throw Breaks are usually the same as a whiffed Throw, i.e. it has a miss 
animation. But you must be aware that if you've blocked a move that has stop 
animation, it's possible for the opponent to input the Throw Break and not 
produce a missed Throw animation. In this case, your attacks will still connect 
but I don't think you'll be getting the MC bonus, but rather, the mC bonus 
because you're attacking them during the recovery of a move (just after the stop 
animation of, say, a Rising kick). In those times where you know their Throw 
Break attempt will produce a miss animation, then crouch under it, or better 
still G Cancel a standing kick, and immediately TFT them! Go on, be a bastard! 
:) 

1.3 Other Changes

The following will only receive a quick mentioning and will not include those 
moves affected by the global throw/reversal homogenisation. 

Moves taken out: 
  b,b+P+G 
  b,f+P+K,P+K 
  d+P+K,P+K 

Move changes: 
  b,d/b,d+K changed to d/b+K 
  TT u+K knee flip attack has Kage landing on his feet when successful. 
  FC,f+P+K,P+K changed to f+P+K,P+K 
  Swipe (d/b+P) also performed with P+E 

New moves: 
  Helix (b+P), Helix & Reverse Kick (b+P,K) 
  Smashing the Mountain Cliff (FC,d/f+P) 
  Rising Dragon Fist (f,d,d/f+P) 
  Wind-Flash Blade (P+K) 
  Whirling Flash Blade (d+P+K) 
  Twisting Flash Blade (d/f+P+K) 
  Full Moon Kick (u/f+K+G) 
  Reverse Water Wheel (d/f+K+G) 
  TT Whirlwind Kick (u/f+K) 
  Izuna Drop after TFT (u+P+G) 
  TT Dark Mist (u+P+G) 
  Floating Body, Disturbing Shot Attack (u/f+P+G) 
  Flip Over Knee (b,d+P+G) 
  Running Slide Kick (run+K) 


2.0 ART ANALYSIS

The Engetsugeri (Full Moon Kick) u/f+K+G

This is one of the most powerful and adaptable moves in Kage's relatively large 
arsenal. I will address each potential use below, and also offer ways in which 
your opponents might use to counter it. 

Offence - The real power of this move lies in the fact that the engetsugeri is a 
completely uncounterable attack when blocked. Although it has a fairly slow 
execution time of 30 frames, it has a very high damage:recovery ratio. That is, 
it inflicts a high amount of damage compared to the frames of recovery it needs. 
What follows is a brief rundown of the possible followups to the engetsugeri. 
Since the move is uncounterable it is perfect for baiting your opponent to 
execute a slow move, or perhaps making them stand still and block. And even if 
you hit with the engetsugeri, there are still possible followups before they 
fall down to the ground! Here is a short rundown of each followup in an 
offensive situation: 

  PKG: Most opponents try to interrupt engetsugeri followups, or perhaps try to 
  throw you right away. A quick PKG will MC-hitstun their throw attempt, 
  allowing you to throw them. However, the PKG-throw technique goes both ways; 
  if they try to hit you with a PKG after they block the engetsugeri, you might 
  similarly be MC'd. The best advice here is to look at your opponent's 
  character. The chances of your PKG interrupting *them* is much higher against 
  any character whose punch-execution time is longer than 8 frames, that is, 
  longer than Kage's own punch. This essentially means anybody other than Sarah, 
  Pai, or another Kage. 

  DragonPunch: A dragonpunch immediately executed after your engetsugeri is 
  blocked will hit anybody trying to throw you. Oftentimes you will also MC 
  people who try to kick, sidekick, sweep or even punch you. Another interesting 
  situation arises if the engetsugeri HITS your opponent. When they fall, their 
  legs will flop up; sometimes if executed quickly, your followup dragonpunch 
  will HIT their legs for additional damage! This does NOT always work, but 
  looks really cool when it does. The most obvious counter to this tactic is of 
  course standing and blocking your dragonpunch. 

  Flipkick: Again, just like the dragonpunch, the flipkick will interrupt 
  anybody who tries to throw you or interrupt you with slower attacks. Since 
  Kage's flipkick is tied with the best in the game (an astounding 14-frame 
  execution time for the same 50 points of damage), it will beat many attacks. 
  Furthermore, the flipkick sometimes also hits people's legs, after they flop 
  up (when the engetsugeri hits). 

  Throw: For people who realize the power of the engetsugeri and block your 
  potential followup attacks, you can easily throw them. This usually only 
  happens after you condition them with a powermove after a blocked engetsugeri. 
  But if they do stand there blocking, go for your most damaging/useful throw 
  right away. A throw is also highly guaranteed if you MC-stun them with a PKG 
  after a blocked engetsugeri. 

  Sliding Tackle/Toe Slide: Either of these two quick, low-hitting knockdown 
  moves are excellent options, both after the engetsugeri is blocked, or if it 
  hits. They beat opponents who try to punch, throw, or use any other slower 
  attack to MC you. It is also particularly stylish to hit their flopping legs 
  with these two low attacks. This followup can be countered by crouching 
  opponents (after they block the engetsugeri, although this is highly 
  unlikely), or by hopping opponents, which again is highly unlikely. Unless, of 
  course, you execute these low attacks far too predictably. 

Anti-Air Offence - Having a wide hitting arc, starting above his head and 
circling down, the Engetsugeri in certain situations is a great attack against 
an airbourne opponent. The most notable (and notorius) use of this is in TFT 
combos against a wall. High damage coupled with lighting fast recovery allows 
for Kage to dish out some devastating TFT Wall Combos. One of the earliest known 
combos to use the Engetsugeri was as follows: 

Description: TFT, Engetsugeri, Punch, Low Punch, Dragon Punch.
Command: b+P+G, u/f+K+G, PG, d+P, f,d,d/f+P
Sound Effect: Hah!, Boom, Tick, Tick, Boom! :)
Requirement: Against Wall, All Characters except Taka-Arashi
Damage: ?? points

In learning this combo, the timing of the first hit, the Engetsugeri, is crucial 
to the success to the overall combo. Initiated too late, and the opponent won't 
be high enough for the Punches to connect, the Engetsugeri may even whiff 
altogether. Initiated too soon, and you'll most likely execute the Engetsugeri 
before the opponent has dropped into range. If you find you're doing it too 
late, try initiating it earlier, and vice versa. As a general guide, initiate 
the Engetsugeri as soon as you've recovered from the TFT. 

So far the whole combo has been nothing but pure timing, and anyone will get the 
knack of it with some practice. The remainder of the combo is stock standard 
stuff. You have a Standing Punch, a Crouching Punch, followed by a Dragon Punch. 
You need to G-Cancel the Standing Punch before you initiate a Crouching Punch, 
otherwise you'll get two standing punches. Again, nothing special. After the 
Crouching Punch immediately input the command for the Dragon Punch. As stated 
earlier, only the first hit of the combo requires any degree of timing, so after 
the Engetsugeri, proceed with the remainder of the combo without hesitation. 
There's nothing special in getting a Dragon Punch from a Crouch position, so if 
you're having problems with it, just practice it more. I always ensure that I go 
to Neutral after the d+P and quickly enter the DP motion. So to review, this 
combo is 99% timing, 1% dexterity. Have all the hits in your mind before you 
proceed with the Engetsugeri, because once that hits, there's _very_ little, to 
no, time left for you to think about what to do next. Don't freeze up! It's a 
nice damaging combo, and you get the bonus damage from the TFT Wall hit (?? 
points)! 

Okizeme - Another, less well-known feature of the engetsugeri is its use in 
okizeme. When people get up, aggressive opponents usually like to roll towards 
you to pressure you with their own rising attack. Other times, they will try to 
roll back, to the side, or kip up. In ALL of these situations, the use of the 
engetsugeri is possible. 

If you forego the option to hit them out of the roll (as explained before), you 
bait them into executing their rising attacks, either high or low. If they try a 
rising sweep, a quick engetsugeri will hit them, allowing you a possible 
uppercut followup. If they try a high rising attack, you must wait until their 
leg passes you; if you try the engetsugeri too early, the high rising attack 
will hit you as you flip over. In this case, you must time the engetsugeri so 
that it reaches the opponent just as their leg passes aside; in effect, this 
FORCES your opponent to block the engetsugeri, as he cannot evade it. Once this 
happens, the range of possible engetsugeri followups as described above is open 
to you. 

Using the engetsugeri against rising rollers is just as effective against people 
who roll back or to the side. Against opponents who do NOT get up with a rising 
attack, a well-timed engetsugeri will always force them to block the move (or 
get hit). The major danger with this tactic are delayed high rising attacks. 
Many people often roll back, and delay the rising attack to the very last 
moment, hoping for a MC. If you expect them to do this, you must delay the 
engetsugeri suitably, and execute JUST as their rising attack begins. 

