Street Fighter V/Kage: Difference between revisions

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Senha Kassatsu is an armored forward moving attack that can crush counter. If can also be charged, making it do more damage and safer. While the regular version is -6 on block at further ranges it is difficult for many characters to punish it. The armor starts on f5 and only works against projectile and high/mid attacks, lows such as many crMK's or sweeps will cause a counter hit.
Senha Kassatsu is an armored forward moving attack that can crush counter. If can also be charged, making it do more damage and safer. While the regular version is -6 on block at further ranges it is difficult for many characters to punish it. The armor starts on f5 and only works against projectile and high/mid attacks, lows such as many crMK's or sweeps will cause a counter hit.
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TBW
Sekieiken is a jumping dunk. During the jump, Kage can go over lows and some fireballs. It's only +1 on hit, but it's also safe at -2 on block. You can't combo into it aside from it's designated target combo, st.HP > st.HK > VS2. It combos on counter hit for a tiny bit of damage. You can cancel it into either VT for more damage. It gets enhanced in VT1 into a giant jumping punch. It's still -2 on block, but on hit it lets you juggle a dp.
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Taigyaku Mudo is a 2 bar V-Trigger that allows Kage to cancel any of his moves into a teleport similar to Akuma's, called Ashura Senku, on the ground or in the air. This greatly increases his combo potential and allows him to make some attacks such as EX Shoryuken or sweeps safer on block, and can force some mixups or pressures if the opponent is not expecting the teleport. It also greatly powers up his V-Skill, which now goes about 1/3 of the screen and is 0 on block allowing pressure against 4f characters, and the charged version causes a crumple state that can be followed up with to combo. Canceling into the teleport takes up about 1/3 of the meter while using it by itself takes about 1/6 of the remaining V-Gauge. If it is used as an air cancel from a move besides jMP it also only takes 1/6 of the remaining meter.
Taigyaku Mudo is a 2 bar V-Trigger that allows Kage to cancel any of his moves into a teleport similar to Akuma's, called Ashura Senku, on the ground or in the air. This greatly increases his combo potential and allows him to make some attacks such as EX Shoryuken or sweeps safer on block, and can force some mixups or pressures if the opponent is not expecting the teleport. It also greatly powers up his V-Skill, which now goes about 1/3 of the screen and is 0 on block allowing pressure against 4f characters, and the charged version causes a crumple state that can be followed up with to combo. Canceling into the teleport takes up about 1/3 of the meter while using it by itself takes about 1/6 of the remaining V-Gauge. If it is used as an air cancel from a move besides jMP it also only takes 1/6 of the remaining meter.

Revision as of 19:10, 29 May 2020

Template:SFVHeader

Kage

SFV-Kage Portrait.jpg
VITALS
Health: 925 Stun: 950
WALKING THROWS
Forward Walk Speed: 5.1 Throw Range: 0.8
Back Walk Speed: 3.5 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 124.1 Forward Jump Distance: 207.2
Back Dash Distance: 82.4 Back Jump Distance 177.6
NOTABLE MOVE CLASSES
Overheads: f+MP, hcf+KK Hard Knockdowns: crHK (CH), Misogi
Low Attacks: crLK, crMK, crHK Crush Counters: f+HP, Senha Kassatsu, crHK

Summary

Bio

The embodiment of the Satsui No Hado haunting Ryu, Kage seeks to persuade Ryu to give into his dark desires.


Why Pick Kage?

