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kage's best TFT

Discussion in 'Kage' started by ButtonMasher, Dec 23, 2002.

  1. ButtonMasher

    ButtonMasher Active Member

    can anyone confirm that this is possible: TFT, knee, p,d+p+k,p,k,g,f+k+g, dragon punch
     
  2. CreeD

    CreeD Well-Known Member

    can anyone confirm that this is possible: TFT, knee, p,d+p+k,p,k,g,f+k+g, dragon punch

    I don't have the PS2 handy but from memory the best you can squeeze into a TFT combo that has both a knee and f+K+G is two basic punches, or one db+P swipe and one punch. Anything stronger than that (like d+P+K, or b+P, or f+P+K) and the recovery is too long to allow kage to land the slow f+K+G.

    PS: saw your other kage TFT combos. Kage's knee, elbow, kickflip is only guaranteed against lion and vanessa, the rest can roll away or are too far to hit.

    If you want the most damaging TFT combos, you can check uk's kage post (which you replied to)... actually I think he improved on those combos in a later post, look for that one. I also have a pretty solid list of best damage or nearly-best damage TFT combos in my post at the top of junky's jungle (look at the second post in the ultimata combos guide). I think it's safe to say kage's absolute best TFT combos in vf4 version C are completely figured out. Your safe bet combo for 80 points of damage is TFT, knee, P,P, f+K+G, dash, ground kick (df+K). Against heavyweights, you can skip one of the punches.
    A reliable combo up to lau's weight is TFT, d+P+K -> b+P,K -> P -> f+K+G -> dash, ground kick (df+K). That's also 80 points.

    If you're experimenting with TFT combos and find anything that does 86+ points of damage, it's probably not a true combo (the opponent can tech roll out of it).
     
  3. ButtonMasher

    ButtonMasher Active Member

    the combos that i use are character based, some work against lion others against akira, sometimes if the oponent is too heavy i do a simple combo for 75 damage that takes them across the ring, before i put too much emphisis on the TFT, now i try to use the other stance a bit more and side step manuvres. what's a korean step, what does it look like, what are its benifits
     
  4. CreeD

    CreeD Well-Known Member

    korean step is a style of movement in VF3, it involves moving around with lots of dodges and crouch dashes. Because dodges were changed so much in VF4, and because they now use the stick instead of buttons, korean step can't be done properly in VF4.
     
  5. PhoenixDth

    PhoenixDth Well-Known Member

    while on the topic of TFT
    the simple
    TFT - [2_][6][K],[2]+[P]+[K],[7]+[K]+[G]
    does a whopping 72 damage, but sometimes i get 80. These are done in training mode with techroll on. Can someone explain the phenomena of the +/- 8 pts of damage?
     
  6. CreeD

    CreeD Well-Known Member

    yeah the knee, d+P+K, ub+K+G is my staple combo for fooling around...

    The 8 point difference occurs because the game rewards very low-to-the-ground hits with full damage rather than scaled damage.
    For example a knee normally does 30 points.
    After damage scaling kicks in, the knee only does 24 points when it's the 2nd or 3rd hit of a combo.
    But if you hit with the knee as low to the floor as possible (just before they can tech roll) it will be the full 30 points.

    BTW, you can control this phenomenon, it isn't just a factor of the opponent's weight. Delay the kickflip a little and it's possible to always find the sweet spot for 80 points. You need more delay vs lightweights than vs heavies. On a similar note, if you're playing lau or pai, try ending combos in PPP....d+K instead of PPPd+K. You get the idea.
     
  7. ButtonMasher

    ButtonMasher Active Member

    if you watch some of the replays on the ps2 version there is a fight with kage and the player attempts to preform the combo i have mentioned above, was he just messing around or maybe he really could pull it off, the player was Kyosa-O or something
     
  8. CreeD

    CreeD Well-Known Member

    was he just messing around or maybe he really could pull it off, the player was Kyosa-O or something

    Kyasao is the master of messing around with kage, so probably just messing around. It's pretty simple if you want to test it yourself:
    -go to free training and choose kage vs (whoever you think it might work on)
    -Press start, go to cpu settings, then go to advanced reaction settings and turn both getting up and the quick roll setting to say "towards the screen" or "away from the screen"
    -Now just try your hardest to do the combo. If tech rolling is possible, the computer will do it every time.
     