  Jumpover: There is another option against rising rollers. If they roll toward 
  you, you can actually use the engetsugeri to hop OVER them! To execute this 
  properly you should dash towards them and get as close as possible to their 
  rolling bodies before you execute the move. Obviously this will work best 
  EARLY in the roll so they can't hit you with a rising attack. If executed 
  properly, you will land BEHIND them. Now, if they still try to use a rising 
  attack to hit you, it will whiff. You can punish them with a variety of TT 
  attacks, including the TT throw (u+P+G) or the TT low kick. Alternatively, you 
  can quickly turn-around, and punish them conventionally. If they do NOT 
  execute a rising attack (if they're astute and realize the trouble they're 
  in), they will probably dash away, or use a quick "E" dodge to turn around. 
  This trick works best against people who don't expect it. Obviously, if you 
  were pushed up against the edge of the ring, executing the jumpover will leave 
  THEM on the edge, and they can no longer dash away from you! 

Other Situations: There are a certain number of other moves that enable you to 
jump over your opponent using the engetsugeri. Although not all of these moves 
have been found, one of the easiest to do is when somebody rushes you with 
PPPsweep. Just as they're ducking low into the sweep, a well-timed engetsugeri 
will enable you to flip right over them, evading their sweep, and allowing you a 
free minor counter on their back (usually with a TT-low kick). With 
experimentation, the engetsugeri can be used to further expose your opponent's 
vulnerability during their execution, such as with the use of blindfighting or 
dodging in close range. 

Flipkick (u/b+K+G)

Kage's flipkick is just as good as the best flipkicks in the game (which Sarah 
and Jacky possess) in every respect save for recovery. However, if you use the 
flipkick judiciously and carefully, you'll never miss and never have to deal 
with the recovery! The lightning-quick execution time of 12 frames means that 
the flipkick is IDEAL for MC's, especially against over-aggressive opponents. 
Since it inflicts a base of 50 points of damage, it is also Kage's most damaging 
powermove. 

It takes experience to judge when to use the flipkick properly. Oftentimes 
against a hyper-aggressive opponent, a quick "E" at the right time will expose 
their side, and a flipkick will whap them. Another great time to use it is to 
look for an opening when you can punch-MC stun your opponent, usually when you 
block an elbow (amidst a flurry of punches, for example). If your opponent has 
been conditioned with punch-MC throw, then perhaps mixing in punch-MC flipkick 
will succeed. Of course, it is never guaranteed, and you must always read your 
opponent and anticipate accordingly. The flipkick hits rising rollers early in 
the roll as well, and also hits if you block sweeps or other low-recovering 
moves. Being the fastest and most damaging powermove Kage possesses, it is 
always best to use the flipkick when you think your opponent will try to throw 
you, will try to break your throw, or will try to attack you (preferably with a 
slower move than a punch). 

Hopkick (u+K or u/f+K)

This little kick dubbed the "Van Halen Kick" is uncounterable when blocked, and 
always knocksdown (guaranteeing a heel smash). You can both execute this move 
normally (straight up) or gliding towards your opponent (u/f+K). Useful 
situations to use this move include when the round starts, or against people who 
like to do PPP (delay) often. With its quick execution time, it can be 
especially useful against people who rush towards you. 

Major Counter - Will sometimes float the opponent high for an air combo 
followup, and even another Hopkick. 
After Dodging - This move is quite useful when used after a Dodge. Upong 
hitting, it knocks down, allowing for a free ground followup. It has reasonable 
recovery making it one of the safer Dodge followup attacks for Kage. 

After the Flipover Throw - The u/f+K is a guaranteed hit. Followup accordingly 
(See the Flipover Throw section for more details). 

Chopping Shuto (f+P+K, P+K)

The chopping shutos are a useful alternative to punching and sidekicking at 
mid-range. If the first one hits, the second one is guaranteed to hit, and will 
result in a knockdown. Although it is 2 frames slower than Kage's quick 
sidekick, the shuto chops can be deceptive, and are still faster than a lot of 
corresponding mid-range moves of other character. In close range however, the 
chops will more often be interrupted by punches. A backheel sweep can be tagged 
on after a shuto-chop knockdown. 

Slashing Shuto (P+K)

This move has been changed significantly from VF2, where it had a different 
command execution, and had a two-part canned combo (like the shuto chops above). 
However, this move has gained new functionality in VF3. Although the slashing 
shuto takes relatively longer to come out (it has a 7-frame longer execution 
time than the chopping shuto), the slashing shuto actually ducks high attacks 
such as punches and kicks during the early part of its execution. The most 
important use of the shuto slash, however, is the fact that if you managed to MC 
your opponent with it, you are guaranteed a throw! 

Since the move can duck high attacks, it is obviously easiest to MC an opponent 
who rushes towards you with a flurry of punches. If timed properly, you will 
MC-stun them. Even after a MC, you must dash in for your throw, unless you do 
the toka throw, flipover or the triple-slap throw. 


3.0 ART OF THROWING

One of the largest differences in going from VF2 to VF3 has been the changes 
made in the throw engine. The most important difference is that all standing 
throws are now executed with P+G only, and crouching throws with P+K+G. How does 
this affect gameplay? 

The main difference is that there is no more possible option select. In VF2, 
using throws that ended with f+P were often advantageous, because even if the 
throw didn't come out (if your opponent was crouching, for example), you got an 
elbow, which could have staggered the crouching opponent. The different 
rationale for using such throws (to get punches or elbows in various situations) 
does not exist anymore in VF3. 

The second major difference is that every throw can now be broken, not merely 
the basic P+G throw. To accomplish this, you must enter the last joystick 
command and the corresponding button commands at the same time your opponent 
tries to throw you. The only exception to this are for half-circle throws, where 
you need to input both the first AND the last joystick command. So to break 
Wolf's Twirl & Hurl or Lion's Piggyfront, you must input b,f+P+G. Obviously, 
this requires a fairly good knowledge of your opponent's throw motions, but the 
reward is immediate and dramatic. 

The third major difference is that if you miss a throw, you will now have a 
missed-throw animation, which has fairly serious repercussions. You will no 
longer have punches or elbows coming out, doubling for throws. Even if your 
opponent is all the way across the screen, you will STILL get the missed-throw 
animation. 

Therefore, the emphasis in throw strategy has changed completely. In VF2, the 
strategy was focussed on using throws which would maximize reward if the throw 
itself didn't come out. In VF3, the strategy is now focussed on using throws 
that are least likely to be broken by your opponent, since all throws can be 
broken. The prospect of missing a throw can not be considered as alternative 
strategy because of the existence of missed-throw animations. 

Double Throw-Break

One new innovation in the area of throw-breaking is the ability of break two 
throws: the basic P+G throw and one other complex command throw, not including 
any half-circle throws. So assume that you're in recovery, and your opponent 
dashes in to throw you one other complex command throw, not including any 
half-circle throws. So assume that you're in recovery, and your opponent dashes 
in to throw you. To input a double-throw break, you would quickly input P+G then 
another throw break, such as f+P+G. This would enable you to break the P+G throw 
(if your opponent chose that option), or to break any of your opponent's throw 
that ended in f+P+G. If your opponent was Kage for example, you would be able to 
escape his P+G throw, his flipover throw, AND his reaping throw! As you can see, 
the double throw break cuts down your opponent's throw options quite 
dramatically, depending on how many useful throws he has in his arsenal. For 
some characters such as Jacky, this can have a dramatic effect on altering throw 
strategy. 

Throw Analysis

Shoulder Throw (P+G)

This is Kage's basic P+G throw. Despite the fact that this throw allows you to 
change the ring approximately 90 degrees (Kage flops his opponent on the ground 
a bit more than 90 degrees from where he originally stood), it is not all that 
useful. Against opponents who know how to use the throw double-break, this throw 
will ALWAYS be broken. Kage is not too vulnerable if this throw is broken, but 
one of the basic tenets of VFing is that you must maximize any opportunities you 
have, especially throw opportunities. And with the vast arsenal of throws that 
Kage possesses, this shoulder throw ranks way down on the preferred list. A heel 
smash is guaranteed after this throw. 

Side Throw (P+G from side)

When this cool-looking throw is executed, Kage jumps onto the side of his 
opponent with both feet, wraps the guy's head between his legs and yanks him 
down onto the floor. Kage does his trademark yell (or groan) when he executes 
this throw. Since all side throws do 40 points of damage (less damage than any 
normal high throw), it is not the most damaging option you can inflict on 
somebody's side. However, it IS one of the more stylish options, if only because 
side throws are relatively rare. Side throws also can never be broken. 

Back Throw (P+G or P+K+G [crouch] from back)

Carried over from VF2, Kage's back throw is a good quick option when your 
opponent's backside is open and vulnerable. A heel smash is guaranteed after 
this throw as well. Keep in mind one important note: unlike VF2, the game 
distinguishes between back-facing opponents who are standing and crouching, as 
far as this throw is concerned. So if you're facing your opponent's back and 
he's crouching, a P+G will NOT throw him. In that case, you must press P+K+G 
instead. If you're opponent is still recovering from a move, and you're facing 
their back, use P+G (for example, after a missed catapult kick over your head). 

