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Flashy Kage juggles/floats?

Discussion in 'Kage' started by FZA, Jun 12, 2003.

  1. FZA

    FZA New Member

    <font color="#666666"> I'm a big Kage player, and lately I've been trying to think up juggles using his [3]+[P] and [4][G]+[P]. For the [4][G]+[P] there's always [8][P]+[K], [P], [K], [1]+[K]. It has so-so damage on it and looks ok. I've been watching some of the replays of the Kage player on the disc (Can't remember his name right now) and I like his style. Does anyone know of any flashy float combos similar to these?</font>
     
  2. CreeD

    CreeD Well-Known Member

    sup. If you wander over to junky's jungle you can find this ultimate combo list .. .it's got a kage section. The combos are made for maximum damage, not for flash, but some of them look pretty cool. I think after learning all of these you'll get an idea of what's possible and will come up with some cool looking ones.

    Note that these are for version C, the version before evo, but they work fine in evo for the most part, and some are still the best damage you can get.
     
  3. SoundWave

    SoundWave Well-Known Member

    i just took a look at your list, very nice. But the combos i use for Shun Di aren't even there so i'm wondering if mine are that much worse? After i uppercut someone i usually go for the [4],[6]+[P],[P],[P] cuz it comes out faster and doesn't do anything wierd like his [6]+[P] combo..then i usually end with his [1]+[P],[K]. Are these worth using or should i use the ones listed? i also end with his three drunken sweeps sometimes but they seem to do no damage.
     
  4. CreeD

    CreeD Well-Known Member

    my shun combos might be a little weak/off. I see japanese players use
    QCF+[P] --> [4][6]+[P][P][P] --> [3_]+[P] as their default combo or
    QCF+[P] --> [6_]+[P] --> QCF+[P] --> [3_]+[P]

    You may have misread the f+P stuff I was talking about. In a lot of my combos, you do a single jab with [6_][P] (hold forward, press punch).. not [6][P], the goofy butt combo. Basically shun does launch --> jab --> finisher.

    I'll update my shun section... someday. Some very special day.
     
  5. SoundWave

    SoundWave Well-Known Member

    lol ok i was just wondering if i was doing like the worst combo for shun, and then i thought about how you said most great combos should be like 3-4 hits because the damage goes down, and i think thats what really kills my combo because the 3-4 hits are wasted on that basic punch combo which doesn't do much damage. I can do two uppercuts in a row but if i try and do any other type of Punching attack after the second one i get that canned backfist if i'm drunk enough, so i have to go for the drunken sweeps. How in the world do you connect with his [K],[K] after a floating move? is it only on lightweights?
     
  6. CreeD

    CreeD Well-Known Member

    The trick with the KK is to hold forward during the KK.... basic kicks, like jabs, will get a little more range if you hold forward in some cases.
     
  7. BMF

    BMF Well-Known Member

    If you do QCF+P,G>P you won't get the canned backfist after chowan, just a regular punch. This works with every string in the game, the guard input cancels the string and your free to do whatever you want.
     
  8. CreeD

    CreeD Well-Known Member

    good point bmf.

    I thought I'd also mention that none of my combos is best if you're drunk enough. If you're drunk, you definitely want that backfist. I think the followup to use is [3_][P],[P],[K] if you have the DP. Or you may even be able to sneak another jab in there.
     
  9. SoundWave

    SoundWave Well-Known Member

    why do you really want the backfist? i know it's kind of a stupid question but it's not like it helps you juggle any higher? i wish you could delay it more so if they blocked the uppercut you could MC them with the backfist, but i guess that's asking a little too much. So using that G-cancel what would you suggest for a combo finisher? the [1]+[P],[K]? or would the [1]+[K],[K] be better?
     
  10. PhoenixDth

    PhoenixDth Well-Known Member

    a flashy combo that has neither do with either starters is, back turned [P]+[K],[K], [4][4][P], (buffered)[9][K]+[G] so it looks like [7][K]+[G] backwards. Fun combo to do and very illogical.
     
  11. SoundWave

    SoundWave Well-Known Member

    is that for Shun? it's got to be evo only though right? cuz that doesn't look like anything i've ever seen in Ver. C, is that his new move where he kind of spins around or something? I wish someone would make a video showing all the new moves of the characters in Evo, would be kind of interesting.
     
  12. CreeD

    CreeD Well-Known Member

    heh phoenix is stull on the subject of kage there /versus/images/graemlins/smile.gif
     
  13. BMF

    BMF Well-Known Member

    You can delay backfist for quite a while...but even if you get an MC with it, it will still put you at a disadvantage(-1f)...Chowan is a good enough move by itself anyway.
     
  14. CreeD

    CreeD Well-Known Member

    You want the backfist because it keeps them at about the same height while adding several points of damage. If you can add a hit but it lowers the height of the float, that's just 'ok'... but if you can add a hit without decreasing the height of the float, that's great.

    The best finisher to a low float is df+P ... or df+P,P,K if there's enough room and enough DP.

    If the opponent is floating a little higher, K,K is great damage but one stance only. Naturally if KK can work, you can also get KKd+PK sometimes (the third hit tends to whiff).

    If you're in the wrong stance for it, f,f+K (slams) --> df+P ground attack is pretty strong. But they can TR the f,f+K if they're on the ball.

    db+P,K is somewhat flaky in floats, the sweep will whiff unless they're at just the right height... too high and it goes under them, too low and they'll TR. db+K,K is pretty reliable, but not as damaging as the options listed earlier.
     
  15. SoundWave

    SoundWave Well-Known Member

    what stance do you need to be in to land the [K],[K],[2]+[P],[K] ? closed stance? i notice the down punch usually whiffs but the last mule kick connects...
     
  16. CreeD

    CreeD Well-Known Member

    You'll want closed stance for the KK combo and open for ff+K, ground attack. Yeah, I've never seen the d+P hit but I bet against the exact right middle weight it will.
     
  17. SoundWave

    SoundWave Well-Known Member

    now that this has turned into Shun's flashy juggles/floats i figured i'd keep it going /versus/images/graemlins/tongue.gif I just watched a video of a shun player doing some wierd stuff after the mule kick, he does the fast evade?([9]+[P]+[K]+[G]) to like their side as they're flopping. is this even useful? dont they get up facing you. i've tried to do a double fast evade to kind of get behind them then do his L-shape attack, works in free training. but i'm not really sure if it'll work if they're playing /versus/images/graemlins/smirk.gif
     
  18. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    It may be a timing thing. Basicaly most players will follow the mule with a pounce or [6]+[P],[P],[P], but the [6]+[P],[P],[P] attack needs a short delay after the mule before you can execute it. Some players use a quick [2]+[P] before the [6]+[P],[P],[P] so they can buffer everything and don't have to worry about timing - the [3]/[9]+[P]+[K]+[G] could be a replacement for the [2]+[P] but it's just a guess.
     
  19. FZA

    FZA New Member

    Where'd Shun come from, I was asking about Kage. Thanks to the people who stayed on topic and provided me with links + combos, they worked fine. Took a little practice though.
     

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