Street Fighter V/Kage: Difference between revisions

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* Only first 2 active frames are cancelable
* Only first 2 active frames are cancelable
* Decent anti-air for things right above Kage on frames 10-13
* Decent anti-air for things right above Kage on frames 10-13
* Can hit cross-up (behind Kage)
* Kage's only special cancelable normal that naturally combos into HK Stomp
* Kage's only special cancelable normal that naturally combos into HK Stomp
* Can be used as a meaty oki tool with very big combo potential if it hits
* Can be used as a meaty oki tool with very big combo potential if it hits
Line 1,982: Line 1,983:
=====<font style="visibility:hidden; float:right">Yashazuki</font>=====
=====<font style="visibility:hidden; float:right">Yashazuki</font>=====
{{MoveData
{{MoveData
|image=SFV_Kage_MKHP.png
|image=SFV_Kage_MKHP_break.png
|name=Yashazuki
|name=Yashazuki
|input=MKHP
|input=MKHP

Revision as of 14:40, 6 March 2021

Introduction

About Kage

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

Kage is a low-health short-range brawling character with powerful combos. His poking options are lacking compared to most characters, with short normals and fairly slow startup on his fireball, but he makes up for it with raw damage output and a huge capability to style on opponents. His unique air fireball and surprisingly good divekick give him above average air approach, and his EX air specials give him punishing air-to-air damage output. One of his most notable attributes is his advantage after his forward throw, as he's +9 within poking range; compared to many other characters, Kage is much better at continuing offensive pressure after throwing the opponent. Add his powerful V-Triggers to the mix and what you're left with is an explosive character capable of quickly taking hold of the momentum of a match, even if he might struggle against opponents with more range.

V-System

V-Trigger 1: Taigyaku Mudo

Gives Kage access to a teleport and greatly enhances his V-Skills, opening up devastating extended combo routes that deal heavy damage and can carry the opponent a great distance to the corner. Cancels into teleport can be used as an approach option with regular or EX red fireball, and from close range an EX red fireball teleport cancel can be used as a corner escape that maintains frame advantage. It can also be used for some almost unblockable cross up setups where Kage hits cross up then lands in front. One of its most notable abilities is cancelling his EX reversal to teleport back with a specific timing that only cancels on block, leaving him at a range most character's can't punish. This effectively means that Kage has the best defensive V-Trigger in the game.

V-Trigger 2: Rikudo Osatsu

Gives Kage access to Raging Demon, a highly damaging command grab super, and Misogi, an extremely versatile hard knockdown combo ender. Misogi freezes the screen, allowing it to combo from virtually anything except an air reset; this makes Kage's whiff punishment dangerous since he can buffer low-risk moves in neutral that will convert to dangerous mixups if they connect. Additionally, it enhances Kage's HP Hadoken and HK Ryusokyaku (stomp). In VT2, HP hadoken is a mostly normal fireball, traveling about 80% of the screen before dissipating. His HK Stomp gains +1 advantage on hit or block (+6/+4 total), allowing for new combos and stronger pressure.

V-Skill 1: Senha Kassatsu

An unsafe attack with armor vs mids and overheads that can be made safe via charging. Both versions of the move crush counter, the uncharged version giving a limited juggle state and the charged version giving a grounded combo. The charged version can be dash cancelled, making it unsafe on block but giving better knockdown advantage on the non-CC version.

In VT1, VS1 becomes armored much earlier, has much greater horizontal range, is safe on block, and cancels to CA. The charged version has even more gigantic range, crumples the opponent, and gives an absurd +6 on block. It also grants extremely relaxed juggle states and can be canceled to from abnormal starters. Less useful for extended combos than VS2, but has great neutral application and can punish V-Reversal and V-Break.

V-Skill 2: Sekieiken

A safe leaping attack that works as an ender for his target combo and can go over the opponent's ground pokes. Has a close and far version. Good as an activation point for V-trigger combos.

In VT1, VS2 is faster, hits twice, launches the opponent for a juggle, and can be cancelled into from his EX moves and heavy normals. In addition, it can be used in the air after either air EX move, gaining many hits and dragging the opponent to the ground for devastating air-to-air damage. Doesn't combo from medium normals, unlike VS1, but gives higher returns. Can also punish V-Reversal, but it's much worse at doing so than VS1.