Reaping Throw (b,f+P+G)

This is a complex-motion throw that ends with f+P+G. That is an important 
distinction only because most people who play Kage will hardwire the b+P+G 
escape into their heads (to break the TFT). This throw does NOT reverse the 
ring, and a heel smash is guaranteed. However, for situations when your opponent 
is near the edge of the ring, or if you get a low-kick (MC) situation, this is 
NOT the easiest of throws to execute quickly because it requires two joystick 
taps. With all of Kage's throws at his disposal, there are better options. 

Headcruncher Throw (b, d+P+G)

Kage finally gets a throw that shares the tougher stumbling-throw command 
execution (which Lau, Pai and Akira share). I call it the headcruncher because 
Kage carries his opponent on his back, flies across the air, and lands on their 
head (more or less), with a loud bone-breaking CRUNCH sound. In direct relation 
to the relative difficulty executing this throw, the headcruncher is Kage's most 
damaging throw (not including throw followups) at 60 points. This throw reverses 
the ring (although you land a bit farther away from the original position), and 
guarantees a heel smash (for a total of 73 points). This throw will also almost 
never be broken (unless you're extremely predictable), because it is Kage's ONLY 
throw that ends with a d+P+G motion. 

Toka Throw (d/f+P+G)

This carryover throw from previous VF2 incarnations changed command execution 
with VF3; instead of P+K+G it is now a simple d/f+P+G. Again, this is Kage's 
only throw that ends with the d/f+P+G motion, and thus useful against people who 
double-break. The throw is also VERY easy to tag on when you get a low kick 
(MC); it's quick and easy to execute, so the throw gets higher marks in similar 
situations than the reaping throw (for example). This throw does NOT reverse the 
ring, and a heel smash is guaranteed. 

Flipover (f+P+G)

This move does not inflict damage in and of itself, because Kage merely flips up 
and over your back with one hand, landing behind you. However, it opens the 
doorway to a multitude of combo variations that can potentially be very 
damaging. If you're going for damage, the flipover is definitely recommended 
over the basic throws, because you can inflict much more than the paltry 50 or 
60 points. Some known flipover throw combos: 

  f+P+G, d/f+K+G, d+K 
  f+P+G, uppercut, uppercut 
  f+P+G, uppercut, d/f+K+G 
  f+P+G, u/f+K, b,b+K+G, d+K 
  f+P+G, u/f+K, d/f+K+G 
  f+P+G, u/f+K, uppercut 
  f+P+G, u/f+K, b+K+G 
  f+P+G, d+K+G, d/f+K+G 

Of course, there are many other possible, less-guaranteed options available 
after the flipover. If your opponent is resigned to his fate and just stands 
there, you can run up and back-throw him, flipkick him in the back (which looks 
weird), do the engetsugeri, the catapult/flying corkscrew, or bait him with a 
couple sidekicks in the back (hoping for a MC float-combo, of course). 

Triple-Slap Throw (u/f+P+G)

Kage flips up and lands on his opponent's chest, giving him three hearty slaps 
in the head. This throw is unique in that if your opponent is NOT within throw 
range, you can still execute this throw (sort of). Kage will still flip up in 
the air, but instead of landing on his opponent's chest, he'll land on the 
ground instead (and have to deal with some recovery time, of course). There ARE 
uses to this seemingly dumb occurrence, however. You can use this flip to 
actually flip OVER your opponents when they're lying on the ground, or if 
they're rolling towards you (when rising). This throw also has a very deceptive 
range, because if Kage touches his opponent at any time during the flip (and 
you're opponent is throwable, i.e. not in execution), this throw will land. 
Note: GAMESTMOOK Act 1 incorrectly printed the command for this throw; it is NOT 
u+P+G, as it states on p.107. 

Back-Turned Catch Throw (u+P+G)

This throw can ONLY be executed if Kage's back is facing his opponent. Like all 
catch throws, this throw will execute successfully if Kage touches his opponent 
at any time in execution. Although the throw looks cool and Kage emits his 
groan, it only inflicts 50 points of damage. You might think that there are no 
real situations to use this throw, but there are a few. You can turn yourself 
around quickly (with a b,b+P or b,b+K+G which whiffs) and throw your opponent if 
he doesn't react quick enough. Or you can use the engetsugeri to jump over 
opponents when they roll-rise towards you (see engetsugeri section). If they 
remain standing or if they execute a high rising attack (which whiffs), this 
throw is virtually guaranteed. 
Note: Again, GAMESTMOOK Act 1 incorrectly printed the command for this throw; it 
is not merely P+G turned-around, it must be u+P+G. 

TFT (b+P+G)

Kage's most notorious, powerful and useful throw remains the Ten Foot Toss. It 
retains the same command execution, so realize that most opponents will choose 
to break this throw (unless you condition them otherwise). One new addition is 
that of a guaranteed canned TFT-followup: the head-drill. To execute this, you 
must enter b+P+G and u+P+G in quick succession, with no delay in between. Kage 
will leap up to catch his opponent in mid-air, and land on his opponent's head. 
This combination will inflict 60 points of damage. 

However, the fun REALLY begins when you add in your own favorite combos after 
the TFT. The variations are truly endless, as is the potential for both pure 
damage and for ring reversal (most likely ring-out). In some rings (notably 
Taka's Sumo ring and Jacky's skyscraper ring), ring-outs are a virtual certainty 
if you execute certain TFT combos. One caveat to remember with the TFT is that 
the 40 points of base damage only applies if you do not touch your opponent on 
his way down. For example, if you punch your opponent once on the way down, he 
will suffer one punch's worth of damage ONLY; the 40 points will NOT apply. This 
is not a concern however, since most TFT combos potentially inflict much more 
than 40 points, and sometimes can exceed 100 points of damage. It is beyond the 
scope of this work to list all possible TFT combos, but some of the most popular 
and common ones are listed in a separate section below. 


4.0 STYLE CLINIC

"All dressed up and RAVING to go!" 

4.1 The Shinsodan Thang

4.1.1 The Facts

  The first Shinsodan attack roll must be preceded with a normal non-attacking 
  Shinsodan roll. 

  The first non-attacking Shinsodan roll must be preceded with either a normal 
  forward roll (HCF), a backward roll (HCB) or the Somersault Attack (d,U/F+K). 

  The following Shinsodan may either be forward (HCF+P) or backward (HCB+P). 

  All Shinsodan rolls may be followed by subsequent Shinsodan rolls. 

  You can roll forward indefinitely. 

  You cannot do two consecutive backward rolls. 

  All rolls may be followed by a sweep by pressing K. The sweep on the end of a 
  normal roll can be delayed. 

  All rolls may be followed by the catapult kick by entering HCF+P+K+G before 
  the roll's end. 

  All rolls may be followed by a Dragon Punch by entering f,d,d/f+P before the 
  roll's end. 

4.1.2 Putting it Together

The beauty of Kage's rolling art is that, beside from looking cool, he has 
attacks at all levels! 

   Attack Level      Art
   ------------------------------------------
   Low               Rolling Sweep, Shinsodan
   Mid               Dragon Punch
   High              Catapult Kick

You can really get nasty when you string different attack levels together, for 
example: 

  forward roll, shinsodan, shinsodan (L), shinsodan (L), Dragon Punch (M) 

So your opponent sees Kage rolling toward him. I'm not going to discuss ways of 
avoiding it, let your opponent figure it out! But usually, you might find your 
opponent blocking low instinctively upon seeing Kage roll, in which case he'll 
block the two shinsodan rolls but eat the Dragon Punch! 

Condition your opponent! If he expects one thing, then give him the other! If 
they never crouch when they see Kage roll (in fear of the DP) then bury your two 
feet deep into their chest with the double-footed flying kick, or sweep their 
feet from out under them, or better yet, hound them with multiple shinsodan 
rolls; it's a good Ring Out tool btw. 

The double-footed flying kick is quite handy against those opponents who love to 
rush at Kage while he rolls, especially backwards. It's quite deceptive as well 
since the beginning animation is that of a forward roll. 

The backward Shinsodan roll is a nice and fast way of putting distance between 
you and your opponent while getting to your feet. If I feel that the current 
rolling sequence isn't going anywhere then I usually end it with a backroll. Do 
_not_ just roll out the whole sequence if they're blocking it all, because at 
the end, Kage is vulnerable to attack as he recovers from the terminating 
Shinsodan! However, if you find that your opponent quickly closes in on you 
after a backward roll hoping for a free throw, then surprise them with an attack 
- a delayed sweep, Dragon Punch, Flying Kick or even a forward Shinsodan (if you 
can still roll). 

If the first Shinsodan roll is a MC, then it will float and all subsequent 
rolls/attack will be guaranteed. In this case you will want to get the most 
damage you can from the rolls. Here are the most damaging three roll combos you 
could probably do: 

  shinsodan (MC), shinsodan, shinsodan, sweep 
  shinsodan (MC), shinsodan, shinsodan, flying kick 
  shinsodan (MC), shinsodan, shinsodan, dragon punch 

The 2nd combo with the flying kick may wiff, depending on various factors such 
as inital float height, weight of opponent, terrain, etc. 