TBW


Players To Watch


Move List

Unique Attacks

File:SFV-Kage-Unique.jpg

Special Moves

File:SFV-Kage-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

File:SFV-Kage-Vsystem.jpg

Critical Art

File:SFV-Kage-Critical.jpg

Kage Discussions

Discussions regarding Kage

Kage Shoryuken Forum

Kage Discord Link

Kage Discord

Video Guides

Street Fighter Official Character Guide

Other Resources

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 5 3 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 12 -1 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 6 2 23 -5 -3 -1 80 120 H ["sp","su","vt1","vt2"] - - - 13 96 144
Stand LK LK 4 3 10 1 1 3 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MK MK 9 3 17 -3 3 5 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 11 2 19 -2 4 23 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 3 2 8 1 3 5 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 5 3 12(15) 3 6 8 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 8 6 20 -4 3 5 80 120 H ["sp","su","vt1","vt2"] - - - 13 96 144
Crouch LK d+LK 4 2 8 1 2 4 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 15 -2 2 4 60 100 L ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 8 2 24 -11 KD KD 90 150 L ["vt1","vt2"] 67 18 23 14 108 180
Jump LP u+LP 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 5 - - - ? 60 100 M ["sp"] - - - 9 72 120
Jump HP u+HP 8 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 8 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 10 4 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Tenmakujinkyaku Forward Jump > d+MK 16 - 6 -3(6) 3(12) ? 60 100 H - - - - 9 72 120
Zugaihasatsu f+MP 22 3 22 -7 1 3 70 100 M - - - - 11 84 120
Kikokuduki f+HP 9 4 20 -4 2 KD 80 150 H ["vt1","vt2"] 93 34 39 13 96 180
Kikokuretsuzan f+HP > HK 9+14 2 26 -12 KD KD 80*63 (143) 150*90 (240) H*H ["vs1","vs2","vt1","vt2"] 89(96) 30(37) 35(42) CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shoulder Throw LP+LK 5 3 17 KD KD KD 130 170 T - 58 9 9 ? 156 204
Somersault Throw b+LP+LK 5 3 17 KD KD KD 150 170 T - 64 15 15 ? 180 204
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taigyaku Mudo HP+HK (VT1) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Rikudo Osatsu HP+HK (VT2) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sekiei Gozanken f+HP > HK > MP+MK (VS2) 27 2 29 - KD KD 60 100 H*H*H ["vt1","vt2"] 62 3 8 ? 72 120
Senha Kassatsu MP+MK (VS1) 12+10(41) 4 21 -6 2 KD 60 100 H ["vt1","vt2"] 106 47 52 ? 72 120
Senha Kassatsu (hold) MP+MK (VS1) (hold) 42 4 21 (22) -2 (-4) KD 24 90 150 H ["f.dash","vt1","vt2"] 95 (93) 36 (34) 41 (39) ? 108 180
Sekieiken MP+MK (VS2) 24 6 24 -2 1 3 60 100 H ["vt1"] - - - ? 72 120
Senbugeki f+PPP 12 2 24 -2 2 4 40 0 H - - - - ? 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Hadoken qcf+P 13 5 23 -3 2 4 60 100 H ["vt2"] - - - ? 72 120
EX Gohadoken qcf+PP 17 6 36 (32) 2 KD KD 70 120 H ["vt1","vt2"] 81 49 49 ? 84 144
Airborne Hadoken qcf+P (air) 10 23 7 -6 3 5 90 100 H - - - - ? 108 120
EX Airborne Hadoken qcf+PP (air) 9 - 11 2 KD KD 50x2 (100) 50x2 (100) H*H - - - - ? CH_DAMAGE CH_STUN
LP Shakunetsu Hadoken hcb+LP 18 - 34 -6 KD KD 60 100 H ["vt2"] 97 38 43 ? 72 120
MP Shakunetsu Hadoken hcb+MP 21 - 40 -6 KD KD 30*40 60x2 H ["vt2"] 94 35 40 ? CH_DAMAGE CH_STUN
HP Shakunetsu Hadoken hcb+HP 25 - 42 -6 KD KD 20x2*40 (80) 50x3 (150) H ["vt2"] 97 38 43 ? CH_DAMAGE CH_STUN
EX Shakunetsu Hadoken hcb+PP 21 - 34 6 KD KD 30x4 (120) 30x3*60 (150) H ["vt1","vt2"] 107 48 53 ? CH_DAMAGE CH_STUN
LP Shoryuken f,d,df+LP 3 12 18+19 -27 KD KD 80 120 H ["vt2"] 77 18 23 ? 96 144
MP Shoryuken f,d,df+MP 4 2*10 23+19 -33 KD KD 60x2 100*50 H ["vt2"] 79 20 25 ? CH_DAMAGE CH_STUN
HP Shoryuken f,d,df+HP 5 2*2(1)8 29+19 -36 KD KD 60*20*40 (120) 100*20*30 (150) H ["vt2"] 79 20 25 ? CH_DAMAGE CH_STUN
EX Shoryuken f,d,df+PP 3 3*9(27)2*2*2*13 32+15 -41 KD KD 30*20x2*30x3 (160) 0x3*50x2*100 (200) H ["vt2"] 72 13 18 ? CH_DAMAGE CH_STUN
LK Kurekijin qcb+LK 10 2 12+14 -10 KD KD 50 100 H - 93 34 39 ? 60 120
MK Kurekijin qcb+MK 17 2 12+14 -11 KD KD 50 100 H - 94 35 40 ? 60 120
HK Kurekijin qcb+HK 20 2 11+15 -10 KD KD 60 100 H - 95 36 41 ? 72 120
EX Kurekijin qcb+KK 16 2 12+14 -10 KD KD 80 120 H - 113 54 59 ? 96 144
Airborne Kurekijin qcb+K(air) 10 2(6)2 12 -2(2) KD (0~4) ? 90(70) 150 H - - - - ? CH_DAMAGE 180
EX Airborne Kurekijin qcb+KK(air) 12 2(4)2 12 0(4) KD (6~10) ? 100(70) 150 H - - - - ? CH_DAMAGE 180
EX Airborne Kurekijin (instant) qcb+KK(air)(instant) 12 2(4)2 12 -9(-4) KD (2) ? 90(70) 150 H - 95(110) 36(51) 36(51) ? CH_DAMAGE 180
LK Ryusokyaku hcf+LK 15 3 20 -4 2 4 60 100 H ["vt2"] - - - ? 72 120
MK Ryusokyaku hcf+MK 18 3 18 -2 2 4 60 100 H ["vt2"] - - - ? 72 120
HK Ryusokyaku hcf+HK 26 3 16 3 5 7 60 100 H ["vt2"] - - - ? 72 120
EX Ryusokyaku hcf+KK 20 2 26 -8 KD KD 120 200 M ["vt2"] 64 5 10 ? 144 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Metsu Shoryuken qcf,qcf+P 4 1(1)1(1)1(1)1(1)1(1)1(1)1(1)1 23+30 -38 KD KD 340(280) 0 H - 63 14 14 ? CH_DAMAGE 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Sekiei Gozanken f+HP > HK > MP+MK (VS2) 24 6 24 - KD KD 100 150 H*H*H ["vt1","vt2"] 101 42 47 ? 120 180
Sekieiken MP+MK (VS2) 27 2 29 -2 KD KD 100 150 H*H - 101 42 47 ? 120 180
Sekieiken (Airborne) MP+MK (VS2) (air) 27 2 29 -4 KD KD 130 150 H*H - 99 40 45 ? 156 180
Senha Kassatsu MP+MK (VS1) 9+9 3 20 0 KD KD 100 100 H ["su"] 95 36 41 ? 120 120
Senha Kassatsu (hold) MP+MK (VS1) (hold) 39 3 17 6 KD KD 120 150 H ["su"] 100 68 68 ? 144 180
EX Airborne Hadoken qcf+PP (air) 9 - 11 2 KD KD 50x2 (100) 50x2 (100) H*H ["vs2"] 105 46 51 ? CH_DAMAGE CH_STUN
EX Kurekijin qcb+KK 16 2 12+14 -10 KD KD 80 120 H ["vs2"] 113 54 59 ? 96 144
EX Airborne Kurekijin qcb+KK(air) 12 2(4)2 12 0(4) KD (6~10) ? 100(70) 150 H ["vs2"] * * * ? CH_DAMAGE 180
Ashura Senku (Forward) HP+HK - - 32 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Ashura Senku (Back) b+HP+HK - - 32 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Airborne Ashura Senku (Forward) HP+HK (air) - - - - - ? - - - ["sp"] - - - ? CH_DAMAGE CH_STUN
Airborne Ashura Senku (Back) b+HP+HK (air) - - - - - ? - - - ["sp"] - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Misogi HP+HK 30(7) - 31 -2 KD KD 150 150 H - 43 43 43 ? 180 180
Shun Goku Satsu LP, LP, F, LK, HP 1+0 30 49 - KD KD 400 0 H - 20 20 20 ? 480 0
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

