VF3 / Kage [ print friendly ] [ command view ] TACTICS: KAGE'S SE ANALYSIS
Technically Kage has 11 frames of advantage over his opponent after the f+P+G.
After the f+P+G (right as he is descending behing the opponent) there is a
short period oftime where the Kage player may buffer in a move freely. If the
Kage player buffers the move in correctly, then:
Note: only one, not necessarily two or all of the listed requirements or
exceptions are needed to enable or prevent the combo in question.
f+P+G, DP is unavoidable EXCEPT:
- on downhill terrain, where any character except Taka may CD away from it
- on level terrain, where most (especially smaller) characters may CD away from
it. This isn't always very consistent, however, for whatever reason.
- on Aoi, who may reverse the DP
f+P+G, DP, DP (d/f+K) is doable on everyone (except Taka*) in -any-
circumstance UNLESS:
-the opponent is downhill
-the opponent TT attacks
-the opponent is uphill, and either crouched or CD'ed away
f+P+G, DP, u/b+K+G (OTB) is doable on everyone (except Taka*) IF:
- the opponent is on level or uphill terrain
- the opponent crouches, crouch walks or crouch dashes away, except on extreme
uphill terrain.
f+P+G, DP, b,b+K+G,d+K is doable on everyone (except Taka*) IF:
-the opponent stands still, walks away or tries to run away
f+P+G, d/f+K+G is completely unavoidable on everyone except:
-Jacky, Sarah and Kage who may kickflip (with their back turned) Kage out of
the d/f+K+G
f+P+G, d/f+K+G, d+K is doable on everyone UNLESS:
-the opponent crouches, crouch walks, or crouch dashes (Taka excluded... the
combo will always work even if he crouches in any way)
-the opponent TT attacks
f+P+G, low back throw cannot be buffered in. Kage has to hope his opponent will
stick around crouching to land the throw.
f+P+G, d+K+G and f+P+G, ub+K+G can be avoided by everyone by simply
crouch-inching away from Kage.
(side or front) f+P+G, uf+K is guaranteed on everyone in any circumstance.
(front) f+P+G, uf+K, c-DP/delay DP will work on everyone (except Taka*),
although uphill and downhill terrain eliminate the c-DP as an option if they
crouch[dash].
(side or front) f+P+G, uf+K, bb+K+G, d+K will work on everyone (except Taka*)
if they do not crouch and are not on uphill terrain.
(side or front) f+P+G, uf+K, df+K+G will work on everyone (except Taka*) if
they do not crouch and are not on uphill terrain.
Notes: TT attacks botch almost any hope Kage has of floating after the f+P+G,
because usually the opponent will be floating turned around, facing Kage, which
royally screws up the floating dynamics. However, it's made up for in damage
points by the fact that a followup MC'ing after the f+P+G does very nasty
damage.
f+P+G is nearly useless in TB, at least as far as being able to expect massive,
reliable damage. It takes a lot of luck and reliance on chance to be able to
start conditioning your opponent, but it can be quite rewarding if you do
manage to.
Kage can do more than what i have listed above, but these are the most
important ones. Don't dismiss the DP, b,b+K+G,d+K and DP kickflip. They look
pure style but in fact do mondo damage and can work on any player if you can
predict their response.
*the combos may in fact be done to Taka, but only as a death combo. It's still
very rare and difficult in that case, however.
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