Final Patch

Players to Watch

Kage
SFV-Kage Portrait.jpg
Vitals
Life Points 925
Stun Points 950
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 900
Ground Movement
Forward Walk Speed 5.2
Backward Walk Speed 3.5
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 124.1
Backward Dash Distance 82.4
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 207.2
Backward Jump Distance 177.6
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Kage 5LP.png
Startup Active Recovery Hit
4 3 5 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Chains into st.LP / cr.LP
  • Decent range for a jab and good frame advantage makes this a good pressure tool up close
Stand MP
Stand MP
5MP
SFV Kage 5MP.png
Startup Active Recovery Hit
6 3 12 4
Damage Stun Attack Block
60 100 H -1
  • Cancel options: sp su vt1 vt2
  • Decent buffer tool in neutral
Stand HP
Stand HP
5HP
SFV Kage 5HP.png
Startup Active Recovery Hit
6 2 23 -3
Damage Stun Attack Block
80 120 H -5
  • Cancel options: sp su vt1 vt2
  • Fast startup for a heavy button and can be used as a whiff punish tool in some scenarios (think like Ryu's cr.HP can be used)
Stand LK
Stand LK
5LK
SFV Kage 5LK.png
Startup Active Recovery Hit
4 3 10 1
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vt1 vt2
  • Longest range of all his light buttons
  • Kage is in throw range after this is blocked up close
Stand MK
Stand MK
5MK
SFV Kage 5MK.png
Startup Active Recovery Hit
9 3 17 3
Damage Stun Attack Block
70 100 H -3
  • Cancel options: vt1 vt2
  • No hurtbox extension before active frames (strong for poking)
  • Hurtbox width reduced on his standing leg during frames 8-17 (helps with kicking over low hitting attacks)
  • Moves forward a tiny bit on frame 1 so can be used as a kara tool (but a very miniscule one)
Stand HK
Stand HK
5HK
SFV Kage 5HK.png
Startup Active Recovery Hit
11 2 19 4
Damage Stun Attack Block
80 150 H -2
  • Cancel options: vt1 vt2
  • Cannot hit crouch
  • Not a great anti-air despite how it might look
  • Can dash up and full combo on a grounded Crush Counter
Crouch LP
Crouch LP
2LP
SFV Kage 2LP.png
Startup Active Recovery Hit
3 2 8 3
Damage Stun Attack Block
30 70 H 1
  • Cancel options: ch sp su vt1 vt2
  • Chains into st.LP / cr.LP
  • Kage is in throw range after this is blocked up close
Crouch MP
Crouch MP
2MP
SFV Kage 2MP.png
Startup Active Recovery Hit
5 3 12(15) 6
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vt1 vt2
  • +3 recovery frames (15) on whiff
  • Kage's main combo / frametrap / meaty tool
Crouch HP
Crouch HP
2HP
SFV Kage 2HP.png
Startup Active Recovery Hit
8 6 20 3
Damage Stun Attack Block
80 120 H -4
  • Cancel options: sp su vt1 vt2
  • Only first 2 active frames are cancelable
  • Decent anti-air for things right above Kage on frames 10-13
  • Can hit cross-up (behind Kage)
  • Kage's only special cancelable normal that naturally combos into HK Stomp
  • Can be used as a meaty oki tool with very big combo potential if it hits
Crouch LK
Crouch LK
2LK
SFV Kage 2LK.png
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Kage 2MK.png
Startup Active Recovery Hit
7 2 15 2
Damage Stun Attack Block
60 100 L -2
Crouch HK
Crouch HK
2HK
SFV Kage 2HK.png
Startup Active Recovery Hit
8 2 24 KD
Damage Stun Attack Block
90 150 L -11
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Misogi cancel
  • Can combo into V-Trigger 2 attack if canceled
Jump LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
  • Puts airborne opponents into a limited juggle state
  • Cancelable into air specials (Air Fireball / Air Tatsu)
  • Juggle Limit / Increase / Start: 1 / 1 / 2
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Slightly pulls up Kage's air hurtboxes during startup and active frames (can be used to help pass over fireballs or specific anti-air scenarios)
  • Kage's best hitbox priority jump-in (similar to Ryu's j.HP)
Jump LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Decent air-to-air button
Jump MK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can Cross-up
Jump HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Projectile invincible on extended legs during entire duration
  • Worse hitbox priority than j.HP but reaches further down vertically

Command Normals

Tenmakujinkyaku
Tenmakujinkyaku
j > 2MK
Startup Active Recovery Hit
16 - 6 3(12)
Damage Stun Attack Block
60 100 H -4(6)
  • Cancel options: -
  • Cannot Cross-up
  • Can be canceled into from V-Trigger 1 Air Teleport, which gains higher juggle properties
  • Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how high / low to the opponent the divekick connects (can be slightly more disadvantageous against taller characters)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
Zugaihasatsu
Zugaihasatsu
6MP
SFV Kage 6MP.png
Startup Active Recovery Hit
22 3 22 1
Damage Stun Attack Block
70 100 M -7
  • Cancel options: -
  • Overhead
  • Causes spiked knockdown on airborne opponents
  • Not kara cancelable on whiff into V-Trigger 2 Super (Demon) unlike most normals
  • Juggle Limit: 10
Kikokuduki
Kikokuduki
6HP
SFV Kage 6HP.png
Startup Active Recovery Hit
9 4 20 2
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Misogi cancel
  • Not kara cancelable on whiff into V-Trigger 2 Super (Raging Demon) unlike most normals (but is still cancelable on hit / block)
  • Forces stand on hit

