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 dK+G. 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 DfK 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.

ufK+G 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 dP, 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 (DfK) 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.


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