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Kagemaru Collaberative Guide Thread (WIP)

Discussion in 'Kage' started by Izuna_Shoryuken, Jul 29, 2012.

  1. Izuna_Shoryuken

    Izuna_Shoryuken Well-Known Member

    Introduction

    Sup Ninjas.
    This is going to be a place where we gather everything on Kagemaru that we can for this new VF-that doesn't have its own thread-in order to create a guide. Put in something good, it gets on this post here. This is here to help both new players and old, white-bearded ninja masters alike.

    Frame data and "Vanilla" VF5 Guide (obvious):

    Frames
    http://virtuafighter.com/commands/index.php?ver=5fsa&chara=kage

    How to use frame data:
    http://virtuafighter.com/view.php?section=vf4&file=vf4ft_frames_guide.html

    VF5 Kage
    http://virtuafighter.com/wiki/vf5/kage/start

    How to read notations:
    Think as of you were using your number pad to play VF. Also included are Tekken/SF style abbreviations and a simulated arcade layout (the arrows and slashes).


    7 8 9 \ ^ / ub u uf
    4 5 6 = < O > = b n f
    1 2 3 / v \ db d df

    Typical VF layout: http://img.auctiva.com/imgdata/9/9/3/6/6/6/webimg/307684534_o.jpg

    Suggested Pad layout(PS3): G=x, P=[] triangle and circle= k
    r1= pkg
    l1= pg or pk.

    QCF: quarter circle forward or 236/214 (on p2 side). "Hadoken"
    DP= 623, 421 on p2. "shoryuken". Referred to as shoryu, dragon punch, upper, or uppercut. Similar to WGF in Tekken.

    p1: player one. left side of screen.
    p2: player two. right side.

    Okizeme- Wakeup game. What you can do to keep the pressure on a downed opponent given the situation and what they do.

    qcb: 214, 236 p2 side. The "Tatsumaki/iWANTSOMEPOUNDCAKE" Motion.

    hcb 63214, 41236 P2. Same as Ryu Red fireball in SF2T.

    HCF: 41236, 63214 P2. same as Yoga Flame in new gen SF.

    Mixup: "Forced Choice Tactics." Usually using something that can branch one way or the other. Usually 50/50 (nitaku/two choice) or 30/30/30. The goal of a mixup is to confuse your opponent into guessing wrong and thus take damage. The best mixups are a choice between two (or more) horrible options for your opponent but leave you safe even if they don't go off as intended.

    The most basic Mixup everyone has is Hi/Low/Mid/Throw.

    If you hit high and keep hitting high, you opponent can counter by blocking high. However, this makes them open to low attacks (low jab can be blocked high) and throws. If they duck and block low, they are safe from high/low attacks but open to mid attacks. Mid attacks have to be blocked high.

    A move that was not in VF up until fairly recently is the Sabaki or "Reversal". These are parries/moves with parries integrated into them and counter certain attacks at certain heights. However, if they whiff they are hugely punishable. If you keep attacking at a certain height, it is likely your opponent may attempt a Sabaki at that height. Likewise, you can bait a sabaki by being predictable and punish accordingly.

    Note: Low jabs beat about everything, but are very punishable on whiff and block. They are EX lows, meaning they can be blocked high. They also lose to mids generally if the mid is spaced correctly. More on this in the "Punishing" section.

    Frame Trap: Leaving a gap in your attack strings so that the opponent attacks and gets hit by your next attack. These are good for fishing for counter hits.

    Counter Hit: When a move hits another move during it's hitting phase and beats it favorably. This results in more adv and altered properties such as extra damage, launch, etc. Kage's 2,3+p is a counter hit launcher. It's typically stuck in between jabs.

    Offensive Pressure
    (overview goes here)
    (guaranteed frame adv goes here. throws guaranteed at +10)

    A.) Basic Pressure/Mixups
    p, 6p: as stated in the guide, is a decent pressure tool.

    The jab is 11f and puts you at +2 on block and +5 on hit.
    6p= 14f, no adv/disadv. Goes to Jumonji stance, +2 if Jumonji.

    Jumonji Jabs
    12 f. +6 hit, +3 Block.
    Strings into p, k, 4 pkg (4pkg=shippujin)
    as well as its followups

    9 kg
    Slow at 30f, but +1 on block. Best build some adv before using this. Good low punisher; bounds.

    kg
    (advs are on-block)
    22 f, +1 at point blank range. 23f at med dis, +2. 25 f at max distance (when opponent dashes and guards app),+3-4.

    Bounds like 9 kg but isn't airborne. This is both a blessing and a curse as it is safe inherently but cannot dodge lows as easily unless done just outside of low-attack range.

    Jab or otherwise apply advantage first if you want this to connect at close range for block pressure/frame trapping.

    (WIP)


    General Punishing Guide (Non Character Specific)

    While in Jumonji, you will auto counter high attacks with a throw that slips through the opponents legs and then kicks them. JMJ= don't hit me high.

    Low Jab> Throws

    Punishing low jab spam

    Optimal:

    1.Successfully evade then perform 6p.
    This leaves you at +10 (on a Major Counter), which guarantees a throw. (+9 for a minor counter hit).

    From the MC you can go into the side switch throw, which leaves you at +12 (and therefore guaranteeing yet ANOTHER throw or a jab string), or Ten Foot Toss. Both throw options allow big damage combos.

    If you don't want to SS, simply block high, then 9 kg. This will bound and you can follow with the combo of your choice. An easy one is PPPK. You can also be flashy and do 2P, dp pk p k p, which is essentially an air combo. ARIAL RAVE!!

    You can also back off and use the same move. In either situation, try to get a counter hit for more adv (can be done easily). You also want to use a combo that will set up an oki pressure game-unless you want to create some space, then use something like PPP 4/7K.

    If your op blocks 9 KG you are safe. If your want to be safe-ER then use kg just outside the low jab range. Kg can be followed up in the same manner as 9 kg.
     
  2. Chinsilver

    Chinsilver Well-Known Member

    PSN:
    ChinTitan
    Amazing breakdown of Kages' basic strategies man, this will come in handy in the lab and if I find anything new i'll hope to put up as well
     

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