=============================================== KAGE VIRTUA FIGHTER 4 (version C) GENERAL GUIDE written by Mohammed Imran Ramzan version 1.8 (last updated 17th April 2002) email: mo_ramzan@hotmail.com =============================================== DISCLAIMER ---------- This FAQ is for private and personal use only. It can only be reproduced or placed on a web page or site as long as it is unaltered, with this disclaimer and the copyright notice appearing in full, and with permission granted by the author. Any information used from this document, quoted or not, should have this author's name somewhere clearly as acknowledgement. With the above in mind, feel free to distribute between members of VF community, but this FAQ is not to be used for profitable or promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in any way. Copyright Mohammed Imran Ramzan, 2001; all rights reserved. Other authors' material, when used, noted where applicable. To view this document, use a fixed-width font (like Courier), otherwise it will look crappy. This FAQ may be a bit intimidating for ‘newbies’. Please check out the general VF4 FAQ by GLC/RSW at www.virtuafighter.com beforehand, to have an understanding of abbreviations and other stuff used throughout this document. Added since last update: Corrected some mistakes Nearly finished updating counters section. Sections and updates to come: Vanessa to be added to counters section. TR/QR okiseme. Versus characters section. More flow charts. More Kage frames analysis. Kage moves list =============== (This is not a full Kage moves list, checkout the general VF4 FAQ by GLC/RSW for a complete list) P or F+P or B+P Damage: 10 Level: h Reverse Level: hp Execution, blocked, mC, MC: 12, +1, +5, +9 Version C changes: Not really a change, but more moves are mC with P. Note: Kage’s punch is slower compared to VF3. Sarah, Pai and Aoi now have the fastest jab in VF4. The majority of P mC moves in VF3 are no longer mC in VF4. P,P Damage: 10 (total 20) Level: h Reverse Level: hp Execution, blocked, mC, MC: 8, -4, -6, 0 Note: All punches connect after 1st jab. P,P,P Damage: 12 (total 32) Level: h Reverse Level: hp Execution, blocked, mC, MC: 9, -8, -8, +2 Note: All punches connect after 1st jab. If the 3 jabs connect in mC or are blocked you can be thrown, so be careful! P,P,P,K Triple punch-heelkick Damage: 22 (total 54) VF3tb Damage: 30 Level: m Reverse Level: mk Execution, blocked, mC, MC: 16, -14, -, - Notes: Knocks down. P,P,P,b or ub+K Damage: 20 (total 52) Level: m Reverse Level: sm Execution, blocked, mC, MC: 10, -18, -, - Notes: Knocks down. P,P,b+P Damage: 17 (total 37) Level: h Reverse Level: he Execution, blocked, mC, MC: 13, +1(+2), +1(+2), +8 Notes: This punch string all connects after the first jab in VF4. Hold last punch to go into Jumonji stance. You have the advantage after a blocked, mC or MC hit, making it one of his most useful P sequences. P,P,b+P,K (total 59) Damage: 22 VF3tb Damage: 30 Level: m Reverse Level: mk Execution, blocked, mC, MC: 16, -14, -, - Notes: Knocks down. P,P,K Damage: 20 (total 40) Level: h Reverse Level: hk Execution, blocked, mC, MC: 14, -6, -, - Notes: Knocks down. P,K Damage: 20 (total 30) Level: h Reverse Level: hk Execution, blocked, mC, MC: 12, -4, +2, - Notes: Stuns on mC, knocks down on MC. d+P or D+P Damage: 9 VF3tb Damage: 11 Level: l* Reverse Level: lp Execution, blocked, mC, MC: 12, -4, +3, +5 Notes: Low jabs are regarded as ‘special low’ attacks in VF4, and thus they can be blocked in the standing position. f+P Damage: 20 VF3tb Damage: 19 Level: m Reverse Level: el Additional properties: Staggers crouching opponents. Execution, blocked, mC, MC: 14, -4, 0, +6 Notes: Hold punch to go into Jumonji stance. Elbow animation has changed immensely from VF3. Stuns more on MC, Kage has a VERY good advantage in this situation. f,d,df+P Damage: 30 VF3tb Damage: 40 Level: m Reverse Level: mp Execution, blocked, mC, MC: 15, -22, -, - Notes: Knocks down. The DP (Dragon Punch) can be buffered into a forward or backwards roll/shinsodan. f,d,df+P,K Damage: 20 (total 50) Level: h Reverse Level: hk Additional properties: Kick will stagger if it connects against standing non-defender. Versus Shun: -1 DP Execution, blocked, mC, MC: 20, -32, -, - Notes: New VF4 addition. The DPK (Dragon Punch, Kick) can be buffered into a forward or backwards roll/shinsodan. Slams on float. A good struggling opponent will recover before Kage(!) if the K staggers. Kage recovers in a crouching position. b+P Damage: 17 Level: h Reverse Level: he Execution, blocked, mC, MC: 13, +1(+2), +1(+2), +8 Notes: Hold P to go into Jumonji stance. Kage has advantage after blocked, mC or MC hit, making it one of his most useful moves. b+P,K Damage: 25 (total 42) Level: m Reverse Level: mk Additional Properties: Staggers crouching defenders. Versus Shun: -1 DP Execution, blocked, mC, MC: 16, -9, -, - Notes: Is now a combo in VF4. Kick knocks down on MC. FS,df+P Damage: 16 Level: m Reverse Level: mp Versus Shun: -1 DP Execution, blocked, mC, MC: 23, -6, -, - Notes: Floats on hit. Kage recovers in crouch position momentarily, so can be staggered or low thrown if move whiffs (misses). Slams on float. FC,df+P Damage: 15 VF3tb Damage: 20 Level: m Reverse Level: mp Versus Shun: -1 DP Additional properties: Staggers crouching defenders. Notes: Knocks down. Float combos possible on hit, but are dependant on character and stance. FS,db+P Damage: 14 Level: h Reverse Level: hp Execution, blocked, mC, MC: 12, -3, +1, +6 Notes: Continue with any P canned combo. FS,db+P,K Damage: 20 (total 34) Level: h Reverse Level: hk Execution, blocked, mC, MC: 12, -6, -5, - Notes: Knocks down on MC. Kage at disadavantage after blocked/mC so stick with PK instead. K Damage: 25 Level: h Reverse Level: hk Execution, blocked, mC, MC: 14, -6, -, - Notes: Knocks down. Floats possible on MC. F+K Damage: 25 Level: h Reverse Level: hk Execution, blocked, mC, MC: 14, -3, -, - Notes: Knocks down. Floats possible on MC. Run,K Damage: 20 VF3tb Damage: 30 Level: l Reverse Level: - Execution, blocked, mC, MC: 18, -21, -, - Additional properties: Foot crumble on hit. Notes: Knocks down. Combos possible after crumble hit. Foot crumble only on front, and sometimes side, hit. The run,K can sometimes ‘slide through’ an opponent if you hit the opponent in the back or side, allowing for [BT] d+K follow-ups. Kage recovers in standing position so can be high thrown. d+K or D+K Damage: 14 Level: l Reverse Level: lk Execution, blocked, mC, MC: 16, -14, -16, 0 Notes: Kage is at big disadvantage after blocked low kick (elbow staggerable and low throws guaranteed), so be careful. Can be used for otb hits. d,df,f+K or df,f+K Damage: 20>50 Level: m Reverse Level: - Additional properties: G cancellable, chargeable. Execution, blocked, mC, MC: 38~68, -47, -, - Notes: New VF4 move. Knocks down. Kage ends up back exposed. [BT] float combos possible on MC hit. Must have K held down in order to guard cancel move. f,f+K Damage: 30 VF3tb Damage: 20 Level: l Reverse Level: sw Execution, blocked, mC, MC: 27, 14~19, -, - Notes: Knocks down. G cancelable into back-turned position. Cannot be dodged. Kage recovers in standing posistion so can be high thrown. f,b+K Damage: 30 Level: m Reverse Level: hk Sabaki: lp/lk/sw Additional properties: Removes opponents guard. Execution, blocked, mC, MC: 60, -, -, - Notes: New VF4 move. Floats possible on MC. Opponent has advantage after any successful sabaki! f,b+KK Damage: 15 (total 45) Level: l Reverse Level: sw Execution, blocked, mC, MC: 28, -18, -, - Notes: New VF4 move. If first kick connects or is blocked than second kick is guaranteed. Cannot be dodged. FC,f+K Damage: 38 Level: m Reverse Level: kn Execution, blocked, mC, MC: 14, -14, -, - Notes: Knocks down. Knee no longer does MC float damage after TFT (approx 47pts in VF3). Combo follow-ups possible on LW characters on MC hit. df+K or DF+K Damage: 22 Level: m Reverse Level: mk Execution, blocked, mC, MC: 16, -5, 0, +8 Additional properties: Staggers crouching opponents. Notes: MC hit no longer floats. db+K Damage: 19 Level: l Reverse Level: lk Execution, blocked, mC, MC: 21, -32, -, - Notes: Knocks down. Collision properties changed form VF3. The move has lost range so you have to be closer to opponent to prevent move from whiffing. Can be used for otb hits. Generally move will whiff in open stance. ub+K Damage: 30 VF3tb Damage: 40 Level: m Reverse Level: sm Execution, blocked, mC, MC: 20, -7, -, - Notes: Knocks down. P+K Damage: 20 Level: h Reverse Level: hp Sabaki: hp/he/hk Additional properties: Removes opponents guard. Versus Shun: -2 DP Execution, blocked, mC, MC: 33, +15, -1, +7 Notes: New VF4 move. Move goes into Jumonji stance. d+P+K Damage: 16 VF3tb Damage: 20 Level: m Reverse Level: mp Additional properties: Staggers crouching defenders. Execution, blocked, mC, MC: 16, -5, 0, +6 Version C changes: Both hits guaranteed in some mC situations. Notes: One of the best moves to do after a TFT for extremely high float combos. Can be used for otb hits. BIG stun on MC. d+P+K,K Damage: 20 (total 36) Level: m Reverse Level: - Execution, blocked, mC, MC: 23, -23, -, - Version C changes: Both hits guaranteed in some mC situations. Notes: New VF4 move. Knocks down. f+P+K Damage: 16 Level: m Reverse Level: mp Versus Shun: -1 DP Execution, blocked, mC, MC: 16, -4, -4, +3 Version C changes: No longer slams on float. No longer floats on a successful hit against staggered opponent. f+P+K, P+K Damage: 14 (total 30) Level: h Reverse Level: hp Versus Shun: -1 DP Execution, blocked, mC, MC: 13, -6, -, - Notes: Second hit guaranteed (if not delayed) after first hit connects f,f+P+K Damage: 20 Level: m Reverse Level: mp Execution, blocked, mC, MC: 19, -2, +4, +7 Version C changes: Move has more delay. Notes: New VF4 move. Goes into Jumonji stance. u+P+K Damage: 30 VF3tb Damage: 37 Level: m Reverse Level: - Execution, blocked, mC, MC: 30, -29, -, - Notes: New command for VF4. Knocks down. Can no longer buffer Shinsodan into end of animation. d+K+G/db+K+G or DB/D/DF+K+G Damage: 30 VF3tb Damage: 35 Level: m Reverse Level: mk Execution, blocked, mC, MC: 16, -9, -, - Notes: Knocks down. f+K+G Damage: 25, 10 Level: m Reverse Level: - Execution, blocked, mC, MC: 20/26, -15, -, - Version C changes: Guaranteed bounce follow-ups on close range hit. Notes: New VF4 move. Only knocks down at close range. Slams on float (both hits must connect). Can hop over low moves and rising kicks if timed right. f,f+K+G Damage: 35 VF3tb Damage: 40 Level: m Reverse Level: - Execution, blocked, mC, MC: 25, -27, -, - Notes: Knocks down. Can hop over low moves and rising kicks if timed right. b+K+G Damage: 30 Level: m Reverse Level: cr Execution, blocked, mC, MC: 22, -2, -, - Notes: Knocks down. Floats on MC. ub+K+G Damage: 38 VF3tb Damage: 50 Level: m Reverse Level: sm Execution, blocked, mC, MC: 15, -37, -, - Notes: Knocks down. Is now mid reversable by the likes of Akira, Pai, Aoi etc. Can hit low rising kicks if timed right. uf+K+G Damage: 30 VF3tb Damage: 35 Level: m Reverse Level: mk Execution, blocked, mC, MC: 30, 0, -, - Notes: Causes leg-flip animation on normal hit. Can hop over low moves and rising kicks if timed right. d/u,P+K+G Damage: 24 Level: m Reverse Level: mp Additional properties: Staggers crouching defenders. Execution, blocked, mC, MC: 18, -13, -, - Notes: Improved version of Kage’s near useless df+P+K in VF3. Knocks down. Kage’s canned dodge attack. f,f+P+K+G Damage: 30 VF3tb Damage: 40 Level: h* Reverse Level: - Additional properties: Will hit standing defenders at close-to-mid range, you must crouch defend to block move. From long range the move will hit crouching defenders too! (so back away, or dodge or something!) Execution, blocked, mC, MC: 20, -73, -, - Notes: Knocks down. If move connects in the middle of the ring opponent can TR and hit Kage guaranteed before he recovers. d+P+K+G Damage: - Level: - Reverse Level: - Execution, blocked, mC, MC: -, -, -, - Notes: Initiates Jumonji stance. Kage can be thrown during any part of the animation. The d+P+K+G is also a command used for low-throw escapes against some characters, so be careful in this situation. Rolling ======= HCB (f,df,d,db,b) Notes: Roll away. HCF (b,db,d,df,f) Notes: Roll towards. HCB,HCF+P Notes: Roll away into roll towards. HCF,HCB+P Notes: Roll towards into roll away. HCB/HCF, HCF+P, HCF+P Damage: 10 VF3tb Damage: 15 Level: l* Reverse Level: - Version C changes: Shinsodans no longer track dodges, straight attack now. Execution, blocked, mC, MC: 1, -33, -, - Notes: Shinsodan can now be guarded in standing position. Can be used for otb hits. HCB/HCF,K Damage: 30 VF3tb Damage: 20 Level: l Reverse Level: sw Execution, blocked, mC, MC: 25, -24, -, - Notes: Knocks down. Cannot be dodged. HCB/HCF, f,d,df+P Damage: 30 VF3tb Damage: 40 Level: m Reverse Level: mp Execution, blocked, mC, MC: 15, -22, -, - Notes: Knocks down. The DP (Dragon Punch) can be buffered into a forward or backwards roll/shinsodan. HCB/HCF, f,d,df+P,K Damage: 20 (total 50) Level: h Reverse Level: hk Additional properties: Kick will stagger if it connects against standing non-defender. Versus Shun: -1 DP Execution, blocked, mC, MC: 20, -32, -, - Notes: New VF4 move. Slams on float. Nothing is guaranteed after K stagger, a good struggling opponent will recover before Kage! HCB/HCF, HCF+P+K+G Damage: 30 VF3tb Damage: 40 Level: h* Reverse Level: - Additional properties: Will hit standing defenders at close-to-mid range, you must crouch defend to block move. From long range the move will hit crouching defenders too! (so back away, or dodge or something…) Execution, blocked, mC, MC: 20, -73, -, - Notes: Knocks down. If move connects in the middle of the ring opponent can TR and hit/throw Kage guaranteed. Jumonji Stance [JM] Attacks =========================== Jumonji Stance initiation moves: d+P+K+G [initiates Jumonji Stance] P+K [move ends in stance] f,f+P+K [move ends in stance] b+P [hold P] (db+)PPb+P [hold last P] f+P [hold P] b+P+K+G [hold all 3 buttons] Jumonji stance cancel moves: Hold P+K P+G d/u evasive roll n reversal G [JM] P Damage: 10 Level: h Reverse Level: hp Execution, blocked, mC, MC: 13, +3, +6, +9 [JM] P,K Damage: 17 (total 27) Level: m Reverse Level: mk Execution, blocked, mC, MC: 17, -5, 0, +5 [JM] P,K,K Damage: 17 (total 44) Level: m Reverse Level: mk Execution, blocked, mC, MC: 28, 0, +1, +3 Notes: Knocks down. [JM] K Damage: 18 Level: m Reverse Level: mk Execution, blocked, mC, MC: 24, 0, +3, +7 [JM] d+K Damage: 19 Level: l Reverse Level: sw Execution, blocked, mC, MC: 23, -6, -, - Notes: Knocks down. Cannot be dodged. [JM] d/u Version C changes: Stance dodges are more effective. Notes: Kage performs evasive side roll. Can end up back exposed. [JM] P+K Damage: 25 Level: m Reverse Level: - Sabaki: hp/he/hk/mk/mp/el Aditional properties: Causes stomach crumple on hit. Version C changes: Cuases stomach crumble on hit. Execution, blocked, mC, MC: 29, -2, 0, +9 [JM] f+P Damage: 15 Level: m Reverse Level: el Additional properties: Staggers crouchers. Execution, blocked, mC, MC: 16, -3, +1, +3 [JM] f,f Notes: Buffer in dashes for Jumoji running. [JM] run,K Damage: 24 Level: m Reverse Level: n/a Additional properties: Removes opponents guard. Staggers on normal hit. Version C changes: Removes opponents guard. Execution, blocked, mC, MC: 43, +1, -, - Notes: Joystick MUST be in the neutral position before pressing K, otherwise the move will not come out. Can hop over low moves and rising kicks. Cab be buffered after some Jumonji attacks so it's almost like a 'canned' addition. [JM] K+G Damage: 20 Level: m Reverse Level: mk Additional properties: Head crumble on hit. Version C changes: Move no longer staggers crouching opponents, now causes head crumble on hit. Execution, blocked, mC, MC: 18, -4, 0, +6 Notes: Can hop over low moves and rising kicks if timed right, Kage does not move forward at all, he hops on the spot. [JM] f+K Damage: 20 Level: m Reverse Level: kn Additional properties: Staggers crouchers. Execution, blocked, mC, MC: 19, -5, +1, - Version C changes: Damge increased from 20 to 28. Notes: Floats on MC. [JM] G Version C changes: G stance cancel is quicker. Notes: Cancels Jumonji stance. Throws ====== P+G Damage: 50 Notes: Front throw. Throw escape = P+G Execution, throw escape recovery: 8, -6 P+G Damage: 50 Notes: Back throw. Throw escape = not escapable. Execution, throw escape recovery: 8, -6 P+G Damage: 40 Notes: Side throw. Throw escape = P+G. Execution, throw escape recovery: 8, -6 f+P+G Damage: Level: Reverse Level: Additional properties: Tsukame Notes: Throw ‘stagger window’ changed from VF3. Front, Back or side-throw. Throw escape = f+P+G (front), or b/f+P+G for sidethrow, input depends on what sude opponent is attempting side-throw. Execution, throw escape recovery: 8, -6 b+P+G Damage: 40 Notes: Kage’s most powerful throw. Probably the best float combo set-up in the entire game. TFT combo properties changed from VF3. Throw can be TRed for no damage. Throw escape = b+P+G Execution, throw escape recovery: 8, -6 b+P+G,u+P+G Damage: 60 Notes: Can ring-out over low walls. Throw escape = not escapable after initial b+P+G df+P+G Damage: 50 Notes: df+K has very high chance of connecting after throw. Throw escape = df+P+G Throw escape recovery: -6 b,f+P+G Damage: 50 Notes: Can ring-out opponent who is near arena edge. Throw escape = f+P+G. Execution, throw escape recovery: 8, -8 b,d+P+G Damage: 60 Notes: Can ring-out opponent if Kage is about 3 metres from arena edge. Kage can no longer be side-thrown after throw-escape. Throw escape = d+P+G. Execution, throw escape recovery: 8, -8 uf+P+G Damage: 50 Versus Shun: -2 DP Notes: Catch-throw. Throw escape = cannot be escaped. Version C changes: Damage increased from 40 to 50 Execution, throw escape recovery: 19, - [JM] P+G Damage: 50 Versus Shun: -2 DP Notes: Catch-throw. Throw escape = cannot be escaped. Version C changes: Damage increased from 40 to 50 Execution, throw escape recovery: 19, - [BT] P+G Damage: 55 Notes: Catch-throw. be done from a back-turned position. Throw escape = cannot be escaped. Version C changes: Damage increased from 45 to 55. Execution, throw escape recovery: 21, - P+K+G Damage: 60 Notes: Low back throw. Throw escape = cannot be escaped Execution, throw escape recovery: 8, - Reversals ========= b+P+K Reversal against: hp/he Damage: 30 Execution: 1 db+P+K Reversal against: mp Damage: 30 Execution: 1 [JM] n Reversal against: hp/he Damage: 20 Notes: Simply leave the joystick in the neutral position whilst in the Jumonji stance, if the opponent attacks with a hp/he, Kage will reverse it. Kage has +17 advantage after reverse, so a bufferd DPK is guaranteed combo! [JM] P+K+G Reversal against: mk Damage: 30 Additional properties: Cause recipient to stumble backwards to floor and then slowly rise to their feet, allowing for guaranteed follow-ups. Versus Shun –2 DP Version C changes: Longer reverse window. Execution: 6 Notes: Kage remains in Jumonji stance after move. Kage has +68 frames of advantage after reverse so combo follow-ups are possible. Hopping Attacks =============== u+P ascending Damage: 25 VF3tb Damage: 30 Level: m Reverse Level: mp Execution, blocked, mC, MC: 33, -10, -, - Notes: Knocks down. Can hop over low moves and rising kicks if timed right. u+P descending Damage: 20 VF3tb Damage: 24 Level: m Reverse Level: mp Execution, blocked, mC, MC: 14, -16, -, - Notes: Can hop over low moves and rising kicks if timed right. u+K/uf+K Damage: 20 Level: m Reverse Level: - Execution, blocked, mC, MC: 13, -15, -, - Notes: Knocks down. Slower than VF3 version. VF3 float combos no longer work. u+K/uf+K descending Damage: 20 Level: m Reverse Level: mk Execution, blocked, mC, MC: 10, -6, +5, - Notes: Can hop over low moves and rising kicks if timed right u+K/uf+K late descending Damage: 20 Level: l Reverse Level: sw Execution, blocked, mC, MC: 19, 21, -, - Notes: Knocks down. Cannot be dodged. Ground Hit and Stomp Attacks ============================ df+K Damage: 13 Level: g u+P (Close) Damage: 25 VF3tb Damage: 30 Level: g Notes: Close range head stomp. u+P (Mid-Range) Damage: 30 VF3tb Damage: 40 Level: g Notes: Mid range foot stomp. u+P (Long Range) Damage: 30 Level: g Notes: Long range knee stomp. Back-Turned Attacks =================== [BT] P Damage: 12 Level: h Reverse Level: hp Execution, blocked, mC, MC: 10, -6, -3, +2 Notes: Recovers slower than standard P. Kage can go into any of his standard punch strings from the TT P, i.e. TT PK or TT PPb+PK. [BT] K Damage: 30 Level: h Reverse Level: hk Execution, blocked, mC, MC: 14, -2, -, - [BT] d+P Damage: 15 Level: l Reverse Level: lp Notes: Can be used for otb hits. Execution, blocked, mC, MC: 14, -4, +1, +4 [BT] d+K Damage: 23 VF3tb Damage: 30 Level: l Reverse Level: lk Execution, blocked, mC, MC: 16, -18, -, - Stagger properties: Foot crumble on front facing opponent. Notes: Knocks down. [BT] u+K Damage: 30 Level: m Reverse Level: - Execution, blocked, mC, MC: 31, -15 Notes: Knocks down. Kage remains back exposed. [BT] uf+K Damage: 25 Level: m Reverse Level: - Execution, blocked, mC, MC: 26, -10, -, - Notes: Kage does not remain back exposed like [BT] ub+K. [BT] ub+K Damage: 30 VF3tb Damage: 40 Level: m Reverse Level: - Execution, blocked, mC, MC: 32, -20, -, - Notes: Kage remains back exposed. [BT] P+K Damage: 10 Level: m Reverse Level: - Additional properties: Staggers crouchers. Execution, blocked, mC, MC: 18, -6, -5, +1 Notes: New VF4 move. Useful new mid-attack from [BT] position. Kage recovers in crouching position. Can be used for otb hits. [BT] P+K,K Damage: 26 (total 36) Level: mm Reverse Level: - Execution, blocked, mC, MC: 17, -15, -, - Notes: New VF4 move. Causes very long leg-flop animation if it connects, which cannot be QR/TRed. Can ‘flip’ opponent over low walls for ring out. [BT] P+G,P Damage: 25 Additional properties: Removes opponents guard, staggers crouching opponents. Execution, blocked, mC, MC: 42, -, -, - Notes: New VF4 move. If you input the canned punch, the throw will not connect. Turn-away Attacks ================= b,b+P Damage: 14 VF3tb Damage: 17 Level: h Reverse Level: hp Execution, blocked, mC, MC: 14, -4, 0, +5 Notes: Kage ends up back exposed. b,b+K Damage: 24 Level: h Reverse Level: - Execution, blocked, mC, MC: 15, +1, -, - Notes: Knocks down. Can duck under high attacks. Floats on MC for [BT] combos. b,b+K+G Damage: 21 VF3tb Damage: 12 Level: l Reverse Level: lk Additional properties: Foot crumble on MC. Execution, blocked, mC, MC: 21, -11, +2, - Version C changes: Requires MC for foot crumble. Damage increased from 19 to 21. b+K Damage: 18 Level: m Reverse Level: mk Sabaki: hp/hk/he/el/mp/mk Execution, blocked, mC, MC: 19, -3, +1, +8 Notes: New VF4 move. b+KK Damage: 20 (total 38) Level: l* Reverse Level: - Execution, blocked, mC, MC: 20, -5, -4, - Notes: New VF4 move. This low kick can be guarded in standing position. Floats on MC. b+KKK Damage: 22 (total 60) Level: m Reverse Level: mk Execution, blocked, mC, MC: 25, -16, -, - Notes: New VF4 move. If second kick MC’s, opponent is floated for guaranteed last kick or [BT] d+K (other combo follow-ups may be possible). b,f+K Damage: 30 Level: h Reverse Level: hk Additional properties: Removes opponents guard and forces crouch. Execution, blocked, mC, MC: 37, -, -, - Notes: New VF4 move. Kage Knocks down on hit. Floats on MC. Takes no damage if it removes opponents guard. df+K+G Damage: 35 VF3tb Damage: 40 Level: m Reverse Level: - Execution, blocked, mC, MC: 23, -20, -, - Wall Moves (New for VF4) ======================== f+P+K Damage: 20 Level: m Reverse Level: - Additional properties. Removes opponents guard. Staggers crouching opponents. Execution: 60 Notes: New VF4 off wall move. Kage leap-frogs ‘backwards’ of wall, distance depends on how far Kage is from opponent. Kage can land behind opponent and hit causing a small back stagger. f+P+K+G Damage: 20 Level: m Reverse Level: - Execution: 43 Additional properties: Removes opponents guard, head crumble on hit. Notes: New VF4 off wall move. Movements ========= b+P+K+G Damage: - Vf3tb command: b+E Level: - Reverse Level: - Notes: New command for VF3 backwards cartwheel. Hold P+K+G to go into Jumonji stance. Kage can be thrown during any part of the animation. Input and ‘Movement’ changes in VF4 =================================== Obviously anyone migrating from VF3 to VF4 will notice the absence of the dodge or E button. At first this may seem troublesome to adjust to, but after a while it’s no real big problem. However there are some other drastic changes. If you hold G whilst back exposed you turn around and guard now, as opposed to guarding facing the ‘wrong’ direction. Kage can no longer roll/shinosdan away from the opponent in the back exposed position, and you can no longer dash away in this position either. It is not possible to pull off a dodge buffered attack or your canned dodge attack from the back exposed position, unlike VF3. Lastly you cannot dash or crouch dash away in the back exposed position either, attempting so will make you turn towards your opponent. It is possible to crouch dash backwards with your back exposed. In some circumstances you can back-dash towards your opponent in the back exposed position, however I have only managed this after a whiffed TT P+G throw. Jacky can do facing away back-dashes easier than most characters strangely (after P+K,P,K for example). One bonus however is the major changes in the crouch dash system. VF3 crouch dashes had to be held in the second DF position for a tiny amount of time to register the crouch dash, unlike VF2. This made some combos like Akira’s MC SDE - DoublePalm more difficult to do in VF3. In VF4 crouch modified moves can be done quicker ala VF2 style, something you will have to learn in order to pull of the TFT - Knee in VF4. Secondly crouch dashes can be done from a crouching position and you can crouch dash away, unlike in VF3. The crouch-dashing input has also become more ‘lenient’, so you can pull off multiple-direction crouch