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Kage Combos

Discussion in 'Kage' started by WillieDick1, Jun 9, 2012.

  1. G0d3L

    G0d3L Well-Known Member

    From BT you only have [K] [+] [G] that hits 2 times.
    However I tried BT [K] [+] [G] > [6] [6] > [P] > [K] [+] [G] but at this point a few times the last hit is not avoidable with a correct ukemi but also in those cases I couldn't get the bounce at all.
    I tried several characters (lion as well) but nothing.
    What am I missing?
     
  2. Dennis0201

    Dennis0201 Well-Known Member

    Try this:

    BT [K] [+] [G], [3] [3] [6_] [P], [K] [+] [G], [4] [6] [K] [+] [G] [K] [K]

    Pick Lion and you can find it's so much easier to complete this combo. Make sure your P is 12f and K+G is 22f. I don't think this is "LION ONLY" but it looks like he is the one to make K+G 22f way easy. How interesting [​IMG]
     
  3. Cynuous

    Cynuous Member

    PSN:
    Cynuous
    I just made a video for some this stuff. Not all these are guaranteed but helpful to punish those who fail at doing quick recovery.

     
  4. Dennis0201

    Dennis0201 Well-Known Member

    After [6][P][+][G],

    1) [6] [P] [+] [G]> [1] [P] [+] [K](+15)> [1] [P] [+] [K](+12)> [6_] [P] [K](+4) = 59 dmg

    2)[6] [P] [+] [G]> [1] [P] [+] [K](+15)> [K][P][K] = 54 dmg

    The first option looks better but if you prefer to knock out then KPK is also guaranteed. Plus, if your opponent doesn't tech roll you can dash 2P>46K+GKK to get total 89 dmg.

    6P+G is also a good ring out push(the opposite way) because so far I'm not able to see how much better by 46P+G.
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Dennis, the [1][P][+][K], or any high attack slower than 12f, is not guaranteed after the [6][P][+][G].

    Even though you get +12f from the throw, and another +5 before they can turn around and guard, the opponent can still crouch under a slower high attack, or even perform a BT low attack to go under your high.
     
  6. Dennis0201

    Dennis0201 Well-Known Member

    So it turns into another nitaku except PK guarantee? I actually did remember the following PK guarantee is +7 on hit(the display it shows), but I didn't think it matter cuz I thought 1P+K is the best way. Should I consider +4 or +7??
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Forget about nitaku and take guaranteed damage! Any mid attack 16f or faster is guaranteed because they obviously can't duck it, or turn around fast enough to guard. Just be careful of Aoi who has a Back Turned reversal option against single limbed attacks.

    To date, I've just stuck with the dragon punch combo after [6][P][+][G], or just [6][2][3][P][+][K][K] if the lag makes the whole combo difficult. Also, [3][K][K] is easy and guaranteed

    If you ever have your back to the wall, then doing [6][P][+][G] > [4][6][P][+][K][P] is great to use. Even though the damage on it's own is low (34 pts), it produces a wall stagger from which you can go into a huge combo. If they don't recover in time, then you could potentially net yourself ~120pts damage!

    Kage doesn't have any combo starters on normal hit that execute fast enough in this situation (dragon punch is the exception), so I always go for the the guaranteed damage and knockdown. If I feel like gambling, then I might press a nitaku game, but honestly I'd rather take my guaranteed damage with a knockdown and then gamble on their wake up.

    For damage comparison:

    1. [6][P][+][G] > [4][6][P][+][K][P] (34 pts)
    2. [6][P][+][G] > [3][K][K] (41 pts)
    3. [6][P][+][G] > [6][2][3][P][+][K][K] (46 pts)
    4. [6][P][+][G] > [6][2][3][P][+][K]![P]![K]![K] (59 pts)

    Combo #1 should be your go-to combo if you can push them into a wall!
     
  8. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    3kk after 6p+g was a great tip, not his best but reliable online. helped alot myke, thanks for the tip
     
  9. Drift

    Drift Well-Known Member

    There are several different 120+pts damage combos from this setup. There are also a few 130+pts combos. Here are the ones I found:

    6P+G, 46P+KP, 2_6K, 9K+G, P, K+G, 3K, 46K+GK!K, 7K+G (134)
    6P+G, 46P+KP, 2_6K, 9K+G, P, K+G, 3K, 46K+GK!K, 3K+G (133)

    6P+G, 46P+KP, 2K+G, 9K+G, P, K+G, 2_6K, 46K+GK!K, 7K+G (133)
    6P+G, 46P+KP, 2K+G, 9K+G, P, K+G, 2_6K, 46K+GK!K, 3K+G (132)

    For online play, I would recommend these combos:
    6P+G, 46P+KP, 2_6K, 9K+G, P, K+G, 3KK, 623P+K (127)
    6P+G, 46P+KP, 2_6K, 9K+G, P, K+G, 3KK, slightly delayed 3K down attack (115+13)

    They're almost max damage and don't require the hit-combo which can be easy to miss.


