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f+P+G Summary

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 of time 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 completely unavoidable EXCEPT:
-on downhill terrain, where any character except Taka may CD away from it
-on level terrain, where Lion and any lighter (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

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

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

*the combos may in fact be done to Taka, but only as a death combo

--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

(side or front) f+P+G, uf+K is guaranteed on everyone in any circumstance.

f+P+G, uf+K, c-DP will work on everyone (except Taka) on level terrain. Uphill
and downhill terrain eliminate the c-DP as an option. uf+K, normal DP may have
a chance on uphill terrain.

(side or front) f+P+G, uf+K, bb+K+G, d+K will work in most situations if they
do not crouch and are not on uphill terrain.

f+P+G, low back throw cannot be buffered in. Kage has to hope his opponent will
stick around crouching to land the throw.

notes: TT attacks botch almost any hope Kage has of floating after the f+P+G,
because 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 MC DP or d/f+K+G does very nasty damage.

my summary of the DP DP float is very simplistic. there is quite a lot of
timing involved for each different terrain and opponent reaction circumstance.
from experience however i can tell you that it is easiest uphill. it is also
much easier if the opponent crouches, however the combination of a crouching
heavy character and severe uphill terrain make the float nearly impossible; DP
kickflip would be a better option. also, if the opponent attempts to run away
or CD away the float is quite odd, and usually only works uphill in that case. 

I know kage can do more than what i have listed above, almost anything you
want, 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.

              
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