dashes like in VF2, but the inputs are not as strict or technical. Another change comes in the form on reversal inputs. All moves that are considered to be H M or L can only be reversed by a matching reversal level. For example Kage’s uf+K+G was only reversible with Wolf’s b+P+K high kick reverse in VF3. In VF4 because the uf+K+G is regarded as a mid level kick, Wolf must reverse it with his mid kick reversal (db+P+K). Interestingly though the reversal animation stays the same as it was in VF3. This makes Kage’s punch reversal weaker IMO because you have to choose between b+P+K and the new VF4 db+P+K option, for high and mid punch moves repsepctively. Some characters like Akira benefit immensely because they can now reverse knees and flipkicks, as well as a whole host of non-mid reversible moves from earlier VFs with a simple db+P+K. Also some moves that were not reversible in VF3 can now be reversed, like Kage’s rising Knee or bb+K+G for example. Moves analysis ============== Punch/ Punch, Kick Guard cancel (P/PKG) Not as fast as it was in VF3. The fastest jab in VF4 now belongs to Sarah, Aoi and Pai. However the trusty jab is still one of your main flow chart starters. Ideally you should condition yourself to try and interrupt your opponent’s attacks with a jab, this way you’ll have a big frames advantage (+8) and can apply pressure. After a MC jab your main options are going for a throw, attacking aggressively (another jab, f+P, d+K+G, df+P, d+P+K etc) or evasive manoeuvres like a back dash/dodge. Generally because the MC jab is a good situation, I wouldn’t recommend evading/moving away because you lose the initiative. Alas even though you have +8 frames advantage after a high jab your throw is not guaranteed. In my experience if you buffer in a throw it will whiff, so you have to delay the throw a split second for it to connect, hencing making it ‘not guaranteed’. However you have a whopping 8 frames of execution so going for a throw will probably be good because a decent oppoenet will probably be inputting a guard throw escape or other defensive techniques anyway. Remember also that becaues you have 8 frames advantage aftre a MC jab your next attack will essentially have higher priority. For example Kage’s df+P has 23 frames execution, but after a MC P a buffered df+P will essenially become a 15 frame move! Use your +8 frame adavatge to plan strategic attacks. The PKG can be useful because when people see the K guard cancel it can mentally ‘mess around’ with them, are you going to throw them? try to MC? Are you trying to bait them? etc. You can use this situation to try and force a throw/ attack guessing game. However the PKG does leave you with more delay than a normal jab (PKG also has more delay than it had in VF3), and you lose the initiative even after MC, so use wisely. Lastly if Kage’s jab is blocked HE has the advantage. IT’s quite rare to find a move that leaves you at an advantage when it is blocked or hits as mC/MC, so learn to use the jab effectively. Low Punch (d+P) Generally speaking low jabs are much more powerful in VF4 than in VF3, but it is possible to guard them standing up now. Basically if you are in close range your low jab will beat nearly any attack including elbows, with only a few specific moves beating the low jab like Kage’s uf+K+G, or certain characters sabaki, reversal and inashi attacks. MCing with a low jab gives you a big frames advantage (+5); it’s a good time to go for the TFT (b+P+G) or aggressive attack flow charts. Because of the new throw ranges in VF4 you no longer need to buffer in a dash after a d+P to throw, one of the main reasons why the low jab is so dominant in VF4. One of the first things you’ll have to do in VF4 is learn how to deal with low jabs. Generally you have the advantage if you block a low jab because your opponent is at a -4 frames disadvantage. So lets say for example Kage has blocked Akira’s low jab. If Akira decides to do another low jab the fastest it will come out is 16 frames (12 frames + the additonal -4 frames of disadvantage). If Kage does his elbow it will beat the low jab because even though the elbow is slower than a low jab (14 frames as opposed to 12 frames), because Kage has the adavatage his attack wins. Essentially I think of it this way; After Kage has blocked a low jab you can take the +4 frames of advantage he has, and take them away from the execution of his next move. For example: Kage has blocked a low jab and has +4 frames advantage. If Kage does... d+P (12 frames exec) = Essentially becomes 8 frame move. Will beat nearly any counter-attack. P (12 frames exec) = Essentially becomes 8 frame move. Will beat nearly any counter-attack, some FC moves may beat jab. f+P (14 frames exec) = Essentially becomes 10 frame move. Will beat nearly any counter-attack. DPK (15 frames exec) = Essentially becomes 11 frame move. Will beat nearly any counter-attack. Risky, but very aggressive! d+K+G (16 frames exec)= Essentially becomes 12 frame move. Will beat nearly any counter-attack. Less aggresive than above, but still risky. df+P (23 frames exec) = Essentially becomes 19 frame move. In this situation the df+P has a higher probability of interupting some attacks. So you see training yourself to wise-up to when your oppoenet low jabs, gives you a good adavantage with which to punish them. After a while your opponent will become aware that they are being punished after their blocked low jab, so now it’s time to start throwing them as they will likley be gaurding or go for advaced defensive techniques like dodge throw esacpes etc. Think about your +4 frames advantage after the low jab block, and pressure your opponent! Also remember it works both ways. If your low jab is blocked another low or high jab essentially becomes 16 frames, or an elbow become 18 frames, so think about your options. Also if your d+P hit mC/MC, multiple d+P’s are as scrubby as ever! Swipe Punch (db+P) As fast as the standing jab and more damaging, this dodge swipe is useful because it can evade attacks. You can swap the beginning punch in any of Kage’s jab combos for a db+P (db+PK instead of PK, or db+PPP instead of PPP). The db+P will beat an opponents P at the start of the round, and even when you are at a disadvantage you can use the db+P to ‘go-around’ some of your opponents incoming attacks, thus regaining the initiative. For example Kage is MC by Akira’s d+P, Akira’s shoulder will beat nearly any of Kage’s attacks except the db+P, which dodges and hits the shoulder! (however this may be stance dependant so experiment...) Therefore think of it as a mini dodge attack, it can be that useful. The db+P stuns nicely on MC too (+6 frames), allowing for throw/attack mix-ups similar to MC P/d+P. Unlike a normal jab however, the db+P cannot be done from a crouching position, as always with from standing moves you have to buffer in a forward or backwards dash from crouch to pull it off quickly or ‘instantly’. The db+P also does slightly more damage than a standard jab (14pts as opposed to 10pts), useful if you want to dish out extra damage in float combos, or in a mC/whiff situation. For example after a side f+P+G Kage can do db+PPb+P for 41pts of guaranteed damage ;) Downward Float Chop (df+P) This move has been improved big time since VF3. It is still very slow in execution, but it is Kage’s main non-TFT float starter. Basically the df+P floats on a normal hit now allowing for float combos. Due to the slow execution the df+P will also hit ‘early’ dodgers, and people who dodge in the wrong direction. If you want to dodge the df+P you have to dodge towards Kages front foot. The df+P is especially useful against people who dodge GTE (Guard Throw Escape), especially out of quick rise and tech roll. The df+P can also dodge incoming moves, especially high jabs. You can use the df+P ‘evasion’ animation in certain situations. For example if Lion does elbow-lunging poke (f+PP) or Lau does elbow-palm (f+PP to), you can block the elbow then do df+P to ‘evade’ the poke/palm and hit Lion/Lau for a MC float. Unfortunately the df+P cannot be done from a ducking position, you have to buffer in a forward or backwards dash in order to do it quickly from a crouching position. In fact due to this moves slow execution it is best to do it after a backwards dash in normal combat situations, if you get used to doing this you should be able to pull it off quite consistently after a low jab. Be careful when buffering in a forward dash into df+P, as you could pull of a DP (f,d,df+P) by mistake. Lastly Kage recovers in a crouching position after the df+P, not a problem if blocked because it’s uncounterable, but if it whiffs you can be staggered or low thrown. After a blocked df+P your options are similar to the f+P blocked section. The df+P is ‘better’ at dodging high level attacks (jabs) than mid or low level ones. Combo’s disclaimer: Throughout this document there will be extensive combo lists for various Kage moves. I am in no way implying these combos have been discovered entirely by me, far from it. The combos have been collated from various sources including general UK VF play, VF4 combo faqs (thanks to RSW), movies (cheers clandxm.com/vf4 and tbzone.co.kr) and various VF message-boards (muchos gracias to boards at virtuaproject.com and VFDC). Lastly my recent trip to Japan also showcased some new Kage combos too! ;) I’ve tried to list the most damaging combos possible for each character, and have tested all combos to make sure they are not TR/QR, and thus ‘true’ combos. Quick combo key note: mC = Minor Counter hit MC = Major Counter hit CS = Closed Stance OS = Open Stance AS = Any Stance * = Easy to pull-off ** = Moderately difficult to pull-off *** = Difficult to pull-off Numbers designate damage in points (All combos are guaranteed non-QR/TR after first hit) df+P combos: df+P – P – d+P+K,K [Doable on everyone, mC AS 48 *] df+P – P – f,d,df+P [Doable on everyone, mC AS 48 *] df+P – FC, f+K [Doable on everyone, mC OS 46 *] df+P – P – ub+K+G [Doable on everyone, mC CS 54 *] Vs Akira: df+P – P – d+P – DP [mC AS * 50] df+P – db+PKG – ub+K+G [MC CS 65~73 *] df+P – d+P+K – DP [MC AS 66 *] Vs Aoi df+P – P – d+P+K – DP [mC AS 55 *] df+P – db+PKG – ub+K+G [mC CS 65 *] df+P – db+PPb+PK [MC AS 63 *] df+P – P – db+PKG – ub+K+G [MC CS 67~73 *] df+P – P – b+P – d+P+K,K [MC CS 66 *] df+P – P – b+P – DP [MC CS 69 *] df+P – P – f+K+G – ub+K+G [MC OS 75 *] Vs Jacky df+P – P – d+P – DP [mC AS 50 *] df+P – db+PKG – ub+K+G [mC CS 57 *] df+P – P – d+P+K – DP [MC AS 68 *] df+P – P – db+PKG – ub+K+G [MC CS 67~73 *] Vs Jeffry df+P – P – ub+K+G [mC CS 54 *] df+P – P – d+P+K,K [mC AS 48 *] df+P – P – d+P – DP [MC AS 63 *] df+P – db+PKG – ub+K+G [MC CS 73 *] Vs Kage df+P – db+PKG – ub+K+G [mC CS 65 *] df+P – P – d+P+K – DP [mC/MC AS 60/63 *] df+P – P – db+PKG – ub+K+G [MC CS 67~73 *] df+P – db+PPb+PK [MC AS 63 *] df+P – f+K+G – DP [MC OS 69 *] Vs Lau df+P – P – d+P+K - DP [mC/MC AS 60/63 *] df+P – db+PKG – ub+K+G [mC/MC CS 65/67 *] Vs Lei-Fei df+P – d+P+K – d+P+K,K [mC/MC AS 56/60 *] df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 65/67 *] df+P – f+K+G – DP [MC OS 64 *] df+P – f+K+G – ub+K+G [MC OS 67 ** (note: this combo is not very reliable hence two stars)] Vs Lion df+P – d+P+K – d+P+K,K [mC/MC AS 56/60 *] df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 65/67~73 *] df+P – f+K+G – DP [MC OS 69 *] df+P – f+K+G – ub+K+G [MC OS 72 ** (note: unreliable)] Vs Pai df+P – d+P+K – d+P+K,K [mC/MC AS 56/60 *] df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 59/67 *] df+P – f+K+G – DP [MC OS 72 *] df+P – f+K+G – ub+K+G [MC OS 75 *] Vs Sarah df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 65/67~73 *] df+P – f+K+G – DP [MC OS 72 *] df+P – f+K+G – ub+K+G [MC OS 75 *] Vs Shun df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 65/67~73 *] df+P – f+K+G – DP [MC OS 72 *] df+P – f+K+G – ub+K+G [MC OS 75 *] Vs Wolf df+P – P – d+P – DP [mC/MC AS 55/58 *] df+P – db+PKG – ub+K+G [mC/MC CS 65/73 *] Vs Vanessa df+P – P – d+P+K – DP [mC/MC AS 55/63 *] df+P – P – db+PKG – ub+K+G [mC/MC CS 59/67~73 *] df+P – f+K+G – DP [MC OS 72 *] df+P – f+K+G – ub+K+G [MC OS 75 *] Hopping chop (u+P/uf+P) The hopping chop was quite a useful move in VF3tb for Kage. Especially against Aoi (or other LW characters on the Dreamcast version). This was mainly because Kage could pull off some very damaging combos after the chop against Aoi, and some less damaging combos against the rest of the characters. In VF4 all combo follow-ups after the hopping chop can be avoided with the TR/QR. The main use for the hopping chop is to hop over low attacks and strike the opponent. However because the uf+K+G has been tweaked for easier combos in VF4, the uf+P has kinda been ‘relegated’ to near non-usage now. Still if you’re near a wall some uf+P combos are guaranteed, so it may be worth attempting hopping chop combos when you’re in this situation. uf+P combos (only guaranteed if the uf+P causes wall hit) uf+P – f,f+K+G | f,f+P+K+G | df+K+G | uf+K+G uf+P – uf+K+G - b,b+K+G | df+K+G | f,d,df+P,K [TR/QR avoids all after uf+K+G, even if the uf+P caused wall hit] Double Punch, Helix (PPb+P) Kage’s PPb+P is now a combo and does more damage than the PPP. Basically you should never need to use PPP now because you are at a -8 frame disadvantage if the punches are blocked or mC, the PPb+P gives you a +1/2 frame adavantage on a block or mC hit, and a staggering +8 frame adavantage on MC! Ideally if your opponent misses a move you can use PPb+P to damage them and leave you in an advantageous position. After the b+P you are close so you can d+P interrupt nearly any counter-attacks, delay the last kick, go into Jumonji stance (hold P after the b+P), dodge or go for a throw. Okay there are infinite possibilities but those five examples are a good place to start. Now you may be wondering why PPb+P when you can use a d+K+G? Well the PPb+P does 37pts damage compared to the d+K+G’s 30pts (reduced from VF3’s 35pts dammit!). If you do the db+PPb+P you get 41pts damage, not bad for 3 jabs! Also you are more vulnerable if your d+K+G is blocked, but alas PPb+P is a high attack, both have their vulenerabilities. Because there are fewer instances where you can get a guaranteed d+K+G in VF4, and TR nullifies ff+K, it kinda makes sense to explore your possibilities after the PPb+P. Essentially in this version of VF Kage does the least amount of damage he’s ever done, so you need to make every hit count! However one important word of warning, DO NOT OVERUSE THE PPb+P! If your opponent dodges at the right time they basically get a guaranteed back throw, so be careful when using this move in close range, especially at the start of the round, and especially against the likes of Wolf and Jeffry! Some (db+)PPb+P flow charts PPb+P - (delay) K: Delaying the last kick can be useful. Especially near a wall for MC knock down, and then wall hit combo PPb+P - (delay) K (wall hit) - DP can take 83+pts of damage! PPb+P - d+P: will beat nearly any counter attack from you opponent. Be careful about over using this against good opponents. A clued up Akira could b+P+K+G inashi your low jab for guaranteed SPOD! PPb+P - d+P+K: If after the PPb+P Kage is in open stance the d+P+K will beat a low jab. PPb+P - f+P: If after the PPb+P Kage is in closed stance the f+P will beat a low jab. PPb+P - d+P - b,b - df+K: Useful for staggering d+P counter attempts. PPb+P - df+P: Can snag dodgers or beat a high punch, be careful though. Opponent might go for something like knee MC, then you’re really screwed! PPb+P - throw: A useful throw set-up. PPb+P - FC,f+K: Actually quite useful. Buffer in the knee after PPb+P and you have a quick 14 frame move (with +1/2 frames advantage it becomes 12/13 frames!). It has a high chance of interuptting alot of moves, but as always risky. PPb+P - d+K+G: Aggresive, but risky. PPb+P - uf+K+G: I find at the start of a round PPb+P - uf+K+G - d+P - b+PK can be a useful flow charts against low jab counter reliant players ;) Punch, Kick (PK) The PK is still a good, quick attack especially if you want to get the initiative back in battle. However there are fewer instances where you can mC with a PK in VF4, so it’s a bit weaker than in VF3 in this respect. Punch, delay, K is a good tactic to snag dodgers, especially at the start of a round (but if you guess a dodge do df+P float or throw instead!). You also have a good advantage after a PK connects mC, and your opponent is floated in a MC situation leading to possible floats. Even though it’s the oldest trick in the book multiple PK’s still work well against aggressive opponents. Lastly PK and db+PK are safer than (db+)PPb+P because you are not as near your opponent, useful if you want to play safe, but you're doing less damage... Helix, Heel-Kick (b+P,K) The Helix into kick isn’t as quick as a PK, but it does have its uses. It executes in 13 frames and both hits connect for minimum 42pts damage, making it probably your most damaging counter in a -13 frame situation. However I find you have to be aware of what stance you are in because the b+P takes longer to execute if you are in open stance. You can go into the Jumonji stance if you hold P in b+P, and unlike the P,K the second kick hits mid, but sadly no longer staggers crouchers, and in a mC situation you are at a -3 disadvantage. If you delay the K after b+P you may get a MC float hit, and if you are quick to compensate you can tak on a few float hits for extra measure! The b+P,K is also very useful in TFT combos, especially for damaging wall combos, or low wall ring-outs! However you can be thrown if the kick is blocked, but no attack is fast enough to counter, so if the b+PK is blocked, guard or dodge throw escape are your best defensive options. Lastly a MC b+P gives you a whopping +8 frames advantage, ideal for applying pressure! Elbow (f+P) Kage’s most important move in previous games has been toned down quite a bit in VF4. The elbow is slower in execution, but still uncounterable if blocked. However it is still an important move to learn how to use, because it's still his best stagger weapon. Unfortunately the new slow execution means some moves that Kage could stagger in VF3, are no longer elbow staggerable for the ninja in VF4. Sometime the new animation will even cause the elbow to whiff against a low blocked move! You will have to remember that certain moves can only be staggered by a delayed elbow, or with a sidekick (df+K). One major bonus is the MC elbow which stuns the opponent much more compared to VF3. After a MC Kage has +5 frames of advantage, another elbow from Kage will beat nearly any attack, and multiple elbows are a good way of punishing aggressive opponents. This basically forces your opponent into trying to interrupt you with an attack (difficult if they’ve been MCed) trying to dodge, attempting a reversal or guarding, so force the attack throw guessing game! Another new addition is the ability to hold P after the f+P to go into the Jumonji stance, making the elbow probably the most effective way to go into the stance. From the stance there are a variety of moves you can use, but by far the most useful is the P+K sabaki that causes stomach crumble in version C. Lastly although it may seem slower, Kage’s elbow is the same speed (14 frames execution) as Lau, Jacky and some other characters. Because the elbow is probably your best stagger and MC weapon, here are some basic options: f+P stagger options f+P (stagger) – Throw: If close range elbow you do not need to dash forward, however sometimes you will have to buffer a forward dash to be in throw range. Learn to judge distances! f+P (stagger) – f+P: Will stagger low jabbers or MC hit. Do not dash forward and elbow against a ‘struggle low jab’ type player as there low jab will beat your elbow. f+P (stagger) – P/PKG: Hopefully you’ll get a MC for throw opportunity. A less obvious way of setting up a throw attempt sometimes. f+P (stagger) – PPb+P/PK: Very quick attack, quite hard to struggle and block. f+P (stagger) – If you held P you could attempt Jumonji attacks. f+P (stagger) – crouch-dash: Crouch under throw escape attempt. f+P (stagger) – uf+K+G: Good against struggle low jab type players. f+P (stagger) – df+P: Good against struggle D(GTE) attempt. f+P (stagger) – b,f+K: Good against struggle D(GTE) attempt. f+P (stagger) – df+K: Can cause another stagger or MC hit f+P (stagger) – d+K+G: Hopefully you’ll get MC hit. f+P (stagger) – bb+K+G: Can beat low jab depending on range, and because you need MC hit in version C for foot crumble. f+P (stagger) – (f,f)f,d,df+P,K: 65+pts of damage if MC. Good against Lion players who struggle into sabaki :) Kage’s elbow stuns BIG in VF4. If you MC your opponent they CANNOT duck/(crouch)dash backwards etc to avoid a throw attempt. BUT they can avoid a throw by inputting an attack like d+P. However after a MC elbow you can beat them to nearly ANY counter attack, so learn to attack AGGRESIVLEY in this situation. As always here are some options: f+P MC options f+P (MC) – Throw f+P (MC) – f+P: Will beat low-jab attempts, and nearly any other attack in the game. Beware mid reversal throw escapes from decent opponents. f+P (MC) – P/PKG: Hopefully you’ll MC for a good advantage. f+P (MC) – PPb+P/PK: Quick attacks that leave you with a good advantage on mC or MC hit. f+P (MC) – uf+K: Will beat nearly ANY attack, best if near wall because you can tak on some wall hit combos. f+P (MC) – dodge throw/attack: High probability of MC dodge in this situation if your opponent tries a straight counter attack. Good way to set-up TFT. f+P (MC) – uf+K+G: Works a peach against low jabs. f+P (MC) – df+P/uf+K+G/b,f+K: Good against D(GTE) attempts. f+P (MC) – d+K+G | f,d,df+P,K | ub+K+G: Aggressive attacks for MC damage. f+P (MC) – (crouch)dash backwards: Hopefully cause opponents counter attacks to whiff allowing for d+K+G/ FC,df+P or TFT set-ups One problem with the elbow is the disadvantage when it is blocked (-4 frames disadvantage). Good players will attack you aggressively after a blocked elbow by either trying to MC hit you with a strong attack or float starter, or going for a throw. You will have to learn how defend well after a blocked elbow, or you will get annihilated against good opponents. Here are some options: f+P (blocked) options: f+P (blocked) – GTE: Your safest option. Dodge GTE is also good. f+P (blocked) – db+K: Not as useful as VF3, the db+K has very high chance of whiffing because it has lost range, and suffers some ‘dodgy’ collision detection. f+P (blocked) – roll (HCB) away: Useful as ever, but you can be hit by some moves, especially low attacks, and the shinsodan can be thrown easier now. f+P (blocked) – [JM] – P+K sabaki: Useful against aggressive types, but remember if opponents goes for knee etc they’ll cream you for MC damage and float! f+P (blocked) – uf+K+G or [JM] K+G: Risky but worth attempting if you think opponent will try to MC d+P. f+P (blocked) – d+P: The low jab will stop some moves like a knee, beware elbows! f+P (blocked) – P: Will stop a lot of moves now like Wolfs shoulder and some elbows, but beware of stuff like, Jeffry’s Kenka Upper, Sarah’s db+K, Lau’s UpKn etc. All will beat jab for MC float. f+P (blocked) – f+P: Not as useful as VF3tb because the elbow is much, much slower. In VF3tb you could do f+P twice quite effectively against some characters (heck Jacky still can!), but in VF4 you’ll get creamed if you do this too often. f+P (blocked) – b+K sabaki: Actually works a treat, especially against aggressive elbow attacking from Akira/Jacky/Lau etc. Will beat a majority of high/mid level attacks and throw attempt. Beware against knee reliant characters like Wolf (MC hit plus float combo for half-bar. f+P (blocked) – dodge TFT | Attack: Has its uses, especially if you get the ‘MC’ dodge. Best against aggressive attackers. f+P (blocked) – df+P float | d+K+G | f,d,df+P,K | ub+K+G: Yes it’s risky but worth throwing into the mix if you think you’re about to be thrown, and want to play aggressively! f+P (blocked) – f,f+P+K+G: Will actually go through quite a lot of counter attack attempts. Worthwhile if you are near a wall, but risky if you are near ring edge, a well timed dodge could have you leaping out of the arena! f+P – d or u P+K+G: The dodge attack can prove quite useful in sticky situations. It will dodge a variety of counter attacks and is harder to throw than ‘conventional’ dodge buffered attacks. Downward Chop (FC,df+P) This from crouch slap has been slightly improved since VF3tb. On a hit can float (although nowhere near as reliable as df+P!), it can stagger crouching defenders, knocks down if it connects normally and has impressive range. However the move can be quite slow in execution, in close range you’re better of using jabs and your elbow. However the move is uncounterable if blocked, but you are at a disadvantage. The main use for this move is to attack people from distance. Crouch dashing away into the FC,df+P is very effective, and if it connects near a wall you can pull of some damaging wall combos. Probably the best use for the slap is to move away from someone grounded, than attack their whiffed rising attacks. In some arenas with breakable walls, after you have pulled of a strong wall combo instead of going for a DP or similar otb (On The Bounce) hit, go for FC,df+P instead. Reason? Well the FC,fd+P ‘bounces’ further then a lot of other moves and can actually push people across the floor for a ring-out! Even though the move staggers, Kage doesn’t have as much time to pressure an opponent (say after an elbow stagger for example) and good strugglers can recover about the same time Kage does from the FC,df+P animation! Lastly the FC,f+P after a MC low kick or jab is very effective!! Although it is possible to do float combos using FC,df+P it is very dependant on stances, character weights and type of hit. Oh, and you MUST hold forward otherwise P will NOT connect in the majority of combos. FC,df+P combos: (Note: All combos are guaranteed non-QR/TR