A 12f strike V-Reversal. Kage strikes forward, hitting the opponent but leaving them standing next to him.

V Skill 1

Senha Kassatsu is an armored forward moving attack that can crush counter. If can also be charged, making it do more damage and safer. While the regular version is -6 on block at further ranges it is difficult for many characters to punish it. The armor starts on f5 and only works against projectile and high/mid attacks, lows such as many crMK's or sweeps will cause a counter hit.

V Skill 2

Sekieiken is a jumping dunk. During the jump, Kage can go over lows and some fireballs. It's only +1 on hit, but it's also safe at -2 on block. You can't combo into it aside from it's designated target combo, st.HP > st.HK > VS2. It combos on counter hit for a tiny bit of damage. You can cancel it into either VT for more damage. It gets enhanced in VT1 into a giant jumping punch. It's still -2 on block, but on hit it lets you juggle a dp.

V Trigger 1

Taigyaku Mudo is a 2 bar V-Trigger that allows Kage to cancel any of his moves into a teleport similar to Akuma's, called Ashura Senku, on the ground or in the air. This greatly increases his combo potential and allows him to make some attacks such as EX Shoryuken or sweeps safer on block, and can force some mixups or pressures if the opponent is not expecting the teleport. It also greatly powers up his V-Skill, which now goes about 1/3 of the screen and is 0 on block allowing pressure against 4f characters, and the charged version causes a crumple state that can be followed up with to combo. Canceling into the teleport takes up about 1/3 of the meter while using it by itself takes about 1/6 of the remaining V-Gauge. If it is used as an air cancel from a move besides jMP it also only takes 1/6 of the remaining meter.

V Trigger 2

Rikudo Osatsu is a 3 bar V-Trigger that gives Kage access to Misogi and Shun Goku Satsu. Misogi is a quick teleport slam similar to the move Akuma performs after his VT1 Shoryuken. It can be used by itself, or canceled into from other special moves to cause a hard knockdown, increasing his damage and giving him easy okizeme afterwards. It also can hit knocked down opponents as an OTG. Tracking on it is poor if not used as part of a special, but by holding forward or backwards Kage can slightly maneuver himself to land in front of or behind the opponent if he expects them to backdash or forward dash. Misogi is fully invincible on frames 10-33, however it is not as it is coming down meaning characters can anti-air it if they are fast enough. Each use takes 1/2 of the bar.

Shun Goku Satsu is Kage's Raging Demon equivalent. It takes the entire V-Trigger gauge to use in addition to a full CA gauge. One big difference compared to Akuma's however is that Shun Goku Satsu can be combo'd into from specials such as his Ryusokyaku Axe Kick, giving him big damage. It is fully invincible on f1-12, and is still considered a command throw.


Strategy

Playing as Kage

Fighting Against Kage