VF4 / Kage [ print friendly ] [ command view ] Master Guide - Kage Maru
Overview
Only by a Ninja-like tricky movement, can you effectively exercise
Kage's strengths. One of Kage's trademarks is the usage of his
Jumonji stance. In this version, Kage is now able to attack from a
back turned Jumonji, and he now has moves that will allow him to go
into back turned Jumonji. It is from this new stance that you can
create a complex set of attacks. Since you can counter a variety of
possibilities, Kage is able to apply a large amount of pressure.
With his large set of quick movements, the key to winning with Kage
is to bait the opponent with your movements, and decide the match
with his powerful set of throws.
Change Moves
A1 Yougeki
 
Upper class speed floater attack. In the previous version you were
able to float the opponent on mC, but now it requires LC or above
to float. On normal hit, Kage has small advantage, on mC Kage is at
a large advantage.
A2 Ganzanha
 
Also an upper class speed attack. This attack forces crouch on
normal hit, and gives Kage small advantage. On hits more than mC
you can float your opponent. It is important to remember, however,
that the follow up combo is dependent on each opponent. Although
Kage is at disadvantage on guard, the move is uncounterable.
B1 Uratsumujigeri
 
This move is a half circular special high that leaves Kage
backturned. Although the execution is quite slow, it will give Kage
advantage on guard, and also can be followed with a combo on
counter hit. You can hold the button down to go into back turned
jumonji, from which you can set up many kinds of offensive options.
B2 Doukudaki
 
On counter hit, it will cause a vital area crumple, which can be
combo'ed with  + . The execution is fast at knee class
speed, but it is throw counterable on block. This move should be
used at a nitaku option at large advantage.
New Moves and Key Changes
 . The motion for the elbow is changed a little, and the hit
detection is now stronger. (Longer reach I think.) Moves like
Akira's   + can no longer go through this move, so you
can use it safely.
 (hold ) - The hit detection phase for the kick is now
shorter, and disadvantage on block has been made greater. Holding
the allows you to go into backturned jumonji.
+ - On normal hit this move now causes a head crumple. If the
move is guarded, now it will cause a stagger.
 + - The execution of the first part is made shorter to
upper class speed, and the command for the second part has been
changed.
   +   - A new string from which can be done
after the first hit is guarded or on hit. If you can connect all 4
hits, it will get you a nice chunk of damage. Each hit must make
contact with the opponent and inputed at that time for the next hit
to execute.
 + (hold ) - You can now go into back turned jumonji
after this move. Since the recovery is very large, it's meaningless
to use this move outside of combos. By going into back turned
jumonji, you now have more variations if the opponent TRs.
 + - This move doesn't do anything special on hit, but the
recovery on guard is rather small. Since it's a two handed attack,
it's useful to beat sabakis.
 + (hold + ) - You can go into back turned jumonji,
same things apply as  + .
(Jumonji Stance)  (While running)  + (on hit)
+ - A sliding low attack that can be executed from the
Jumonji run. There is a large recovery on guard, but on normal hit
you can get the hit throw, so it's a large risk/reward move.
(Backturned Jumonji) - A fast high attack from backturned
jumonji. It's basically the same move as from jumonji and can
be followed up by the same sequence as such. The move that had the
same command in the previous version is now changed to + .
(Backturned Jumonji) or - A side flip that leaves Kage face
forward again. Since this move has a very high evasive property,
you can use it even at disadvantaged situations to avoid linear
attacks from the opponent. However, the execution of the move is
rather long, so in many cases, Kage is at a disadvantage after the
move.
HCB + - Command change for TFT. Since the input for the throw
is now much longer, it is harder to do the throw in an instant.
 + - The new throw from the old TFT command now results in
a much weaker throw with small damage. There is no reason to use
this throw over the TFT if you have a choice. Furthermore, the
throw escape animation is the same as the TFT.
Other Notes: On back turned jumonji, you can do a catch throw
( + ) or a guard crushing attack + . Kage now no longer
have a low back throw as before, so you must now do something else
after guarding Kage's   + .
Execution Frames for Key Moves
12
 13
 14
  (A1) 15
  (A2) 15
 + 15
   + 15
 16
 + 16
+ 17
  (B2) 17
 + 18
 19
  + 21
 23
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by
Srider
on 16/09/2004
|
Edited by
Myke
on 03/04/2005
|
|