after 1st hit) Vs Akira FC,df+P – P – d+P+K,K or DP [MC CS 54 *] FC,df+P – PPK [MC CS 46 *] FC,df+P – P – FC,df+P [MC OS 42 **] Vs Aoi FC,df+P – P – d+P+K,K/DP [mC/MC CS 47/54 *] FC,df+P – b+PK [MC OS 55 *] Vs Jacky FC,df+P – P – d+P+K,K or DP [MC CS 54 *] FC,df+P – PPK [MC CS 46 *] Vs Jeffry No combos guaranteed, however FC,df+P – PPK is useful against Jeffry. Just automatically do PP if the FC,df+P connects, if the jabs connected finish off with K. If Jeffry tech-rolled, don’t. Vs Kage FC,df+P – PP-delay-K [mC CS 45 *] FC,df+P – P – FC,df+P [mC OS 37 ***] FC,df+P – P – d+P+K,K or DP [MC CS 54 *] FC,df+P – b+PK [MC OS 59 *] Vs Lau FC,df+P – PP-delay-K [mC CS 45 *] FC,df+P – P – d+P+K,K or DP [MC CS 54 *] FC,df+P – P – FC,df+P [MC OS 37 ***] Vs Lion FC,df+P – PPK [mC CS 45 *] FC,df+P – P – FC,df+P [mC OS 37 ***] FC,df+P – P – d+P+K,K or DP [MC CS 54 *] FC,df+P – b+P – PPK [MC OS 63 *] Vs Lei-Fei FC,df+P – P – d+P+K,K or DP [mC/MC CS 47/54 *] FC,df+P – b+PK [MC OS 59 *] Vs Pai FC,df+P – P – d+P+K,K or DP [mC/MC CS 45/54 *] FC,df+P – P – FC,df+P [MC OS 37 ***] FC,df+P – b+PK [MC OS 55 ***] Vs Sarah FC,df+P – P – d+P+K,K [mC/MC CS 47/54 *] FC,df+P – P – DP [mC/MC AS 47/54 *] Vs Shun FC,df+P – P – d+P+K,K [mC/MC CS 51/54 *] FC,df+P – P – DP [mC/MC AS 53/54 *] FC,df+P – b+PK [MC OS 59 *] FC,df+P – b+P – PPK [MC OS 65 *] Vs Wolf FC,df+P – PPK [MC AS 52 *] FC,df+P – P – d+P+K,K [MC OS 60 *] Vs Vanessa FC,df+P – P – d+P+K,K [mC/MC CS 47/54 *] FC,df+P – b+PK [MC OS 59 *] Dragon Punch, Kick (f,d,df+P,K) The dragon punch is a high risk/ high reward move. High risk because if blocked you are at a severe disadvantage. High reward because if it connects you will do at least 30pts of damage (normal ground hit NOT float damage), which increases by quite a bit if you MCed your opponent. A new addition is the new canned kick, which adds an additional 20 points of damage. However if you miss a DPK your are severly screwed, Akira can SPOD mC you for example! However you can do at least 46points of damage with the DPK going up to 60+pts on a MC. The DPK is mainly used as the most damaging follow-up after the f+P+G surprise exchange throw. However you can use it to counter attack after blocking certain moves because of its speedy 15 frames execution. The DPK is quick, hits mid and has good priority. The best times to use the move include mC ceratin moves (for example Akira’s u/d P+K+G!), after staggering someone, attacking a tech-rolling opponent or MCing an aggressive opponent. Yes it’s a very risky move, but liberal, intelligent use will reap (very damaging) rewards. Sadly the K part does not connect in float combos (unless after TFT wall hit, or some TFT combos), but if someone blocks the DP and gets hit by the K (it’s a high move by the way) they’ll get staggered. However this blessing is more of a curse because a good struggler will actually recover before Kage! You recover in a crouch position after the K and therefore can be staggered or low-thrown. However it is possible to block the DP and then quickly duck the kick, then stand again allowing for a high throw before Kage actually lands! After A DP opponent can TR/QR, but DPK slams the opponet into the ground meaning no QR/TR is possible. Low Kick (d+K) The low kick can be quite annoying if you use it well against an opponent, but Kage can still be elbow staggered if it is blocked. If the low kick connects normally or MCs you have no real advantage. MC d+K throw is not a viable tactic as in VF3. I tend to use the d+P more than d+K because the low jab is a safer option, and a heck of a lot more powerful in VF4. Also against some moves that leave the opponent grounded (like a majority of Shun’s freaky attacks or Wolf’s b,f+K+G) you can do upto 4 d+K’s in a row, or 3x d+K – DP. QR/TR can avoid this as always. I’m fairly certain that if you hit Shun in his ‘lying on side stance’ with a d+K he cannot TR/QR. When the opponent has a slither of energy left the d+K is still an effective way of causing death due to the special low block jabs in VF4 :) Sidekick (df+K) The sidekick is still a useful mid-level attack for Kage. It has decent range and can stagger crouchers. However the sidekick no longer floats on MC. However it does stun the opponent on MC giving you a good advantage, usually a good time to force a throw/attack guessing game. However if blocked you are at a bit of a disadvantage. Some of the options outlined in the f+P blocked options should be considered if your sidekick is blocked. The df+K is a bit more useful in VF4 because it can snag backwards crouch dashers, and can hit tech-rolls in some situations. The df+K is slower than the elbow, but has better range. Some moves can only be staggered by a df+K so if your elbow whiffs in stagger situations try the sidekick instead (one example for me is Sarah’s df+K+G sometimes!). Another important use of the sidekick is to get out of range and stagger whiffed rising low kicks. For Kage d+P – (crouch)back-dash – df+K is very powerful in VF4 if used effectively. Lastly the df+K isone of the most effective ways of pushing an opponent against a wall for wall staggers. Dodging Tackle (db+K) This move has been toned down in a big way since VF3. Kage basically drops to the floor on his side and trips up the opponent in the process. The move dodges to the side and so can be considered a ‘mini-dodge’ attack. However the db+K has some very dodgy collision detection in VF4 (compared to VF3). Apparently the range has been decreased and it is more ‘stance-dependant’. Using this move is a bit like Russian roulette, you just don’t know if it’s going to connect or whiff, and because you are severly delayed if it whiffs it is now a very risky move. Also even if the move connects a TR opponent will recover quicker than Kage, who is still getting up off the floor! Van Halen (uf+K) Another move that has been toned down. It’s slower now and extremely counterable if blocked (-15). Also the VF3 MC combos no longer work, NOTHING is guaranteed after an uf+K ‘float’ unless near a wall. In VF3 Kage could land into a DP/ub+K+G to float combo after a MC hit, but in VF4 the opponent touches the ground the same time as Kage (due to the slower uf+K animation). It is possible to hit the opponent with an otb DP, but alas TR/QR will nullify this, and leave the ninja in a bad position if he went for the combo follow-up. Generally after an uf+K hit in VF4 you’ll have to go into your ‘pressuring TR/QR’ flow charts. However the move is still not reversable and is one of Kage’s quickest mid level attacks at 13 frames execution. The uf+K is one of the highest priority moves in the game, it will beat nearly any attack. It is especially useful to interrupt opponent’s attacks, but if it’s blocked you’re at a disadvantage. Once again use wisely. Downward Side Chop (P+K) Weird new slap move. Kage kinda claps his hands in front of the opponents face. If the opponent is a standing defender, this move will remove their guard. Either way you go into Jumonji stance. If you break the opponents guard then the PK in Jumonji stance has a high chance of connecting, but v.good strugglers can avoid this. A bit pointless really, if you think your opponent is going to block don’t do the P+K, just throw them! However the move is a sabaki against high punches and kicks, which may come in handy. I personally don’t find this move that useful because of its slow execution, high hit range, low damage and little follow-up potential. Perhaps you disagree and have found some nifty uses for the attack, if so mail me, and prove me wrong. Whirlwind Bullet (u+P+K) This is Kage’s weird air descending roll move from previous VF’s. If it connects it does a meaty 30pts damage, but you can see it coming a mile off, and if it is blocked you’re extremely counterable. You could try to use it against rising kicks once in a blue moon... Shuto Chop Combo (f+P+K,P+K) The double forward chops are the same as VF3, but you can’t tag on the guaranteed f,f+K in VF4. The chops were never really that useful in VF3, but in VF4 they come in handy a bit more. I found that in close range the new slower elbow animation means it loses out to an opponent’s low jab, as does d+P+K. However a well-timed f+P+K can have a better chance of MCing a low jab, so it does have its uses. A slight bonus is the ability to delay the 2 chops quite a bit, useful to set-up TFT opportunities, although don’t overuse this tactic! Also in some -16 mC situation you d+K+G will whiff against a crouching opponent, but the f+P+K will connect. So if you are minor countering a low move the f+P+K is a better option. Lastly the f+P+K can no longer float if it connects against a staggered opponent, a rather annoying version C modification :( Haze Blade (f,f+P+K) A new dashing forward chop that ends in the Jumonji stance. Provides a way of moving forward with a mid-level attack, into the new stance. This new move is one of the most useful ways of going into the stance because you have the advantage after a mC or MC hit, +4 and +7 frames resepctiveley. However the downside is a long execution time that can prove risky. Heel-Kick (d+K+G) The d+K+G is still a very quick and damaging mid-level move, and it has decent range. However do not rely on it too much in combat as a good opponent will be waiting for a whiffed or blocked d+K+G, in order to apply some pressure on you. I generally use it after a backwards crouch dash (also useful with other characters who have roundhouse kicks like Pai/Lau) because it’s a very good way of evading and attacking quickly. Other good times to use it is after an elbow stagger, hopefully you’ll MC your opponent turning the plain 30pts damage into a more pleasing 45+ pts of damage for the interrupt. A riskier time to use the d+K+G is when you think the opponent is going to throw you, say after you have received a low jab, or the opponent has blocked your elbow/ sidekick, but like I said this is risky and you could get punished. Also after blocking your opponenets low jab your d+K+G will iterupt nearly any of moves because you have the frames advantage. The d+K+G comes into its own when you are near a wall. The best follow-ups after a d+K+G wall hit include df+K+G, u+P pounce and even PPb+PK - DP. Also be careful with input. Get into the habit of dashing forward then inputting d, not df or db. Sometimes it is easy to input df+K+G (inverted kickflip command) by mistake and if the opponent blocks you are screwed. Also holding db is dangerous to because sometimes the camera goes funny and you’re not sure where you are on the screen, say after a well anticipated dodge. I found myself dodge on the Player 1 side and input db+K+G only to end up on the Player 2 side executing the df+K+G kick-flip! Also inputting K+G whilst you are crouching will execute the move, useful if you see your opponent miss a high move or throw whiff, whilst you are ducking. One advanced tactic with the d+K+G is to try and force an opponent to block it from its ‘longest impact range’. In this situation the opponent has to dash forward for a throw. The perfect set-up to surprise them with a MC DPK! Once again though don’t overuse these types of tactics or good players will wise up. The d+K+G is still a powerhouse move for Kage, but the damage reduction from VF3’s 35pts, not to mention the lost f,f+K and run,K additional damage potential (TR/QR remember?), make it a less intimidating move for your opponent :( Also d+K+G becomes ariskier move in open stance. It takes slightly longer to execute and some moves can duck under the kick easier, like Akiras shoulder. Lastly remember the d+K+G is only throw counterable so GTE or DGTE are some fo your best defensive options if the move is blocked. d+K+G combos (only guaranteed if d+K+G caused a wall hit) d+K+G – f,f+K | b+K+G | df+K+G | b+PK – u+P | PPb+PK - DP Inverted Kickflip (df+K+G) The df+K+G inverted kickflip is a risky move. It recovers slowly AND you end up with your back exposed. Against the likes of Wolf and Jeffry that can mean a damaging back throw. You can tak on a [BT] d+K if it connects, but due to the new TR/QR in VF4 this is not as guaranteed as it was in VF3. However the move does have some uses. It has very good range and can duck under most high and mid moves. You can use the df+K+G to snag people who like to back/crouch dash away (especially at the start of the round, like cd away double-palm type Akira’s, and it beats a high jab. But even these examples of usage are highly risky. Use wisely. The df+K+G can be used safely however as one of the best otb hit moves for Kage after his foot crumble attacks like b,b+K+G, or a wall hit. Spinning Axe-Kick (f+K+G) This is a strange new forward cartwheel kick. It can connect twice for up to 35+pts of damage on a normal hit. Kage basically leaps onto one hand before cart wheeling forward, which means it is possible to go over some low moves and then hit the opponent. However it has horrible delay if blocked, but in version C it cause a bounce hit in close range allowing for combo follow-ups. If you want to avoid low moves the uf+K+G is better IMO. The f+K+G can be introduced into some nifty TFT and df+P combos. The f+K+G is also good for big damage combos when mC some long recovery attacks, like Jackys flip kick or Akira's bodycheck. Stick to using the f+K+G in combos or in guaranteed mC situations and you should be okay, however if you start abusing and overusing the move you'll be in a whole heap of trouble. f+K+G combos (must connect in close range, hold forward for P to connect on some combos) f+K+G - f,d,df+P [Doable on everyone, mC/MC AS 48/60 *] f+K+G - d+P+K,K [Doable on everyone, MC AS 53/65 *] f+K+G – db+PPK [Doable on everyone, mC/MC CS 56/68 *] f+K+G – b+PK [Doable on everyone, mC/MC CS 57/69 *] f+K+G – P – d+P+K,K or DP [Doable on everyone, mC/MC CS 57/69 *] f+K+G – P – FC,f+K [Doable on everyone, mC/MC CS 62/74 **] f+K+G – P – f+K+G – DP [Upto Akira, mC/MC CS 66/78 **] f+K+G – P – f+K+G – ub+K+G [LightWeights, mC/MC 68/80 **] Stepping Back Thrust (b+K+G) This high thrusting kick is still a slow and cumbersome move. It can lead to some cool float and otb hits, but apart from that it doesn’t have that many uses. Kage does push opponents quite far back if they block the move standing, which probably means you’re quite safe from counter attacks in this situation. At the end of the day though, Kage has better moves he can utilise. b+K+G combos (only guaranteed if b+K+G caused wall hit) b+K+G – b+K+G | b,b+K+G | f,d,df+P | df+K+G | ub+K+G Circle-Moon Kick (uf+K+G) This slow executing forward somersaulting kick flip has been slightly improved since VF3. If the uf+K+G hits in VF4 you have some guaranteed (and damaging!) combo follow-ups. Basically you get a guaranteed DP or d+P combo starter in this situation. In VF3 the DP only comboed if the uf+K+G hit a standing opponent, if the opponent was crouching then the DP would whiff, but you could connect with an ub+K in this situation. Basically you had to be aware of how the uf+K+G connected on your opponent in VF3 to capitalise with additional hits. Thankfully in VF4 you get a standard leg flop animation. The move is as useful as ever because it can hop over low attacks like crouching kicks and jabs, as well as low rising kicks. Also due to the slow execution, the move can also hit dodges too. Another added benefit is Kage does not lose advantage if the uf+K+G if blocked, you should be able to beat your opponent to a high or low jab in this situation. Probably your best move if you anticipate a low attack or non-guaranteed throw attempt from your opponent. uf+K+G combos: Vs Akira uf+K+G – d+P – DP [mC/MC AS 58/73 *] Vs Aoi uf+K+G – d+P – db+PPK [mC/MC AS 61/76 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Jacky uf+K+G – d+P – DP or d+P+K,K [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Jeffry uf+K+G – f,d,df+P [mC/MC AS 45/60 *] uf+K+G – ub+K+G [mC/MC AS 49/64 *] Vs Kage uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Lau uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Lei-Fei uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – f+P+K,P+K [mC/MC CS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Lion uf+K+G – d+P – db+PPK [mC/MC AS 61/76 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Pai uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Sarah uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Shun uf+K+G – d+P – d+P+K,K [mC/MC AS 58/73 *] uf+K+G – d+P – db+PPK [mC/MC AS 61/76 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Vs Wolf uf+K+G – f,d,df+P [mC/MC AS 45/60 *] uf+K+G – ub+K+G [mC/MC AS 49/64 *] Vs Vanessa uf+K+G – d+P – DP [mC/MC AS 58/73 *] uf+K+G – d+P – b+PK [mC/MC OS 63/78 *] Kickflip (ub+K+G) Like nearly all normal kickflip's in VF, this is a high risk move that is better left for float combos. You have severe delay if it is blocked or whiffs. Also because all mid reverses are now db+P+K you can no longer use the flipkick to punish certain characters reversal attempts. For example Akira’s db+P+K will reveres knees and kickflip’s now, as well as all mid-reversible normal moves too! Also Kage’s kickflip is slower than comparable flipkick from Jacky/Sarah, and Kage also leaps much higher into the air, making the kickflip more counterable to. Other characters have equally damaging counters for the move, so use wisely. However one slight bonus is the ability to add an ub+K+G otb hit on the end of most wall and bounce combos. Backflip kick (ub+K) This kickflip is much slower than the above, but surprisingly uncounterable if blocked! However it does have its uses. Kage crouches down slightly before back-flipping, so it is possible to avoid high, and some mid-attacks, if timed right. Also you can tak on some extra hits after the ub+K, but once again all are avoided TR/QR, unless you got a decent wall hit. ub+K combos, only guaranteed after wall hit: ub+K – run,K | b+K+G | df+K+G | FC,df+P Back Heel Sweep (f,f+K) The VF4 tech-roll has made this move much less useful and Kage has lost one of his most important moves in the process. Not being able to f,f+K after the d+K+G is a big loss. However it is possible to cancel the kick with a G and then do back-exposed TT moves, or hold guard to cancel and turn around face towards. This is quite useful and can lead to plenty of cool guessing game situations. Also after a d+K+G you can delay the f,f+K to hit TR/QR. The f,f+K cannot be dodged, and so is very useful against players who rely on DGTE as their main defensive option. In fact it is one of the best TR pressure moves in Kage’s repertoire. f,f+K – G options f,f+K – G – [BT] P+K,K (u+P is good if it connects) f,f+K – G – [BT] d+P f,f+K – G – [BT] P+G(P) f,f+K – G – [BT] d+K (df+K+G if it connects) f,f+K – G – b,f+K (combo if MC or apply pressure if block stagger) f,f+K – Hold G – Throw | f+P | d+P+K | d+K+G | f,d,df+P,K | f,f+K Running Slide (run,K) Nowhere near as useful now because you can no longer utilise it after a d+K+G, or for extra distance in TFT combos. However it does cause a foot crumble if it connects, which allows for follow-ups like a df+K+G. Also running forward gives Kage some options, as generally people will block low or dodge when they see the ninja sprinting at them, in reaction to a possible running slide. One slight bonus is the ability to hit tech-rolls. Myke mentioned that if you delay the slide after say a d+K+G, you can usually hit a roll attempt, but it’s easier said than done! Lastly the run,K can sometimes ‘pass through’ opponents (although nothing like VF3) after certain side and back hits on an opponent. Here are some options worth trying: Run, K (df+K+G or u+P if it connects) Run – df+K or f+P stagger (opponent crouch defends) Run – throw (opponent try’s to dodge slide) Run – stop, hoping for whiffed attack (aggressive opponents) Run,K combos: Run,K – b,b+K+G | f,d,df+P | df+K+G | d+K Run,K – d+K - f,d,df+P [TR/QR will avoid f,d,df+P] Flying Corkscrew (f,f+K+G) This leaping drop kick is unchanged really since VF2. It is still a very risky move, and not really that useful in combat. However it can go over low attacks, especially rising kicks and can push an opponent quite far back, which can be useful for a ring out. Can be used for some cool wall hits and you can normally get this move to connect against in some TFT combos. If you are up against a 'multiple crouch dash back turtle' type opponent then the corkscrew can prove useful in attacking a ducking oppnent from range. Lastly you can use the move after certain throw escapes where the opponent is left back exposed, like after escaping Akira's b,f+P+G. However it has slow execution and horrendous delay if blocked. Use wisely. Flying Kick (f,f+P+K+G) This move is a newbie favourite because it cannot be guarded standing up. You have to crouch guard against it. However if your opponent defends it (or you miss) you are severely, SEVERELY delayed. This move is now less useful because of the VF4 tech-rolls. I’m kinda fed up with people recovering quicker than Kage after this move. Against Jacky for example I do 30pts damage to him, then Jacky TR’s and P+K, P, K’s Kage for about 60pts guaranteed damage before Kage has recovered! Why should I suffer if I guess correctly and snag someone who is back-dashing?! (err…sorry about the rant!) The move is more counterable, a good player can see it coming a mile off, and you are severely delayed if it is blocked or connects! Only use this move if you think it will hit the opponent into a wall, so they can’t TR punish you. Lastly it is dangerous to try and ring someone out with this move. It is easy to dodge if you see it coming, AND if someone crouch defends against it Kage will actually fly over the opponent and out of the ring the majority of the time! However the f,f+P+K+G is the TFT combo ender of choice if you are going for maximum ringout distance. TFT – d+P+K – b+P – P – f,f+P+K+G is the longest ring-out distance combo in Kage’s repertoire, use it too shock people with it’s ludicrous (near half ring size) distance ;) Spinning Chop (d/u,P+K+G) Kage’s dodge move is similar to his near useless spinning chop from VF, but vastly improved. It can stagger crouching defenders or knock down on a normal hit. It is possible to knock people out of the ring if angled correctly and you can use it in a TFT combo to do the same. Also the canned dodge attack is harder to throw then conventional dodge buffered moves, so it is a useful way of getting out of guess throw situations. Unfortunately even if you stagger someone, you have some delay, like D,df+P stagger, so you have to be quick to benefit. The move is P and throw-counterable, so prepare to DGTE if blocked. Lastly the attack is mid-punch reversible, so If you’re in a Kage vs Kage fight and someone is over using the move, reverse’em! d/u,P+K+G combos. mC or MC needed, NOT guaranteed! TR/QR will avoid all additional hits, unless wall hit. d/u,P+K+G – d+K | df+K+G d/u,P+K+G – d+K – f,d,df+P | df+K+G Turn-Away Sweep (b,b+K+G) Kage’s turn away sweep is slower than ever (you can block it on reaction even easier now), but it has gained some combo potential. The sweep causes a foot crumple on a MC hit, for possible combo follow-ups. This is a version C change because b,b+K+G always caused a foot crumple on a any hit in version B. In version C a normal hit will not knock down, but Kage has a +2 frames advantage. Your best options in this situation is either the uncounterable [BT] d+P or [BT] PKG/PPb+P. However if the b,b+K+G is blocked you can be low back thrown, so beware. Oh, and the move is also low reversable now :( b,b+K+G combos: b,b+K+G – [BT] d+K [MC AS 42 *] b,b+K+G – d | u | B or G - f,d,df+P [MC AS 46 *] b,b+K+G – d | u | B or G – b+K+G [MC AS 46 *] b,b+K+G – d | u | B or G – df+K+G [MC AS 48 *] b,b+K+G – u+P [MC AS 56 *] Turn-away kick (b,b+K) The turn-away kick is one of the more useful turn-away moves. Kage ducks slightly whilst turning around and kicking. This means the b,b+K can duck under many high attacks. Usually when you do duck an in-coming attack the b,b+K will cause a MC hit. This is useful because the opponent is now floating, so combo follow-ups are possible. Not many players use the b,b+K, but I reckon it’s one of Kage’s better moves, and worth throwing into the mix. b,b+K combos, require MC hit. b,b+K -> PKG -> ub+K+G (OS) | d+P+K,K | [BT] PPK Handspring Kick (d,df,f+K/df,f+K) This is basically Yoshimitsu’s hand stand kick from the Tekken series. You can pull of the move with just df,f+K (similar to pulling off Shun’s chowan with df,f+P), but once again it is slow to execute, has hardly any range and Kage ends with his back exposed (what is it with him exposing his back so often!?). Kage does crouch low in the beginning animation phase so the move can go under many high, mid and some low moves! You can charge the Handspring Kick by holding K to make it unblockable, and it is possible to float in MC situation. Oh, and its guard cancelable too. But once again it’s a bit of a useless new move really :( QCF+K Combos’s (work after a charged MC kick) QCF+K – [BT] PPb+PK [MW] QCF+K – [BT] PKG – d+P+K,K | f,d,df+P | ub+K+G (stance dependant?) Small Sword-Dragon Tail-Shatter (b+KKK) The first b+K is a sabaki move that beats high and mid punches and kicks. This makes it quite useful, especially against characters like Akira. However the slow execution and small sabaki window menas you should only try for the sabaki when you are in an advantageous position. If the second kick MC’s then it floats guaranteeing the third hit, which works out at around 40+pts of damage. However if the b+K is blocked then Kage recovers back-exposed (again!). The second K hits low, but it’s a special low (like the d+P) meaning the opponent can block the low kick standing (why?). After the second kick Kage once again recovers with his back exposed, but this time with a bit more delay, in-fact he can be low-back thrown, or elbow/sidekick back staggered if you are not careful! The last kick has Kage executing a sideways rolling foot