Initiating these attacks with a Somersault attack is tres cool. Starting off the 
Somersault attack is half the battle IMO. Because it's such a slow move, your 
opponent has plenty of time to think and there are several things he can do to 
avoid it, but again, I'm not going to give those away. What you should do is 
look for the best opportunities to use the Somersault attack, and remember it 
requires that you be more than 2.5m away from the opponent. Ideal times are 
after a knockdown. Immediately back dash, or cartwheel back into position and 
launch into the Somersault attack. If you're lucky you'll get the Somersault to 
attack them just as soon as they've finished rising, but this is tricky because 
it'll depend on how fast they rose, the direction they rose in, etc. Consulting 
a movelist reveals that the Somersault attack hits at M level, so with his you 
can truly mix up the attack level of a rolling sequence. 

Note how your opponent reacts to the Somersault attack. If they just stand there 
and block then you have two options. The first, is to continue into the 
shinsodan rolls which will hit the standing opponent. The second, immediately 
perform the two-footed flying kick (HCF+P+K+G) upon landed for great shock 
value! If instead they immediately crouch, Dragon Punch them upon landing! 


4.2 Blind Fighting

4.2.1 Introduction

The art of fighting with your back turned to the opponent. The concept of active 
blind fighting was introduced in VF2 by way of Turn Away Attacks. These are the 
attacks which, once executed, turned your character around 180 degrees to have 
their back facing the opponent. Once turned around, the player now had a variety 
of Turn Toward Attacks added to their arsenal. Usually, Turn Toward Attacks 
would, once executed, turn you around again 180 degrees so that you were once 
again facing your opponent, however, not all Turn Toward Attacks actually _turn_ 
you back around i.e. some leave you with your back facing the opponent. In our 
context, Turn Toward Attacks refer to all those attacks made toward the opponent 
while your back is facing them. 

The obvious and probably the most 2 important things you must know about Blind 
Fighting are: 

  You can't block! 

  You're open for Back Throws! 

All Back Throws are created equal in that they're all unbreakable. However, the 
damage of the Back Throw will vary from opponent to opponent so it's up to you 
to decide if it's worth the risk, especially when playing against the grapplers. 
But, who cares! Live Fast, Die Young! ;) 

Other things you probably already know, and if you don't, you should are: 

  After E'ing you'll be facing the opponent again 

  It's easy to run away if you need space in a hurry 

  It's harder to hit and float you due to the angle at which your torso rests 
  i.e. leaning away from the opponent. 

  Similarly, you become a more difficult target when crouching. It's possible to 
  avoid kickflips in this position. 

In order to blind fight you must turn around, and this is usually done through 
Turn Away Attacks. Once turned, your Turn Toward attacks are pretty much all you 
have to fight with, so know all the moves inside out, when to use them and when 
not to, and be aware that the slightest slip up can leave you open for some 
serious punishment. 

4.2.2 Turn Away (TA) Attacks

  TA Punch (b,b+P) 
  TA Kick (b,b+K) 
  TA Toe Slide (b,b+K+G) 
  Inverted Kickflip (d/f+K+G) 

Kage has TA Attacks at all attack levels. The TA Punch and Kick hit High, and if 
they MC, can usually be followed with a TT Punch-Combo or TT Sweep, depending on 
the float height. Actually, the TA Punch probably won't float on MC, but rather, 
stun the opponent enough for an almost guaranteed TT attack followup. See the TT 
section for more. The TA Toe Slide, if it connects, can almost always be 
followed up by a TT Sweep (and tack on a Heel Smash d/f+K for good measure). If 
the TA Toe Slide is blocked then one of a few things may happen, depending on 
your opponent. If your opponent is quick (and close) enough, he may Back Low 
Throw you! Or counter attack; character's with From Crouching attacks come to 
mind here. Again, this will all depend on your opponent and the character they 
are playing. If they're not as quick, you should be able to dash away to safety, 
or E, depending on what the opponent did. In either case, if the opponent tried 
to attack you and instead whiffed their attack, be quick to retaliate and pick 
up the mC bonus. 

The Inverted Kickflip can spell trouble for Kage if blocked. Say hello to Mr 
Back Throw! If it connects, a TT Sweep is usually guaranteed. If you're too far 
away for the TT Sweep, then remain with your back standing so as to entice your 
opponent to roll forward towards you. If they do then the TT Sweep will knock 
them out of the roll. Follow up with a ground Heel Smash. 

You will not always have the opportunity for a near guaranteed followup after a 
TA Attack. If the TA Attack whiffs or is blocked, you have to be a little more 
clever in deciding which attack, if any, is the best one for the given 
situation. 

4.2.3 Turn Toward (TT) Attacks

  TT Punch (P) 
  TT Kick (K) 
  TT Low Swipe (d+P) 
  TT Sweep (d+K) 
  TT Backwards Flipkick (u/f+K) 
  TT Knee Flip (u+K) 
  TT Frankensteiner (u+P+G) 

Again, Kage has attacks at all levels and not to mention he can throw too! The 
TT Punch is the fastest TT Attack he has and it hits High. It can also be used 
to start any Punch combo. However, if the opponent is just standing there and 
blocking it would be unwise to proceed with a complete TT Punch combo. G-cancel 
and mix up the attack. The TT Punch is ideal for interrupting any opponents who 
rush in on your back. If the TT Punch is a MC, then Throw them (preferably with 
the TFT). From experience, Throw's that follow a MC attack aren't broken as 
frequently as those following mC attacks. Reasons being that a MC usually 
surprises the opponent (nobody anticipates to be MC when they attack) and they 
don't react in time for the Throw Break, whereas in a mC case, the opponent 
knows that their move just whiffed and thus they're vulnerable to a throw.. 
they'll expect a throw and hence they'll probably break it if they guess right. 

The TT K does not have many redeeming qualities about it. If it's a MC then 
it'll usually float and, depending on the height, you can follow up with an air 
combo. TT K, P,K, run+K looks nice! 

The TT Low Swipe and the TT Sweep both hit low. The TT Low Swipe will not knock 
down unless it's a MC(?) and it recovers in a crouch position. If it's blocked 
or doesn't knock down then you can hit f+K for a Rising Knee (and tack on a 
kickflip if you're lucky). It's a nice one to use to condition your opponent. If 
he's expecting a Rising Knee when you execute the TT Low Swipe, then Throw him 
instead. Be aware though, that the TT Low Swipe and TT Sweep are not 
uncounterable when blocked, thus Kage will have lost initiative. 

The TT Sweep will knockdown and a followup Heel Smash usually hits the floored 
opponent. The TT Sweep is usually nice to add on after most TA Attacks that 
knock down the opponent (where the resulting float is not high enough for a TT 
Punch combo). 

The TT Backards Flipkick hits at Mid level. It has decent range so you don't 
have to be right up against them for it to connect. If this move is blocked then 
they have a free back throw due to the horrid stop animation, so use it wisely I 
guess. The TT Knee Flip is pretty much the same as it was in VF2 except that 
this time, Kage lands on his feet when successful. It avoids low level attacks 
and hits at Mid level. The TT Frankensteiner is Kage's back turned Catch throw. 
It has a nice catch range as well. Now, on their own these moves don't sound 
fantastic. They're not the fastest TT Attacks at your disposal. But, the cool 
thing is they all have similar start up animations! Especially the TT Backwards 
Flipkick and the TT Frankensteiner. Both have Kage doing a backflip onto his 
hands and then using his feet for the attack. The difference is quite subtle 
which makes it difficult for the opponent to quickly decide if he should be 
standing or crouching. If the opponent is ducking then the TT Backwards Flipkick 
will connect, if standing, then the TT Frankensteiner will connect. Unless they 
can tell the difference early on in the animation, they'll find it difficult to 
block the right way if you mix it up well enough. But again, be warned, both 
moves, if unsuccessful will guarantee that Kage gets Back Thrown! 

But wait.. there's more.. 

There's more to Blind Fighting than TA and TT Attacks. Manouverability and 
ground positioning are equally important. The second you turn your back does 
_not_ mean you should attack again right away. Turn your back and entice your 
opponent to attack. Slightly dash away so that their attack (hopefully) whiffs 
and then execute a TT Attack, picking up any mC bonus along the way. E'ing is 
also a good option, but once you've E'd you'll be facing them again so you'll 
have more options under your belt. 

Back Dashing is good against those opponents who are hesitant to approach your 
back. Performed by holding G, b,b, releasing G. If you have decided to dash/run 
away after turning around, then a quick Backward Dash followed up a TT Attack is 
usually effective against the said opponent. You can also roll with your 
backturned and even jump backwards over the opponent. Again, these require you 
to hold G for the whole motion and releasing at the end (or last command). 