  9. ButtonMasher

    ButtonMasher Active Member

    i am notorious for using a pad, i can't get hold of a decent joystick at the moment, believe me i have tried to pull it off
     
  10. BK__

    BK__ Well-Known Member

    hey BM, i did'nt expect to find u here, but welcome anywayz... howz the kage goin? still got are angel & ragingsilver red in the face? lol, i hear too much... /versus/images/icons/wink.gif

    since you've pretty much got your info cleared up, i'll run through a few things regarding the K-Step, since it's not actually possible to use it in VF4, there are some similar attributes which carry it on (abit), i'm a little suprized you havent seen it in action, it's quite an artistic little display when incorporated into one's gameplay, ahh, the memories.... too bad it came and went in VF3, but hey, that's how it's remembered!

    </font><blockquote><font class="small">In reply to:</font><hr />
    what's a korean step, what does it look like, what are its benifits


    [/ QUOTE ]

    Korean Step:
    creed pretty much sumed this up above, it' s a series of dashes & evades which cancel into each other so the player can move and slide in, out, back and forward in an image of one movement (obviously created by a korean bunch with too much time on their hands). there is no delay or recovery involved because each dash & evade intercept each other's animation and give a smooth flow of control.

    Activation:
    well, it has a key to it, you can't just throw any old command and expect it to cancel. but hey, it' s not that hard to know.

    ABREV:
    CD=crouch dash
    E=evade
    FD=forwards dash
    BD=back dash.

    there is no backwards crouch dash in VF3

    KEY:
    FD cancels BD
    BD cancels CD or FD
    E cancels all
    CD cancels E or BD

    example of pattern:
    BD ~ FD ~ E ~ CD ~ E ~ CD ~ BD ~ E ~ CD ~ BD ~ FD etc.

    What Are It's Benifits:
    well, it' s fast and accurate, there is no delay or recovery, and can be used nicely for modifyed attack finishes, i.e double palm after quick k-stepping. and it can generally be used to play guessing games or dummies against the opponent.

    In VF4:
    nope, it's not revived how it was, however a couple of things are still being used:

    ECD - Crouch dash can cancel an evade, short or long, this can be used to both dodge an attack, and whiff an opponent's throw. and other nice stuff

    BD ~ CD - can be done, but most people now do FD ~ BCD motion patterns, seems to dummie the opp more for some reason.

    new CD ~ G dashing or just backwards wavedashing for a tekken/SSBM understanding, basically cancel an evade with guard repeatedly to move backwards or forwards extremely fast (although backwards is way faster)

    FD ~ CD - nice for tricking your foe into crouching, it also is an easy rush setup for modifyable moves such as kage's knee, wolf's reverse hammer or akira's double palm

    basically, it's the details of how movement has changed, no movement can be canceled into evade unless it's counter in VF4 so it pretty much breaks the flow, i hope this explains it well..... c ya around.
     
  11. ButtonMasher

    ButtonMasher Active Member

    thanks alot man.
    i have to get hold of a joystick so i can get serious, nobody will take me serious with a pad, including ragingsilver and archangel.

    ps. i am trying not to use u/f+k+g, d+p, TFT too often now, and am trying to use the other stance
     
  12. imf

    imf Well-Known Member

    Forward dash: cancelable by anything.
    Back dash: cancelable only by evading or attacking.
    Crouch dash: cancelable by attacking or G.
    Evade: cancelable only by forward CD.

    Somtimes what looks like a cancel is actually buffering the movement to come out as soon as possible, such as CD-evade, the evade does not shorten the length of the CD like it will the BD, it is possible to evade at the exact moment the CD is complete, and with proper timing look faster than normal.

