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Kage Combos

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

  1. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    Also, [4][6][K]+[G][K][K] is more than just 1 point more dmg. If the dragon kick hits the opponent to the wall it wall crumples,allowing for a follow-up, usually another Dragon kick or [7][K]+[G] or both.
     
  2. cobratron

    cobratron Well-Known Member Gold Supporter

    I just realized this this morning also. And when using the [1][P][K] string the punch swings one way then the kick swings the other covering both directions. In other words I love this string and find my self using it alot more than [P][K]
     
  3. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Not sure where to post this for now, I'll add it into my guide when I get around to doing the edits (I'm making a list atm lol) Dennis told me about this last night and it really works for me.

    For [4][6][K]+[G][K][​IMG][K] I can get it to come out really easily by simply doing it with this commmand:

    [4][6][K]+[G][K][6][6][K]

    The trick seems to be to make sure you don't buffer the [6][6] since you want to use it to kill a frame between the last two kicks.

    I hate the random feeling of trying to manually time things and much prefer a command like this [​IMG]
     
  4. cobratron

    cobratron Well-Known Member Gold Supporter

    This works fantastic. Before I would use visual cue which could be a bad idea with a laggy setup. Right as soon as the foot would land on opponent I'd input the last kick. You really dont have to think when doing this anymore making it just like any other move now. You can even mash on the [6] with no regard to timing as long as you press [K] relative to before or the just frame moment. Super fool proof!

    Hopefully you, Dennis or anyone else can come up with an easy mode version of DPoD. [​IMG]
     
  5. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    I think the even spacing between inputs combined with inputting it as [6][2][3][P]+[K][​IMG][P]+[K][​IMG][K][​IMG][K] is as easy mode as DPoD is going to get.
     
  6. cobratron

    cobratron Well-Known Member Gold Supporter

    Ha yea pretty much just wishful thinking.
     
  7. cobratron

    cobratron Well-Known Member Gold Supporter

    Tested this a bit more against a wall. I can do them 3 in a row without even thinking or even looking at Kage or the opponent. It seems like the extra [6] is the sweet spot for doing this without having to delay any inputs.

    [4][6][K]+[G][K][6][6][6][K] > [4][6][K]+[G][K][6][6][6][K] > [4][6][K]+[G][K][6][6][6][K]

    The 9th or last hit of this combo doesn't land and sometimes the 8th hit is techable so your guaranteed 73dmg on 7th hit (or 75 on the 8th)
     
  8. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    Cobra, for more dmg after 2 dragon kicks follow with [3][K]+[G]
     
  9. cobratron

    cobratron Well-Known Member Gold Supporter

    Thx

    [4][6][K]+[G][K][6][6][6][K] > [4][6][K]+[G][K][6][6][6][K] > [3][K]+[G] = 84
     
  10. Dennis0201

    Dennis0201 Well-Known Member

    Would 666K be better? I'll try to see what happens [​IMG]
     
  11. cobratron

    cobratron Well-Known Member Gold Supporter

    Dennis its just a preference. I've been having luck with [6][6][K] and even [6][6][6][6][K] in some cases. Just a way to space out the inputs depending on how slow or fast I'm going
     
  12. Dennis0201

    Dennis0201 Well-Known Member

    I like this idea! The thing is I try to figure out the way to apply online cuz visual cue is almost impossible to check online. And the worse thing is I don't know how much lag it is and how faster I should input the last K.

    At least now we have couple ways to determinate the speed we can do on this combo. I'm thinking maybe 466K is better for me [​IMG]

    Let me know if you guys have any idea for this online!!
     
  13. Chinsilver

    Chinsilver Well-Known Member

    PSN:
    ChinTitan
    I seem to be struggling with this [4][6][K]+[G][K][6][6][K] method as an alternative way to input [4][6][K]+[G][K][​IMG][K]

    You guys appear to be having a lot of success with it but I try it and it doesnt seem to work consistently for me.
    How should I be inputting it?
    Am i doing it to slow as im not buffering [6][6] but the last kick doesnt come out. [​IMG]
     
  14. Dennis0201

    Dennis0201 Well-Known Member

    This 66 or 666 really depends how you input. I actually like to do 466 instead of 66. Unfortunately, it still doesn't work online properly and I'm still trying to figure out any alternative way to pull this shit!
     
  15. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Yeah online this is still inconsistent. It's annoying because this move is really important, especially near a wall.
     
  16. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Playing with this more today online, practically 100% success rate in a set I had with futubaaoi(the connection was very good). I've taken to combining my old method with this new one.

    My old method was to try to evenly space the inputs rhythmically so that I wouldn't be affected by what I see/hear on screen being "behind" the actual gameplay. So I have a "tap, tap, tap" sound in my head for it.

    Now what I do is still have the "tap, tap, tap" in mind but I input it [4][6][K]+[G][K][6][6][K]. What this means is I'm not inputting the second kick asap I'm still spacing it. This is probably why some people like [6][6][6] etc because they input the second kick at different speeds.

    Anyway, this works for me (very well) so I hope it can help someone else too.
     
  17. Dennis0201

    Dennis0201 Well-Known Member

    Good to hear that works for you! I'm still doing experiment to see how it works online. With good connection, I can do these inputs rhythmically or just slightly early for the last one. But I barely have good connection to allow me do this right.

    Yeah, it's annoying that you know the combo can carry to wall but you have to give up instead of doing KPK just because you know it won't work. It reminds me to throw with +15 cuz I know opponent will abare no matter what and eventually I still got hit. ONLINE SUCKS....
     
  18. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    gonna try this method today, I usaully am 3/4 success online with my pre-determened tap tap tap . But that can alter based on lag, this would help alot if it can improve that
     
  19. SHwoKing

    SHwoKing Well-Known Member

    Sorry but i really don' understand what you mean here.
    SH3+P is Shipujin 3+P right ?
    So how a 12f P connect where you need to observe a big delay after the 3+P land. There must be something I don't fully understand.

    I can connect with 66+P+K after a P but this is really inconsistent so I would never try this in actual match.

    BTW, i found a reliable combo on BT K+G / SH 3+P :
    SS to the opponent's back, then 44 [+][P], BT [P][P] 4 [P][K]

    It does more damage than P -> Dragon Kick and seems to work on up to middleweight. (ie, it works on Brad and Lei Fei).
     
  20. SHwoKing

    SHwoKing Well-Known Member

    Found out a nice trick for some post side roll option.

    On launchers like SH 3P or BT K+G, if you do the combo : OM, P, KPK, your opponent fall back turn body facing the floor. It only occur if you do an OM.

    In this particular position, if your opponent side roll and you manage to land a meaty move, they can only block it. And if they block it, it will be a side turn block giving more advantage.

    K+G is particularly handy in this situation : 4 active frames, combo on hit (2+P+KK) and a minimum of +5 advantage + sideturn on block depending of your timing and the opponent's side roll.

    The tricky part is to get the timing down.
     

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