Target Combos

Kikokuretsuzan
Kikokuretsuzan
5HP > 5HP
Startup Active Recovery Hit
9+14 2 26 KD
Damage Stun Attack Block
80*63 (143) 150*90 (240) H*H -12
  • Cancel options: vs1 vs2 vt1 vt2
  • 2nd hit (HK) cannot hit crouch
  • V-Skill 1 can only be canceled into when in V-Trigger 1
  • The KDA data shown in parentheses refers to if the initial f+HP Crush Counters on a grounded opponent (+7 extra KDA than without Crush Counter)
Sekiei Gozanken
Sekiei Gozanken
6HP > 5HK > MPMK (VS2)
SFV Kage 6HP 5HK MPMK (VS2).png
Normal
SFV Kage 6HP 5HK MPMK (VS2) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
27 2 29 KD
Damage Stun Attack Block
60 100 H*H*H -
  • Cancel options: vt1 vt2
  • Can only be performed if target combo hit
  • Cannot adjust distance travelled like Sekieiken
  • Airborne frames 10-28
  • Can cancel into V-Trigger activation but cannot cancel into their respective V-Trigger special attacks if already activated
  • V-Gauge gains on Hit: 60
V-Trigger 1 Startup Active Recovery Hit
24 6 24 KD
Damage Stun Attack Block
100 150 H*H*H -
  • Cancel options: vt1 vt2
  • Can only be performed if target combo hit
  • Launches opponent into a limited juggle state (Juggle Start: 1)
  • Airborne frames 10-28

Throws

Shoulder Throw
Shoulder Throw
Throw
LPLK
SFV Kage LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T KD
  • Cancel options: -
  • Leaves Kage pretty close to the opponent for some basic oki through meaty normals
Somersault Throw
Somersault Throw
Back Throw
4LPLK
SFV Kage 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 170 T KD
  • Cancel options: -
  • Leaves Kage at about the same distance as start of round when used mid-screen