attack. This move has some delay if blocked. However after the second kick you can either do [BT] d+K or the last kick to force a guessing game of sorts for your opponent. However if the opponent blocks either, or attacks aggressively (looking for MC), you are screwed. Once again a quite cool new moves is left with limited options because Kage either recovers back-turned, or in severe delay. What are AM2 playing at? Grumble, grumble… Shadow Leg-Sweep (f,b+KK) Another funky new kick move. Kage stands on leg before executing an elaborate jumping kick. In the one legged phase Kage can sabaki low punches and kicks, as well as circular low moves. Unfortunately after the sabaki Kage takes so long going into the jump kick that you have plenty of time to interrupt him. Wolf can MC Knee or Pai can do her roundhouse for example. This basically makes this probably the most useless sabaki move in the game! The f,b+K will block stun anyone guarding and the canned K part is guaranteed if the first kick connects. Although the remove guard stagger is quite strong, NOTHING is guaranteed to connect after it, apart from the afore mentioned canned kick (sadly). However due to the stupidly long execution phase, and near useless sabaki properties, this move is next to useless in combat IMO. However on a MC hit it is possible to do some float combos, useful if you’re up against an opponenet who is dumb enough to get MC by the move f,b+K MC floats: f,b+K – P – ub+K+G [CS 83 *] f,b+K – P – d+P+K,K or DP [CS 77 *] f,b+K – PPPb+K [CS 78 *] f,b+K – db+PPPK [CS 81 *] f,b+K – d+P - d+P+K,K [OS 76 *] f,b+K – d+P - DP [OS 76~82 *] f,b+K – PPb+PK [LW MC OS 81 *] f,b+K – db+PPb+PK [LW MC CS 84 *] f,b+K – P – b+P – d+P+K,K or DP [LW MC CS 85 *] Wheel Kick (b,f+K) Similar to the above f,b+K but slightly quicker because Kage doesn’t stand on one leg, he just goes straight into a jumping kick. Unfortunately unlike the above, he also recovers with his back-exposed (again!). However the move breaks guard, and forces crouch. You have plenty of time to turn around and apply pressure because the opponent has to struggle a bit after the block stun. The move floats if it MC’s for a guaranteed [BT] d+K. It still has a long execution phase but it’s a bit more useful than the f,b+K. Although the remove guard stagger is quite strong, NOTHING is guaranteed to connect after it. Lastly it is possible to do some normal moves with your back turned now. Basically any move that has a b,f type execution like Kage’s b,f+K (or Pai’s b,f+PP etc) can be done from the back-exposed position. So if you input b,f+K twice Kage will do one jump kick, end up back exposed, then do another b,f+K. Unfortunately this hasn’t worked for me with throws, I tried b,f+P+G after the b,f+K and I got his TT P+G catch throw instead :( b,f+K (block stagger) options: b,f+K – b,f+K... b,f+K – TT PPb+P b,f+K – TT d+K – df+K+G b,f+K – TT P+K, K – u+P or other combo follow-up b,f+K – TT P+K – Throw attempt b,f+K – TT P+G(P) b,f+K – G – Throw b,f+K – G – ub+K+G | d+K+G | f,d,df+P | df+P | b,b+K+G etc On a MC hit it is possible to do some [BT] floats combos: b,f+K – [BT] PKG – ub+K+G [MC CS 84 *] b,f+K – [BT] PKG – P – ub+K+G [LW MC CS 86 *] b,f+K – [BT] PPb+PK [MC CS 82 *] b,f+K – [BT] PPPb+K [MC OS 79 *] b,f+K – [BT] PKG – d+P+K,K [MC AS 78 *] Throwing in VF4 =============== Probably the most important change in VF4 is the new throw system, and increased throw grab range. In VF2 and in some respects VF3 it was necessary to input PKG, because the KG moved you into range for a throw. Similarly after a low or high jab you usually had to input a forward dash to be in throw range. In VF4 you are pretty much still in range after a high or low jab for a throw. This makes the ‘jab throw’ game in VF4 much stronger for Kage, but ultimately all the other characters gain this too. Basically you have to really get used to dealing with jab/low jab throws, whether you’re trying to set them up, or are on the receiving end! Normal throws now have about double (!) the range they had in VF3. This means you can mC throw ‘easier’ now (say after a blocked elbow/sidekick) because in the majority of cases (as explained earlier) you no longer need to buffer in a forward dash. Interestingly there are a lot more throw-counterable moves than mC ones now, a major change in VF4 and one that you will have to adjust to quickly! For example if Kage’s d+K+G is blocked then there is a –9 frames disadvantage window, making a throw guaranteed, but no attacks will connect. This means there will be a lot more attack/reverse/dodge/guard throw-escape guessing games in VF4. Basically this means that the throw in VF4 is FASTER than any attack (including those super quick jabs from the likes of Sarah, Aoi and Pai) which is why there are so many mC throwable moves now. The throw animation stays out longer now to, so it is possible to crouch a throw and then stand up into it, making fuzzy guarding harder now too (hurrah!). Some throws have changed in properties. Wolf’s giant-swing is a catch-throw now so in a 50/50 situation a normal throw will beat it. Also a lot more moves can be thrown during their execution now, like Jeffry’s b+P and Lions f,f+P. Generally 98% or so of moves will beat throws, but it’d be interesting to know which moves are now throwable, and why AM2 made these specific moves lose to a throw. Finally some throws can be TR/QR to reduce damage (Wolf’s GS and Kage’s TFT for example), however the TR/QR input timing varies depending on the ‘throw to ground hit’ animation. For example it is easier to TR/QR Kage’s TFT than say Jacky’s df,df+P+G. Oh, and all throws have gained execution time, in VF3 they were instantaneous. Lastly after an elbow stagger you are usually still in range for a throw and do not have to dash forward, however you do have to delay your throw slightly or it whill whiff. Ten Foot Toss (b+P+G) Kage's most dangerous weapon has been toned down (well the options after it have been toned down) quite dramatically since VF3. The Knee timing has changed, the Knee does way less damage and it doesn’t float as far. Also forget about the run, K afterwards because the TR nullifies that too. If you miss your TFT combo your opponent can Tech Roll, thus losing no energy when they land. Okay those are the negatives in VF4, but this throw is still one of the most important moves Kage has. After the TFT the opponent is left falling helplessly to the ground. Kage can leap up and grab his opponent (b+P+G~u+P+G) and this does a decent 60pts of damage, but you can do much more by learning your float possibilities after the TFT. Basically a lot of your fighting strategy should be based around how you can force your opponent to stop attacking for a throw (hence TFT) opportunity. Once in the air you can take some decent damage and push your opponent quite far across an arena, in many cases ringing them out before they’ve even had a chance to hit the ground. Sure it’s kinda sad that the TFT has been toned downed so drastically, but it’s still an awesome move. A high percentage of your fighting tactics should lead to setting up TFT throw opportunities, thus turning Kage from a medium strength character into a damage and ring-out monster! Below are some of the best damage/ ring-out combo’s, as well as some tips on Knee and d+P+K timings in VF4. Quick note on TFT TR/QR stagger set-ups: It is possible to stagger TR/QR from the TFT, due to the opponent falling in a stomach down, head away position. Let us say your opponent has about 40pts of damage left on their health-bar. If you do TFT and let them fall they have to TR/QR to avoid damage. If you time you df+K you can hit both the TR and QR in this situation. Strangely if your df+K hits a TR you will get a front facing normal sidekick stagger. However if you df+K hits a QR you wil get the back stagger. You can use this tactic to force a TR/QR or stay down guessing game against some character weights. For example TFT – Knee – PPb+P – d+P+K,K is TR/QR after the b+P to avoid the d+P+K,K by MW. However Kage can stop the combo at b+P, and then go for the TR/QR df+K hit. If you guess correctly you can make your opponent eat the d+P+K,K, or eat a TR/QR stagger. Okay these TR/QR stagger set-ups may not be as good as some characters options (cough! – Lion – cough!), but worth messing about with all the same, no? Rising Knee (FC,f+K) Kage’s knee isn’t a useful move in general ground combat. You have to do it from crouch and Kage is at a big disadvantage if it is blocked. However it does have some non-TFT uses. The knee does hefty damage and on MC you can tak on float hits like ub+K+G and DP, although this might only be doable on LW. Also the Knee is guaranteed after the f+P+G throw (if buffered in quick enough, with NO crouch dash animation). In VF4 the rising knee is mid reversible by the likes of Akira so be careful. The rising knee comes into its own when you combine it with Kage’s most powerful throw, the TFT. Basically do the TFT then buffer in a crouch dash whilst Kage is recovering from the throw, before pressing forward and kick to unleash the knee. If timed properly the Knee will connect for some big damage (although this damage has been toned down from previous VFs!), and the possibility of following up with a float combo. Basically learning how to crouch dash knee after a TFT is one of your main learning priorities if you want to play Kage. Kage veterans will need to re-learn the knee timing now because it has changed big time for VF4. Lastly the Knee can prove useful as a counter attack from TR, it executes in 14 frames and in certain circumstances will beat some of your opponents attack (or throw) attempts, but if blocked your at a big disadvantage, so be careful. Rising Knee MC combo hits: FC,f+K – DP [LW, AS] FC,f+K – ub+K+G [LW, CS] Knee timing after TFT You have to buffer the knee in much earlier than VF3. I generally input df, df, f+K now as opposed to df, DF, f+K like in VF3, because you don’t need to hold the DF direction. Now there may be 100 different methods of timing for the knee, but I generally start the quick crouch dash knee when Kage’s leg has ‘come down’ and he is about to stand from crouch. Essentially you can buffer in the crouch dash knee, let go of the joystick, and Kage will do an automatic knee (no crouch dash animation) when the TFT animation finishes. This is the perfect height knee for mid to heavyweight characters (and Vanessa and Sarah strangely), and allows for the P – db+PPb+K combo to connect on the likes of Wolf and Jeffry. However the knee will whiff against light characters (Pai and Aoi). Against these characters you have to delay the Knee for about a quarter of a second, allowing for a tiny visible crouch dash animation from Kage, and therefore the extra distance for connection. Character weight/height note: Although generally there are 3 weight types in VF4, LightWeight, MidWeight and HeavyWeight respectively, there are some ‘sub categories’. Some characters like Aoi are generally lighter than other LW characters, and some MW fighters are lighter than others too. This basically means that sometimes LW specified combos can work on lighter MW characters. There is no hard and fast rule so just experiment. Because the TFT floats so high it is important to know your opponents weight so you can adjust your combo timings specifically. Also some charaters are taller than others or have a strange float animation, allowing for specific combos. For example on Vanessa or Lion it is possible to do TFT – FC,f+K – f+P – ub+K+G for the highest damage non-wall TFT combo in the game (84pts!). This combo cannot be done on any other characters. Here are the character weight types, and the effects you will have to consider with regards to TFT combos. Aoi (47kg): Lightest in game or Super Light Weight. Should be easier to land LW combos on her than other lighties. Have to add extra distance to Knee or will whiff. Pai (49kg): Another SLW. Almost as light as Aoi. Have to add extra distance to Knee or will whiff Sarah (55kg): Light Weight. A bit heavier than Aoi/ Pai. Strangely you do not need to adjust Knee timings for Sarah compared to other LW characters. Sarah has a unique float that allows for some specific combos. Vanessa (55kg): Another LW. Her weight has been increased slightly in version C. She is heavier than Aoi and Pai, and matches Sarah’s weight now. No need to extend knee timings for Vanessa. Vanessa has a unique float that allows for some specific combos. Lei Fei (63kg): Lei-Fei is regarded as a light/mid-weight character or ‘LMW’ for short. Standard Knee timing needed for highest float hit. Lion (63kg): Another LMW. Standard Knee needed for highest float hit. Lion has a unique float that allows for some specific combos. Shun (63kg): Another LMW. Standard Knee needed for highest float hit. Kage (66kg): Another LMW. Standard Knee needed for highest float hit. Jacky (75kg): Standard MW character. Standard Knee timing needed for highest float hit. Although Jacky is lighter than Lau there are some combos doable on Lau that will not connect on Jacky. Lau (77kg): LMW!. Standard Knee timing needed for highest float hit. Although Lau is heavier than Jacky there are some combos doable on Lau that will not connect on Jacky. In some ways due to Lau’s float animation he should be considered a LMW character. Akira (79kg): Standard MW character. Standard Knee timing needed for highest float hit. Wolf (101kg): Standard HW character. Knee timing has to be spot on (i.e. auto knee, NO visible crouch dash) for highest float. Jeffry (111kg): Standard HW character. Knee timing has to be spot on (i.e. auto knee, NO visible crouch dash) for highest float. TFT – FC,f+K float combos: (Notes: All TFT combos from various sources including UK players, ClanDXM movies, VF forums and RSW’s excellent VF4 TFT list. Certain combos have multiple damage ratings separated by a ‘~’ symbol. The first damage rating is the general damage, but in some circumstances if you delay the last hit it is possible to do extra damage. However you run the risk of allowing your opponent to QR/TR, and thus missing the last hit) TFT – FC,f+K – P – db+PPb+PK [Doable on everyone 71 *] TFT – FC,f+K – P – d+P+K – ub+K+G [Doable on everyone 74 *] Vs Akira TFT – FC,f+K - d+P+K – db+PKG – ub+K+G [83 *] TFT – FC,f+K – db+PKG – f+K+G - DP [76 *] Vs Aoi (Do the doable on everyone combos, remember to extend the crouch dash for FC,f+K) Vs Jacky TFT – FC,f+K - d+P+K – db+PKG – ub+K+G [77~83 *] TFT – FC,f+K – db+PKG – f+K+G - df+K [76 *] Vs Jeffry TFT – FC,f+K – d+P+K – ub+K+G [80 *] TFT – FC,f+K – P – f+K+G – DP [73 *] Vs Kage TFT – FC,f+K – P – f+P+K – ub+K+G [80 *] TFT – FC,f+K - d+P+K – db+PKG – ub+K+G [77~83 *] TFT – FC,f+K – db+PKG – d+P+K – ub+K+G [77 *] TFT – FC,f+K – P – db+PKG – f+K+G - DP [77 **] TFT – FC,f+K – P – b+P – FC,f+K [75 **] Vs Lau TFT – FC,f+K – b+PK – DP [82 **] TFT – P – d+P+K – df+K+G [78 *] TFT – FC,f+K - d+P+K – db+PKG – ub+K+G [77~83 *] TFT – FC,f+K – db+PKG – d+P+K – ub+K+G [77 *] TFT – FC,f+K – P – db+PKG – f+K+G - DP [77 **] TFT – FC,f+K – P – b+P – FC,f+K [75 **] Vs Lei-Fei TFT – FC,f+K – P – f+P+K – ub+K+G [80 *] TFT – FC,f+K - d+P+K – db+PKG – ub+K+G [77~83 *] TFT – FC,f+K – db+PKG – d+P+K – ub+K+G [77 *] TFT – FC,f+K – P – db+PKG – f+K+G - DP [77 *] TFT – FC,f+K – P – b+P – FC,f+K [75 **] Vs Lion TFT – FC,f+K – f+P – ub+K+G [84 *] TFT – FC,f+K – b+PK – d+P+K,K [82 *] TFT – FC,f+K – b+PK – d+K+G [82 *] Vs Pai (Do the doable on everyone combos, remember to extend the crouch dash for FC,f+K) Vs Sarah TFT – FC,f+K – b+PK – d+P+K,K [82 *] TFT – FC,f+K – d+P+K – db+PKG – ub+K+G [77~83 *] TFT – FC,f+K – P – db+PKG – f+K+G - DP [77 *] Vs Shun TFT – FC,f+K – d+P+K – db+PKG – ub+K+G [77~83 *] TFT – P – df+K – DP [79 *] TFT – FC,f+K - db+PKG – d+P+K – ub+K+G [77 *] TFT – FC,f+K – P – db+PKG – f+K+G – DP [77 **] Vs Wolf TFT – FC,f+K – PKG – d+P+K – ub+K+G [80 *] TFT – FC,f+K – P – f+K+G – DP [73 *] Vs Vanessa TFT – FC,f+K – f+P – ub+K+G [84 *] TFT – FC,f+K – P – f+P+K - ub+K+G [80 *] TFT – FC,f+K – d+P+K – db+PKG – ub+K+G [77~83 *] Whirling Chop, Inverted Kickflip (d+P+K,K) The whirling chop is a heck of a lot more useful now (compared to VF3). I regard the d+P+K move as Kage’s ‘other’ elbow. Like the elbow it is quick, can stagger crouchers and stuns big on MC. The move has shorter range than elbow. However d+P+K comes into it’s own during a MC hit. Basically after a d+P+K hit you are usually in range for a throw. In a MC situation your opponent has to guess whether you are going to go for a throw, tak on the canned kick, attack aggressively (d+K+G, df+P etc) or dodge/(crouch)dash away. This makes the MC d+P+K such a powerful move, and a nightmare to deal with if you’re on the receiving end! The d+P+K is also Kage’s main ring out TFT combo starter, the knee being mainly for damage now. Also because the d+P+K starts with a kind of ducking animation before the upwards swipe, it can go under a lot of mid and high moves unlike the elbow. d+P+K MC options d+P+K (MC) – d+P+K... d+P+K (MC) - ,K: If canned K MCs TT d+K is guaranteed. d+P+K (MC) – Throw d+P+K (MC) – P/d+P d+P+K (MC) – dodge/back (crouch)dash d+P+K (MC) – f+P: See stagger/ MC/ blocked sections respectively. d+P+K (MC) – df+P: Can hit D(GTE) attempt. d+P+K (MC) – d+K+G | f,d,df+P,K | ub+K+G: Hopefully you’ll get MC damage. TFT d+P+K timing It is possible to do the d+P+K whilst standing still after the TFT, but this takes unnecessary timing. It is better to buffer in a forward dash whilst Kage is near the end of standing after the TFT animation, before executing the d+P+K. Unlike the TFT – Knee, the perfect height d+P+K is a lot more difficult to time. The trick is to try and execute the d+P+K as soon as Kage is fully standing, to early and you’ll whiff, to late and you won’t get the super higfh float. TFT - d+P+K float combos: Vs Akira TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – b+PK – ub+K+G [69 **] TFT – d+P+K – b+PK – P – d+P+K,K [66 **] Vs Aoi TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 **] TFT – d+P+K – FC,f+K – db+PKG – ub+K+G [80~83 ***] TFT – b+P+K – f+K+G – DP [73 *] Vs Jacky TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – f+K+G – DP [73 **] TFT – b+PK – ub+K+G [69 **] TFT – d+P+K – P – d+P+K,K [66 *] Vs Jeffry TFT – b+PK – ub+K+G [69 **] TFT - d+P+K – b+PK – d+P+K,K [64 *] Vs Kage TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] TFT – d+P+K – P – d+P+K,K [66 *] Vs Lau TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – f+K+G – DP [73 **] TFT – b+PK – ub+K+G [69 **] TFT – d+P+K – P – d+P+K,K [66 *] Vs Lei-Fei TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] TFT – d+P+K – P – d+P+K,K [66 *] Vs Lion TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] TFT – d+P+K – P – d+P+K,K [66 *] Vs Pai TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 **] TFT – d+P+K – FC,f+K – db+PKG – ub+K+G [80~83 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] Vs Sarah TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 **] TFT – d+P+K – FC,f+K – db+PKG – ub+K+G [80~83 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] Vs Shun TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] TFT – d+P+K – P – d+P+K,K [66 *] Vs Wolf TFT – b+PK – ub+K+G [69 **] TFT - d+P+K – b+PK – d+P+K,K [64 *] Vs Vanessa TFT – d+P+K – P – FC,f+K – ub+K+G [74~80 **] TFT – d+P+K – FC,f+K – db+PKG – ub+K+G [80~83 ***] TFT – d+P+K – b+PK – f+K+G – DP [73 *] TFT – d+P+K ring out combos The d+P+K has become THE move to use after TFT if you are going for a ring out. A well timed d+P+K gives a much higher float than TFT – FC,f+K, and the extra height allows for some BIG distance ring out combos. Below are some of the best ones: TFT – d+P+K – b+P – P – f,f+P+K+G [Longest distance ring-out combo in the game. Doable on everyone. 52 *] TFT – d+P+K – P – P – f,f+P+K+G [Easier than above, doable on everyone. 47 *] TFT – d+P+K – b+P – P – P – f,f+P+K+G [LW/LMW. Flashy, but STRICT timing needed! 54 **] TFT – d+P+K – P – b+P – db+PPb+PK [Doable on everyone (strict timing on Jeff/Wolf!) 58 **(*)] TFT – d+P+K low wall Ring-outs Kage has ability to ring out over low walls. To do this you once again need to use the d+P+K after a TFT for a high float. Distance is also important. Basically if you are 2-3 dashes away from a low wall then you should be able to float someone onto or over a low wall. It is also possible to ring out over low walls with TFT – FC,f+K (and other moves after TFT), but you have to be closer to the wall. The following are the best low wall ring out combos: TFT – d+P+K – P – b+PK [The longest distance low wall ring-out combo. 49 **] TFT – b+PK [The classic low wall ring-out combo. 45 *] TFT – (db+)PK [Another easy low wall ring-out, although distance is no where near as long as the first two combos. 36/39 *] TFT Wall combos In VF3 Kage had probably the most damaging wall combos in the game. This was because the TFT near a wall caused a wall hit which did a meaty 40pts of damage, and the opponent was still left helplessly falling to the ground, and ripe for more damaging float hits! If the TFT wall hit was done on a down-slope stage (i.e. Pai’s stage) then even deadlier combos were possible. Kage still retains the TFT wall hit, but the animation has changed, and it is generally harder to pull off reliable TFT wall combos. Maybe I’m wrong, but it seems you get different levels of wall hit animation depending on the angle (and ‘distace’) the opponent was flung into the wall. Even with this VF4 tweaking there are still some very damaging combos possible. Although there are tons of wall combos listed in various lists on the web, it is quite difficult to test them to see which are legitimate, and which ones are avoidable by QR/TR. Therefore I have listed the best guaranteed wall combos I know, and have tested. Wall Combos: TFT (Wall Hit) – b,b – u+P [Variation of the classic VF2 combo :) 70 *] TFT (Wall Hit) - DPK [8o *] TFT (Wall Hit) – DP – u+P [89 *] TFT (Wall Hit) – DP – df+K+G [92 **] TFT (Wall Hit) – db+PPb+P – u+P [92 *] TFT (Wall Hit) – f+K+G – DP [92 *] TFT (Wall Hit) – DP – [BT] ub+K+G [94 **] TFT (Wall Hit) – f+K+G – df+K+G [96 **] TFT (Wall Hit) – db+PPK – df+K+G [97 *] TFT (Wall Hit) – b+PK – u+P [98 *] TFT (Wall Hit) - db+PPb+PK – DP [100 **] TFT (Wall Hit) – FC,f+K – ub+K+G [100 **] TFT (Wall Hit) – b+PK – df+K+G [101 *] TFT (Wall Hit) – P – b+PK – df+K+G [104 ***] TFT – FC,f+K – P – db+PPb+PK (Wall Hit) – DP [80 *] TFT – FC,f+K – P – db+PPb+PK (Wall Hit) – df+K+G [82 *] TFT – FC,f+K – b+PK (Wall Hit) – u+P [83 *] TFT – FC,f+K – b+PK (Wall Hit) – df+K+G [85 *] TFT – FC,f+K – P – db+PPb+P (Wall Hit) – u+P [85 *] TFT – FC,f+K – b+PK (Wall Hit)– f+K+G – DP [91 *] TFT – FC,f+K – b+PK (Wall Hit)– f+K+G – ub+K+G [98 **] TFT – d+P+K – b+PK – db+PPK (Wall Hit) – df+K+G [77 *] TFT – d+P+K – b+PK (Wall Hit)– f+K+G – df+K+G [80 **] TFT – d+P+K – b+PK (Wall Hit)– f+K+G – ub+K+G [81 **] TFT f,d,df+P Wall combos note. After most DP otb wall combos (TFT – FC,f+K – P - db+PPb+PK – DP) you will end up on the other side of the opponent and worse near a ring edge or destroyed wall (due to the combo!). Do P+GP to get back over the opponent, and out of a sticky situation fast! The canned punch part also seems to shift you away from any rising attacks too. This tactic is also relevant after DPing after TT d+K, b,b+K+G and the running slide. However if you DP over your opponents body, and are facing an unbreakable wall, then it is the perfect position to go for Kage’s wall jumps moves! Here’s a cheeky wall combo that requires you to be in a corner for the double wall hit (hit one corner-wall, than the other y’see). TFT (Wall Hit) – f,d,df+P – [BT] PPb+PK (Wall Hit) – f,d,df+P Turn-away punch combos The turn-away punch was probably the most used TFT combo starter in VF2, but after a while Kage veterans honed their knee timing and from VF3 onwards it hasn’t really been used after the TFT. However in VF4 there are some nifty turn-away punch combos. They may not be as useful as FC, f+K and d+P+K float starters arguably, but they’re definitely ‘crowd pleasers’ and worth throwing into the mix.