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Kage OTGs?

Discussion in 'Kage' started by cmase1989, Jun 16, 2015.

  1. cmase1989

    cmase1989 Well-Known Member

    what are some good ways to punish people that dont tech roll? still new to the character thanks!
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    His most universal move would be [2][P][+][K][K], but should always try to hit-check the [2][P][+][K] in the event you miss and they tech, then you're in trouble.

    Applying it in practice really depends on the combo or knockdown move used. When the opponent is too far away then it requires a half dash in to close the space. Combos ending in [K][P][K] usually allow a [2][P][+][K] to hit instantly (i.e. no dash required).
    Another combo ender to consider is Jumonji [P][K][K]. This slams the opponent to the ground, so requires some timing to tech successfully. If the opponent has trouble teching, then you can follow-up with [4][6][K][+][G][K]![K] on some characters. Other, less riskier and less damaging, enders are [4][6][K] (and if they still don't tech, a [3][K] down attack) and [2][P][+][K].

    In some cases, if you can get in close enough, then you can pop them back up with a [2][P][+][K] > [2][P] > [4][6][K][+][G][K]![K] provided the hit count isn't too high (>=6) yet. For example:
    • Success: [2][K][+][G] > dash in [2][P][+][K] > dash in [2][P] > [4][6][K][+][G][K]![K]
    • Failure: [2_][3][P] > [4][6][K][+][G][K]![K] > dash in [2][P][+][K] > dash in [2][P] > [4][6][K][+][G][K]![K]
    As a general rule, these kind of follow-ups are always going to situational and will depend on your opponent's skill and/or decisions to tech or not. I get some good mileage out of just using [2][P][+][K]~[P][+][K][+][G] and enter Shippuujin. If the [2][P][+][K] hits, then great, and if they're still refusing to tech, you can tack on SH [2][K][K] for additional damage. But if the [2][P][+][K] misses because they tech'd, then be prepared to apply ukemi pressure with Shippuujin stance.
     
    Ytpme_Secaps likes this.
  3. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    There is a reset possiblity with 2 P+K, it can be used as 2p+k~shippujin stance switch, 3p, dragon kick (46k+g,kk) with the opponent having the chance to tech again after each section, which can be used as a reset to re tech punish. If they dont this "combo" is brutal otg dmg.

    As myke stated, if 2p+k whiffs due to fast tech,shippujin stance switch into 3p will beat out most of the time, and can often catch a failed evade after tech roll, I used to threaten Shippu 6p for evaders, but 3p seems to catch a failed evade due the timing of the stance switch, of course an opponent who dash cancels thier failed evades wont walk into this launch.
     
    Last edited: Jul 12, 2015
  4. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    2k

    thats right 2k is Kage's secret OTG move.

    example , 2k+g scored a knockdown(not CH), but nothing can follow up for OTG!, untill...2k use 2k (immediately) and it "frees up" the otg now, so after 2K+g knockdown, 2k, 2p+k ...etc.

    there were three specific knockdowns that 2k would unlock otg for , but i cant remember the other 2 right now, will report back.

    p.s. 2k+g knockdown from max distance will cause 2k to whiff, although dash into 2k has worked for some longer range knockdowns, where dash in 2p+k whiffed.
     
    Myke likes this.
  5. G0d3L

    G0d3L Well-Known Member

    If 2P+K whiffs (the opponent techs) you are at big disadvantage.
    Infact if the opponent techs in the very first frames he can punish you with PK even if you go for the K followup.
    Obv the opponent has to tech on the very first frames, recognize you whiffed 2P+K and react accordingly so being thus tight in practice your K follow up beats PK.

    BUT if you go into shippujin you can avoid the PK punishment at the risk of being punished hard (launched).
    This gimmick can work if the opponent doesn't know how to react and so loses frames and/or make the wrong choice.
    Of course the opponent has to take a hard read and if you just evade after the 2P+K you'll punish him big time (launcher).

    The hard read your opponent has to make to punish your 2P+K (whiff) > shippujin is character specific and some of them can be made whiffed completely if you just walk backwards after entering shippujin.

    depending on the charachter's weight even if you got them with OTG 2P+K the followup K is not guaranteed.

    A safer route against those laying on the ground is

    2P+K > hit confirm it > A/B

    A) on hit > wait/K~G > 3K (unscaled damage) > very good oki setups (you can make whiff all wakeup attacks)

    B) on whiff (opponent techs) > choose your next option (evade, shippujin 3P/6P, shippujin back walk etc) based on your opponent.


    On certain character and specific short combos you can OTG with 2P, not that great but it's safe 100% (you're still at disadvantage) and can hit confirm it in your next option

    7K is an OTG too and creats space but it can be punished with a medium/long range move
     
    Myke likes this.

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