Special Moves

Hadoken
Startup Active Recovery Hit
13 5 23 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: vt2
  • 1-hit projectile
  • Not cancelable into V-Trigger 1
  • Juggle Limit / Increase / Start: 12 / 1 / 1
EX Hadoken
EX Hadoken
236PP
SFV Kage 236PP.png
Startup Active Recovery Hit
17 6 36 (32) KD
Damage Stun Attack Block
70 120 H 2
  • Cancel options: vt1 vt2
  • 1-hit projectile
  • Causes crumple on hit against grounded opponents (+3 frame advantage before opponent goes into airborne state) and denies back-rise on wake-up
  • Not cancelable into V-Trigger 1
  • 4f faster recovery on block (from 36F to 32F)
  • Juggle Limit / Increase / Start: 6 / 1 / 0
Airborne Hadoken
Airborne Hadoken
236P (air)
SFV Kage 236P (air).png
Startup Active Recovery Hit
10 23 7 3
Damage Stun Attack Block
90 100 H -6
  • Cancel options: -
  • 1-hit projectile
  • 7 frames of landing recovery
  • Puts airborne opponents into a limited juggle state
  • Frame Advantage shown refers to when hitting a grounded opponent (works against taller opponents)
  • Juggle Limit / Increase / Start: 10 / 4 / 1
EX Airborne Hadoken
EX Airborne Hadoken
236PP (air)
SFV Kage 236PP (air).png
Normal
SFV Kage 236PP (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
9 - 11 KD
Damage Stun Attack Block
50x2 (100) 50x2 (100) H*H 5
  • Cancel options: -
  • 2-hit projectile
  • 11 frames of landing recovery
  • Puts airborne opponents into a limited juggle state
  • Frame Advantage shown refers to when hitting a grounded opponent (works against taller opponents)
  • Juggle Limit / Increase / Start: 6*6 / 0*3 / 1*4
V-Trigger 1 Startup Active Recovery Hit
9 - 11 KD
Damage Stun Attack Block
50x2 (100) 50x2 (100) H*H 2
  • Cancel options: vs2
  • 2-hit projectile
  • 11 frames of landing recovery
  • Puts airborne opponents into a limited juggle state
  • Frame Advantage shown refers to when hitting a grounded opponent (works against taller opponents)
  • Juggle Limit / Increase / Start: 6*6 / 0*3 / 1*7
LP Shakunetsu Hadoken
LP Shakunetsu Hadoken
63214LP
Startup Active Recovery Hit
18 - 34 KD
Damage Stun Attack Block
60 100 H -6
  • Cancel options: vt2
  • 1-hit Projectile hitbox
  • Projectile Speed: 0.60
  • Not cancelable into V-Trigger 1
  • Variable Teleport KDA and framedata based on range
  • Juggle Limit / Increase / Start: 8 / 8 / 1
MP Shakunetsu Hadoken
MP Shakunetsu Hadoken
63214MP
Startup Active Recovery Hit
21 - 40 KD
Damage Stun Attack Block
30*40 60x2 H -6
  • Cancel options: vt2
  • 2-hit Projectile hitbox
  • Projectile Speed: 0.80
  • Not cancelable into V-Trigger 1
  • Variable Teleport KDA and framedata based on range
  • Juggle Limit / Increase / Start: 8*8 / 0*4 / 1*1
HP Shakunetsu Hadoken
HP Shakunetsu Hadoken
63214HP
Startup Active Recovery Hit
25 - 42 KD
Damage Stun Attack Block
20x2*40 (80) 50x3 (150) H -6
  • Cancel options: vt2
  • 3-hit Projectile hitbox
  • Projectile Speed: 1.0
  • Not cancelable into V-Trigger 1
  • Variable Teleport KDA and framedata based on range
  • Juggle Limit / Increase / Start: 8*8*8 / 0*0*4 / 1*1*1
EX Shakunetsu Hadoken
EX Shakunetsu Hadoken
63214PP
SFV Kage 63214PP.png
Startup Active Recovery Hit
21 - 34 KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H 6
  • Cancel options: vt1 vt2
  • 4-hit Projectile hitbox
  • Projectile Speed: 1.0
  • Variable Teleport KDA and framedata based on range
  • Juggle Limit / Increase / Start: 10*10*10*10 / 0*0*0*5 / 1*1*1*1
LP Shoryuken
LP Shoryuken
623LP
SFV Kage 623LP.png
Startup Active Recovery Hit
3 12 18+19 KD
Damage Stun Attack Block
80 120 H -27
  • Cancel options: vt2
  • Throw invincible on frames 1-3
  • Airborne frames 4-31
  • Less damage (60) and stun (100) after first 2 active frames
  • Not cancelable into V-Trigger 1
  • Cannot hit crossup
  • Kage is in counterhit state during move duration
  • Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5
  • Active frames 3-12: Juggle Limit / Increase / Start: 5 / 70 / 99
MP Shoryuken
MP Shoryuken
623MP
SFV Kage 623MP.png
Startup Active Recovery Hit
4 2*10 23+19 KD
Damage Stun Attack Block
60x2 100*50 H -33
  • Cancel options: vt2
  • Invincible to airborne strike attacks on frames 1-6
  • Airborne frames 6-38
  • Not cancelable into V-Trigger 1
  • Cannot hit crossup
  • Kage is in counterhit state during move duration
