~B
===============================================
KAGE VIRTUA FIGHTER 4 (version C)
GENERAL GUIDE
written by Mohammed Imran Ramzan
version 1.7 (last updated 4th 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 Mo Imran, 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 beforehand, to have an understanding of abbreviations and
other stuff used throughout this document.
Added since last update:
Corrected some mistakes
Added PS2 TFT List FAQ data
Added some new [JM] P+K+G combos (including a 14*pts damage monster!)
Sections and updates to come:
Updating and completing 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
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,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 strings. The b+P can be dodged after
blocking the first 2 jabs.
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.
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: 16 (total 33)
Level: m
Reverse Level: mk
Additional Properties: Staggers crouching opponents.
Versus Shun: -1 DP
Execution, blocked, mC, MC: 16, -9, -, -
Notes: 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, so can be staggered or
low thrown if you're not careful. Slams on float.
FC,df+P
Damage: 15
VF3tb Damage: 20
Level: m
Reverse Level: mp
Versus Shun: -1 DP
Additional properties: Staggers crouching opponents.
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.
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/mC hit (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.
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.
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.
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 crouchers.
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 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.
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.
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 crouchers
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/QR 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, 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.
[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.
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, -
[JM] n
Reversal against: hp/he
Damage: 20
Notes: Supposedly Kage has +17 advantage after reverse. 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.
[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/uf+P, release P
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+PP
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, release 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+KK/uf+KK
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, pause K
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] 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 whiff.
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+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.
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 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's 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 m 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.
Remeber also that becaues you have 8 frames advantage aftre a MC jab you r next
attack will have essentially have a higher priority. For example Kage's df+P has
23 frames execution, but aftre a MC P a buffered df+P will essenially become a
15 frame move! Use your +8 frame adavatge to plan strategic counter-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 adavantage
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, it can beat a knee
for example!
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 quite slow and has
low priority, 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's worth attempting hopping chop combos when you're
in this position.
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.
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 low 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, 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 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.
Helix, Heel-Kick (b+P,K)
The Helixx into kick isn't as quick as a PK, but it does have its uses. 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. The good thing about the b+P,K is that it can hit
dodges due to the circular attack arc sometimes. Also if you delay the K after
b+P you may get a MC float hit, and if you are quick to compensate you may be
able to 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 both execution, but still uncounterable if blocked.
However it is still an important move to learn how to use, because it is 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) dodge/reversal or guard, 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 you.
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) - Jumonji attacks.
f+P (stagger) - crouch-dash: Crouch under throw escape attempt.
f+P (stagger) - uf+K+G: Good against struggle low jab.
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 uf+K wall 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 crouchers, 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, elbow and
the d+P+K. 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! Lastly 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. Basically 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 a decent
opponent will 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!
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 :( 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.
Inverted Kickflip (df+K+G)
The df+K+G inverted kickflip is even riskier than the DPK. The move 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, and you can do some other combos with it too, but
apart from that it has no real benefits. Stick to using it in combos because
trying to use it in general combat can prove very risky if the move is blocked.
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/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.
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 which allows for some damaging
combos. 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. However the move is slow in
execution and a lot of your opponent's quick high and mid attacks will beat it,
so use wisely. 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. For example if Kage blocks the flipkick he can do b+P - P -
db+PPb+PK as a guaranteed counter before the kickflip has landed! 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.
I have also found the ub+K to be one of your better attack options after a
successful Jumonji stance punch reversal. 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. Also 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)
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 LWs in some TFT combos. 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 guards it (or you
miss) you are severely, SEVERLY 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 crouchers 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 drop
stagger on a MC hit, for possible combo follow-ups. This is a version C change
because b,b+K+G always caused a drop stagger on a any hit in version B. In
version C a normal hit will knock 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 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.
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 smal 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 :(
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.
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, should be easier to land LW combos on her than
other lighties. Have to add extra distance to Knee or will whiff.
Pai (49kg): Almost as light as Aoi. Have to add extra distance to Knee or will
whiff
Sarah (55kg): 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): 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 *]
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: Will 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 timing for 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 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.
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).
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).
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).
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.