    The longest combo I found is:
    6P+G, 46P+KP, 2_6K, 9K+G, P, K+G, P, 66P+K, 46K+GK!K, 46K+GK!K, 3K+G (15 hits, 126 damage)

    The max damage I've found is by leading into my 110 dmg TFT wall combo with:
    6P+G, 46P+KP, 1P+K, 46P+G (wall hit), 9K+G, 2_3P, K+G, 2_6K, 46K+GK!K, 3K+G (159)

    That combo will put you at an angle to the wall after the TFT, but if you buffer in a backdash before the 9K+G, you will be reoriented before the knee and the combo will land.
     
  10. Drift

    Drift Well-Known Member

    Actually, the condition needed to land the 110TFT combo after that setup is weight-class dependent. A forward dash seems to help the most, though.
     
  11. Drift

    Drift Well-Known Member

    I wanted to note that the 6P+G followup Dennis talked about IS guaranteed when using it on a side-turned opponent. You get +16 so 6P+G(on opp. side), 1P+K, 1P+K, 6_PK is the preferred finisher for 59 damage and nitaku.
     
  12. Dennis0201

    Dennis0201 Well-Known Member

    You are right Drift, that's was my initial though from the video I watched but I didn't pay attention it's on sideturned. Thanks Myke and you for making this clear.

    Is it possible to apply this tactic to do the opposite direction against sideturned TE? Since we need to do 6P+G(forward) to escape Kage's 6P+G on sideturned, so as long as Kage is on opponent's side which he has to backward direction to do sideturned TE then he will fail on this 6P+G, am I right?

    PS: This situation is only 2 possibility.
     
  13. Drift

    Drift Well-Known Member

    @Dennis: I believe that since it is a side-throw, it is still escaped in the normal manner. You can't use it to force a guessing game.
     
  14. Dennis0201

    Dennis0201 Well-Known Member

    Drift, yeah I test and it belongs to side throw as well. Which means Kage should always use 6P+G(59dmg with +4) instead of regular P+G.
     
  15. SuperPanda

    SuperPanda Well-Known Member

    Anyone got anything good off the [4][6][P]+[G] throw? (High air toss one).
     
  16. ZBEP

    ZBEP Well-Known Member

    PSN:
    ZBEP
  17. Dennis0201

    Dennis0201 Well-Known Member

    First of all, thanks for the combo lists! There are couple things I'm still confused.

    [3] [P] [P]> [P]> [6] [6] [P] [+] [K]> [4] [6] [K] [+] [G] [K] ! [K] = 69
    Well, I don't know what do you mean Universal here but I have difficulty to do this on certain characters.

    JU [K] [+] [G] >[K] [+] [G] >[P] > [6] [6] [P] [+] [K]>[4] [6] [K] [+] [G] [K] ! [K] = 82
    This one is too, I find it's easy to do against Wolf, but not easy on Kage for example.

    Yeah, my problem is the way to apply the bound such as Kage's 66P+K. Actually I have this problem for ALL the characters I've played. I wonder is there any specific timing or input issue to make those bounds done? Or are those bounds relative with specific characters ONLY?? [​IMG]
     
  18. Oioron

    Oioron Well-Known Member Gold Supporter

    I had the same issue with the first combo, I don't think it's universal either.

    Using this chart:
    Super Light Weight: Eileen = El Blaze
    Light Weight: Aoi < Sarah = Shun = Pai = Lion = Vanessa
    Middle Weight: Lau = Kage = Lei = Brad = Goh
    Heavy Middle Weight: Akira = Jacky = Jean
    Heavy Weight: Dural < Jeffry = Wolf
    Super Heavy Weight: Taka

    I got the entire combo to work on all LW, MW, and HMW except for Akira. For Shun and Kage, you have to perfectly buffer
    [6][6][P]+[K]. It's easy to do against Wolf as well.

    For Eileen and El Blaze, I couldn't get the last [K] of the [4][6][K]+[G],[K]![K] to connect. Possibly a delay is needed after the bounce.

    I just do these combos for Eileen & El Blaze:
    [3][P][P]>[P]>[6][6][P]+[K]>[K][P][K] (1 point less than other variation)
    Akira:
    [3][P][P]>[P]>[4][6][K]+[G],[K]![K]
    Jeffry:
    [3][P][P]>[4][6][K]+[G],[K]![K]
    Taka (Major Counter Hit Only, I think):
    [3][P][P]>[4][6][K]+[G],[K]![K]
     
  19. SuperPanda

    SuperPanda Well-Known Member

  20. G0d3L

    G0d3L Well-Known Member

    The combo are universal (all but Taka).
    For the ones where you got the problem on the [6] [6] [P] [+] [K] bound you have to input it and the command before (i.e. [P]) asap.
    I have played toady against Kage and got no problem.
    For the ones where the last kick of [4] [6] [K] [+] [G] [K]! [K] whiffs you have to delay a little bit the start of the three kicks but it's a little strict so you can go with the [K] [P] [K] ender for 2 points less of damage.

    For the LW and Eileen you can do more damage. Tomorrow I hope to have time to post them.

    Instead I can't get at all this one. The tricky part is the timing of the [P] ???
     

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