    Of course this is just my current understanding of the system in Ver C. =)
     
  13. ButtonMasher

    ButtonMasher Active Member

    aahhhh, what's buffering, MC something
     
  14. CreeD

    CreeD Well-Known Member

    buffering = when you input a move or command while another move or command is still finishing. Then when the first move or command finishes, the next one comes out. VF is pretty kind to you when it comes to movement buffering, you can whiff an attack, put in a crouch dash command early, and then you will crouch dash as soon as the attack finishes.

    It seems less friendly than it used to be on attack buffering, I used to just quickly tap P,G,P,G,P,G,P,G to get exactly four rapid fire jabs as quickly as the game would allow, but now if I mash them out at that kind of speed, I get mistimed jabs or no jab at all. Now you have to actually time repeated P,G's. Probably a good thing.
     
  15. BK__

    BK__ Well-Known Member

    yes, that's the movement key in VF4, thanks.. i was only running through some of the common movement patterns used by lots of players, mostly for setups or buffering modifyed commands.

    i did not know that E cancels BD in VF4, thanks for that, does this work with both short and long evades?

    ------------

    BM - also, MC=counter hit, this occurs when your move interrupts your opponent's, basically it deals more damage and sometimes makes the move react differently for example lion's rising poke (full crouch ~ f+p) only launches an opponent on MC.

    to forward creed's comments on the P,G trick, it's especially good for kage's TFT combos such as:

    Knee ~ p,g~ p,g~ f+k+g ~ dragon punch

    this way, you will get two fast jabs comming out accuratley without worrying about accidently doing a p,p combo. try it out and see it's success.

    laterz,
     
  16. imf

    imf Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    i did not know that E cancels BD in VF4, thanks for that, does this work with both short and long evades?

    [/ QUOTE ]

    Yes.
     
  17. ButtonMasher

    ButtonMasher Active Member

    thank you, Arigato!
     
  18. ButtonMasher

    ButtonMasher Active Member

    i know that this is off topic but since i got people's attention, does anyone know when is the next Dynamic League tornament?
     
  19. Locke

    Locke Well-Known Member

    Maybe my posting is a little late, but anyway..

    I dont think the TFT followup combo you mentioned will work, well at least not the DP part. But, seriously I have never try that out myself (busy perfecting my other TFT combos). Just my 2 cents.

    Most of the combos mentioned below have probably been posted in this forum many times by Creed and the rest, so I am just summarising them for easy reference :

    I always find the following to be the most effective and good damage combos after TFT :

    df,df,f+K > P(K,G) > P > f+K+G, df+K (ground attack) - up to MW

    df,df,f+K > P > f+K+G, df+K (ground attack) - HW

    You can add a d+K after f+K+G if your opponent lands near the wall, eg..df,df,f+K > P(K,G) > P > f+K+G > d+K > df+K

    If I'm in a position for a ring-out win, I'll use this :

    TFT > d+P+K > b+P > P > f,f+P+K+G

    You'll be surprised at from how far a distance you can do a ring out with the above.
    Another great ring-out combo and also much easier to pull off :

    TFT > d+P+K > P > d+P+K > f,f+P+K+G

    For showing-off (or pissing off your opponents), try :

    TFT > d+P+K > df,df,f+K > P,P,b+P,K - for LW
    Or
    TFT > df,df,f+K > P(K,G) > P > db+P,P > b+P,K - up to MW

    These two are rather difficult to excute, timing is very crucial here.

    If you search this site, you can find dozens of TFT follow-up combos but I find the above to be most practical and useful.

    PS : You're right, no one will take you seriously if you play VF with a pad.
     
  20. ButtonMasher

    ButtonMasher Active Member

    i know that this is off topic but can anyone give me some useful techniques from the other kage stance, i know the most common one p,k,k,roll,p+k,k,b,f+k+g, can anyone name me something else, for example i do p,p,b+p, get into stance, i am up front in front of the oponent, what's a good attack or combination from there? any help would be apriciated.
     

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