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 ;)
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, in case you didn't know, but
unlike VF3, the uf+K no longer connects after a side or back f+P+G. If you do
manage a side or back Surprise Exchange then (db+)PPb+P is guaranteed to
connect. 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 around, 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 possiblt 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 low 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
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 it probably 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:
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.
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.
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.
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 *]
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.
Kage counters list.
(Important notice! This counters list is put together using frame data. I will
be testing counters one day when I have the time. But I've listed 'possible'
counters, so if anyone has some mates (and plenty of free time!) to test this
stuff out, and confirm/deny, it would be greatly appreciated!)
Kage's best counter attacks:
* Standard throws = 8 frames execution
* Punch or Swipe [(db+)P] = 12 frames execution
[Go into (db+)PPb+P for miminum 37pts damage or (db+)PK for min 30]
* Elbow [f+P] = 14 frames execution
[Mainly used to mC crouch defended moves like low sweeps. 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+F for example). Apply pressure on staggered opponent]
* Downward Chop (FC,df+P)
[Can stagger so apply pressure on staggered opponent, or relevant float combo on
hit]
* Kickflip [ub+K+G] = 15 frames execution
[One of the best damage crouching mC attacks. Strangely although the kickflip is
listed as a 15 frame execution move, it does not connect for me in -15 mC
situations. I find the DPK nearly always connects in -15 situations. Perhaps the
kickflip is not 15 frames execution, and it could be a typo in the blue book?]
* Spinning Axe-Kick [f+K+G] = 15 frames execution
* Dragon Punch Kick [f,d,df+P,K] or DPK = 15 frames execution
[Probably Kages best damage counter in VF4. Alas you really have to be on the
ball and buffer in the DPK in -15 mC situations. The K will generally not
connect if you mC a crouching opponent]
* Sidekick [df+K] = 16 frames execution
[Mainly used to mC crouch defended moves like low sweeps. Apply pressure on
staggered opponent]
* Heel-Kick [d+K+G] = 16 frames execution
* Riot Bullet Attack Catch-Throw uf+P+G = 19 frames execution
[Cannot be escaped, so if the situation is right you get guaranteed damage]
* Downward Float Chop [df+P] = 23 frames execution
[Relevant float combo for damage]
* Circle-Moon Kick [uf+K+G] = 30 frames execution
[Relevant leg-flip combo]
Vs Akira Yuki
double punch [P,P] -8
* high throw
single jump kick [f,f+K] -14
* high throw / P
double jump kick [f,f+K,K] -25
* high throw / DPK / uf+P+G / df+P
knee [K+GGerman] -9
* high throw
shoulder ram [FC,f+P+K] -13
* high throw / P
standing shoulder, power elbow [df+P+K+G,P] -14
* high throw / P
break guard (on hit, not block stagger) [f+P+G] -10/ -9
* high throw
break stance (on hit, not block stagger) [d+P+G] -12/ -12
* high throw / P?
pull-in throw, shoulder [f,b+P+G,P+K] -10
* high throw
pull-in throw, reverse body check #1 [f,b+P+G,u+P+K] -13
* high back throw / P / DPK? / d+K+G?
pull-in throw, reverse body check #2 [f,b+P+G,d+P+K] -13
* high back throw / P / DPK? / d+K+G?