  • 1st hit does not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > MP DP xx VT2 = Free Juggle State)
  • Active frames 1-2 (1st hit): Juggle Limit / Increase / Start: 5 / 0 / 1
  • Active frames 3-12: Juggle Limit / Increase / Start: 5 / 70 / 99
HP Shoryuken
HP Shoryuken
623HP
SFV Kage 623HP.png
Startup Active Recovery Hit
5 2*2(1)8 29+19 KD
Damage Stun Attack Block
60*20*40 (120) 100*20*30 (150) H -36
  • Cancel options: vt2
  • Strike and Projectile invincible on frames 4-7
  • Airborne frames 9-46
  • Not cancelable into V-Trigger 1
  • Cannot hit crossup
  • Kage is in counterhit state during move duration
  • CA (Super) is only 2F startup if canceled into from HP DP (Use this version of DP if you want to cancel into full CA animation)
  • First 2 hits do not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > HP DP xx VT2 = Free Juggle State)
  • Active frames 1-4 (first 2 hits): Juggle Limit / Increase / Start: 6*6 / 0*0 / 1*1
  • Active frames 6-13 (3rd hit): Juggle Limit / Increase / Start: 6 / 70 / 99
EX Shoryuken
EX Shoryuken
623PP
SFV Kage 623PP.png
Startup Active Recovery Hit
3 3*9(27)2*2*2*13 32+15 KD
Damage Stun Attack Block
30*20x2*30x3 (160) 0x3*50x2*100 (200) H -41
  • Cancel options: vt2
  • Fully invincible on frames 1-15
  • Airborne on frames 6-30 and again on frame 44 and onward
  • Not cancelable into V-Trigger 1
  • Cannot hit crossup
  • Kage is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • 1st hit launches grounded opponents into a free juggle state if canceled into V-Trigger 2
  • 1st hit ALSO does not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > EX DP xx VT2 = Free Juggle State)
  • Juggle Limit: 20
LK Kurekijin
LK Kurekijin
214LK
Startup Active Recovery Hit
10 2 12+14 KD
Damage Stun Attack Block
50 100 H -10
  • Cancel options: -
  • CAN hit crouching (unlike most Shoto tatsus)
  • Launches opponent into a limited juggle state on hit
  • Can buffer Shoryuken juggle during last 10 frames on hit
  • Airborne on frames 6-23
  • Recovery frames are listed as airborne and grounded, seperately
  • Juggle Limit / Increase / Start: 4 / 4 / 4
MK Kurekijin
MK Kurekijin
214MK
Startup Active Recovery Hit
17 2 12+14 KD
Damage Stun Attack Block
50 100 H -11
  • Cancel options: -
  • CAN hit crouching (unlike most Shoto tatsus)
  • Launches opponent into a limited juggle state on hit
  • Can buffer Shoryuken juggle during last 10 frames on hit
  • Airborne on frames 7-30
  • Recovery frames are listed as airborne and grounded, seperately
  • Juggle Limit / Increase / Start: 4 / 4 / 4
HK Kurekijin
HK Kurekijin
214HK
Startup Active Recovery Hit
20 2 11+15 KD
Damage Stun Attack Block
60 100 H -10
  • Cancel options: -
  • CAN hit crouching (unlike most Shoto tatsus)
  • Launches opponent into a limited juggle state on hit
  • Can buffer Shoryuken juggle during last 10 frames on hit
  • Airborne on frames 10-32
  • Recovery frames are listed as airborne and grounded, seperately
  • Juggle Limit / Increase / Start: 5 / 1 / 4
EX Kurekijin
EX Kurekijin
214KK
SFV Kage 214KK.png
Normal
SFV Kage 214KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 2 12+14 KD
Damage Stun Attack Block
80 120 H -10
  • Cancel options: -
  • CAN hit crouching (unlike most Shoto tatsus)
  • Launches opponent high upwards into a limited juggle state on hit
  • Airborne on frames 10-29
  • Recovery frames are listed as airborne and grounded, seperately
  • Juggle Limit / Increase / Start: 2 / 2 / 6
V-Trigger 1 Startup Active Recovery Hit
16 2 12+14 KD
Damage Stun Attack Block
80 120 H -10
  • Cancel options: vs2
  • CAN hit crouching (unlike most Shoto tatsus)
  • Launches opponent high upwards into a limited juggle state on hit
  • Airborne on frames 10-29
  • Recovery frames are listed as airborne and grounded, seperately
  • Juggle Limit / Increase / Start: 2 / 2 / 6
Airborne Kurekijin
Airborne Kurekijin
214K (air)
SFV Kage 214K (air).png
Startup Active Recovery Hit
6 2(6)2 12 KD (0~4)
Damage Stun Attack Block
90(70) 150 H -2(2)
  • Cancel options: -
  • Cannot hit crouch
  • 1st hit puts opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
  • 2nd hit can Cross-Up
  • 2nd hit deals 20 less damage (70)
  • 2nd hit vacuums in grounded opponents on hit or block
  • 12 frames of landing recovery
  • Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