4.2.3.1 Blind Shinsodan

With your back turned you can roll forward or backward and thus execute the 
Shinsodan rolls. A backward rolling Shinsodan (i.e. rolling towards the opponent 
with your back turned) does have hit detection! Since you cannot do consecutive 
backward Shinsodan rolls you must roll forward before rolling backwards again. 
But, upon hitting with the backward Shinsodan roll, the opponent actually falls 
towards you (rather than away) and the second backward roll (after the necessary 
forward roll) will also connect! 

Since your back is turned, initiating the first normal roll may be a little 
tricky, especially if you want to roll forward (away from the opponent). The HCF 
motion for the roll begins with a 'b', and when your back is turned, a 'b' will 
cause you to turn around and face the opponent. What you need to do is to input 
the roll motion while holding the Guard button. This is G-buffering the roll. 
Ensure that you release G before the last motion (the 'f') otherwise the roll 
will fail and Kage just stands there. Once the first roll is initiated then you 
don't need to concern yourself with the G button, just continue the rolling 
sequence as usual. 

NOTE: You may be aware of an alternative use of the blind shinsodan, and that 
is, it can be used to chicken away from your opponent. This makes it highly 
difficult for the opponent to close in on Kage, let alone attack him. It's a 
chicken tactic only used by chicken players. I do not condone the use of this 
tactic against human challengers. The Blind Shinsodan is a stylish attack, and a 
gem to watch when used offensively. 

DON'T BE A CHICKEN! 

4.3 Cool Runnings

Maybe it's just me but I think running is just so cool. I love watching any 
character run. It brings back memories of fighting Dural in VF1. The stage was 
just SO HUGE you could run until it zoomed so far out the characters looked like 
ants! By now, everyone has their favourite thing to do after winning a round - 
high pouncing, ground attack, PKGing - for me it is running. I usually do a TA 
Attack and just RUN! I started doing this since VF2, so no, I'm not the type to 
get off on watching Kage run off the edge of a building to his death :-P 
(although it is kinda funny, you have to admit). 

Running attacks are a new addition to VF3. Kage is one of the select few to get 
one. Running does not play a big role in the game, but it's all about 
conditioning! Test your opponent out with a running slide and note how they 
react. Different people will react in different ways upon seeing Kage run at 
them. If you're successful with the slide then there's no real reason not to 
keep using it when the opportunity arises, especially against opponents who 
should know better. The important thing is to note how the opponent reacts, so 
that you may counter-act accordingly. Does the opponent habitually crouch 
whenever they see Kage in a run? If so, do not continue with the slide and 
instead, sidekick them for a stagger. Followup accordingly. Some opponents will 
prefer to remain standing while Guarding, and in this case, the slide will not 
knock them over even though it still connects. Opponents such as these should be 
thrown. The run-in-throw tactic has been around since the VF2 days and is just 
as effective, if not more so, in VF3. While in a run, relaxing the Joystick back 
in the neutral position will cause your character to naturally slow down, rather 
than coming to an abrupt stop. When running at your character that you intend on 
throwing, you should begin the slow-down effect from approximately 1 dash length 
away, allowing you to ease in real close and throw. Characters that like to 
attack Kage upon seeing him run at them pose a more interesting scenario. Some 
characters think they can catch Kage with a PPP rush. A slide executed slightly 
earlier will MC them nicely. But, if you anticipate a desperate PPP attempt and 
feel like being a tad more stylish on this particular run, then whip out the 
High Punch Reversal (b+P+K). Don't it feel good? :-) Feel free to be more 
creative with the runs. Run in and E, or Kickflip, or E then Kickflip, I could 
go on. 

The Running Slide is also just about the coolest way to finish off air combos. 
The last hit of the combo needs to have some decent push back to give you that 
room you need to start a run. And you don't have to run right up next to them, 
the slide covers a nice range so initiate it early and it'll still connect. 
The Running Slide will only knock down the opponent if it's a Minor or Major 
Counter hit. A standing opponent, whether they're blocking or not, and a 
crouching (not blocking) opponent do not get knocked down by the Running Slide. 
In the event that it does knock down, Kage usually slides completely under them, 
reversing the ring position. Kage, with his back to the floored opponent, can 
followup with a TT Sweep (d+K) if within range. If you're not in range then you 
can back dash in time for the TT Sweep to connect. Ooh, a back dash, what a show 
off! :-) 

Exercise with caution! Although it's a stylish attack, it's also an embarrassing 
way to RO yourself! Be cautious when using it on opponents near a ring edge, 
especially those falling down from a TFT. In these situations you don't want to 
slide in deep, but rather, you want to make contact with the very tip of your 
feet ensuring you have some ground left to stand on. So execute the slide 
earlier than usual in these situations. 

If the Running Slide is blocked, it's Counterable with a high Throw, so sharpen 
your Throw Breaking skills. 

4.4 Unconventional TFT combos

after the TFT (b+P+G) ... 

Shuto Chops - Triple Punch, Kick 
  f+P+K,P+K - [d/b+]P,P,[b+]P,[b+]K

TA Punch - TT Punch - Inverted Kickflip - [TT Sweep] 
  b,b+P - PKG - d/f+K+G - [d+K]

TA Punch - TT Punch Kick - Running Slide 
  b,b+P - PK - run+K

Falling Leaf - Punch - Falling Leaf - Dragon Punch - Dodge - Dragon Punch - 
Dragon Punch 
  b+K+G - PG - b+K+G - f,d,d/f+P - E - f,d,d/f+P - f,d,d/f+P

m-Knee - Punch - Falling Leaf - Dragon Punch 
  d/f,D/F,f+K - PG - b+K+G - f,d,d/f+P

m-Knee - Punch - Catapult Kick or Flying Corkscrew 
  d/f,D/F,f+K - PG - f,f+P+K+G or f,f+K+G

m-Knee - Punch - Reverse Water Wheel - [TT Sweep] 
  d/f,D/F,f+K - PG - d/f+K+G - d+K

m-Knee - Punch - Heel Kick - Running Slide 
  d/f,D/F,f+K - PG - d+K+G - run+K

m-Knee - Punch, Kick - Running Slide 
  d/f,D/F,f+K - PK - run+K

m-Knee - Punch - Punch, Kick - Running Slide 
  d/f,d/f,f+K - PKG - PK - run+K

Full Moon Kick - Running Slide 
  u/f+K+G - run+K

4.4.1 TFT Wall Combos

Full Moon Kick - Punch - low Punch - Dragon Punch 
  u/f+K+G - PG - d+P - f,d,d/f+P

Full Moon Kick - Punch - low Punch - Kick Flip 
  u/f+K+G - PG - d+P - u/b+K+G

Note: In all the above combos, add on a Heel Smash (d/f+K) if possible for 
additional damage. 


5.0 STAGGERS AND FOLLOWUPS

5.1 Introduction

When a crouching opponent is hit by a non-knockdown Mid-attack, he will 
"Stagger" or, if you like, lose balance and stumble a couple of steps backwards. 
During the "Stagger" animation, the opponent is unable to Guard against any 
attack, however, they will be immune to all Throws. The opponent can lessen the 
amount of time spent "Staggering" by activating many inputs (stick and buttons) 
as fast as possible. The exploitation of the Stagger properties will, no doubt, 
re-affirm your title as Bastard! 

Staggering and Stagger followups should play an important part in your game. 
Back in VF2 Kage was notorius for his staggering and followups and the same 
basic principles and strategies used back then can still be applied today and, 
of course, further developed and expanded upon. 

This section will focus primarily on Stagger Followups rather than Staggering. 
In brief, Kage has two primary attacks that can Stagger, the Elbow (f+P) and the 
Sidekick (d/f+K). The Elbow is quicker but has a short range and thus should 
only be used when the opponent is close. The sidekick is a little slower but has 
longer range, so it should be used at around sweep's distance. 

5.2 Basic Followups

Recall in VF2, Kage's staple Elbow Stagger Followup was the PK,f,f+K. Since PK 
no longer knocks down, the whole sequence will not work, however, you can still 
PK as a simple followup but you'd be better off exploring the full potential of 
Stagger Followups. 

The basic aim for every Stagger Followup is simply to: 

  Attack, or 
  Throw 

and mixing these two aims up will make it difficult for your opponent to Guard 
against. 

After Staggering the opponent, the distance between you will have increased so 
the next thing you should immediately do is Dash in. Get used to Dashing in with 
f+E, it's easier, faster (to input) and practically elminates the problem of 
motion buffer memory (explained later). Once you've closed in, you're in an 
ideal position to fulfil either aim, and that is, to Attack or Throw. Remember, 
that the opponent cannot be Thrown during the Stagger, but only once they've 
recovered from it. Usually by the time you've dashed in the opponent will have 
recovered from the Stagger and hence, is Throwable. 

Start off with Throwing as a Stagger Followup. If you're opponent's Throw 
Breaking skill is very weak then you won't have any problem with getting away 
with the Throw. Ideal Throw is, of course, the TFT. If you overuse the TFT, the 
opponent might catch on and successfully Break future TFT attempts. Not a 
problem, just choose another Throw. The rest of Kage's throws are all good 
choices, so use whichever you like. Some other Throws reverse Ring Position so 
keep that in mind. 