(Once again thanks to RSW’s and his VF4 TFT list). b,b+P TFT combos TFT – b,b+P – [BT] PPb+PK TFT – b,b+P – [BT] P – PPb+PK | f,d,df+P | ub+K+G | d+P+K,K TFT – b,b+P – [BT] P – b+K+G – ub+K+G | f,d,df+P | TFT – b,b+P – [BT] P – d+P+K – PPb+PK TFT – b,b+P – [BT] P – d+P+K – P – b+K+G | f,d,df+P | ub+K+G TFT – b,b+P – [BT] P – d+P+K – P – PPb+PK [LW] TFT – b,b+P – [BT] P – b,b+K – [BT] d+K TFT – b,b+P – [BT] P – b,b+P – G, f,d,df+P | G, ub+K+G TFT – b,b+P – [BT] P – b,b+P – [BT] PPK | [BT] PPb+PK TFT – b,b+P – [BT] P – b,b+P – [BT] P – f,d,df+P TFT Miscellaneous combos Although most of the TFT combos fall under the FC, f+K/d+P+K there are other moves that can be used after the TFT to set-up combos. Generally the knee and whirling chop are your best two options, but that doesn’t stop you from experimenting with other moves, and discovering your own quirky combos. Here are some nifty combos worth trying out. They may not do as much damage, or push as far for ring-out, but they’re worth throwing into the mix if you want to add some variety. (Also try f+P+K,P+K | b+K+G | uf+K as possible TFT combo starters). TFT miscellaneous combos: TFT – d+P+K – b+K – [BT] PKG – f+K+G – DP TFT – d+P+K – P – f+K+G – d+P+K,K TFT – d+P+K – b+P – DPK TFT – db+PKG – db+PKG – FC,f+K TFT – db+PKG – db+PKG – f+K+G – DP TFT – d+P+K,K – [BT]PKG – DP TFT – d+P+K – b+P – [JM] f+P – [JM] PK TFT – P – b+P – db+PKG – d+P+K,K TFT – d+P+K – d+P+K – d+P+K – d+P+K,K TFT – P – P – P – P – P – P TFT – b+P – b+P – b+P – f,d,df+P TFT – b+P – P – d+P+K – d+P – f,d,df+P TFT – df+P – b+P,K – P – d+P+K,K TFT – df+P – b+P – b+P – f+P – d+P+K,K TFT – FC,f+K – FC,f+K TFT – PKG – db+PKG – d+P – d+P+K,K TFT – PKG – db+PKG – d+K+G TFT – P – d+P – b+PK TFT – f+K+G – b,b+P – [BT] PPK TFT – f+K+G – d+P+K – DP or d+P+K,K or f+P+K,K TFT – b+P – [BT] P+K,K TFT – b+P – [BT] PKG – DP or d+P+K,K TFT – b+P – [BT] [JM] K+G TFT – b+P – [JM] P – [JM] PKK I recently started to put together a general PS2 TFT list. I’ve decide to cut and paste it into the Kage faq to give you an idea od the kind of scope you have to create your own combos with a little experimentation ;) I haven’t listed all the TFT combos possible, that would take forever! I’ve just picked what I deem to be the most useful (i.e. damaging or flashy :]) TFT floats. Thanks to RSW for getting the ball rolling with regards to listing VF4 TFT floats. I’ve burrowed his table format, deleting any combos that were not possible. At the moment I’m concentrating on non-TR/QR knee and d+P+K floats. Other float types will probably appear soon. Weight Key: SLW = Super Light Weight: Aoi, Pai. LW = Light Weight: Vanessa, Sarah. LMW = Light Middle Weight: Lion, Lei-Fei, Kage, Lau, Shun. MW = Middle Weight: Akira, Jacky. HW = Heavy Weight: Wolf, Jeffry. Notes Explanations: ‘N’ = An N affixed to a weight category means this combo is not doable on this character weight type. So for example ‘NSLW’ simply means NOT Super Light Weight. Some combos cannot be done on specific characters, regardless of weight type and will be noted as such. ‘~’ = Any combo that has two damage ratings with the ‘~’ symbol seperating them means this combo can vary on damage depending on some circumstances. Sometimes only heavier characters allow for the higher damage rating. For example: TFT – FC, f+K – d+P+K – ub+K+G = 72 points of damage against all characters EXCEPT Jeffry whereby it takes 80 points of damage. Other times you may need to delay the last hit of a combo for the higher damage rating. For example: TFT – FC,f+K – d+P+K – db+P,KG – ub+K+G generally takes 77 points of damage but if you delay the last (ub+K+G) hit it is possible to take 83 points of damage. However this is risky because your opponent may be able to TR/QR the last hit! Lastly some combos are character specific and will be noted as such. ALL combos connect without the possibility of TR/QR, unless you stray out of the specific weight classes ;) Rising knee (FC,f+K) floats =-=-=-=-=-=-=-=-=-=-=-=-=-= FC,f+K counts as the first hit. 2nd hit(s) 3rd hit(s) 4th hit(s) 5th hit(s) 6th hit(s) [Damage and Notes] --------------------------------------------------------------------- FC,f+K -- -- -- -- -- [60 | Sarah Only] d+P+K f,d,df+P -- -- -- -- [66] d+P+K d+K+G -- -- -- -- [66~72] d+P+K ub+K+G -- -- -- -- [72~80] d+P+K d+P+K,K -- -- -- -- [66 | NHW | NSLW] d+P+K P f,d,df+P -- -- -- [69~74] d+P+K db+PKG f,d,df+P -- -- -- [72~77 | NHW | NSLW] d+P+K db+PKG ub+K+G -- -- -- [77~83 | NHW] f+P ub+K+G -- -- -- -- [84 | Vanessa and Lion only] P b+K,K -- -- -- -- [64 | Not Jeffry] P db+PPb+PK -- -- -- -- [71] P b+K+G -- -- -- -- [62] P f,d,df+P -- -- -- -- [62] P df+K+G -- -- -- -- [66] P ub+K+G -- -- -- -- [68] P d+P+K,K -- -- -- -- [62] P b+P,K -- -- -- -- [67 | NHW | NSLW] P f+K+G f,d,df+P -- -- -- [73] P d+P+K f,d,df+P -- -- -- [69] P d+P+K d+P+K,K -- -- -- [69 | NHW | NSLW] P d+P+K ub+K+G -- -- -- [74] P d+P+K F+PPK -- -- -- [69 | NHW | NMW | NSLW] P b+P d+K+G -- -- -- [70 | NHW | NMW | NSLW | Not Shun] P b+P f,d,df+P -- -- -- [70] P b+P d+P+K,K -- -- -- [70] P b+P FC,f+K -- -- -- [75] P db+P f,d,df+P -- -- -- [68] P db+P d+K+G -- -- -- [68] P db+P d+P+K,K -- -- -- [68] P db+P ub+K+G -- -- -- [73] P df+K f,d,df+P -- -- -- [74~79 | NHW | NMW | NSLW] P f+P+K f,d,df+P -- -- -- [74 | NHW | NSLW] P f+P+K ub+K+G -- -- -- [74~80 | Kage, Lei-Fei, Vanessa and Lion only] db+PKG ub+K+G -- -- -- -- [73] db+PKG f+K+G f,d,df+P -- -- -- [76 | NHW] P P u|d,P+K+G -- -- -- [61] P P b+K+G -- -- -- [65] P P d+K+G -- -- -- [69] P d+P+K df+K+G -- -- -- [72~79 | NHW | NMW | NSLW] P P f,d,df+P -- -- -- [65] P P df+K+G -- -- -- [68] P P ub+K+G -- -- -- [70] P P PPK -- -- -- [NHW | NSLW] P P d+P+K,K -- -- -- [NLW] P P f+K+G f,d,df+P -- -- [74 | NHW] P db+PKG f+K+G f,d,df+P -- -- [77 | NHW | NSLW] b+P JM,PK -- -- -- -- [61] b+P JM,PKK -- -- -- -- [HW, LW] b+P f,d,df+P -- -- -- -- [67] b+P d+P+K,K -- -- -- -- [67 | NSLW] b+P d+K+G -- -- -- -- [67 | Lion only] b+P FC, f+K -- -- -- -- [73] b+P,K -- -- -- -- -- [63] b+P,K d+K -- -- -- -- [74] b+P,K FC,df+P -- -- -- -- [72] b+P,K d+P+K,K -- -- -- -- [82 | Lion and Sarah only] b+P,K d+K+G -- -- -- -- [82 | Lion only] b+P,K f,d,df+P -- -- -- -- [82 | Lau only] P db+PKG d+P d+P+K,K -- -- [69 | NHW | NMW | NSLW | Not Shun] Whirlwind blade (d+P+K) floats: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= d+P+K counts as the first hit. 2nd hit(s) 3rd hit(s) 4th hit(s) 5th hit(s) 6th hit(s) Notes --------------------------------------------------------------------- b+P,K d+P+K,K -- -- -- -- [64] FC,f+K f,d,df+P -- -- -- -- [72 | NHW] FC,f+K ub+K+G -- -- -- -- [72 | NHW] FC,f+K PPK -- -- -- -- [66 | NHW] P P+K -- -- -- -- [36] P b+P JM,PKK -- -- -- [53 | NHW] P b+P JM,d+K -- -- -- [45] P b+P FC,f+K -- -- -- [57 | Not Jeffry] P d+P+K d+P+K,K -- -- -- [48] P db+PKG db+PKG d+P+K,K -- -- [54 | NHW] P db+PKG db+PKG f,d,df+P -- -- [54] P f+K+G d+P+K,K -- -- -- [59] P P f,f+K+G -- -- -- [50] P P f,f+P+K+G -- -- -- [47] P P P f+K+G f,d,df+P -- [56 | NHW] P d+P+K db+PPK -- -- -- [53] P d+P+K db+PPb+PK -- -- -- [57 | Not Jeffry] P d+P+K P d+P+K,K -- -- [53 | Not Jeffry] P d+P+K P f,f+K+G -- -- [60 | NHW] P d+P+K P f,f+P+K+G -- -- [53 | NHW] P d+P+K P PPK -- -- [53 | NHW] P d+P+K FC,f+K -- -- -- [56] P b+K+G PPK -- -- -- [60 | NHW] P b+K+G f,d,df+P -- -- -- [60 | NHW] P b+K+G d+P+K,K -- -- -- [60 | NHW] P f+K+G d+P+K,K -- -- -- [59] P FC,f+K f,d,df+P -- -- -- [69 | NHW] P FC,f+K ub+K+G -- -- -- [74~80 | NHW] P b+K PPb+PK -- -- -- [57 | NHW] P b+K PKG f,d,df+P -- -- [60] P b,b+P PPb+PK -- -- -- [55] P b,b+P TT PKG d+P+K,K -- -- [53] b+P JM,PKK -- -- -- -- [51] b+P P f,f+K+G -- -- -- [55] b+P P f,f+P+K+G -- -- -- [52] b+P P db+PPb+PK -- -- -- [58] b+P b+P P d+P+K,K -- -- [59 | NHW] b+P,K P d+P+K,K -- -- -- [66 | NHW] b+P,K P f+K+G f,d,df+P -- -- [73 | NHW] b+K TT PKG f+K+G f,d,df+P -- -- [63] b,b+P TT PKG P f+K+G f,d,df+P -- [60 | NHW] Surprise Exchange (f+P+G) As if toning down the TFT was bad enough, AM2 have seen fit to ‘tweak’ the SE too. You have more delay after you’ve flipped over your opponent, but you still have some damage options. The uf+K is only guaranteed from behind now. You can do the f+P+G as a front, side and back throw, and thanfully in version C it is possible to do db+PPb+P guaranteed after a side or back f+P+G. Lastly you have to be quick when buferring your moves after the throw, if you delay the input of the DPK even very slightly then opponent can block, or LW/LMW characters can duck the K after the DP! Basically buffer in the DPK just as Kage is dropping down behind the opponent. Lastly if Akira or heavyweight characters crouch-guard after the f+P+G the K in DPK will whiff. Remember it is possible to flip over an opponent and ring your-self out on non-wall stages, so be careful near the ring edge! f+P+G options: f+P+G – (db+)PPb+P: Guaranteed after side or back f+P+G. You could be cheecky and go for PKG TFT! f+P+G – uf+K: Guaranteed but all follow-ups after uf+K can be avoided by QR/TR. f+P+G – f,d,df+P,K: Best damage and guaranteed follow-up, if some MW/HW characters crouch-guard after the f+P+G the K part while not connect. f+P+G – FC, f+K: The Knee is guaranteed if buffered in correctly. Does more damage than the DP. Useful if you need extra damage to win a round, but don’t want to risk the back stagger elbow in case opponent does not crouch (to avoid K in DPK). f+P+G – FC,f+K – d+P – d+P – d+P+K,K: Doable on Lion if he does nothing. f+P+G – FC, f+K – DP: Doable on everyone if they do not QR/TR. f+P+G – df+K+G: Opponent can block and dodge it, or some characters can TT kick-flip counter. Other characters can TT attack, Sarah can do TT df+K mule kick for example! f+P+G – f+P: Guaranteed hit. Will back stagger crouching characters. f+P+G – FC, f+K (wall hit) – df+K+G | f,d,df+P | ub+K+G [The FC,f+K is probably your best damage wall hit after the f+P+G (38pts compared to 30pts for DP). f+P+G – FC,f+K – d+P – DP | ub+K+G [After certain wall hits it is possible to do d+P and then connect with DP/ub+K+G. Does A LOT of damage because all hits are float (not TR/QRable) if done properly. Near half-bar damage] f+P+G – uf+K (wall hit) – P – df+K+G | DP | ub+K+G f+P+G – uf+K (wall hit) – (db+)PPK - df+K+G f+P+G – uf+K (wall hit) – (db+)PPb+P - u+P f+P+G – uf+K (Wall Hit) – P – d+P – DP f+P+G – DP (Wall Hit) – DP | df+K+G | ub+K+G | u+P f+P+G – f+P (back stagger) – (crouch)dash forward into high back throw. f+P+G – f+P (back stagger) – uf+K+G – d+P+K,K | u+P | DP f+P+G – f+P (back stagger) – f+K+G - DP | df+K+G Sword Mist Throw (df+P+G) This throw allows for a df+K which is very hard to struggle out of (perhaps guaranteed?). This makes one of Kage’s most damaging throw after the TFT (df+P+G[50pts] + df+K[13pts] = 63pts damage). Also because your opponent is lying at an angle after the throw, it is easier to dodge their rising attacks. Everyone once in a while it is worth going for an u+P because it can hit back and side rolls, especially if you are near a wall, but only against someone who is not a good struggler. Lastly this throw seems to have the ‘longest range’ of all of Kage’s throws. This may be disputed but I strongly believe the df+P+G has a longer grab radius than all of Kage’s normal non-catch throws, mainly because it whiffs less than other throws for me. Floating Mist Throw (b,d+P+G) One of Kage’s flashiest throws. It does a good 60pts of damage, however the command means you can’t pull it off as quickly as say the TFT, SE or above. However one benefit is that Kage can no longer be side-thrown if the grab is escaped. Once again the opponent is lying in a funny angle after the throw making it easier to dodge rising attacks. Also if you move forward and execute a b+P it is possible to go over their downed body and end up on their opposite side. The df+K can be escaped quite easily so don’t go for it. Lastly when Kage executes the throw he jumps quite far back, which means it can be used to ring someone out, especially if they are anticipating (and inputting the throw escape) for the TFT. However you need to judge the distance right, to close to the ring edge and you will be rung out first! Lastly this throw seems to have the least amount of range out of Kage’s normal non-catch throws. You basically have to be closer to your opponent or the throw is more likely to whiff. Shadow Mist Throw (b,f+P+G) Kage steps forward and grabs the opponents head before tripping them over and pushing them to the floor. Only does 50pts damage, but you can ring-out someone who has their back to the ring-edge. The df+K is easily escapable. Riot Bullet Attack Catch-Throw (uf+P+G) A risky catch throw that does a pitiful 40pts of damage. However it can be used to jump over a downed opponent, useful if you are near the ring edge and want to get into a safer position. Can also be used as an advanced tactic against GTE (Guard Throw Escape) heads. However because this is a catch throw, normal throws will beat it. It is generally a good idea to input uf+P+G and then input your own throw escapes (usually P+G, b+P+G) so you either get the slaps or escape their throw if they were not doing GTE. It’s a bit much to get your head around, but you are covering your ass. Dark Mist(Fake) Catch-Throw ([BT] P+G[P]) The back-exposed catch-throw is still risky, but you have more opportunities to attempt it now because Kage has so many back-exposed moves. The canned P hits mid and can stagger so you should always input it in case the throw whiffs.(Notes: Apparently if you enter the canned P the TT P+G will always whiff, will have to experiment to find out if this is the case) TT Sweep ([BT] d+K) Low sweep that is risky if blocked, but does good damage. The [BT] d+K causes a foot crumble allowing for some follow-ups: [BT] d+K – f,d,df+P | ub+K+G | df+K+G | d+K | bb+K+G | df+K | b+K+G [BT] d+K – d+K - f,d,df+P [TR will avoid f,d,df+P] Cutting Off The Sword Hand-Body Kick ([BT] P+K,K) One useful new addition is this mid chop and float kick from the back-exposed position. Kage has quite a few back-exposing moves from which he can initiate this move. By far the most useful is after a f,f+K cancel or punishing TR/QR after a df+K+G or d+P+KK. Remember however that you have to MC for both hits to connect, you cannot delay the last kick to trick an opponent. After the K the opponent suffers a HUGE leg flip animation that guarantees some damaging follow-ups. You can be high thrown or mC after the K so use wisely. Lastly the K can actually flip people over low walls for a ring out! [BT] P+K,K combos: Vs Akira [BT] P+K,K – K,G – f+K+G – DP [MC OS 73 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Aoi [BT] P+K,K – K,G – f+K+G – ub+K+G [MC OS 76 **] [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] Vs Jacky [BT] P+K,K – K,G – f+K+G – DP [MC OS 73 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Jeffry [BT] P+K,K – K,G – f+K+G – df+K [MC OS 71 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Kage [BT] P+K,K – K,G – f+K+G – DP [MC OS 73 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Lau [BT] P+K,K – K,G – f+K+G – DP [MC OS 73 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Lei-Fei [BT] P+K,K – K,G – f+K+G – DP [MC OS 73 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Lion [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Pai [BT] P+K,K – K,G – f+K+G – ub+K+G [MC OS 76 **] [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] Vs Sarah [BT] P+K,K – K,G – f+K+G – ub+K+G [MC OS 76 **] [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] Vs Shun [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Wolf [BT] P+K,K – K,G – f+K+G – df+K [MC OS 71 **] [BT] P+K,K – b,b – u+P [MC AS 71 *] Vs Vanessa [BT] P+K,K – K,G – f+K+G – ub+K+G [MC AS 76 *] [BT] P+K,K – K,G – f+K+G – DP [MC AS 73 *] Miscellaneous [BT] P+K,K combos: [BT] P+K,K – QCF+K [MC AS 51 *] [BT] P+K,K – b,f+K – [BT] d+K [TR/QR will avoid [BT] d+K, MC AS 56(67) *] [BT] P+K,K - u+P [MC AS 66 *] [BT] P+K,K – df+K+G [MC AS 58 *] [BT] P+K,K – K,G (or dodge, cruch dash) – FC,f+K – f,d,df+P [TR/QR will avoid DP, MC AS 60(75) **] [BT] P+K,K – b+K+G – ub+K+G | DP [TR/QR will avoid anything after b+K+G, MC AS 56(71/75) *] [BT] P+K,K – uf+K+G – DP [TR/QR will avoid the DP, MC AS 56(71) *] [BT] P+K,K – K,G - b+P – f,d,df+P | b+K+G [TR/QR will avoid anything after b+P, MC AS 49(64) *] [BT] P+K,K – HCF+DP [MC AS 56 *] [BT] P+K,K – HCB,HCF or HCF,HCF+P+K+G [MC AS 61 * (As always any combo with f,f+P+K+G is risky] [BT] P+K,K – f,f+K+G [MC AS 58 *] [BT] P+K,K – f,f+P+K+G [MC AS 56 *] [BT] P+K,K – f,f – ub+K+G [MC AS 60 *] [BT] P+K,K – f,f – d+P+K,K [MC AS 65 *] [BT] P+K,K – f,f – d+K+G [MC AS 56 *] Uramawari Uramawari is basically a Japanese phrase that I think describes the attempt to go over a grounded opponent (i.e. form Player 1 side to the Player 2 side) in the hope that the opponent will get up and face the ‘wrong direction’. An obvious move for Kage that jumps over a grounded opponent is the uf+P+G catch-throw. For example if you throw your opponent with the standard P+G throw they’ll hit the ground in-front of you. You can now input uf+P+G to jump over their body. But it’s not as simple as that. If you time the uf+P+G just as your opponent is getting up (hopefully with a rising attack) it is possible to land behind them, just as they rise to face in the ‘wrong’ direction. Hopefully they will be in delay after their whiffed rising attack, given you an opportunity to counter attack them. However Uramawari is not an exact science, for example the opponent could delay their get-up to rise correctly, or even delay their rining attacks to MC you. There are benefits to attempting ‘ura’ stuff because if you succeed you have the opportunity to attack your slightly disorientated opponent. There are probably dozens of viable ura tactics, but uncovering them and knowing the timings for an ura attempt only comes from plenty of experimentation and practise. Kage has some basic ‘bread-n-butter’ Ura stuff, but there is plenty of stuff in VF4 yet to be discovered. Lastly the ability to hop forwards and back (ub/u/uf+P_ or K_ [_ = HOLD down P or K]) makes jumping over opponents easier in VF4 IMO. In fact you can hop forward and backwards over an opponent (i.e. df+P+G –> uf+P_ -> ub+P_) to really mess them up! Basic Uramawari d/f+P+G – d+P+K+G – stance dodge roll [Can end up behind opponent] P+G – DPK [Can end up behind opponent] b, d+P+G – ff or df,df - b+P [Can end up behind opponent] uf+K+G or b+P [These moves can go ‘through’ or over high/low rising kicks so Kage ends up behind the opponent, experiment…] b,b+K+G – [BT] P+G | u+K [Delay the [BT] P+G until you think your opponent is going to rise] Okizeme Okizeme is another Japanese phrase and this time I think it describes the ability to ‘pressure’ a downed opponent. And obvious and very basic example of okizeme is moving away from a grounded opponent, in the hope their rising attack will whiff, allowing you to punish them. Do this enough times and your opponent will be wary of doing a rising attack, creating the perfect opportunity for you to throw them as they rise, or go uoto them and attack aggressively. Another form of ‘oki’ is actually attacking a rising kick or sweep. For example if you think your opponent is going to rise with a sweep Kage can uf+K+G over the sweep and then finish off with a damaging combo. Certain moves can also go ‘under’ high rising kicks like db+K or even a well timed d+P+K. Some rising attacks can be dodged, and Kage can even stance kick reverse some stuff too! Once again oki is not an exact science, relying a lot on guesswork and timing, but as with ura, skillful oki is a great way to pressure an opponent. Lastly with the advent of TR/QR people can get up quicker, but they are plenty of ways to apply oki type pressure to constant TR and QR type opponents. I’ll try and update this FAQ in the future with some options for this. Basic Okizeme stuff uf+K+G or uf+P or f,f+K+G or b,f+K [Can go over low rising kick attempt to hit opponent] d+P+K or db+K or HCB, HCF+P into DPK or Flying Kick [Can duck under high rising kicks, much more difficult though!] Stance – P+K+G sidekick reversal [After certain throws like the df+P+G and b,d+P+G the opponents rising kicks become sidekick (hence Jumonji stance) reversable. Also the majority of Akira’s rising kick are sidekick reversable] df+P+G/ b,d+P+G - dodge - Attack | Throw [After certain throws like P+G or b,d+P+G it is easier to dodge around a rising kick/sweep for a possible attack or throw attempt] Rolling ======= Okay this may get confusing so please read carefully, I’ll try to word this as well as I can. The rolls are unique to Kage as they are an interesting form of rolling movement exclusive to the ninja. Basically a HCB or HCF motion on the joystick will cause Kage to roll away or roll towards an opponent. After you have executed a roll it is possible to do another roll which must be done by inputting HCF+P or HCB+P. It is possible to pull off infinite forward rolls after initiating the roll movement away/towards. Interestingly after one forward roll, if you do another you will hear a swishing noise. This is to indicate that the next forward roll has become a ‘shinsodan’, basically an ‘attack’ roll that will hit and knock down an opponent, if they are not blocking. You can break up multiple forward shinsodans by pulling off a backwards shinsodan (HCB+P remember?). Basically Kage can roll away or towards with a joystick motion and then can pull of multiple forward and single backward shinsodans in any order you buffer in the commands. Lastly the rolls no longer track dodges, a rather importnat change you need to note in versions C of VF4. Here are some roll ‘flow-charts’ that you should practise to give you some idea of Kage’s movement options: HCF, HCF+P, HCF+P, HCF+P, HCF+P… [Forward roll into multiple forward shinsodans] HCB, HCF+P, HCF+P, HCF+P, HCF+P… [Backwards roll into multiple forward shinsodans] HCB, HCF+P, HCB+P, HCF+P, HCB+P… [Backwards roll into multi-direction shinsodans] Okay so you should now know how to pull of rolls and multiple shinsodans. But it doesn’t stop there. It is possible to pull of a variety of moves from a roll. These include: HCB/HCF+K [Roll into circular sweep] HCB/HCF, f,d,df+P,K [Roll into Dragon Punch, Kick] HCB, HCF+P+K+G or HCF, HCF+P+K+G [Backwards or forward roll into Flying Kick] The rolling sweep is a unique move from roll, but it is quite dangerous to do because you are severely delayed if it is blocked. The f,d,df+P,K and flying kick are the same moves as described before in this FAQ, but done from a roll, and in the Flying Kicks case ONLY executable after an initial roll. Okay, Kage novices should hopefully have a better understanding of roll options, and the attacks you can pull of from them. But here are some examples to try: HCB, HCF+P+K+G [Very useful against rising attacks. Kage will roll away from a rising kick/sweep before punishing the whiff with the flying kick.] HCB, HCF+P+K+G or HCF+ f,d,df+P,K Basically force the guessing game. If the opponent stands and blocks they can get hit by the Flying Kick, if they crouch and guard they get f,d,df+P...however if they guess right you’re screwed! HCB, HCF+P, HCF+P, HCF+P… [You can actually do multiple forward rolls to push opponents out of the ring when they are close to the edge] Unfortunately as is the case for a lot of Kage’s moves, the rolls have been toned down in VF4. They are now much more counterable, and have lost more ‘priority’. Kage could do mutiple shinsodans away from the opponent when his back was exposed (after a b,b+P for example), this is no longer doable in VF4. Multiple shinsodans are now regarded as ‘special low’ hits and can be blocked standing, in previous VF’s they were regarded as low attacks, thus forcing people to crouch or eat multiple otb rolls and other combos. Thankfully the backwards roll is still as useful as ever to get out of sticky situations. For example: Roll Away options F+P/df+K blocked – shinsodan away After being d+P+G picked up by Jeff/Wolf – Struggle and shinsodan away After getting staggered by elbow etc - Struggle and shinsodan away MC d+P received – Shinsodan away b+P+K/db+P+K Reversals I have lost many games adjusting to the new reverse system. In case you didn’t know b+P+K now only reverses high punches and db+P+K only reverses mid punches. For example if Lau does bb+Pd+P you have to use db+P+K, which is also the case against Akira’s single palm. Unfortunately this is another weakness for Kage now, where as characters like Akira/ Pai/ Aoi are more ‘powerful’ in VF4 because their mid reverses also work against knees and flip kicks now! Here are a few examples of moves you have to be careful with now, and reverse with the new db+P+K command: Jacky's P+K Lau’s bb+Pd+P, df+P, df+P+K, df,df+P Akira’s D,f+P, P+K+G Kage’s df+P, D,df+P, d+P+K, f+P+K, DP Lion’s f+PP, f,f+P, u+P+K b+P+K+G Kage’s backwards cartwheel has a new command in VF4. I don’t find this cartwheel that usefull unless I want to get far away from an opponent, say when there is only a few seconds left in a match. However one new addition is the ability to go into Kage’s Jumonji stance if you hold all 3 buttons down when doing the cartwheel. Short Leaping Head Pounce (u+P) The standard pounce is quite slow for Kage and is no way as useful as Jacky’s knee stomp for example. However it does do a meaty 25pts of damage and has a high chance of connecting after certain situations. The best time to go for the pounce is after b,b+K+G MC and [BT] P+K, K for easy damage. Other times include after drop staggers ([BT] d+K, running slide) or wall hits. However don’t overuse the move because Kage is delayed for quite a while after a missed head pounce. ================================================================================ Jumonji Stance [JM] Nearly all the characters in VF4 have some new kinds of stances they can go into during battle. Some characters rely heavily on them like Lei-Fei, for others new stances are an addition to their fighting moves. I would put Kage’s Jumonji stance in the latter category. You can pull of some neat stuff in the Jumonji stance, but Kage’s stance attacks and tactic are not as strong as some other characters stance options IMO. I personally don’t use the stance too much, whilst other Kage players use stance stuff extensively. I have outlined how to get into the Jumonji stance, and the variety of attacks you can pull of when in stance. Mess around with the Jumonji stance, and decide how much you’ll be utilising the stance stuff in battle. Getting into stance There are a variety of ways for Kage to get into the Jumonji stance. He can initiate the stance with a command and after certain attacks and movements. These include: d+P+K+G Kage will chant something whilst raising both his hands and crossing them on his chest, thus ending in the Jumonji stance. This looks cool, but Kage is very open to attack because he stands on the spot and goes into the stance very slowly. The opponent can see you blatantly going into the stance and thus will kick the crap out of you. My advice would be to only use this method of going into stance if you’ve grounded your opponent (after a throw or move), or if you are out of your opponents range. Another use for the d+P+K+G is to ‘time’ a Jumonji P reverse. For example if you think a Lau player is going backdash into his b,b+Pd+PPPd+K combo at the start of the round you can time a d+P+K+G to reverse his punches. Lastly the d+P+K+G is also a low throw escape for Kage against certain characters like Jeffry. If you are going to go for this low throw escape, always do P or d+P, d+P+K+G. This way if your opponent try’s to be clever and attack your Jumonji initiation, your standing or low jab has a good chance of interrupting them, and if they went for the low throw you should escape it. b+P+K+G (hold P+K+G) If you hold all three buttons Kage will end the backwards cartwheel in the