  • Can be canceled into during forward jump at earliest on frame 4
  • Juggle Limit / Increase / Start: 10*6 / 1*1 / 4*5
EX Airborne Kurekijin
EX Airborne Kurekijin
214KK (air)
SFV Kage 214KK (air).png
Normal
SFV Kage 214KK (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 2(4)2 12 KD (6~10)
Damage Stun Attack Block
100(70) 150 H 0(4)
  • Cancel options: -
  • Cannot hit crouch
  • 1st hit wall bounces opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
  • Denies back-rise on wake-up if Wall Bounce happens
  • The Wall Bounce KDA varies greatly depending on how close to the ground Kage is upon hit and also how close to the wall the opponent is (more KDA the closer Kage is to the ground and the further away the wall is)
  • 2nd hit can Cross-Up
  • 2nd hit deals 30 less damage (70)
  • 12 frames of landing recovery
  • 2nd hit vacuums in opponent on hit or block
  • Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
  • Can be canceled into during forward jump at earliest on frame 4 (please refer to the (instant) version of this move for the different framedata and properties that version has)
  • Juggle Limit / Increase / Start: 6*6 / 2*2 / 5*5
V-Trigger 1 Startup Active Recovery Hit
12 2(4)2 12 KD (6~10)
Damage Stun Attack Block
100(70) 150 H 0(4)
  • Cancel options: vs2
  • Cannot hit crouch
  • 1st hit wall bounces opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
  • Denies back-rise on wake-up if Wall Bounce happens
  • The Wall Bounce KDA varies greatly depending on how close to the ground Kage is upon hit and also how close to the wall the opponent is (more KDA the closer Kage is to the ground and the further away the wall is)
  • 2nd hit can Cross-Up
  • 2nd hit deals 30 less damage (70)
  • 12 frames of landing recovery
  • 2nd hit vacuums in opponent on hit or block
  • Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
  • Can be canceled into during forward jump at earliest on frame 4 (please refer to the (instant) version of this move for the different framedata and properties that version has)
  • Juggle Limit / Increase / Start: 6*6 / 2*2 / 5*5
EX Airborne Kurekijin (instant)
EX Airborne Kurekijin (instant)
214KK (air)(instant)
Startup Active Recovery Hit
12 2(4)2 12 KD (2)
Damage Stun Attack Block
90(70) 150 H -9(-4)
  • Cancel options: -
  • This version of EX Air Tatsu refers to when canceled into as soon as possible during Kage's jump forward frames
  • Less advantageous on hit and block against a grounded opponent when used in this manner
  • -9 if blocked standing in the front (but only -4 if blocked as a Cross-Up)
  • The Wall Bounce KDA shown with the parentheses format; x(y) - refers to worst(x) to best(y) KDA possible depending on how close to the wall the opponent is (more KDA the further away the wall is)
  • Please refer to the regular version of this move for more info on all the other properties this move has
LK Ryusokyaku
LK Ryusokyaku
41236LK
Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
60 100 H -4
  • Cancel options: vt2
  • Not cancelable into V-Trigger 1
  • Causes spiked knockdown on airborne opponents
  • Juggle Limit / Increase / Start: 15 / 1 / 1
MK Ryusokyaku
MK Ryusokyaku
41236MK
Startup Active Recovery Hit
18 3 18 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt2
  • Leaves Kage in throw range on hit (LK/HK Stomps have more pushback on hit)
  • Not cancelable into V-Trigger 1
  • Causes spiked knockdown on airborne opponents
  • Juggle Limit / Increase / Start: 15 / 1 / 1
HK Ryusokyaku
HK Ryusokyaku
41236HK
Startup Active Recovery Hit
26 3 16 5
Damage Stun Attack Block
60 100 H 3
  • Cancel options: vt2
  • Not cancelable into V-Trigger 1
  • Causes spiked knockdown on airborne opponents
  • Great combo extension and frametrap tool
  • Juggle Limit / Increase / Start: 15 / 1 / 1
EX Ryusokyaku
EX Ryusokyaku
41236KK
SFV Kage 41236KK.png
Startup Active Recovery Hit
20 2 26 KD
Damage Stun Attack Block
120 200 M -8
  • Cancel options: vt2
  • Overhead
  • Not cancelable into V-Trigger 1
  • Cancels pretty late into V-Trigger 2 (but still increases advantage by 10 extra) and leaves Kage in throw range if done up close
  • Causes spiked knockdown on airborne opponents
  • Can combo into V-Trigger 2 attack if canceled (Delayed wake-up only)
  • Juggle Limit / Increase / Start: 10 / 1 / 1