stun palm [P+K+G] -15
* high throw / P / DPK
yoho [df,df+P] -13
* high throw / P
double palm [FC,b,f+P] -12
* high throw / P
evading bodycheck [u|d,P+K+G] -15
* high throw / P / DPK
bodycheck [b,f,f+P+K] -27/24
* high throw / P / DPK / uf+P+G / df+P
power fist [b,f+P+K+G] -16
* high throw / P / DPK / d+K+G
standing double plam [QCB+P] -10
* high throw
low kick [d+K] -15
* d+P / f+P
dragon spear [df+K+G] -16
* high throw / DPK / d+K+G
dragon spear, elbow [df+K+G, f+P] -15
* high throw / DPK
dragon spear, f+P, bodycheck [df+K+G,f+P,b,f,f+P+K] -17
* high throw / P / DPK / d+K+G
shin kick [d+K+G] -17
* high throw / P / DPK / d+K+G
shin kick, shot knee [d+K+G,f+K] -17
* high throw / P / DPK / d+K+G
shin kick, shot knee, overhead smash [d+K+G,f+K,b,f+P] -17
* high throw? / P? / DPK / d+K+G
Vs Aoi Umenokouji
[P,P,K] -8
[P,K] -11
[f,f+P] -8
[P,P,P] -13
[b,f+P] -10
[db+P] -13
[F+K] -10
[db+K] -12
[P+K] -12
[P+K,K] -11
[b+K+G] -16
double punch, chop, elbow [P,P,f+P,P] -12~16
* high throw / P / DPK / d+K+G
elbow, chop [f+P,P]-10~12
* high throw / P
double stop [b,df+P] -10
* high throw
kick, mid kick [K,K] -13
* high throw / 12
knee, kick [f+K,K] -9
* high throw
dashing elbow [FC,df+P] -10
* high throw
evading attack [u|d,P+K+G] -10
* high throw / P
retreating chop [b,b+P+K] -12
* high throw / P
pounce [u+K+G] -23
* high throw / P
chop, elbow [f+P+K,P] -12~14
* high throw / P
triple punch, knee [P,P,P,K]
* high throw / P
low kick [d+K]
* d+P / f+P?
triple punch, sweep [P,P,P,d+K] -15~20
* d+P / f+P / df+K / ub+K+G
sweep [d+K+G] -17
* d+P / f+P / d+K+G / ub+K+G / df+K
Vs Jacky Bryant
uppercut [FC,df+P]
* high throw
punt kick [f,f+K]
* high throw
knee [f+K]
* high throw
sidekick [df+K]
* high throw
stepping body blow combo [f+P+K,P]
* high throw
TT beatknuckle [[BT] P+K]
* high throw
double sidekick [df+K,K]
* high throw / P
spinning mid-kick [b,f+K+G]
* high throw / P
dodging sidekick [u|d+P+K+G]
* high throw / P
elbow, kick [f+P,K]
* high throw / P / d+K+G
low backfist, sweep [db+P,K]
* d+P
crescent, sweep [K+G,d+K+G]
* d+P
Vs Jeffry McWild
knee [f+K]
* high throw / P
smash elbow [b+P]
* high throw
dashing elbow, uppercut [f,f+P,P]
* high throw
sidekick [df+K]
* high throw
hell stab [f+P+K]
* high throw / P
headbutt [b,f+P+K]
* high throw / P
shot knee, hammer [b+K,P]
* high throw / P / b+P
low kick [FC,d|db+K]
* d+P / f+P / FC,df+P
ducking low kick [d+K+G]
* d+P / f+P / FC,df+P
Vs Kage-Maru
helix, mid-kick [b+P,K]
* high throw
heelkick [d+K+G]
* high throw
dodging sweep [db+K]
* high throw
triple punch, mid-kick [P,P,P,K]
* high throw / P
dodging chop [u|d+P+K+G]
* high throw / P
double punch, helix, kick [P,P,b+P,K]
* high throw / P
TT chop, kick [BT] P+K,K]
* high throw / P
TA kickflip [df+K+G]
* high back throw
low kick
* d+P
TA low kick [b,b+K+G]
* d+P
TT low kick [[BT] d+K]
* d+P
dragon punch, drop kick [f,d,df+P,K]
* d+P
Vs Lau Chan
heelkick [FC,n+K]
* high throw
overhead smash [d+P+K]
* high throw
body blow, kick [b+P,K]
* high throw
uppercut [b+P+K]
* high throw
uppercut, overhead elbow [b+P+K,P]
* high throw
punch, TA knife, TT palm [P,b+P,P]
* high throw
hopkick [uf+K]
* high throw
double palm (uncharged) [P+K]
