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Kage's useless moves

Discussion in 'Kage' started by GTO, Oct 30, 2003.

  1. GTO

    GTO Well-Known Member

    ohhh [6][6][K]+[G] during jacky's shuffle step.. hmm that's pretty darn good. for the [8][P]+[K] thing, i HAVE tried that in the past but if the opponent rises in place instead of rolling to the side, the rising motion of [8][P]+[K] can very possibly be caught in a mid rise attack. what i do is get real close and back dash jus enough for low and mid rising attacks to whiff, and if either rising attack comes out i go for a mC [9][K]+[G] hit... usually works for me, on few case, the opponent delays their rising attack and catches me on a mC, but i think it's worth the try.
     
  2. KageMiramarFL

    KageMiramarFL New Member

    As for [8]+[P]+[K], I guess I'm just trying to justify its use, but after a [4]+[P]+[G] followed by a [2_], [3], [K], and a [P], [P], [4]+[P], [K] - this may be a stretch - but at many instances it does allow for you to jump over your opponent in a situation in which he/she is unable to stop your jumping over them, if executed immediately afterwards. The opponent may believe they have enough time to get up and try to back away from the jump, or even counterattack, but neither seems to be an option. If the opponent stays on the floor, then you will be in a backwards position after the jump, in which the opponent will deem you wide open to a get-up move; in reality, you have enough time to turn around, somersault over them again, or walk out of reach. Once again, that may be inapplicable (and useless) to some fighter's strategies.

    On the other hand, you may at times get lucky if you have lots of life to spare and try to finish your opponent with it after you knock them down.

    The three sonic rolls by themselves don't have much application during a fight, but after an opponent is downed by an unrecoverable fall, then stepping away and rolling is an easy way to determine how to go about flooring him/her again. If the opponent is known for trying a [P], [P], [P] deal when he/she gets up, then you can either sweep him/her with a [K] end, or be more ambitious and go for a [K]+[G] end for a float. Otherwise, if your opponent does nothing, then follow suit. If the opponent gets real nervous like and sits as a "stone block," then by all means, employ a quick [P]+[K]+[G] end and re-acquaint him/her with the canvas.

    Another use for the roll-to-[K]+[G] end is after you stagger an opponent; your opponent will most likely try to counterattack or block after a stagger, in which, given this situation, you can perform a quick back roll, and then use your discretion as to what to use against him/her. For the counterattacker, a quick tap of [K]+[G] will score for a quick counterattack (although many prefer the [P]+[K]+[G] end), but for the blocker, it's best to employ a delayed release for the [K]+[G] - in most cases, you will end up staggering the opponent again, or you may even become fortunate enough to catch him at full power as he/she tries to counterattack after a seemed realization that he/she has ample time to launch an attack.

    Even better for a stagger, one may simply use the [2], [3], [6]+[K] directly after the staggering move to try and speed up the thinking process of your opponent, causing a little chaos and confusion for the opponent, although [6], [6]+[P]+[K]+[G] usually finishes the job in most post-stagger cases.

    Just to finish off my rambling, so it doesn't become too much to read, [6], [6]+[K]+[G], if nothing less/nothing else, is to be used for attacking an opponent's get-up move after you back away with a cartwheel, back dash, or back roll (which really mixes stuff up); its range and power will devastate an opponent - he/she will most likely never use a get-up move for the rest of the match.

    Done talking.
     
  3. Neonomide

    Neonomide Well-Known Member

    PSN:
    Neonomide
    How about [1]+[K]? It rocked in VF3. Anyone know its properties? That[8]+[P]+[K] is my nro 1 hulabaloo move after I have TFT:d some scrubs out of ring. It has indeed some retarded okizeme potential.
     
  4. IVP__Kozak

    IVP__Kozak Member

    [1][K], can be good against charging attacks. High ones ofcource...
     
  5. Neonomide

    Neonomide Well-Known Member

    PSN:
    Neonomide
    Oh yes, but it can be interrupted by a ton of attacks. At least it catches those who do evade attack...
     
  6. Devil7om

    Devil7om Well-Known Member

    [6],[6],[P]+[K]+[G] is the shittiest piece of crap move ever. It has to have one of the worst recovery properties for any move in the entire game. Guarenteed throw ON HIT, honestly what kinda shit is that.
     
  7. GTO

    GTO Well-Known Member

    Useless? Hardly... it's one of the more useful moves. sure if you use it out front, the opponent tech rolls; that's why you pick the time to use it. Wall, ring out, KO hit, soo useful. Try this... [2][P] ~ [2][P] ~ [6][6][P]+[K]+[G] it's not guarenteed for shit, but when it gets the opponent, you will anger them and frustrate them 90 percent of the time and it'll play around with their head. /versus/images/graemlins/wink.gif Another use for this move as I said earlier is for ring out. [4][P]+[G] ~ [2][P]+[K] ~ [P] ~ [6][6][P]+[K]+[G] works on all characters for a ring out... from about halfway in an open arena. For mid and light characters, add another [P]. There are many other uses for that move, and a lot of other moves that we earlier named 'useless'. It's not necessarily the moves. It's that we're only digging skin deep.
     
  8. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    f][6][P]+[K]+[G] used to be a staple of my game, that combined with [6][6][K]+[G] was great to keep people guessing , of course better players would evade it easily. But what they couldnt do was judge the range so well of both, so sometimes you fall short with the latter of the two cause a failed evade, etc.

    It alone is not the best but is an important part the the 3 long range moves, the third being the awsome when cancelled [6][6][K]
     
  9. Siyko

    Siyko Well-Known Member

    i myself have never found a use for [6][6][P][K][G], they can block it or evade it and have a lot guranteed, and even if it hits and they tech roll, they have a very large advantage over you.
     

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