Critical Arts

Metsu Shoryuken
Metsu Shoryuken
236236P
Startup Active Recovery Hit
4 1(1)1(1)1(1)1(1)1(1)1(1)1(1)1 23+30 KD
Damage Stun Attack Block
340(280) 0 H -38
  • Cancel options: -
  • Fully invincible on frames 1-7
  • Airborne on frames 8-41 on whiff
  • 30 frames of landing recovery on whiff
  • Denies back-rise on wake-up
  • Deals less damage if the initial hit does not connect to go into the full CA animation (damage split into 7 potential hits: 30x6*100)
  • Only 2F startup if canceled into from HP DP (this allows for the full CA animation version to land for maxiumum damage)
  • Pretty short horizontal range for a Super

Taunts

Taunt
Taunt
5PPPKKK
SFV Kage 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Senha Kassatsu
Senha Kassatsu
MPMK (VS1)
SFV Kage MPMK (VS1).png
Normal
SFV Kage MPMK (VS1) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12+10(41) 4 21 2
Damage Stun Attack Block
60 100 H -6
  • Cancel options: vt1 vt2
  • 1-hit of armor on frames 5-12 (up to frame 32 if buttons are released as late as possible) against airborne or grounded High/Mid strike or projectile attacks (does not armor through Low attacks)
  • Has 10F non-armored startup attack after releasing the buttons (overall startup can vary from 22F -> 41F)
  • Has Crush Counter properties on Counter-Hit (Spinning Knockdown; See KDA data)
  • Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
  • V-Gauge gains on Hit / Counter-Hit / Block: 60 / 100 / 30
  • Juggle Limit / Increase / Start: 5 / 1 / 1 (+2 Juggle Start on a Crush Counter)
V-Trigger 1 Startup Active Recovery Hit
9+9 3 20 KD
Damage Stun Attack Block
100 100 H 0
  • Cancel options: su
  • Can be canceled into from all grounded normals and command normals on Hit/Block (except f+MP Overhead)
  • 1-hit of armor on frames 2-9 (up to frame 28 if buttons are released as late as possible) against airborne or grounded High/Mid strike or projectile attacks (does not armor through Low attacks)
  • Has 9F non-armored startup attack after releasing the buttons (overall startup can vary from 18F -> 37F)
  • Puts opponent into a limited juggle state on hit
  • Does NOT have Crush Counter properties like the regular version of V-Skill
  • Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
  • Has about half-screen range
  • Juggle Limit / Increase / Start: 15 / 4 / 6
  • Spends 1500 V-Meter (50% of V-Timer)
Senha Kassatsu (hold)
Senha Kassatsu (hold)
MPMK (VS1) (hold)
Normal Startup Active Recovery Hit
42 4 21 (22) KD
Damage Stun Attack Block
90 150 H -2 (-4)
  • Cancel options: f.dash vt1 vt2
  • Can cancel into forward dash on block or hit (increases block disadvantage to -4, but increases knockdown advantage by 2F (93/34/39)
  • 1-hit of armor on frames 5-42 against airborne or grounded High/Mid strike attacks (does not armor through Low attacks)
  • Has Crush Counter properties on Counter-Hit (Stagger: +24)
  • Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
  • V-Gauge gains on Hit / Counter-Hit / Block: 80 / 120 / 40
  • Juggle Limit / Increase / Start: 5 / 1 / 5
V-Trigger 1 Startup Active Recovery Hit
39 3 17 KD
Damage Stun Attack Block
120 150 H 6
  • Cancel options: su
  • Can be canceled into from all grounded normals and command normals on Hit/Block (except f+MP Overhead)
  • 1-hit of armor on frames 2-39 against airborne or grounded High/Mid strike attacks (can armor low attacks on frames 29-38 during forward travel phase)
  • Causes crumple on hit against grounded opponents (+22 frame advantage before opponent goes into airborne state) and denies back-rise on wake-up
  • Does NOT have Crush Counter properties like the regular version of V-Skill
  • Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
  • Has almost full-screen range
  • Juggle Limit / Increase / Start: 15 / 2 / 1
  • Spends 1500 V-Meter (50% of V-Timer)

V-Skill 2

Sekieiken
Sekieiken
MPMK (VS2)
SFV Kage MPMK (VS2).png
Normal
SFV Kage MPMK (VS2) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
24 6 24 1
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1
  • Can hit OTG (KDA +106/47/52)
  • Distance can be increased by holding forward
  • Airborne from frames 12-31
  • Builds 60 / 30 V-Gauge on Hit / Block
V-Trigger 1 Startup Active Recovery Hit
27 2 29 KD
Damage Stun Attack Block
100 150 H*H -2
  • Cancel options: -
  • Can hit OTG (KDA +101/42/47)
  • Range can be extended by holding forward
  • First hit launches opponent into a limited juggle state
  • Second hit can also launch; if it is the only hit (through careful spacing or a meaty setup) then results in a free juggle state instead (Juggle Limit / Start / Increase: 15*15 / 1*0 / 0*0)