* high throw
triple punch [P,P,P]
* high throw
TA palm, TT mid-crescent [b,b+P,K+G]
* high throw
special crescent [f+K+G]
* high throw
evading attack [u|d,P+K+G]
* high throw / P
superknife [df+P+K]
* high throw / P / b+P
upknife, superknife [FC,df+P,df+P+K]
* high throw / P / b+P
triple punch, crescent [P,P,P,K]
* high throw / P / d+K+G
triple punch, kickflip [P,P,P,b+K]
* high throw / P / d+K+G
TA crescent [b+K+G]
* high back throw
triple punch, sweep [P,P,P,d+K]
* f+P / df+K / d+K+G / ub+K+G
one leg sweep [f,d+K]==
* f+P / df+K / d+K+G / ub+K+G
Vs Lei-Fei
single palm [FC,f+P]
* high throw
double leg hopkick [uf+K+G]
* high throw
knifehand, upward strike [df,df+P,P]
* high throw / P
double palm [d,df,f+P+K]
* high throw / P
evading crescent, backfist [u|d+P+K+G,P]
* high throw / P
double leg sweep [d+K+G]
* f+P / FC,df+P
dodging backfist, TA backcheck [uf|df+P+K,P]
* high back throw
[independant system] crescent [[IN] K+G]
* high throw
[independant system] punt kick [[IN] K]
* high throw / P / d+K+G
Vs Lion Rafale
rising uppercut [FC,f+P]
* high throw
uppercut, swipe [df+P,P]
* high throw
overhead poke [u+P+K]
* high throw
standing palm, meteor hand, low swipe [b,f+P+K,P,P]
* high throw
elbow, poke [f+P,P]
* high throw / P
TA double handed peck, TT kick [f+P+K,K]
* high throw / P
lunging low poke [b,df+P]
* f+P / FC,df+P
dodging double peck [db+P,P]
* df+K
handstand kicks [db+K]
f+P / FC,df+P / df+K / d+K+G
sweep [d+K+G]
* f+P / df+K / f,d,df+P
Vs Pai Chan
------------
double palm [FC,f+P]
* high throw
low blue fist, punch, uppercut [df+P,P,f+P]
* high throw
retreating chop [db+P]
* high throw
heelkick [FC,n+K]
* high throw
kick, kick [K,K]
* high throw
double sparrow kick [uf+K,K]
* high throw / P / d+K+G
evading crescent [u|d,P+K+G]
* high throw / P / f,d,df+P
triple punch, kickflip [P,P,P,b+K]
* high throw / P / d+K+G / ub+K+G
triple punch, sweep [P,P,P,d+K]
* f+P / df+K / d+K+G / ub+K+G
sweep [d+K+G]
* f+P / df+K / d+K+G / ub+K+G
quick sweep [db+K+G]
* f+P / df+K / d+K+G / ub+K+G
Vs Sarah Bryant
----------------
elbow, knee [f+P,K]
* high throw / P / d+K+G / f,d,df+P,K
punt kick [d+K]
* high throw
punt kick, sidekick [d+K,K]
* high throw / P
knee [f+K]
* high throw / P
dashing knee [f,f+K]
* high throw
dragon cannon [db+K]
* high throw / P / d+K+G
double low kicks [FC,d+K,K]
* f+P / FC,df+P
shin slicer [d+K+G]
* f+P / FC,df+P
sweep [df+K+G]
* f+P / f,d,df+P,K
evading side kick [u|d,P+K+G]
* high throw / P
Vs Shun Di
-----------
mule kick [u+K]
* high throw
double kick, low backfist, toekick [+16 DP, K,K,d+P,K]
* high throw
triple punch [P,P,P]
* high throw
lunging uppercut [b,df+P]
* high throw / P
low kick, high kick [db+K,K]
* high throw / P / FC,df+P
old man palm [FC,df+P]
* high throw / P
triple drunken sweeps [+7 DP, d+K+G,K,K]
* f,d,df+P,K
slow sweep [df+K+G]
* df+K
low kick [d+K]
* FC,df+P / df+K / d+K+G
Vs Vanessa Lewis
-----------------
Vs Wolf Hawkfield
------------------
sidekick [df+K]
* high throw / P
short shoulder [b,f+P+K]
* high throw / P
leg drop [f,d+K]
* f+P / d+K+G
grizzly lariat [df+P+K]
* f+P / d+K+G
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).