Once you've conditioned the opponent with enough Throws after the Stagger, their 
most probable response to future Staggers will be a Throw Break. This being the 
case, you can instead choose to Attack rather than Throw and pickup the MC bonus 
along the way. For starters, any attack is ideal but you may wish to stick to 
the heavy hitters and sure knockdowns, such as Dragon Punch, HeelKick, Kickflip, 
etc. These are simple, yet effective, Attacks that will snuff any Throw Break 
attempt. Note - If your opponent didn't attempt a Throw Break, and instead, 
chose to stand and Guard, then you'll be in trouble :) The next section will go 
into a few more (and safer) Attacks as Stagger followups. 

5.3 Advanced Followups

The basic aim remains the same, and that is, after each Stagger you will want to 
followup with an Attack or Throw. But there are other ways to achieve these aims 
without using a direct approach. 

One method is to invoke a response from the opponent and then followup 
accordingly. The most typical response to a Stagger is a Throw Break. If the 
opponent will always attempt to Break your TFT, then there's still a way to get 
the TFT in. The key here is that you will want his Throw Break Attempt to whiff 
so that it produces the Throw "miss" animation. Seeing the "miss" animation 
should be your queue to TFT. Very rarely will he Break it. So how do you turn 
his Throw Break into a Throw Miss? There are two ways of achieving it: one is to 
G-Cancel a standing Kick, the other is to simply Crouch. In both cases, any 
attempted Throw Break will miss leaving you with a good opportunity to Throw the 
opponent uncontested. An alternative and preferred approach on the Crouch method 
is to Crouch Dash towards the opponent and then either MC'ing them or Throwing 
them, depending on the situation. This will help elminate the possibility of the 
opponent throwing you before you've entered the Crouching state. 

So far, we have assumed that the opponent will takes on a passive and defensive 
mentality after being Staggered - they will either Block or Throw Break. 
However, recall that the Stagger time can be reduced, hence the opponent may be 
in a position to Attack you by the time you Dash in. If you find yourself in 
this situation, then you'll have to alter your followup strategy. Dash in and 
E'ing might prove successful, possibly leaving you with yet another opening. The 
wise use of Kage's long range Attacks might also be fruitful here. The Catapult 
Kick (f,f,+P+K+G), the Corkscrew (f,f+K+G) and the Reverse Water Wheel (d/f+K+G) 
have excellent range. 

5.3.1 List of Stagger Followups

Harrassment Attacks
  Punch Kick [PK] 
  d/b+K 
  b,b+K+G (follow up with TT d+K) 
  Shuto Combo [f+P+K,P+K] 

Damaging Attacks
  Kickflip [u/b+K+G] 
  Flipkick [u/b+K] 
  f,d,d/f+P 
  d+K+G (follow with a running slide) 
  d/f+K+G (follow up with TT d+K) 

Throws (in order of most damage potential)
  b+P+G 
  f+P+G 
  b,d+P+G 
  the rest 

Strategies
  Any Attack 
  Any Throw 
  G-Cancel Kick, or Crouch Dash, to invoke a Throw miss animation from opponent, 
  then either Attack or Throw 
  PKG or PG for an MC, then Throw 
  Dodge or Korean Step (un-throwable?) 


6.0 Struggling Techniques

VF3, much like life, will have you struggling at some stage or another. 
Discussing life's little struggles is beyond the scope of this document 
(bummer!) so this section is basically about how you can Struggle "out" of a 
seemingly lost situation in VF3. The situation you will most likely find 
yourself attempting to struggle out of is when you've been hit or thrown in a 
particular way causing you to stagger and stumble. 

6.1 Attack Staggers

When certain attacks hit you, they'll cause you to stumble back and stagger 
about on your feet while your character attempts regain his/her balance. These 
most often occur while your character is in a crouch position and is hit with an 
Elbow or Sidekick. Your character is put off balance by the hit and 
automatically tries to correct his/her balance while staggering backwards a few 
feet. During this "stagger" period you cannot Guard against any attack, but you 
are immune to all throws. This is an important property of the stagger which 
will be discussed in further detail. 

6.2 Throw Staggers

AKA "Stumbling Trips". These throws usually inflict little to no amount of 
damage but it's the potential of damage they can set you up for that you should 
be wary of. You're either tripped, pulled down, or slammed into the ground, then 
your character automatically rises to his/her feet in a dazed kind of way. It's 
during this automatic "getting to your feet" period that you cannot Guard 
against any attack, but again you'll be immune to all throws. 

The only characters with the traditional Stumbling Trip Throw are Akira, Pai and 
Lau, and they're all executed using the same command: b,d+P+G. The Throw Break 
command is d+P+G. 

6.3 Special Staggers

There are a few "special" attacks in the game that cause staggers in a 
particular situation, but are not traditional attacks or throws. 

The first of these are Akira's Break Guard (f+P+G) and Break Stance (d+P+G). 
These will ONLY stagger the opponent if he or she is holding Guard, otherwise it 
will just produce an attack. You can also think of it as an unblockable attack. 

The second special stagger is that of Taka-Arashi's Thunder Clap (P+K+G or 
d+P+K+G). He has two variations of it which attack at H and M levels 
respectively. The Clap will ONLY stagger the opponent during the first 5 game 
seconds of any round. After that, it's just another (not very useful) attack. 

6.4 How to Struggle

Struggling is accomplished by activating as many inputs as quickly as possible 
during the Stagger/Stumble animation. If you Struggle successfully then you'll 
see the Stagger/Stumble animation speed up, hence reducing the time spent 
Staggering. Of course once you have stopped Staggering you have full normal 
control over your character. 

There is no single way of Struggling. It does not require any special command 
for it to work. All you basically do is activate inputs - the only inputs you 
have at your control during the game are, obviously, the joystick and buttons. 
Thus, Struggling is nothing but wiggling the joystick around and pressing the 
buttons quickly. 

However, there are different techniques to Struggling effectively. The most 
widely used method, and probably the most effective as well, is to hold onto 
Guard, pump the P, K and E buttons while circling the Joystick quickly. Not only 
does it _not_ look like you're spazzing out, it's the one method that pipes in 
the most inputs in a short time span. You could argue that by only Holding G, as 
opposed to tapping it, you're not maximising input activation, but there's a 
reason why the Guard button is held during a Struggle. That is, the basic aim of 
Struggling is so that you recover in time to block the opponent's followup 
attack, and so when you do finally recover you want to be Guarding! You could 
actually tap G and then Hold it as you're recovering and you'll probably find 
yourself doing that after you've gotten used to the whole Struggling thang. It's 
advisable that you learn it by initially holding G, that way there's no chance 
that you accidentally let loose an attack upon recovery which can really hurt if 
you get Major Countered in the process! 

There's one fine detail that seems to be forgotten when you attempt to Struggle. 
I have not seen this written down anywhere so I'm not sure how accurate this 
information is, but it's based purely on my experience and it works for me. 
Before you attempt to Struggle, release/reset all inputs. That is, let go of any 
buttons you were previously holding - most of the time it was the Guard button - 
and let the Joystick back into Neutral. Having done that, Struggle like a bitch! 

6.4.1 Rising From Knockdowns (Oki)

For completeness I have included this section on how to rise from a knockdown. 
Or, more specifically, how to rise _more quickly_ from a knockdown _in the 
direction you desire_. 

Again, the more inputs you activate, the quicker you rise. But if you were to 
just Circle the Joystick madly and pump all the buttons then you're not going to 
know which way you'll roll and what type of rising attack you'll execute. Both 
of these outcomes are highly undesirable. 

In order to roll to the side you need to tap G. The Joystick can be used to 
determine whether you roll into or out of the screen. Namely, tapping Down 
components with the Joystick will have you rolling out of the screen and 
similarly, tapping Up components with the Joystick rolls you into the screen. 
There are three Down and Up Joystick components: d/b, d, d/f and u/b, u, u/f 
respectively. Cycle the Joystick between the three components to achieve the 
desired roll direction in the fastest possible time. 

You must also be aware of the different functions a button can have while you're 
lying prone on the ground. As well as helping to reduce your stun time, these 
buttons will also do the following: 

      Button             Effect
      ---------------------------------------------------------------
      Guard              Roll to side
      Punch              n/a
      Kick               Attack while rising. 
                         Attack level (M or L) determined by Joystick
      Escape             Kip up

So if you do not wish to rise with an attack, make sure that you're not 
hammering away on the Kick button while you're rising. Again, I have yet to see 
any documentation on the mechanics of rising in VF3 so I could be wrong, but 
this is how I think rising works in VF3; there are basically two phases to 
rising: 

  The Wake Up Phase - Upon being knocked down, your character is stunned for 
  some amount of time. At this point you have the opportunity to reduce this 
  time spent "waking up" by Struggling, and once this time has expired you will 
  then enter the second phase. 