V-Trigger 1

Taigyaku Mudo
Taigyaku Mudo
HPHK (VT1)
SFV Kage HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Dramatically powers up V-Skill and gives access to a new move; 'Ashura Senku' (Teleport Dash)
  • The only special move that can cancel into V-Trigger 1 activation is EX Fireball (unlike V-Trigger 2 which can cancel from a lot of other specials)
  • Allows all normals / command normals (other than f+MP Overhead) to cancel into V-Skill even if they are not normally special cancelable
Sekieiken (Airborne)
Sekieiken (Airborne)
MPMK (VS2) (air)
SFV Kage MPMK (VS2) (air).png
Startup Active Recovery Hit
27 2 29 KD
Damage Stun Attack Block
130 150 H*H -4
  • Cancel options: -
  • Cancels from EX Kurekijin, EX Air Kurejikin, EX Air Hadoken on hit or block
  • First hit launches opponent into a limited juggle state
  • Second hit can also launch; if it is the only hit (through careful spacing or a meaty setup) then results in a free juggle state instead (Juggle Limit / Start / Increase: 15*15 / 1*0 / 0*0)
Ashura Senku (Forward)
Ashura Senku (Forward)
HPHK
SFV Kage HPHK.png
Startup Active Recovery Hit
- - 32 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • This grounded version can be canceled into from any grounded move on Hit/Block (except Overhead)
  • Projectile invincible on frames 3-23
  • No collision boxes on frames 1-24
  • Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
Ashura Senku (Back)
Ashura Senku (Back)
4HPHK
SFV Kage 4HPHK.png
Startup Active Recovery Hit
- - 32 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • This grounded version can be canceled into from any grounded move on Hit/Block (except Overhead)
  • Projectile invincible on frames 3-23
  • No collision boxes on frames 1-24
  • Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
Airborne Ashura Senku (Forward)
Airborne Ashura Senku (Forward)
HPHK (air)
SFV Kage HPHK (air).png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: sp
  • This airborne version can be canceled into from any airborne specials and j.MP
  • Projectile invincible on frames 3-23
  • No collision boxes on frames 1-17
  • Cancelable into airborne normal, specials, and one more Airborne Ashura Senkuu on frame 30 and onward
  • If not cancelled, lasts for 59 frames
  • Follows the same rules as a jump when it comes to landing recovery
  • Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
Airborne Ashura Senku (Back)
Airborne Ashura Senku (Back)
4HPHK (air)
SFV Kage 4HPHK (air).png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: sp
  • This airborne version can be canceled into from any airborne specials and j.MP
  • Projectile invincible on frames 3-23
  • No collision boxes on frames 1-19
  • Cancelable into airborne normals, specials, and one more Airborne Ashura Senkuu on frame 30 and onward
  • If not cancelled, lasts for 59 frames
  • Follows the same rules as a jump when it comes to landing recovery
  • Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
Airborne Ashura Senku (F or B )> Divekick
Airborne Ashura Senku (F or B )> Divekick
HPHK or 4HPHK (air) > 2MK
SFV Kage HPHK or 4HPHK (air) 2MK.png
Startup Active Recovery Hit
- - - 3(12)
Damage Stun Attack Block
60 100 H -4(6)
  • Cancel options: -
  • Cannot Cross-up
  • Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how high / low to the opponent the divekick connects (can be slightly more disadvantageous against taller characters)
  • Juggle Limit / Increase / Start: 10 / 4 / 1

V-Trigger 2

Rikudo Osatsu
Rikudo Osatsu
HPHK (VT2)
SFV Kage HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Gives access to a new move; 'Misogi' (Teleport Slam) and a new super; 'Shun Goku Satsu' (Raging Demon)
  • Can cancel into V-Trigger 2 activation from most specials (unlike V-Trigger 1 which can only be canceled from EX Fireball)
Misogi
Misogi
HPHK
SFV Kage HPHK.png
Startup Active Recovery Hit
30(7) - 31 KD
Damage Stun Attack Block
150 150 H -2
  • Cancel options: -
  • Cancelable into from almost everything on hit/block (exceptions: CA / airborne normals / f+MP Overhead / Shoryuken on block)
  • Hard Knockdown
  • Strike hitbox
  • Normally 33F startup if done by itself (but only 7F startup if canceled into)
  • Fully invincible on frames 10-32 (frames 1-6 if canceled into)
  • Hitbox and hurtbox appears in the air above on frame 33 (frame 7 if canceled into)
  • Raw version can be anti-aired if timed properly but it's an extremely tight window between frames 33-35 before it connects to the ground
  • Incredibly fast startup when canceled into allows this to combo even from jabs
  • Juggle Limit: 100
Shun Goku Satsu
Shun Goku Satsu
LP, LP, 6, LK, HP
Startup Active Recovery Hit
1+0 30 49 KD
Damage Stun Attack Block
400 0 H -
  • Cancel options: -
  • Fully invincible on frames 1-12
  • Hard Knockdown
  • Cannot hit airborne
  • Can be canceled into at any point during all of Kage's grounded moves (except for f+MP Overhead) on hit/block/whiff (only his normals are cancelable on whiff)

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 0.82 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Yashazuki
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Senbugeki
Senbugeki
6PPP
SFV Kage 6PPP.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-25
  • Has a bit lower hurtbox (hunched over) during the first 11 recovery frames (frames 15-25)
  • Does not reward extra frame advantage on counter-hit


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