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Kage Rising Kick Whiff Punish Setups

Discussion in 'Kage' started by VolcanoShed, Dec 14, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Tired of your opponent mashing rising kicks and want to call them out for it? Kage's 6K+G got a huge buff in REVO in that it's now a real combo starter, before you could tech roll after getting hit by the first hit to avoid getting combo'd. Now, 6K+G leads to a guaranteed big combo on the whole cast, and it's perfect for whiff punishing rising kicks.

    There may be better 6K+G combos out there but here are some good ones:

    (the following combo damage values are based off NH 6K+G, CH or recovery CH will increase this damage)​
    • Against everyone except Taka, Blaze, and Shun: 6K+G > K+G > P > 66P+K > 46K+GKK (92 dmg)
      • Against Eileen: do a quick dash forward before the 46K+GKK
    • Against Blaze and Shun: 6K+G > K+G > 2P+K > 46K+GKK (89 dmg)
      • Against Shun: delay the 2P+K a bit after the K+G
    • Against Taka: 6K+G > K+G > 1PP1PK (84 dmg)
    With the 6K+G combos out of the way, here are some good ways to set up a 6K+G whiff punish on rising kicks.


    • After P+G/neutral throw: double crouch backdash then once you see the rising kick do 6K+G
    • After 63214P+G: crouch dash away from the opponent then once you see the rising kick do 6K+G
    • After 64P+G: double crouch backdash then once you see the rising kick do 6K+G
    • After 46P+G combo into a meaty K+G attempt: 11 > 44G6K+G, hit 6K+G once you see the rising kick animation start

    • After CH 2K+G into a meaty K+G attempt: 11 > 44G6K+G, hit 6K+G once you see the rising kick animation start
    • After 4PK into a meaty K+G attempt: double crouch backdash then once you see the rising kick do 6K+G
    • After a combo ending in 46K+GKK into a meaty K+G attempt: 11 > 44G6K+G, hit 6K+G once you see the rising kick animation start
    • Not shown in the video, but if you do run up -> 3K down attack against an opponent after a knockdown, then the same 11 > 446K+G method should still work to avoid and whiff punish their rising kick.
     
    Last edited: Dec 14, 2024
    Myke, Oioron and $ir JDE like this.
  2. G0d3L

    G0d3L Well-Known Member

    Beware that in your scenario you didn't take in account the case where the wake up attacks are done earlier (it's an advance setting).

    In these cases you don't have enough time to get out of the way.

    I saw you posted different scenarios to avoid the wake up attacks after trying a K+G meaty, one with a double crouch backdash too.

    When you go for a meaty with the same move (in this case K+G) the frames after it don't change based on the knockdown move you used because when the opponent falls to the ground the timings are dictated by the wake up system.

    So the scenario to get away from a possible incoming wake up attack after an attempted K+G meaty is one and it's better to do 11 > 44.

    The crouch backdash has a little bit faster animation in the beginning while covering less distance than a backdash.

    So doing a crouch backdash first it's the best option to avoid the first frames of a wake up attack.

    while after the crouch backdash it's better to do a standing backdash because it covers more ground.
     
    Last edited: Dec 18, 2024 at 6:52 AM
    $ir JDE and VolcanoShed like this.
  3. VolcanoShed

    VolcanoShed Well-Known Member

    Thank you @G0d3L also for the wakeup attack being done earlier which setting should I turn on?
     

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