  The Movement Phase - Your character has already "awoken" and has begun any 
  rising movement that was entered. Be it side or backward rolls, or getting up 
  in place. Just to state the obvious, during the Movement Phase there is no 
  more "waking up" to do. 

Having defined the two phases to rising, the next step is to analyse various 
effective rising techniques. Now, if there were some indication on screen as to 
when you were about to make the transition between the two phases, then rising 
as fast as you want in the direction you want becomes easy. The (my) theory is 
you activate all inputs as quickly as possible during the Wakeup Phase (which 
wakes you up in the fastest possible time) and just as you're finished waking 
up, you stop Struggling and input your rising path (and optional attack). But 
since there's no real way of telling when the phase switch occurs (assuming it 
exists at all) then all you are really left with is a few options: 

  Guess - This is not as outrageous as it sounds. After being knocked down by 
  particular attacks over a period time you should be getting used to how long 
  it "stuns" you on the ground. So as soon as you hit the ground you Struggle 
  like crazy and since you have some idea of when you "expect" to begin moving 
  (entering the Movement phase) then that's when you should stop struggling and 
  define your roll type. It can be tricky to get used to but it's how I 
  "sometimes" escape Sarah's pounce after the b+P+G Throw by rolling to the 
  side. 

  Compromise - Rising the wrong way can be a real bad thing to do. In 
  particular, backward and forward rolls are vulnerable to attack. What are you 
  going to do when you're close to the Ring's edge where the incorrect roll will 
  see you losing the round/match and at the same time you don't have enough 
  energy to survive the ground attack with which the opponent is dashing in for 
  at that very moment. *inhale* When the type of roll is _everything_ then your 
  best bet is to limit the joystick/button inputs in that particular roll 
  envelope. That is, compromise between achieving maximum rising speed and a 
  certain rising direction. 

For example, if you wanted to rise as quickly as possible while rolling out of 
the screen then you would roll the Joystick between the points d/b, d, d/f, d, 
d/b, d (and so on) while repeatedly hitting G, P, K, E. Note that the K will 
produce a rising attack if you are still tapping it in the second (Movement) 
phase of rising. The following table summarises the inputs required for the 
fastest rising in the required direction. 

      Rise Type       Joystick Input    Button Input
      ----------------------------------------------
      In Place        n/a               P, [K]
      Into Screen     u/b, u, u/f       G, P, [K], E
      Out of Screen   d/b, d, d/f       G, P, [K], E
      Roll Forward    f, f, f, ...      P, [K], E
      Roll Backward   b, b, b, ...      P,[K]
      Kip up          n/a               P, E

[K] indicates that if the K button is still being pressed during the second 
Phase, Movement, then a rising attack will result. If you want to eliminate all 
possibility of "accidental" rising attack, then omit the K in the button input. 

6.5 When To Struggle

Deciding when to Struggle and when not to Struggle is not always easy. The times 
when you do want to struggle out of Staggers is when you anticipate that the 
opponent is going to attack you. Once you start Struggling and blocking their 
following attack successfully then they might instead try and throw you, because 
they know you'll be standing and Guarding by the time they dash in/attack. 

In this case, it's better not to Struggle because their Throw attempt will miss 
leaving them vulnerable for punishment. Alternatively you could Struggle from 
the Stagger and then attempt to Break their Throw, but this can get tricky when 
they start mixing up throws. 

The answer to the question of when to Struggle and when not to won't be found 
here. The answer truly depends on the opponent you are facing. If you can think 
fast, then eyeball it, otherwise, anticipate the followup attack to the Stagger 
and react accordingly. 

7.0 VERSUS GUIDE

The following guide has been put together based on the authors' experiences and 
various discussion had in #vfhome, the VF3 IRC chat channel, and on 
rec.games.video.arcade. 

7.1 General Strategy

7.1.1 Gaining the Initiative

The best attacks with which to win the initiative are the fastest ones. Kage has 
the fastest Punch in the game (8 frames to execute), so if it is initiated at 
the same time as any other standing attack, Kage's Punch will interrupt them, 
thereby Major Countering (MC) them. Upon MCing, not only do you get a damage 
bonus, but the opponent is stunned for a little longer than normal hit. You can 
use this to your advantage to retain initiative and keep on attacking or you can 
use it as an opportunity to move in for a throw. The amount of time the opponent 
is stunned for should be enough for you to quickly dash in and throw. 

7.1.2 Conditioning

7.1.3 Mixing it Up

7.1.4 Reversals

7.1.5 Dodging

7.2 Vs Akira

Be wary of Akira's Break Stance (BS) d+P+G. If you're blocking, then you'll be 
staggered, and most likely floated with a SJK and DLC. You're best defence 
against this is to Dodge, Reverse it, or simply not block it. A good strategy 
against Akira is making use of the Dodge, especially those who like to rely on 
his fast linear attacks. 

Stumbling Trips (b,d+P+G) can be struggled out of, but you must struggle like 
anything. (See the Struggling Section for more details). The Reverse Body Check 
(RBC) on the other hand involves a bit of guess work. If Akira likes to followup 
the RBC with a Super Dashing Elbow (SDE), then you should be able to Dodge it in 
time. If, however, he chose to do a Double Fisted Strike (DFS), then running 
away would be the better option. 

Akira's Uncounterable Attacks: 
  Dashing Elbow (f,f+P) 
  Low Back Fist (d/f+P+K) 
  Single Palm (FC, f+P) 
  Shoulder Ram (FC, f+P+K) 

For all of the above Uncounterable Attacks, watch how Akira likes to followup 
them up. If you remain blocking you're liable to be Thrown (if you're standing) 
or Staggered (if you're crouching). The LBF can be blocked on reaction, and if 
he's hesitant, a retaliatory Elbow will Stagger him. (See the Stagger section 
for followups). But you must be careful since Akira is in a position where he 
can very quickly and effortlessly whip out a power move from the crouch. The 
Single Palm and Shoulder Ram, although uncounterable, don't leave Akira with too 
much advantage. After blocking these, you're both pretty much on even terms. 

Remember that you possess the fastest Attack in the game, the Punch, so it's 
usually a safe reply after blocking. 

If you've blocked a SDE (f,f,f+P), a DFS (b,f+P+K) or eBC (b,f+P+K+E) then you 
can quite safely PK, HeelKick (d+K+G), KickFlip (u/b+K+G) or Throw in reply. 
Differentiating between DE's and SDE's can be quite a task, but if you're one to 
keep a constant check on stance then it shouldn't be too much of a problem. 
Akiras who poke a lot with PG's and d+P+G's are just begging to be Reversed 
(b+P+K). 

Throw Breaks: Preferrably go for the P+G, d/f+P+G break. It eliminates three 
throws, but if he attempted the d/f+P+G throw he's in a position to immediately 
throw you again! Be aware of this and hopefully you'll throw him first. 
Eliminating the above throws leaves you having to worry about the ST, but if 
you're fast enough, you can Struggle out of it. Eliminating these throws from 
Akira will have an immediate effect on his game. 

7.3 Vs Aoi

The Aoi's who are G-Cancel happy are the only ones that should give you any real 
problems, especially those who G-Cancel wisely. Moves to watch for potential 
G-Cancelling are the Elbow-Swipe (F+P,P), the Sweep (d+K+G), and the Sweep at 
the end of the Triple Punch-Sweep (PPPd+K). 

Her Sweep can be blocked on reaction, but you must watch for the G-Cancel -- if 
too close, she'll Crouch Throw you. Upon blocking her sweep, you can Kickflip or 
stagger with an elbow or sidekick, and followup accordingly. If she's Sweeping 
you after the Triple Punch, the Engetsugeri (u/f+K+G) has a nice application 
(see the Engetsugeri section for more). 

Aoi will cause most trouble when she's in close. So watch how your opponent 
likes to close in and approach you. If she's coming in with Standing Punches, 
then with some anticipation you should be able to Reverse it. She might even use 
the Standing Punches to regain the initiative after one of your moves have been 
blocked, so again, with some anticipation, Reverse those Punches. 

Aoi is a Reversal machine, and if you get too predictable, you begin getting 
used to the sounds of your own bones cracking. 

Since Aoi can Reverse with her Back Turned, you have to reconsider what 
followups you choose after the Flipover Throw (f+P+G). All attacks with a 
Reversal Level of either High Punch or High Kick will be Reversed by Aoi. That 
rules out the Dragon Punch, and Heel Kick among others. If you know Aoi will go 
for a Reversal then that presents you with an opportunity for a free Back Throw. 

