VF4 / Kage [ print friendly ] [ command view ] Arcadia Issue 57 - Kage
Source - Arcadia Feb 2005
Text - Yoroukage
Translation - Noodalls
This time, we'll look at mid range distance, using active hit
frames for Okizeme and pay attention to fine elements.
Making the opponent guard at full distance or during active hit
frames to attack
At mid distance, as opposed to close distance, often attack's tips
and active hit frames will be guarded by you or your opponent. You
should know how this changes the properites of the move. A typical
move for Kage is +. If you make the opponent guard this at
maximum range, even if they throw as quickly as possible it won't
connect. It knocks down on normal hit, so be careful to adjust the
distance when using this move.
Normally, when you use the in an attempt to stuff the
opponents wakeup attack, if blocked it is elbow coutnerable.
However, if you use the latter half of its 7 active hit frames, it
makes it difficult to counter it with an attack. So when attacking
okizeme, execute a little early so that it's the later frames of
the attack that connect. Then, if you hit you can go for combos
that don't normally connect.
+ gives advantage when its hit frames are blocked. The
important thing to do is to execute it early when you are going for
okizeme or ukemi chasing. Once you have your advantage, go for a
, elbow or occasionally a throw.
Captions
- At about this range, there are no guaranteed counters. Careful
look at the distances.
- Then, if the opponent whiffs a throw, you can go for a guaranteed
attack or throw yourself.
- Execute it () a little early, and look to hit at the
highest point.
Footnote
Examples were given today, but it should be remembered
that after these moves you are still at a disadvantage. Don't
forget your defensive options.
Posted by
noodalls
on 10/01/2005
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Edited by
Myke
on 03/04/2005
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