Jumonji stance. Doing b+P+K+G –> stance –> d or u stance roll is a cool way of getting away from, and then near your opponent again. f+P (hold P) If you hold punch after Kage’s elbow you can end up in the Jumonji stance. However if the opponent blocked the elbow then you are at a disadvantage. Generally if the elbow hit for mC or MC then you can go into a variety of stance flow charts, but if the elbow was blocked then you have to be cautious with your options. b+P or (db+)PPb+P (hold P after the b+P) The b+P or a combo ending in b+P is one of the best ways to go into the Jumonji stance. Because you have the possibility of going into a canned kick, opponents will be wary of attempting an attack after the b+P, thus allowing you some valuable time to go into the stance and apply pressure. I find the b+P into stance is one of the best ways to set-up a stance P reverse. Also the b+P is one of the quickest ways of going into the stance. P+K If this move connects (or guard-staggers a standing defender) the opponent is slightly stunned/staggered and thus has to struggle, giving you a slight advantage. f,f+P+K One way of advancing whilst going into the stance. I personally find PPb+P to be a more useful way of advancing into the jumonji stance. Getting out of stance Sometimes remaining in the Jumonji stance may put you in a disadvantageous position. There are a variety of ways of cancelling the Jumonji stance and they include: [JM] P+G [JM] Hold P+K [JM] d/u evasive roll [JM] n reversal [JM] G Stance attacks, throws and movements ==================================== G Get out of Jumonji stance. Quite slow, but thankfully it has been improved in version C. F Kage walks forward slowly B Kage walks backwards slowly Jumonji Running ([JM] f,f) Kage dashes forward whilst shouting something. This dash is very quick, and you can buffer loads of them to make Kage dash forward very quickly. Doing multiple dashes is very funny because Kage just looks like a weird freak, with all his chanting and moving forward :) Run,K Jumonji Running Kick ([JM] run,K) Whenever you dash forward you can release the joystick to go back to neutral and the press K to perform this strange move. Kage strides forward then leaps in the air and comes down with an over head kick. Kage remains in the Jumonji stance after the kick. This is quite a slow move, and a clued up opponent can see it coming from a mile away. But the kick can stagger on normal hit, so it can be quite useful in going over low rising kicks and then staggering the opponent. Also in version C the kick now guard staggers. After the stagger you could attempt the stance throw or an attack. Interestingly this move can be buffered into the ending frames of some Jumonji attacks whereby it will be executed almost like a canned combo. The known special canned sequences are listed below, but although they look flash, they are not that useful. Jumonji running kick canned sequences: f,f+P, n, KKK... f,f+K, n, KKK... f,f+K+G, n, KKK... f,f+P+K, n, KKK... f,f+P+K+G, n, KKK... f,f,n,PGK Shadow Revolution ([JM] d/u) Tapping or holding down or up will make Kage perform a unique sideways roll. After the roll Kage is no longer in the Jumonji stance. It is difficult to hit Kage whilst he is rolling, sidekick is usually the best option. If you do manage to hit Kage then normally he will be back staggered. The stance roll has some weird properties. If you are close to the opponent, after the roll you will end up in a back exposed position, in other words you end up facing away. However if the roll is done from a distance (like after a b+P+K+G) you will end up facing your opponent. However if the opponent tries to attack you whilst you are rolling then anything could happen...you might end up behind them or facing them in the proper direction, experiment and be ready to make a note of your position after the roll and proceed accordingly. Lastly if you do a close range roll and think you’ll end up back exposed you can buffer in a TT attack forcing your opponent into guessing games. The dodge is also good for getting Kage out of sticky situations. For example if you are on the ring edge you can do f+P – stance – dodge to safely move away from the ring edge and thus out of a dangerous position. The roll moves kinda diagonally forward quite a bit, but in close range use you will usually end up back-exposed after it, but you can use this to set-up TT attack options. Lastly Kage can do some flash movement like Jacky with his new quick-step stance. For example you can do b+P+K+G – stance dodge – crouch dash – b,b - dodge…mix it up. Useless but it looks good. The stance dodge has been slightly improved in version C. Stance roll (SR) options SR – [BT] d+K – df+K+G SR – [BT] P+K,K – u+P SR – [BT] P+G(P) SR – G – f+P | d+K+G etc SR – Dodge – b+P+G K – Advancing Kick Kage steps forward with a mid kick. A useful move because it hits mid, but the sabaki advancing kick (P+K) is similar and more useful. K staggers crouchers. Body Blow ([JM] P) A quick high jab, good for pecking at the opponent. Your quickest move from the Jumoji stance. The perfect move to MC knee attempts from an opponent. You have the adavnatge after a block or mC/MC jab. Body Blow-Toe Kick ([JM] PK) Punch into sidekick. Your quickest combo from the Jumoji stance. K staggers crouchers. PKK – Body Blow-Toe Kick-Revolution Kick After the punch-sidekick Kage rolls forward into a ‘revolution kick’, although it looks more like a forward shinsodan roll to me. The Revolution Kick is sidekick reversible, and staggers crouchers. Turning Elbow ([JM] f+P) Kage spins forward with an elbow. The elbow can stagger crouchers, and the spinning animation can make it avoid incoming attacks like jabs, although not as well as, say, Kage's db+P. Knee ([JM] f+K) Kage thrusts forward with a quick knee. This move looks similar to Jacky’s db+P+K or Jeffry's b+K. It’s a quick knee and good for stopping anyone attempting a low jab/kick as well as some other attacks. Also staggers croucher guarders, and floats on MC. [JM] f+K MC – [JM] f+K [JM] f+K MC – [JM] PKK Sweep ([JM] d+K) Kage performs a circular sweep which knocks down the opponent. One of Kage’s best stance moves, mainly because it’s a low attack. Also uncounterable, so prepare to surprise people with the [JM] P+K sabaki if they try to counter with an elbow. Front Kick ([JM] K+G) Jumping on the spot mid-kick. Perfect for hopping over low moves. Can be used against low rising attacks as well. However Kage does not move forward at all and it doesn’t have great range, so you have to be close to the opponent. In version C the [JM] K+G causes head crumble on mC/MC allowing for follow-ups. [JM] K+G mc/MC – [JM] PKK [Not on Akira, Wolf Jeffry] [JM] K+G mc/MC – DP [JM] K+G mc/MC – df+K+G [JM] K+G mc/MC – ub+K+G Advancing Inashi Kick ([JM] P+K) Kage steps forward with a mid-kick. This move is a sabaki, and works against high kicks and punches, mid punches and elbows. If you opponent tries to hit you with any of these type of attacks, a well timd sabaki will sweep thir attack aside before connecting. This makes it one of the most useful Jumonji stance attacks. The P+K sabaki works particularly well after doing Kage's elbow into stance. However don’t use it to often because a clued up opponent can low jab you, or worse go for a knee combo! Holding P+K will make Kage leave the Jumonji stance, one of the safest ways to do so IMO. Lastly this move now causes a stomach crumble on mC/MC. IF you hold P+K then you can exit into a variety of guaranteed combos. [JM] P+K mC/MC – [JM] PK [Jeffry only] [JM] P+K mC/MC – [JM] PKK [Wolf only] [JM] P+K mC/MC – d+P+K,K [JM] P+K mC/MC – DP [JM] P+K mC/MC – df+K+G [JM] P+K mC/MC – ub+K+G high/mid punch reversal ([JM] n) If you leave the joystick neutral whilst Kage is in the Jumonji stance and the opponent tries a high or mid punch (not elbow!), Kage will crawl between the opponent’s legs, end up behind them and give them a cheeky kick in the backside for good measure! However the reverse does little damage and both fighters recover near instantly so you have few guaranteed follow-ups. The punch reverse works well after a b+P type Jumonji imitation. Doesn’t work as well after an elbow into Jumoji stance because Kage can be hit before he is fully in the stance. mid-kick reversal ([JM] P+K+G) Kage can reverse mid level sidekicks (not knees!) from the Jumoji stance, by pressing all three buttons. Kage basically turns to his side and kinda does a Mexican ‘OLE!’ type stance. If the opponent sidekicks during this ‘reversal stance’ Kage will push away the kick and ‘palm’ the opponent in the chest, forcing them to stagger to the floor and get up slowly. This does a decent 40 pts of damage, and looks cool to boot. But it gets better! After the reversal if you pay attention and stance dodge towards your oppoenets forward foot (the foot nearest Kage) you can hit the opponent with a guaranteed Dragon Punch, Kick for an additional 46pts of damage. Even better jam on the guard button to cancel stance and you can follow-up with a guaranteed uf+K+G combos! However getting the stance kick reversal in a match isn’t easy. Firstly you have to be in stance, and secondly no one really sidekicks Kage when he’s in the Jumonji. I find the best time to go for the kick reversal is against the majority of Akira’s rising kicks, and opponents rising kicks after certain throws like df+P+G and b,d+P+G. Also works well after [JM] d+K, because if opponenet doesn’t QR/TR they are lying at an angle. [JM] P+K+G sidekick reversal combos: [JM] P+K+G – [JM] d/u – d+K+G [70 *] [JM] P+K+G – [JM] d/u – df+K+G [75 *] [JM] P+K+G – [JM] d/u – ub+K+G [78 *] [JM] P+K+G – [JM] d/u– DPK (or G – HCF,DPK!) [86 *] [JM] P+K+G – G – b,f+K [70 *] [JM] P+K+G – G – K,G – FC,f+K [78 **] [JM] P+K+G – G – f+K+G – d+P+K,K [93 *] [JM] P+K+G – G – uf+K+G – ub+K+G [Vs Jeffry and Wolf 89 *] [JM] P+K+G – G – uf+K+G – d+P - DP [Vs Akira 104 *] [JM] P+K+G – G – uf+K+G – d+P – b+PK [Everyone but Jeff/Wolf/Akira 103 OS *] [JM] P+K+G – G – f,f – df+P – P – d+P+K,K [Vs Jeffry 88 **] [JM] P+K+G – G – f,f – df+P – P – d+P – DP [Vs Akira/Wolf/Jacky 90~95 **] [JM] P+K+G – G – f,f – df+P – P – d+P+K – DP [Vs MW upto Lau (NOT Jacky) 95~100 **] [JM] P+K+G – f,f – [JM] P+K (hold P+K) or K+G – G – df+K+G [95~100 *] [JM] P+K+G sidekick reversal combos near wall: [JM] P+K+G – G – uf+K+G – d+P – b+PK (wall hit) – df+K+G [120! Everyone but Jeff/Wolf/Akira OS *] [JM] P+K+G – G – df+P – db+PPb+P – u+P [101 *] [JM] P+K+G – G – df+P – db+PPK – df+K+G [104 *] [JM] P+K+G – f,f – [JM] f+K (wall stagger) – [JM] K+G – [JM] PKK [121 *] [JM] P+K+G – f,f – [JM] ff+K,n,K (wall stagger/Hit) – ub+K+G [122 **] [JM] P+K+G – f,f – [JM] f+K (wall stagger) – [JM] P+K – df+K+G [128 *] [JM] P+K+G – f,f – [JM] f+K (wall stagger) – [JM] P+K – ub+K+G [131 *] [JM] P+K+G – f,f – [JM] f+K (wall stagger) – [JM] P+K – DP (Wall Hit) – DP [147!! Not on HW *] [JM] P+K+G – f,f – [JM] f+K (wall stagger) – [JM] P+K – DP (Wall Hit) – u+P [148!! Not on HW *] Riot Bullet Attack Catch-Throw ([JM] P+G) Kage can go into his leaping catch-throw from the stance. I find it works well after [JM] P MC and [JM] f+P and [JM] running kick stagger, or even for going over a grounded opponent after the d+K circular sweep for an ura attempt. Also some people tend to dodge whenever they see the stance so the catch throw is good in this situation to. The damage on this throw has been increased in version C. ================================================================================ K,G cancel The K Guard cancel was a useful little technique in VF3. Basically a move will generally always beat a throw. Using this knowledge an opponent could use the K,G to induce a whiffed throw from an opponent (say after staggering someone with an elbow than doing K,G to cause their throw escape to whiff). Because the move in this instance in a quick cancelled kick, you generally have a good adavantage to punish your opponents whiff animation, because you recover faster. Unfortunately with the new throw properties in VF4 a whiffed grab ‘stays out’ longer. Basically this means that even if you guess correctly and try to cause a throw whiff with a well timed K,G you can still be grabbed as your K is cancelled. So basically the K,G technique is riskier now, it can work sometimes but generally you run more risk of being thrown. Korean Stepping The Korean Step is in the game, but you have to get a MC dodge in order to get the super-smooth dodge into crouch dash motion. Try something like d+P, KS as people will generally attack you after a low kick. Or at the start of the round do a KS b+P+G instead of dodge b+P+G if you think your opponent is going to attack. Basically you have to get a MC dodge for a correct Korean Step. It’s up to you to set up the situations where you can do the KS effectively in combat, and it still has its uses. The single Korean Step of sorts is in there but multiple Korean stepping isn’t possible, unless you are repeatedly dodging an opponents moves or something. Staggering Tech Rolls If the opponent lands on their stomach (whether head away or towards) then it is easier to hit their tech roll. Some characters have plenty of moves that cause this knockdown like Lions Sabaki and b,df+P crumbles. Kage has a few TR hit set-ups, but they are few and far between. A couple are listed below, and remember after a while people will stay down and not TR, so do an extra ground hit on them. Lastly I usually hold DF or cd into DF+K as there is less chance of doing the df+K ground hit. TechRoll Hit set-ups. The df+K (sidekick) has good chance of staggering TR opponents. Hold DF or crouch dash to avoid pulling of the df+K ground hit by mistake. f+P+G – DP | Knee (hits opponents back) – df+K TFT – d+P+K – P – b+P – db+PPb+P – df+K TFT – Knee – PPb+P – cd – DF+K f+P+G – f+P (back staggers) – uf+K+G – d+P+K – df+K. (after blocking Kage’s bb+K+G) f,d,df+P (back hit) – df+K TFT – Knee – P – db+PPb+PK (Wall Hit) – d+K – df+K TFT – Knee – b+P,K – d+K (or d+P+K on Lion/Sarah) – df+K TFT – Knee – PPb+P – df+K d+K+G | DP | uf+K (Wall Hit) – d+K – DF+K [JM] P+K or K+G – DP – df+K Fighting against guard/reverse/dodge throw escape. Some characters (cough-Akira!-cough) can make life hell for Kage with the new mid-reversal system in VF4, and the ability to perform multiple direction throw escapes. If Akira does db+P+K, f+P+G, b+P+G after Kage has blocked his elbows, Kage’s options are limited. In this situation Akira will reverse the likes of d+K+G, ub+K+G, f+P, Knee, DPK as well as escape the TFT and SE! If Akira inputted guard throw escapes then he can block any of Kage’s attacks and avoid throws. Lastly dodge throw escape will avoid a majority Kage’s attacks and escape throws. So what is a ninja to do? Well here are some counter tactic…it’s still a pain in the butt to deal with though >:( Guard Throw Escape Crouch dash into throw: Basically delay your throw until their ‘escape window’ has expired. Mix-up your throws: You have df+P+G and b,d+P+G remember? uf+P+G catch-throw: it’s demoralising (input your own throw escapes just in case!) b,f+K or f,b+KK: Causes block-stagger. Reverse (primarily mid) Throw escape Crouch dash into throw: Basically delay your throw until their ‘escape window’ has expired. PPb+P: 37pts damage and good advantage. uf+K: Can’t be reversed, ideal near wall for combo set-ups. uf+K+G combos: Slow execution can hit ‘early’ reverse. df+P combos: Slow execution can hits ‘early’ reverse. b+K+G combos: Can’t be reversed? Useful near wall for combo follow-ups. b,b+K+G combos: MC for combo (unless they did low reverse!. Dash or crouch dash forwards into DPK, d+K+G: Beats reverse window. Dodge Throw Escape (Guard) Wait then d+K+G: If you do not allow your opponent to get the special dodge by avoiding an attack thenthey will get the lame dodge, which you can get a guaranteed hit on. Crouch dash into throw: Basically delay your throw until their ‘escape window’ has expired. Pause, d+K+G: Wait slightly and your opponents dodge will become the non-MC lame dodge, which you can hit guaranteed with the d+K+G. (Useful against f,f+P – d|u – b,f,f+P+K type Akira’s to). uf+K+G combos: Slow execution can hit ‘early’ dodges. df+P combos: Slow execution can hit ‘early’ dodges. b,f+K: Can ‘follow’ dodge and MC or block-stagger’ f,f+K: Circular kick that hits dodges. After a while both Kage and his opponent will have to start adjusting to each others tactics and counter-tactics. Your opponent may go for attack throw escape to hit your slow moves like df+P/uf+K+G/b,b+K+G, or elbow throw escape to stagger your crouch dash. You will have to adjust accordingly. Basically a good player can limit opponent’s offensive options, and some characters have more options than other in this respect, but as always there is a way around any tactic, no matter how powerful or ‘cheesy’ it may seem. This guide basically lists all the guaranteed combos you can do if you correctly block, or in some situations anticipate, an opponents attack. I have tried to list the highest damage counters possible, with regards to stance where applicable. Be warned though, the majority of counters listed below require you to BUFFER your attacks whilst still in block stun for a successful counter. Also they are not the easiest counters to pull of in the heat of a battle. If you don’t have hand-eye co-ordinations of the gods (and lets face it very few of us actually do!) then don’t worry because I have outlined Kage’s best counter attack moves, so opt for the easiest to execute moves until you have the timing to do the more damaging counters ;) Key: (FR) = Far, as in the move was blocked from mid-distance or further. (NR) = Near, as in the move was blocked in close range, or Kage has to be near to counter. (OS) = Open Stance, i.e. Move was blocked in open stance, or Kage needs to be in this stance for a specific counter combo. (CS) = Closed Stance, i.e. Move was blocked in closed stance or Kage needs to be in this stance for a specific counter combo. (GC) = Guard Cancel, normally associated with Aoi because of her wide variety of cancellable moves. If you anticipate a guard cancel than you have a small window with which you can land a guaranteed counter attack. [StHt] = Stance Hit, i.e. hitting someone whilst they are in a certain stance. This can cause a variety of ‘hit effects’ like a MC on a mC hit, or even a crumple. Uncounterable = Move is virtually uncounterable by Kage, although it may be counterable by other characters. Also sometimes if you are in a certain stance a move may become uncounterable, and notes will be given in these circumstances. (KNW) = Kage Near Wall. Generally associated with throw counterable moves that will push Kage out of throw distance, unless he is near a wall. (ONW) = Opponent Near Wall. Generally associated with throw counterable moves that will push Opponent out of throw distance, unless they are near a wall. (ST) = Stagger, i.e. if this move is countered with an elbow or sidekick it will induce a stagger. HT = High Throw HST = High Side Throw HBT = High Back Throw LBT = Low Back Throw DAV = Disadvantage. Okay this one is a little strange. Certain moves will leave an opponent at a minor-counterable disadvantage, even if the move hits or causes a block/hit stagger! So: DAV,G = Disadvantage if move causes a block stagger on Kage. DAV,mC = Disadvantage if move mC Kage. DAV, m/MC = Disadvantage if move mC or MC Kage. DAV,G,m/MC = Disadvantage if move causes a block stagger, mC or MC Kage. (STR) = Struggle. As in struggle to recover from a block or hit stagger from DAV situations, in order to do a guaranteed counter. [GD] = Ground. Move leaves opponent on the ground, and therefore counterable by moves that can cause ‘on the bounce’ hits, or pounces and stomps. [FGD] = Falling to Ground. Certain moves like Shuns [BT] P+KK will cause an opponent to fall to the ground slowly. Interestingly in this situation if you counter the opponent at the earliest possible moment you attack will register as a normal hit, and if you delay an attack it could register as a bounce hit. So using Shun as an example if you block his [BT] P+KK and do f,d,df+PK you will get both hits. However if you delay your counter than the f,d,df+PK will cause an ‘on the bounce hit’, and the K in f,d,df+PK will whiff. ff/bb = Dash forward or backwards. So for example: ff f,d,df+P = Dash forward into attack or it will miss opponent. ff/bb df+P... = You have to buffer a forward or backward dash for Kage to do ceratin moves like df+P, because they can only be done form a standing position. (CG) = Crouch Guard. Refers to Wolfs b,f+P shoulder charger. If Kage is crouch guarding hwne Wold does this move than Wolf flips over Kage before landing to the ground. In this position Wolf is prone to counter attacks. (SPC) = Special Counter. Well I don’t know what else to call this situation really, and it only applies to Sarah if she does any of her moonsault (uf+P or others) flips over Kage. In this situation if Kage does his [BT] P+KK than both hits connect because Sarah is MCed! So in this situation you get a guaranteed [BT] P+KK flip combo :) Kage’s best counter attacks: ============================ -8 frames = Throw Time for TFT! Also you may be able to do a high or low back throw, or even a side throw ;) -12 frames = PK/ PPb+P Remember to hold F whilst pressing P to make sure your jabs reach the opponent. If you are close then go for db+PPb+P for slightly more damage. -13 frames; uf+K; A super quick, and easy knockdown counter. b+P,K; The helix-kick does a minimum 42pts of damage, however you are at a very slight disadavantage afterwards (-3). Also the move may not connect in some Open Stance situations, so beware. -14 frames: f+P; The elbow is mainly used to mC crouch defended moves like low sweeps, thus staggering the opponent for possible follow-ups. Some moves require you to delay your mC f+P or buffer in a forward dash, otherwise the f+P will whiff (like Shun’s d+K+G for example). Apply pressure on staggered opponent. FC,f+K; The knee is a superb mC attack against crouch defended moves like low kicks or sweeps. FC,df+P; Not as useful as the elbow, but it may be possible to do a float combo on hit. Especially useful against lightweight characters like Aoi. -15 frames: ub+K+G; One of the best damage mC attacks against crouch defended moves like low kicks and sweeps. Although the kickflip is listed as a 15 frame execution move, it does not always connect in -15 mC situations. Distance and stance is critical when using this move to mC, if you mess-up your opponent has a big advantage! DPK or f,d,df+P,K; One of Kage’s best damage counters in VF4. Alas you really have to be on the ball and buffer in the DPK in -15 mC situations. -16 frames: df+K; The sidekick is mainly used to mC crouch defended moves like low sweeps. Apply pressure on staggered opponent. d+K+G; A quick and easy counter that has the added benefit of knocking down your opponent. -19 frames: b+K; You could use a -19 mC situation to start b+K flow charts. uf+P+G; A catch-throw, thus unescapable, and gives a decent 50pts of damage. -20 frames: ub+K; Another easy knockdown counter if you have the opportunity to use it. However if you have this much advantage go for a DPK instead! f+K+G; This move takes between 20 and 26 frames to execute depending on distance from your opponent. However if you are close to your opponent and find yourself in a +20 frames advantage situation, go for a f+K+G bounce combo for big damage! -21 frames = b+K+G Another esay knockdown counter, although more damaging alternatives are available. -23 frames = df+P You'll rarely have the opportunity to use the df+P as a mC attack, but if you get the chance do your most damaging float! -30 frames = uf+K+G Once again you'll rarely get the chance to mC with an uf+K+G, but do big damage if you get the opportunity. This counters list has been tested and points out situations where you have a guaranteed throw or counter attack. I have tried to list the most damaging counter possible for each blocked attack, rather than listing all possible counter attack options. Be aware that sometimes countering depends on stance and distance from an opponent, as well as knowing your frame advantage. Where applicable I have noted requirements. Versus Akira========================================================= --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- HCB+P | -10 | HT --------------------------------------------------------------------- PP | -8 | HT --------------------------------------------------------------------- FC,b,f+P | -12 | HT / db+PPb+P --------------------------------------------------------------------- df,df+P | -13 | HT / db+PPb+P --------------------------------------------------------------------- d+K | -15 | f+P / FC,f+K --------------------------------------------------------------------- f,f+K | -14 | HT / b+PK --------------------------------------------------------------------- f,f+KK | -25 | HT / f+K+G - d+P+KK --------------------------------------------------------------------- FC,f+P+K | -13 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- b,f,f+P+K | -27 (FR) | HT / f+K+G - d+P+KK | -24 (NR) | --------------------------------------------------------------------- K+G~G | -9 | HT --------------------------------------------------------------------- f+P+G (On Hit) | -10 | HT --------------------------------------------------------------------- d+P+G (On Hit) | -12 | HT / db+PPb+P --------------------------------------------------------------------- d/u P+K+G | -15 | HT / f,d,df+PK (CS) / b+PK --------------------------------------------------------------------- b,f+P+K+G | -16 | HT / f,d,df+PK / b+PK --------------------------------------------------------------------- df+P+K+G,P | -14 | HT / b+P,K --------------------------------------------------------------------- P+K+G | -15 | HT / f,d,df+PK / b+PK --------------------------------------------------------------------- df+K+G | -16 | HT / f,d,df+PK / b+PK --------------------------------------------------------------------- df+K+G,f+P | -15 | HT / f,d,df+PK / b+PK --------------------------------------------------------------------- df+K+G,f+P,b,f,f+P+K | -17 | HT / f,d,df+PK --------------------------------------------------------------------- d+K+G | -17 | HT / f,d,df+PK --------------------------------------------------------------------- d+K+G,f+K | -17 | HT / f,d,df+PK --------------------------------------------------------------------- d+K+G,f+K,b,f+P | -17 | f,d,df+PK --------------------------------------------------------------------- f,b+P+G,P+K | -10 | HT --------------------------------------------------------------------- f,b+P+G, u/d P+K | -13 | f,d,df+PK --------------------------------------------------------------------- Hopping P (asc) | -11 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -11 | HT --------------------------------------------------------------------- [BT] d+P | -8 | HT --------------------------------------------------------------------- [BT] d+K | -9 | HT --------------------------------------------------------------------- [BT] D+K | -17 | df+K / f,d,df+PK --------------------------------------------------------------------- Versus Aoi=========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PP | -9 | HT --------------------------------------------------------------------- PPP | -13 | HT / db+PPb+P --------------------------------------------------------------------- PPPK | -13 | HT / db+PPb+P --------------------------------------------------------------------- PPPd+K | -15 | f,d,df+PK / | -20 (GC) | FC,df+P - P - d+P+KK (CS) --------------------------------------------------------------------- PPf+P | -17 (GC) | HT --------------------------------------------------------------------- PPf+PP | -12 | HT / db+PPb+P / f,d,df+PK (GC) | -16 (GC) | --------------------------------------------------------------------- PPK | -8 | HT --------------------------------------------------------------------- PK | -11 | HT --------------------------------------------------------------------- f+PP | -10 | HT / PPb+P (GC) | -12 (GC) | --------------------------------------------------------------------- f,f+P | -8 | HT --------------------------------------------------------------------- b,f+P | -10 | HT (CS) / Uncounterable in OS --------------------------------------------------------------------- b,df+P | -10 | HT --------------------------------------------------------------------- FC,df+P | -10 | HT --------------------------------------------------------------------- db+P | -13 | HT / PPb+P --------------------------------------------------------------------- F+K | -10 | HT --------------------------------------------------------------------- KK | -13 | HT / db+PPb+P --------------------------------------------------------------------- f+KK | -9 | HT --------------------------------------------------------------------- d+K | -14 | HT / FC,df+P - P - d+P+KK (CS) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- db+K | -12 | HT / PPb+P --------------------------------------------------------------------- P+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- P+KP | -11 | HT --------------------------------------------------------------------- P+KPP | -12 | HT / db+PPb+P --------------------------------------------------------------------- f+P+KP | -12 | HT / db+PPb+P / b+PK | -14 (GC) | --------------------------------------------------------------------- b,b+P+K | -12(-13?)