Throw Breaks: No single Throw Break method is preferred against Aoi. Ideally you 
would choose the Throw Break command that eliminates the most number of throws, 
or that which eliminates the largest threat or damage. But, if you're of the 
mentality to just guess, then ignore the following paragraph. Aoi has Command 
throws ending on Back, Down/Back, Down/Forward, and Forward. On top of this, she 
also has the HCB and HCF command throws which are Broken by f,b and b,f+P+G 
respectively. This will also begin her multi-part throw, or 3-dan, where the 
break method will be detailed in the following paragraph. So, ignoring the 3-dan 
for the moment, her most damaging throw is the FC,f+P+G (50pts) plus the 
guaranteed Ground Throw (25pts) for a total of 75pts. An added Ground Chop 
(d/f+P) will take the total to 75+10=85pts! Since this is a From Crouching (FC) 
move, you may be able to use this to your aid in Breaking it. That is, if you 
see her Crouch Dash toward you after an Elbow Stagger, chances are she's going 
for the FC,f+P+G Throw. Second most damaging is the d/f+P+G Throw which gives 
50pts damage. So a preferred Throw Break option would be P+G,d/f+P+G and if 
she's in a crouch(dash), P+G,f+P+G. 

Breaking the 3-Dan: The first part of the 3-dan will only do either 20-30 pts of 
damage. Aoi can only complete the whole 3-dan if the 2nd part ends with d+P+G. 
Thus constantly tapping on d+P+G while Aoi wrestles you to the ground during the 
first part will guarantee that you Break the 2nd part if it ends with d+P+G. No 
special timing required, just repeated d+P+G taps will do it. Hence you foil 
Aoi's 3-dan attempt and all she got was a measly 20 or 30pts. However, most 
Aoi's will be expecting this, and instead will switch the multi so that it the 
2nd part ends with u+P+G. If you've already been tapping in the d+P+G Break, 
then you'll end up eating the u+P+G component, for a further 35pts, which will 
bring the total damage to either 55 or 65pts. Good thing is, is that the 2nd 
part variant ending in u+P+G also terminates the multi, so the most damage 
you'll receive is the 55 or 65pts, plus a possible Ground Chop, another 10pts, 
bringing the total to a maximum of 75 points. If Aoi gets away with the whole 
3-dan, you stand to lose a maximum of 75pts plus a Ground Throw of 25pts for a 
whopping 100pts damage! The Ground Throw will only be possible if the 3rd part 
ended with u+P+G, and even then it won't be guaranteed, but it will get you if 
you don't make an honest effort to struggle. Again, you can have a different 
mentality on breaking the Multi. Do you always go for the d+P+G Break on the 2nd 
part everytime? You always ensure that Aoi will never get the maximum amount of 
damage from the multi, but, you'll also be eating a possible maximum of 75pts. 
If you're unsuccessful with breaking the 2nd part, and it was the 
non-terminating part, again you can try an eliminate the most possible damaging 
path, that is, the u+P+G (which allows for a Ground Throw attempt afterwards), 
or if you think she's predictable, Break accordingly. In my opinion, it is not 
worth trying to Break the first part, the HCF or HCB, just for the 20 or 30pts. 
So to review, if you think Aoi's predictable, then Break the multi accordingly, 
however, if you wish to eliminate the path of maximum damage, then Break the 2nd 
part with d+P+G. 

Her one and only Crouch Throw (d+P+K+G) is easily broken. Unlike other 
characters, she has no power moves to really threaten a Croucher, so go with the 
Crouch Throw Break each time. Since Aoi's lacking in the Floating Combo 
department, there's no real need to worry about her MC'ing you with a Knee 
(f+K), the resulting float will probably be too low anyway. 

7.4 Vs Jacky

Currently at the top of most people's hate list. Jacky combines his power, 
speed, and relative ease of use to cause fear and frustration in his opponent. 
Elbow-Heelkick is as strong as ever, probably moreso than it was in VF2. 
Virtually guaranteed pounces on every knockdown, some are even inclined to call 
him cheap. He has the ability to mix up attack levels with relative ease and 
without any great fear for the consequences. 

The Low Back Fist (LBF, d/b+P) is no longer uncounterable as it was in VF2. Upon 
blocking the LBF, Stagger Jacky with an Elbow and followup accordingly. Jacky's 
primary attack tool, the Elbow-Heelkick (F+P,K), when blocked can be Heelkicked 
(d+K+G), Kickflipped (u/b+K+G) or Thrown if close enough. The same goes for the 
BeatKnuckle (P+K). The Punt Kick (f,f+K) is a good keep out tool for Jacky, so 
upon blocking it, you can counter with a Punch-Kick or, if close enough, a 
Throw. The Double Low Kicks (D+K,K) can be tricky to deal with, especially when 
delayed. If he MC's you, then he'll probably try and Throw you. See the Throw 
Break section. If you successfully block the Double Low Kicks, then Stagger with 
an Elbow and followup accordingly. Otherwise, if he connected, he will probably 
keep the pressure on by attacking further. A Dodge toward his front might help 
evade any Elbow-Heelkicks, Knees, or most other non-tracking attacks of Jacky. 
Throw Breaks: The Trip Hammer (f,b+P+G) is his most damaging Throw with Ground 
Kick pretty much guaranteed for a total of 60+15=75pts damage. The preferred 
Throw Break would thus be P+G,b+P+G. Coming in at a close second would be his 
Sadistic Hanging Knee (d/f,d/f+P+G) which gives 50pts damage. If he tags you 
with a small pounce, then the total will be 50+30=80pts, however the small 
pounce is not guaranteed and can be struggled out of. 

7.5 Vs Jeffry

Jeffry has an arsenal of many canned and delayable combos. Coupled with his 
deadly throws makes him one tough fisherman. Rarely will he complete a canned 
sequence unless it's connecting, but if blocked, leaves him vulnerable to 
attacks and throws. Annoyingly, if the first hit of a canned sequence makes 
contact, then the rest of the hits are more than usually guaranteed. Yeah, he's 
got no brainer floats which not only do decent damage but also push you a fair 
way across the ring. 

Throw Breaks: There's no simple Throw Break rule when it comes to Jeffry. A good 
player is going to mix it up anyway. But there are times where you can make 
pretty good guesses as to what throw he'll use in a given situation. Jeff's 
going for RO's will usually go for the Surprise Exchange (d/b+P+G) when given 
the opportunity. The other most common Throw is probably his Crucifix Piledriver 
(d/f,d/f+P+G). But again, Jeffry has a wide variety of throws, all ending on 
each point of the Joystick Half Circle, so your best bet is to note which throws 
Jeffry tends to pull in certain situations, so that when you find yourself in 
the same situation, chances are he'll pull the same throw. Then again, he may 
not. The same goes for Jeff's Crouch Throws. He has three of them, all easily 
executed in any Crouch Throw situation, so your chances of Breaking aren't that 
high. You may want to prevent the maximum damage path by always Breaking with 
f+P+K+G (this Breaks the Machine Gun Knee, d,f+P+K+G) which will prevent 80pts 
damage. Next up is the Powerbomb (d/f+P+K+G) at 70pts followed by the Iron Claw 
(d+P+K+G) at 50pts. Ground Attacks and/or Ground Throw (Devil Reverse Claw, 
d+P+G) are usually guaranteed after successful Crouch Throws. 

The Devil Reverse Claw: When Jeffry picks you up off the floor, you're presented 
with a very interesting situation. The opponent who was just picked up tends to 
fall into a defensive mind set, while Jeffry goes into an offensive one. This is 
probably because of Jeffry's slight advantage in recovery time after the pick 
up. It's pretty much a stand off situation. Jeffry can condition you into 
blocking by repeated attacks after the DRC, and before you know it, he'll be 
throwing you. You need to think fast. 

While you're being lifted, hold down G and until Jeffry recovers. At this point 
he's probably decided that he wants to attack or throw. If he attacks, you 
should spot it in time and since you're still holding G you should be safe. If 
he wants to throw, he needs to dash in, so if you see him attempt to dash in, 
let go of G and pound on the Punch button. This is only one of many methods with 
handling the DRC. 

Another one is to Crouch (Crouch Dash) as he dashes into you for a throw - his 
Throw attempt will whiff and you can immediately throw him in return with very 
little chance of it being broken due to the surprise element. Of course, this 
method isn't fool proof. Jeffrey can dash in and attack, so if you've tried 
Punching him, you should be ok since Kage's Punches are faster than anything 
else Jeff has. But if you Crouch too often after the DRC, he'll dash in and 
Attack or Crouch Throw you. 

7.6 Vs Kage-Maru

7.7 Vs Lau

All of Lau's single fist/palm attacks can be Reversed by Kage. His Lunging Knife 
(df,df+P) and Super Knife (df+P+K) can be Reversed upon reaction thanks to the 
slow startup times. However, one mis-timed Reversal can lead into a float and a 
PPPd+K followup, so you might be better off blocking if you aren't comfortable 
with Reversals. But it certainly does not require the skill and reflexes of a 
Tetsujin to be able to Reverse, upon reaction, the aforementioned moves - I do 
it and I'm no Tetsujin. 

7.8 Vs Lion
7.9 Vs Pai
7.10 Vs Sarah
7.11 Vs Shun-Di
7.12 Vs Taka-Arashi
7.13 Vs Wolf
7.14 Vs Dural

              
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