| HT / db+PPb+P / b+PK --------------------------------------------------------------------- d+K+G | -17 | HT / f,d,df+PK --------------------------------------------------------------------- b+K+G | -16 | HBT / f,d,df+PK --------------------------------------------------------------------- u+K+G | -23 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - ub+K+G (CS) --------------------------------------------------------------------- b+P+K+G | [StHt] | b,b+K+G - u+P --------------------------------------------------------------------- d/u P+K+G | -14 | HT / db+PPb+P --------------------------------------------------------------------- Hopping P (asc) | -9 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -10 | HT --------------------------------------------------------------------- Versus Jacky========================================================= --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -8 | HT --------------------------------------------------------------------- PPf+P | -10 | HT --------------------------------------------------------------------- PPf+PK | -22 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - df+K (CS) --------------------------------------------------------------------- PPf+PPd+K | -16 | df+K / FC,f+K --------------------------------------------------------------------- PPd+K | -15 | HT / f+P / FC,f+K --------------------------------------------------------------------- PPf+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- PK (CS) | -8 | HT --------------------------------------------------------------------- Pd+K | -19 (FR) | df+K / f,d,df+PK | -20 (NR) | --------------------------------------------------------------------- f+PPK | -12 | HT / PPb+P --------------------------------------------------------------------- f+PPd+K | -16 | df+K / FC,f+K --------------------------------------------------------------------- f+PK | -22 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - df+K (CS) --------------------------------------------------------------------- b+Pd+K | -18 (FR) | df+K / f,d,df+PK | -20 (NR) | --------------------------------------------------------------------- df+P | -9 | HT --------------------------------------------------------------------- df+PP | -9 | HT --------------------------------------------------------------------- db+P | -9 | Uncounterable --------------------------------------------------------------------- db+PK | -18 (FR) | df+K / f,d,df+PK | -20 (NR) | --------------------------------------------------------------------- KPd+K | -16 (FR) | df+K / f,d,df+PK | -17 (NR) | --------------------------------------------------------------------- KK | -18 | b+PK --------------------------------------------------------------------- Kd+K | -17 | df+K / f,d,df+PK --------------------------------------------------------------------- f+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- f,f+K | -10 | HT --------------------------------------------------------------------- df+K | -8 | HT --------------------------------------------------------------------- df+KK | -19 | HT / f,d,df+PK --------------------------------------------------------------------- ub+K | -30 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - df+K (CS) --------------------------------------------------------------------- D+K | -15 | f+P / FC,f+K --------------------------------------------------------------------- D+KK | -16 | df+K / f,d,df+PK --------------------------------------------------------------------- P+K | -14 | HT / b+PK --------------------------------------------------------------------- P+KPd+K | -15 (FR) | df+K / f,d,df+PK | -18 (NR) | --------------------------------------------------------------------- P+KK | -13 | HT (KNW) / PPb+P --------------------------------------------------------------------- f+P+K | -8 | HT --------------------------------------------------------------------- f+P+KP | -14 | HT / db+PPb+P (CS) / | | b+PK (OS) --------------------------------------------------------------------- d+P+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- d+P+KK | -12 | HT / db+PPb+P --------------------------------------------------------------------- d+P+KKK | -13 | HT / db+PPb+P --------------------------------------------------------------------- d+P+KKKK | -17 | HT / f,d,df+PK --------------------------------------------------------------------- d+P+KKKKK | -9 | HT --------------------------------------------------------------------- db+P+KK | -24 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - f,d,df+P (OS) --------------------------------------------------------------------- db+P+KKK | -11 | HT --------------------------------------------------------------------- db+P+KKKK | -22 | HT / f+K+G - d+P+KK / | | f+K+G - P - f+K+G - df+K (OS) --------------------------------------------------------------------- db+P+KKKKK | -18 | HT / f,d,df+PK (KNW) / d+K+G --------------------------------------------------------------------- db+P+KKKKd+K | -18 | HT / f,d,df+PK --------------------------------------------------------------------- K+G | -8 | HT (CS + KNW) / | | Uncounterable in other situations --------------------------------------------------------------------- K+Gd+K+G | -22 (FR) | df+K / f,d,df+PK | -23 (NR) | --------------------------------------------------------------------- d+K+G | -10 | HT --------------------------------------------------------------------- b,f+K+G | -15 | HT / b+PK --------------------------------------------------------------------- df+K+G | -9 | HT --------------------------------------------------------------------- [SH] K | -9 | HT --------------------------------------------------------------------- [SH] d+K | -8 | HT / PPb+P / b+PK (OS) --------------------------------------------------------------------- [SH] d+KK | -8 | HT --------------------------------------------------------------------- d/u P+K+G | -14 | HT / b+PK --------------------------------------------------------------------- Hopping P (asc) | -11 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -11 | HT --------------------------------------------------------------------- [BT] d+K | -15 | f+P / FC,f+K --------------------------------------------------------------------- [BT] D+K | -15 | f+P / FC,f+K --------------------------------------------------------------------- [BT] P+K | -12 | HT (KNW) / PPb+P --------------------------------------------------------------------- Versus Jeffry======================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -8 | HT --------------------------------------------------------------------- PPb+P | -12 | HT (KNW) / PPb+P --------------------------------------------------------------------- f+P | -10 | HT --------------------------------------------------------------------- f+Pb+P | -14 | HT / db+PPb+P (CS) / b+PK (OS) --------------------------------------------------------------------- f,f+PP | -10 | HT --------------------------------------------------------------------- b+P | -9 | HT --------------------------------------------------------------------- b,df+P | -14 | HT / db+PPb+P (OS) / b+PK (CS) --------------------------------------------------------------------- b,df+PP | -15 | HT / f,d,df+P (CS) / b+PK (OS) --------------------------------------------------------------------- df+P | -9 | HT --------------------------------------------------------------------- df+PP | -10 | HT --------------------------------------------------------------------- df+PPP | -10 | HT --------------------------------------------------------------------- df,df+P | -12 | HT / db+PPb+P --------------------------------------------------------------------- KKP | -16 | HT / DPK --------------------------------------------------------------------- d+KP | -14 | HT / db+PPb+P (OS) / b+PK (CS) --------------------------------------------------------------------- D+K | -14 | f+P (ST) / uf+K --------------------------------------------------------------------- f+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- b+K | -10 | HT --------------------------------------------------------------------- b+PK | -14 | HT / b+PK --------------------------------------------------------------------- df+K | -10 | HT --------------------------------------------------------------------- P+KPP | -11 | HT --------------------------------------------------------------------- f+P+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- Run, F+P+K | -58 (FR) | HT / f+K+G - d+P+KK / | -64 (NR) | f+K+G - d+P - FC,f+K (CS) --------------------------------------------------------------------- Run, K+G | [GD] | df+K+G --------------------------------------------------------------------- b,df+P+K | -18 | HT / f,d,df+PK --------------------------------------------------------------------- b,f+P+K | -14 | HT / b+PK --------------------------------------------------------------------- df+P+KPP | -12 | HT / db+PPb+P --------------------------------------------------------------------- d+K+G | -14 | f+P (ST) / uf+K --------------------------------------------------------------------- df+K+G | -9 | HT --------------------------------------------------------------------- uf+K+G | -16 | df+K (ST) / f,d,df+P+K --------------------------------------------------------------------- d/u P+K+G | -14 | HT / b+PK --------------------------------------------------------------------- u+K+G | [GD] | ub+K+G (OS) / | | ff f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- Hopping P (asc) | -10 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (asc) | -10 | HT --------------------------------------------------------------------- Hopping K (desc) | -9 | HT --------------------------------------------------------------------- [BT] d+P | -11 | HT --------------------------------------------------------------------- [BT] d+K | -20 | HT / f+K+G - d+P+KK (CS) / | | f+K+G - d+P - FC,f+K (OS) --------------------------------------------------------------------- [BT] D+P | -12 | HT / db+PPb+P --------------------------------------------------------------------- Versus Kage========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -8 | HT --------------------------------------------------------------------- PPPK | -14 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- PPPb+K | -18 | HT / f,d,df+PK --------------------------------------------------------------------- PPb+PK | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- f,d,df+P | -22 | HT / FC,f+K - ub+K+G (CS) / | | f+K+G - d+P - d+P+KK (OS) --------------------------------------------------------------------- f,d,df+PK | -32 | df+K (ST) / uf+K+G - d+P - b+PK (OS) | | db+P - db+PKG - ub+K+G (CS) / --------------------------------------------------------------------- b+PK | -9 | HT --------------------------------------------------------------------- Run, K | -21 | HT / f+K+G - d+P+KK (CS) / | | f+K+G - db+PPK (OS) --------------------------------------------------------------------- d+K | -14 | f+P (ST) / uf+K / | | FC,df+P - PPK (CS) --------------------------------------------------------------------- QCF+K | -47 | HT / uf+K+G - d+P - b+PK (OS | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- f,f+K | -14 (FR) | HT / f+P (ST) / uf+K | -19 (NR) | FC,df+P - PPK (OS) / f,d,df+PK (NR) --------------------------------------------------------------------- b,f+KK | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- FC,f+K | -14 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- b+KKK | -16 | HT / f,d,df+PK --------------------------------------------------------------------- db+K | -32 | HT / uf+K+G - d+P - b+PK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- d+P+KK | -20 | HBT / FC,f+K - u/uf+K --------------------------------------------------------------------- u+P+K | -29 | HT / df+P - db+PKG - ub+K+G (CS) | | df+P - P - d+P+K - f,d,df+P (OS) --------------------------------------------------------------------- f+K+G | -15 | HT / f,d,df+P+K --------------------------------------------------------------------- f,f+K+G | -27 | HT / df+P - db+PKG - ub+K+G (OS) | | df+P - P - P - ub+K+G (CS) --------------------------------------------------------------------- df+K+G | -20 | HT / FC,f+K - u/uf+K --------------------------------------------------------------------- ub+K+G | -37 | HT / uf+K+G - d+P - b+PK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- d+P+K+G | [StHt] | uf+K+G - d+P - b+PK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- d/u P+K+G | -13 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- f,f+P+K+G | -73 | HT / uf+K+G - d+P - b+PK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- HCB / HCF,K | -21 | HT / f+K+G - d+P+KK (CS) / | | f+K+G - f,d,df+P --------------------------------------------------------------------- b,b+K+G | -11 | LBT / FC,f+K --------------------------------------------------------------------- uf+K | -13 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- Hopping P (asc) | -10 | HT --------------------------------------------------------------------- Hopping P (desc) | -16 | HT --------------------------------------------------------------------- Hopping K (desc) | -21 | df+K (ST) / --------------------------------------------------------------------- [BT] d+K | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- [BT] u+K | -15 | HBT / f,d,df+PK --------------------------------------------------------------------- [BT] uf+K | -20 | HT / f,d,df+PK (CS) / | | f+K+G - db+PPK --------------------------------------------------------------------- [BT] ub+K | -10 | HBT / uf+K --------------------------------------------------------------------- [BT] P+KK | -15 | HT / PPb+P --------------------------------------------------------------------- Versus Lau=========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -10 | HT --------------------------------------------------------------------- PPPK | -15 | HT / f,d,df+PK (CS) / b+PK (OS) --------------------------------------------------------------------- PPPd+K | -27 | HT / f,d,df+PK --------------------------------------------------------------------- PPPub+K | -23 | df+K (ST) / | | ff df+P - P - d+P+K - DP (OS) / | | ff df+P - db+PKG - ub+K+G (CS) --------------------------------------------------------------------- PPK | -10 | HT --------------------------------------------------------------------- PK | -8 | HT --------------------------------------------------------------------- Pb+PP | -14 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- P/PP/PPP d+K+G | -16 | HT / f,d,df+PK --------------------------------------------------------------------- b+PK | -10 | HT --------------------------------------------------------------------- b,b+P | -11 | HBT --------------------------------------------------------------------- b,b+P,K+G | -11 | HT --------------------------------------------------------------------- df+PP | -9 | HT --------------------------------------------------------------------- df+PPP | -11 | HT --------------------------------------------------------------------- D,df+Pdf+P+K | -14 | HT / db+PPb+P --------------------------------------------------------------------- D,n~K | -9 (NR) | HT (NR) | -10 (FR) | --------------------------------------------------------------------- d+K | -14 | f+P (ST) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- d+KK | -13 | HT / db+PPb+P --------------------------------------------------------------------- D+KK | -14 | f+P (ST) / uf+K (CS) / | | FC,df+P - PPK (CS) --------------------------------------------------------------------- D+KK+G | -19 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f,d+K | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- ub+K | -15 | HT / b+PK --------------------------------------------------------------------- uf+K | -14 | HT / b+PK (OS) / db+PPB+P (CS) --------------------------------------------------------------------- P+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- d+P+K | -10 | HT --------------------------------------------------------------------- f+P+K | -9 | HT --------------------------------------------------------------------- b+P+KP | -9 | HT --------------------------------------------------------------------- df+P+K | -14 | HT / b+PK (OS) / db+PPB+P (CS) --------------------------------------------------------------------- d+K+G | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f+K+G | -20 (FR) | HT / f+K+G - d+P+KK | -22 (NR) | --------------------------------------------------------------------- b+K+G | -13 | HBT --------------------------------------------------------------------- d P+K+G | -13 | HT / b+PK (OS) / db+PPB+P (CS) --------------------------------------------------------------------- u P+K+G | -14 | HT / b+PK (OS) / db+PPB+P (CS) --------------------------------------------------------------------- Hopping P (asc) | -9 | HT --------------------------------------------------------------------- [BT] d+K | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- [BT] uf+K | -10 | HBT --------------------------------------------------------------------- [BT] u+K+G | -22 | f,f HBT --------------------------------------------------------------------- Versus Lei-Fei======================================================= --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- f+PPPP | -12 | HT --------------------------------------------------------------------- D,f+P | -9 | HT --------------------------------------------------------------------- b+PP | -8 | HT --------------------------------------------------------------------- b,df+P | -11 | f+K+G - d+P - f+K+G - f,d,df+P (CS) | | f+K+G - d+P - ub+K+G --------------------------------------------------------------------- df,df+PP | -13 | HT / db+PPb+P --------------------------------------------------------------------- d+K | -11 | HT --------------------------------------------------------------------- f,f+K (-2 into [IN]) | -13 | HT / b+PK | | --------------------------------------------------------------------- u+Kd+K | -23 | df+P - P - db+PKG - ub+K+G (CS) | | f+K+G - d+P - ub+K+G --------------------------------------------------------------------- u+Kf+K | -8 | HT --------------------------------------------------------------------- P+KP | -10 | HT --------------------------------------------------------------------- P+KPP | -12 | HT / db+PPb+P --------------------------------------------------------------------- QCF+P+K | -13 | HT / db+PPb+P --------------------------------------------------------------------- db+P+K | -10 | HT --------------------------------------------------------------------- df+P+K | -11 | HT --------------------------------------------------------------------- df+P+KP | -10 | HBT --------------------------------------------------------------------- uf+P+K | -10 | HT --------------------------------------------------------------------- uf+P+KP | -10 | HBT --------------------------------------------------------------------- uf+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- d+K+G | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- b+K+G | -8 | HT --------------------------------------------------------------------- b+K+GK | -8 | HT --------------------------------------------------------------------- b+K+GKd+K | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- df+K+GK | -14 | f+P (ST) / uf+K --------------------------------------------------------------------- df,df+K+G | -16 | f,d,df+PK --------------------------------------------------------------------- df,df+K+GK | [GD] | ub+K+G (OS) / f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- df,df+K+GKK | -9 | HT --------------------------------------------------------------------- df,df+K+GKK+G | -11 | HBT --------------------------------------------------------------------- uf+K+G | -10 | HT --------------------------------------------------------------------- d/u P+K+GP | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- [DM] d+K | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- [IN] K | -13 | HT / b+PK --------------------------------------------------------------------- [IN] KK | -15 | HT / f,d,df+PK --------------------------------------------------------------------- [IN] K+G | -10 | HT --------------------------------------------------------------------- [IN] u+K+G | -9 | HT --------------------------------------------------------------------- [IN] d+K+G | -11 | f+K+G - d+P - f+K+G - f,d,df+P (CS) | | f+K+G - d+P - ub+K+G --------------------------------------------------------------------- [EV] d+K | -18 (CS) | df+K (ST) / f,d,df+PK | -17 (OS) | --------------------------------------------------------------------- [EV] P+KPP | -13 | HT / db+PPb+P --------------------------------------------------------------------- [TG] P | -10 | HT --------------------------------------------------------------------- Versus Lion========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PP | -9 | HT --------------------------------------------------------------------- PPP | -21 | HT / f+K+G - d+P+KK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- PPd+P | -19 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- PK | -9 | HT --------------------------------------------------------------------- QCB+P | -10 | HT --------------------------------------------------------------------- QCB+PP | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- f+PP | -12 | HT / db+PPb+P --------------------------------------------------------------------- D,f+P | -10 | HT --------------------------------------------------------------------- b+PPK | -10 | HT --------------------------------------------------------------------- b,df+P | -14 | f+P (ST) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- df+PP | -10 | HT --------------------------------------------------------------------- D,df+P | -15 | f+P (ST) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- D,df+PP | -14 | f+P (ST) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- db+P | -12 | d+P --------------------------------------------------------------------- db+PP | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- K | -9 | HT --------------------------------------------------------------------- f+K | -10 | HT --------------------------------------------------------------------- KK | -9 | HT --------------------------------------------------------------------- d+K | -15 | f+P (ST) / f,d,df+PK --------------------------------------------------------------------- D+KK | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f,f+K | -15 | HT / f,d,df+PK --------------------------------------------------------------------- f,f+KK | -12 | HT / db+PPb+P --------------------------------------------------------------------- db+K | -30 |df+K (ST) / uf+K+G - d+P - b+PK (OS) | |ff df+P - P - db+PKG - ub+K+G(CS) --------------------------------------------------------------------- uf+K | -44 | HT / uf+K+G - d+P - b+PK (OS) | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- f+P+K,b | -10 | HT --------------------------------------------------------------------- f+P+KK | -13 | b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- b,f+P+KP | -8 | HT --------------------------------------------------------------------- b,f+P+KPP | -11 | HT --------------------------------------------------------------------- u+P+K | -10 | HT --------------------------------------------------------------------- df+P+K | -19 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- db+P+K | -15 | f+P (ST) / f,d,df+PK --------------------------------------------------------------------- d+K+G | -20 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f+K+G | -12 | PPb+P --------------------------------------------------------------------- b,f+K+Gd+P | -12 | HT / db+PPb+P --------------------------------------------------------------------- b,f+K+Gd+K | -9 | HBT --------------------------------------------------------------------- df+K+G | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- db+K+G | -10 | HBT / DPK --------------------------------------------------------------------- u+P | -16 | HT / f,d,df+PK --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- uf+P | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -19 | HT / f,d,df+PK --------------------------------------------------------------------- [BT] d+K | -8 | HT --------------------------------------------------------------------- [BT] P+K | -11 | HT --------------------------------------------------------------------- Versus Pai=========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PP | -8 | HT --------------------------------------------------------------------- PPP | -9 | HT --------------------------------------------------------------------- PPPK | -16 | HT / b+PK --------------------------------------------------------------------- PPPd+K | -24 | df+K (ST) / f,d,df+PK (CS) / | | f+K+G - ub+K+G --------------------------------------------------------------------- PPPf+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- PPPub+K | -21 | HT / FC,df+P - P - d+P+KK (CS) / | | b+PK (OS) --------------------------------------------------------------------- PPK | -12 | HT / db+PPb+P --------------------------------------------------------------------- PPKK | -9 | HT --------------------------------------------------------------------- PK | -9 | HT --------------------------------------------------------------------- f,b+PP | -12 | HT / PPb+P (CS) / db+PPb+P (OS) --------------------------------------------------------------------- f,f+P | -8 | HT --------------------------------------------------------------------- f,f+PK | -19 | HT / f,d,df+PK --------------------------------------------------------------------- df+P | -10 | HT --------------------------------------------------------------------- df+PK | -11 | HT --------------------------------------------------------------------- df+PPf+P | -11 | HT --------------------------------------------------------------------- db+P | -10 | HT --------------------------------------------------------------------- K | -9 | HT --------------------------------------------------------------------- KK | -10 | HT --------------------------------------------------------------------- KP | -16 | HT / FC,f+K (OS) / | | FC,df+P - P - d+P+KK (CS) --------------------------------------------------------------------- KPK | -11 | HT --------------------------------------------------------------------- D,n~K | -7 (FR) | HT (CR) | -10 (NR) | --------------------------------------------------------------------- d+K | -14 | f+P (ST) / FC,df+P - d+P+KK (CS) / | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- d+KK | -12 | HT / db+PPb+P (CS) / b+PK (OS) --------------------------------------------------------------------- D+KK | -18 | HT / f,d,df+PK --------------------------------------------------------------------- f+K | -11 | HT --------------------------------------------------------------------- f+KK | -15 | HT / b+PK --------------------------------------------------------------------- b+K | -9 | HT --------------------------------------------------------------------- ub+K | -20 | HT / b+PK (OS) / | | FC,df+P - P - d+P+KK (CS) --------------------------------------------------------------------- uf+KK | -19 | HT / f,d,df+PK --------------------------------------------------------------------- K+G | -9 (FR) | Uncounterable | -8 (NR) | --------------------------------------------------------------------- d+K+G | -15 (FR) | f+P (ST) / FC,df+P - d+P+KK (CS) / | -14 (NR) | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- db+K+G | -21 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f+K+G | -10 | HT --------------------------------------------------------------------- b+K+G | -10 (FR) | HT (NR) / Uncounterable (FR) | -8 (NR) | --------------------------------------------------------------------- u+K+G | -14 | HT / b+PK --------------------------------------------------------------------- uf+K+Gb+K | -20 | HT / FC,df+P - P - d+P+KK (OS) | | b+PK (CS) --------------------------------------------------------------------- d/u P+K+G | -16 | HT / f,d,df+PK --------------------------------------------------------------------- b+P+K+G | [StHt] | uf+K+G - d+P+KK --------------------------------------------------------------------- [SW] PPP | -15 | HT / FC,df+P - P - d+P+KK (OS) | | f+P+KP+K (CS) --------------------------------------------------------------------- [SW] K | -14 | f+P (ST) /FC,df+P - P - d+P+KK (CS) | | FC,df+P - P - FC,df+P (OS) --------------------------------------------------------------------- [SW] K+GPK | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- [CE] P+K | -13 | HT / db+PPb+P --------------------------------------------------------------------- [CE] K+G | -10 | Uncounterable --------------------------------------------------------------------- [CE] PP | -9 | HT --------------------------------------------------------------------- [CE] PPK | -16 | HT / b+PK --------------------------------------------------------------------- [CE] PPd+K | -24 | df+K (ST) / f,d,df+PK (CS) / | | f+K+G - ub+K+G --------------------------------------------------------------------- [CE] PPf+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- [CE] PPub+K | -21 | HT / b+PK (OS) / | | f,d,df+PK (CS) --------------------------------------------------------------------- [CE] K | -8 | Uncounterable --------------------------------------------------------------------- [CE] KK | -15 | HT / f,d,df+PK (CS) / | | db+PPb+P (OS) --------------------------------------------------------------------- Hopping P (asc) | -11 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (asc) | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -10 | HT --------------------------------------------------------------------- [BT] d+P | -12 | HT --------------------------------------------------------------------- [BT] d+K | -14 | f+P (ST) / uf+K (CS) / | | FC,df+P - P - d+P+KK (OS) --------------------------------------------------------------------- [BT] uf+K | -10 | HT --------------------------------------------------------------------- Versus Sarah========================================================= --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -8 | HT --------------------------------------------------------------------- PPb+P | -8 | HT --------------------------------------------------------------------- PPu+P | -9 | HT --------------------------------------------------------------------- PPPK | -18 | HT / f,d,df+PK --------------------------------------------------------------------- PPPub+K | -29 | HT / ff f,d,df+PK --------------------------------------------------------------------- PPb+PK | -29 | HT / ff f,d,df+PK --------------------------------------------------------------------- PPPu+K | -34 | HT / b+PK - P - f+K+G - df+K+G (CS) | | b+PK - P - f+K+G - f,d,df+P (OS) --------------------------------------------------------------------- f+PK | -21 | HT / f+K+G - d+P+KK (CS) | | f+K+G - P - f+K+G - ub+K+G (OS) --------------------------------------------------------------------- K | -8 | HT --------------------------------------------------------------------- KK | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- d+K | -8 | HT --------------------------------------------------------------------- d+KK | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- f+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- f+Kdf+K | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- f,f+K | -8 | HT --------------------------------------------------------------------- u or uf+K | -11 | HT --------------------------------------------------------------------- df+K | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- df+KK | -18 | HT / f,d,df+PK --------------------------------------------------------------------- df+KKK | -15 | HT / f,d,df+PK --------------------------------------------------------------------- df+KKf+K | -17 | HT / f,d,df+PK --------------------------------------------------------------------- df+KKb+K | -21 | HT / f+K+G - d+P+KK (OS) | | f+K+G - P - f+K+G - ub+K+G --------------------------------------------------------------------- db+K | -16 | HT / f,d,df+PK --------------------------------------------------------------------- ub+K | -31 | HT / uf+K+G - d+P - b+PK (OS) | | f+K+G - P - f+K+G - ub+K+G (CS) --------------------------------------------------------------------- D+K | -14 | f+P (ST) /FC,df+P - P - d+P+KK (CS) | | FC,df+P - P - f,d,df+P (OS) --------------------------------------------------------------------- D+KK | -15 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- D,f+K | -15 | HT / b+PK --------------------------------------------------------------------- D,f+KK | -14 | HT / --------------------------------------------------------------------- D,f+K,K | -17 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- d+P+KK | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- K+G | -11 (FR) | HT (OS) / Uncounterable in all | -10 (NR) | other situations --------------------------------------------------------------------- d+K+G | -15 | f+P (ST) /FC,df+P - P - d+P+KK (CS) | | FC,df+P - P - f,d,df+P (OS) --------------------------------------------------------------------- b+K+G | -10 | HT (NR) / Uncounterable in all | | other situations --------------------------------------------------------------------- df+K+G | -18 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- D,b+KK | -8 | HBT --------------------------------------------------------------------- d/u P+K+G | -14 | HT / b+PK (CS) / db+PPb+P (OS) --------------------------------------------------------------------- [FL] KKK | -8 | HT --------------------------------------------------------------------- [FL] KKd+K | -11 | HT --------------------------------------------------------------------- [FL] KKK+G | -8 | HT --------------------------------------------------------------------- [FL] u+K | -31 | HT / ff f,d,df+PK --------------------------------------------------------------------- [FL] d+P+K | -18 | HT / PPb+P --------------------------------------------------------------------- [FL] u+P+K | -17 | HT / PPb+P --------------------------------------------------------------------- Hopping P (asc) | -11 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (desc) | -10 | HT --------------------------------------------------------------------- [BT] d+K | -14 | f+P (ST) /FC,df+P - P - d+P+KK (CS) | | FC,df+P - P - f,d,df+P (OS) --------------------------------------------------------------------- [BT] D+K | -14 | HT --------------------------------------------------------------------- uf+P | [SPC] | [BT] P+KK - K,G - f+K+G - f,d,df+P / | | [BT] P+KK - K,G - f+K+G - ub+K+G(OS) --------------------------------------------------------------------- u+KP | [SPC] | [BT] P+KK - K,G - f+K+G - f,d,df+P / | | [BT] P+KK - K,G - f+K+G - ub+K+G(OS) --------------------------------------------------------------------- [FL] uf+P | [SPC] | [BT] P+KK - K,G - f+K+G - f,d,df+P / | | [BT] P+KK - K,G - f+K+G - ub+K+G(OS) --------------------------------------------------------------------- Versus Shun========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPP | -11 | HT --------------------------------------------------------------------- PPd+K | -24 | HT / f+K+G - db+PPK (CS) | | f,d,df+PK (OS) --------------------------------------------------------------------- PPd+KG | [GD] | df+K+G --------------------------------------------------------------------- PPd+KK | -13 | HT / b+PK --------------------------------------------------------------------- PPd+KKG | [GD] | df+K+G --------------------------------------------------------------------- PK | -9 | HT --------------------------------------------------------------------- f+PK | -13 | HT / db+PPb+P --------------------------------------------------------------------- f+PP | -10 | HT --------------------------------------------------------------------- f+PPK | -13 | HT / db+PPb+P --------------------------------------------------------------------- f+PPP | -11 | HT --------------------------------------------------------------------- f+PPPK | -13 | HT / db+PPb+P --------------------------------------------------------------------- b,f+PP | -13 | HT / db+PPb+P --------------------------------------------------------------------- b,df+P | -13 | HT / db+PPb+P --------------------------------------------------------------------- df+PPK | [GD] | ub+K+G --------------------------------------------------------------------- df+PPKP+K+G | -10 | df+K - f,d,df+PK --------------------------------------------------------------------- df+PPK...P+K+G | -34 | df+K (ST) / df+K+G --------------------------------------------------------------------- D,df+P | -10 | HT / db+PPb+P --------------------------------------------------------------------- db+P | -10 (FR) | Uncounterable | -9 (NR) | ff df+P - db+PKG - ub+K+G (CS) --------------------------------------------------------------------- db+PK | -24 | df+K (ST) / | | ff df+P - db+PKG - ub+K+G (CS) / | | ff df+P - P - d+P+K - f,d,df+P (OS) --------------------------------------------------------------------- uf+P | -15 | HT / f,d,df+P --------------------------------------------------------------------- ub+P | [GD] | df+K+G --------------------------------------------------------------------- uf+K | [GD] | ub+K+G (OS) / f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- ub+K | [GD] | ub+K+G (OS) / f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- K | -11 | HT --------------------------------------------------------------------- KK | -10 | HT --------------------------------------------------------------------- KKd+P | -15 | f+P (ST) /FC,df+P - P - FC,df+P (OS) | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- KKd+PK | -10 | HT --------------------------------------------------------------------- d+K | -16 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- b+K | DAV,mC | df+K+G --------------------------------------------------------------------- f,f+K | -12(-13?)| HT / b+PK (CS / db+PPb+P (OS) --------------------------------------------------------------------- u+K | -13 | HT / b+PK (CS) / db+PPb+P (OS --------------------------------------------------------------------- db+KG | [GD] | df+K+G --------------------------------------------------------------------- db+K+G | [GD] | ub+K+G (OS) / f+K+G - f,d,df+P (CS) | | --------------------------------------------------------------------- db+K | -21 | HT / f+K+G - db+PPK (CS) / | | f,d,df+PK (OS) --------------------------------------------------------------------- db+KK | -13 | HT / b+PK --------------------------------------------------------------------- P+KK | [GD] | ub+K+G --------------------------------------------------------------------- P+KKP+K+G | -10 | df+K - f,d,df+PK --------------------------------------------------------------------- P+KK...P+K+G | -34 | df+K (ST) / df+K+G --------------------------------------------------------------------- f+P+K | -9 | HT --------------------------------------------------------------------- f,f+P+K |DAV,G,m/MC| (STR) - f+K+G - d+P+KK --------------------------------------------------------------------- K+G | -11 | Uncounterable --------------------------------------------------------------------- d+K+G | -21 | df+K (ST) / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- d+K+GK | -19 | df+K (ST) / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- d+K+GKK | -21 | df+K (ST) / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- FC,K+G | -25 (NR) | df+K (ST) / | | ff df+P - P - db+P+K+G - ub+K+G(CS) | | ff df+P - P - d+P+K - f,d,df+P (OS) --------------------------------------------------------------------- FC,K+G | -22 (FR) | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- f+K+G | -10 | Uncounterable --------------------------------------------------------------------- b+K+G | -40 | uf+K+G - d+P - b+PK (OS) / | | uf+K+G - d+P - f,d,df+P (CS) --------------------------------------------------------------------- u+K+G | -13 | HT / db+PPb+P --------------------------------------------------------------------- d/u P+K+G | -14 | HT / db+PPb+P --------------------------------------------------------------------- d+P+K+GPP | -33 | HT / uf+K+G - d+P - b+PK --------------------------------------------------------------------- u+P+K+GPP | -32 | HT / f+K+G - P - f+K+G - f,d,df+P --------------------------------------------------------------------- [ST] | | df+K+G -G/b - ub+K+G (CR) / | | df+K+G - G/b - df+K+G --------------------------------------------------------------------- [ST] K | -18 | HT / f,d,df+PK --------------------------------------------------------------------- [ST] d+K | -16 | HT / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- [HS] | | FC,f+K - df+K --------------------------------------------------------------------- [HS] K | -18 | FC,f+K - df+K --------------------------------------------------------------------- [LD] | | df+K+G - G/b - df+K+G --------------------------------------------------------------------- [LD] K | -17 | HT / f,d,df+PK --------------------------------------------------------------------- [LD] KP | -9 | HT --------------------------------------------------------------------- [LD] KPd+K | -22 | df+K - f,d,df+P --------------------------------------------------------------------- [LD] KPd+KG | [GD] | df+K+G --------------------------------------------------------------------- [LD] KPd+KK | -9 | df+K (ST) / df+K+G --------------------------------------------------------------------- [LD] KPd+KKG | [GD] | df+K+G --------------------------------------------------------------------- [LD] f+K | -40 | df+K+G - G/b - df+K+G --------------------------------------------------------------------- [LD] d+K | -27 | HT / f+K+G - d+P+KK (OS) / | | f+K+G - P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- [DR] d+K+G | -18 | df+K (ST) / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- Hopping K (desc) | -21 | HT / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- [BT] P+K | -9 | HBT / P (OS) / f,d,df+PK (CS) --------------------------------------------------------------------- [BT] P+KK | [FGD] | f,d,df+PK --------------------------------------------------------------------- [BT] K | -8 | HT --------------------------------------------------------------------- [BT] d+P | -19 | HT / f,d,df+PK (OS) / | | FC,df+P - P - f,d,df+P (CS) --------------------------------------------------------------------- [BT] d+K | -12 | d+P --------------------------------------------------------------------- [BT] P+K+G | -8 | HBT / uf+K --------------------------------------------------------------------- [BT] P+K+GP | -9 | HBT / uf+K / f+P --------------------------------------------------------------------- [BT] P+K+GPP | -59 | HT / uf+K+G - d+P - b+PK (OS) / | | f+K+G - d+P - f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- b,b+P | -11 | HBT / f,d,df+PK --------------------------------------------------------------------- b,b+K | -9 | HT --------------------------------------------------------------------- Versus Wolf========================================================== --------------------------------------------------------------------- Attack | - frames | Best Counters --------------------------------------------------------------------- PPPP | -10 | HT --------------------------------------------------------------------- PPf+P | -11 | HT --------------------------------------------------------------------- PPf+Pb+P | -10 | HT --------------------------------------------------------------------- f+P | -10 | HT --------------------------------------------------------------------- f+PP | -18 | HT / f,d,df+PK --------------------------------------------------------------------- D,df,f+P | -15 | HT / b+PK / f,d,df+PK (ONW) --------------------------------------------------------------------- HCB+P | -10 | HT --------------------------------------------------------------------- b,f+P | -11 | HST --------------------------------------------------------------------- b,f+P | (CG) | [BT] u+P --------------------------------------------------------------------- d+K | -14 | HT / f+P (ST) / uf+K --------------------------------------------------------------------- f+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- f,d+K | -26 | df+K (ST) / f+K+G - ub+K+G (OS) | | f+K+G - db+PPK (CS) --------------------------------------------------------------------- b,f+P+K | -12 | HT / db+PPb+P --------------------------------------------------------------------- df+P+K | -27 | df+K (ST) / f+K+G - ub+K+G (OS) | | f+K+G - f,d,df+P (CS) --------------------------------------------------------------------- f,f+K+G | -37 | HT / f+K+G - d+P+KK (CS) | | f+K+G - db+PPK (OS) --------------------------------------------------------------------- b+K+G | -13 | HT / db+PPb+P --------------------------------------------------------------------- b+K+GK | -14 | HT / b+PK (OS) / db+PPb+P (CS) --------------------------------------------------------------------- b,f+K+G | [GD] | ub+K+G (OS) / f+K+G - df+K (CS) --------------------------------------------------------------------- uf+K+G | DAV,G | (STR) - ub+K+G / | | (STR) f+K+G - df+K (CS) --------------------------------------------------------------------- uf+P+G | (CG) | ub+K+G (OS) / f+K+G - df+K (CS) --------------------------------------------------------------------- uf+K | [GD] | ub+K+G / df+K+G --------------------------------------------------------------------- Hopping P (asc) | -10 | HT --------------------------------------------------------------------- Hopping P (desc) | -9 | HT --------------------------------------------------------------------- Hopping K (asc) | -10 | HT --------------------------------------------------------------------- Hopping K (desc) | -9 | HT --------------------------------------------------------------------- [BT] d+P | -9 | HT --------------------------------------------------------------------- [BT] d+K | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- [BT] D+P | -9 | HT --------------------------------------------------------------------- [BT] D+K | -17 | df+K (ST) / f,d,df+PK --------------------------------------------------------------------- Final comments Kage has suffered big time in the transition to VF4. Whereas in VF3tb he had a slight ‘upper-hand’ in some matches like versus Jeffry, this has now been reversed so he is ‘weaker’ against nearly all the characters. A lot of his best moves have been toned down, as well as his damage and stagger ability. The slower jab and elbow, as well as toned down d+K+G make him seem ‘slower’ now IMO. By far the VF3 elbow being changed has been one of his biggest lost assets, followed by the major overhaul in TFT dynamics, and QR/TR nullify even more damage for him. Some characters like Jacky are still very reliable, and as powerful as ever. Other characters have been tweaked with a slew of useful new moves (and modified commands to make old moves even easier to execute!). Some characters can still wipe off half your life bar with one combo (something Kage could do in VF3 I suppose). Unfortunately Kage seems to have drawn the short straw when it came to tweaking in VF4. In order to win with Kage now, especially against top level players, you must defend well, incorporating all your option selects to the max, and (dare I say) abuse the backwards (crouch) dash. I hate tto sya but all the decent Kage players I have seen have to be very ‘boring’, playing a tight defensive game, and punishing all mistakes. Is Kage still a top-tier character? I’d probably argue middle-tier against v.good competition in VF4. One good thing though is the MC stun, Kage is kind of a MC stun monster in VF4. Basically Kage needs to be played a lot more ‘technically’ now, I believe this was AM2s intention. I suppose this will separate different classes of players. It helps if you’ve got the knowledge of Kyasao too, heh, heh! However when all is said and done VF4 is a much better game IMO to VF3tb. The major systems changes make the game flow even better, and at the end of the day that what you want from a good beat’em up, right? Thanks to UK VF players, VP.com, VFDC RSW/GLC, and of course the awesome Japanese players I had the pleasure of watching. If anyone has any comments, corrections or suggestions please mail me (mo_ramzan@hotmail.com, or private message me as uk-guy at the virtuafighter.com Versus City VF messageboard). [end of document]