Linialomdil (talk | contribs) m (specials can be CA-canceled) |
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|hcWinVt=<nowiki>14</nowiki> | |hcWinVt=<nowiki>14</nowiki> | ||
|description= | |description= | ||
: | :Good buffer tool in neutral | ||
:Further range than stand HP so can be necessary in some combo scenarios | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20MP}} | ||
}} | }} | ||
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|cancel=<nowiki>vt1 vt2</nowiki> | |cancel=<nowiki>vt1 vt2</nowiki> | ||
|description= | |description= | ||
:No hurtbox extension before active frames | :No hurtbox extension before active frames and strong hitbox priority makes this a strong poke | ||
:Hurtbox width reduced on his standing leg during frames | :Hurtbox width reduced on his standing leg during frames 7-16 (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) | :Moves forward a tiny bit on frame 1 so can be used as a kara tool (but a very miniscule one) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20MK}} | ||
Line 166: | Line 167: | ||
|description= | |description= | ||
:Cannot hit crouch | :Cannot hit crouch | ||
: | :Decent anti-air (Kage has better options though) | ||
:Can dash up and full combo on a grounded Crush Counter | :Can dash up and full combo on a grounded Crush Counter | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Stand%20HK}} | ||
Line 289: | Line 290: | ||
|hcWinVt=<nowiki>16</nowiki> | |hcWinVt=<nowiki>16</nowiki> | ||
|description= | |description= | ||
:Decent priority for a crouch MK | |||
:Good hit confirm window for special cancels (16F) like into MK Tatsu | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Crouch%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Crouch%20MK}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Can be used as an instant Overhead setup | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Jump%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Jump%20LP}} | ||
}} | }} | ||
Line 524: | Line 528: | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>8+14</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
|recovery=<nowiki>26</nowiki> | |recovery=<nowiki>26</nowiki> | ||
Line 542: | Line 546: | ||
:V-Skill 1 can only be canceled into when in V-Trigger 1 | :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 (+3 extra KDA than without Crush Counter) | :The KDA data shown in parentheses refers to if the initial f+HP Crush Counters on a grounded opponent (+3 extra KDA than without Crush Counter) | ||
:Puts opponent into a limited juggle state | |||
:Juggle Limit / Increase / Start: 4 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Kikokuretsuzan}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Kikokuretsuzan}} | ||
}} | }} | ||
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|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:1-hit projectile | :1-hit projectile | ||
:Projectile range: 1.71 | |||
:No hurtbox extension on arms before 2nd active frame | |||
:Projectile invincible on extended arm on frames 11-32 | |||
:Not cancelable into V-Trigger 1 | :Not cancelable into V-Trigger 1 | ||
:Juggle Limit / Increase / Start: 12 / 1 / 1 | :Juggle Limit / Increase / Start: 12 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/ | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/LP%20Hadoken}} | ||
}} | }} | ||
}} | }} | ||
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|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:1-hit projectile | :1-hit projectile | ||
:Projectile range: 1.83 (Kage leans forward a little bit during start-up) | |||
:No hurtbox extension on arms before 2nd active frame | |||
:Projectile invincible on extended arm on frames 14-35 | |||
:Not cancelable into V-Trigger 1 | :Not cancelable into V-Trigger 1 | ||
:Juggle Limit / Increase / Start: 12 / 1 / 1 | :Juggle Limit / Increase / Start: 12 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/ | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/MP%20Hadoken}} | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SFV_Kage_236HP.png | |image=SFV_Kage_236HP.png | ||
|caption=Normal | |||
|image2=SFV_Kage_236HP_vt2.png | |||
|caption2=V-Trigger 2 | |||
|name=HP Hadoken | |name=HP Hadoken | ||
|input=236HP | |input=236HP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version=Normal | |||
|startup=<nowiki>16</nowiki> | |startup=<nowiki>16</nowiki> | ||
|active=<nowiki>5</nowiki> | |active=<nowiki>5</nowiki> | ||
Line 715: | Line 729: | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:1-hit projectile | :1-hit projectile | ||
:Projectile range: 1.97 (Kage leans forward quite a bit during start-up) | |||
:Different properties during V-Trigger 2 (see V-Trigger 2 version) | |||
:No hurtbox extension on arms before 2nd active frame | |||
:Projectile invincible on extended arm on frames 17-38 | |||
:Not cancelable into V-Trigger 1 | :Not cancelable into V-Trigger 1 | ||
:Juggle Limit / Increase / Start: 12 / 1 / 1 | :Juggle Limit / Increase / Start: 12 / 1 / 1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/ | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/HP%20Hadoken}} | ||
}} | |||
{{AttackData-SFV | |||
|version=VT2 | |||
|startup=<nowiki>16</nowiki> | |||
|active=<nowiki>35</nowiki> | |||
|recovery=<nowiki>23</nowiki> | |||
|hit=<nowiki>2</nowiki> | |||
|block=<nowiki>-3</nowiki> | |||
|damage=<nowiki>60</nowiki> | |||
|stun=<nowiki>100</nowiki> | |||
|attack=<nowiki>H</nowiki> | |||
|cancel=<nowiki>su</nowiki> | |||
|description= | |||
:1-hit projectile | |||
:Kage leans forward quite a bit during start-up | |||
:This V-Trigger 2 version launches a fireball that travels about 80% screen length before dissipating | |||
:No hurtbox extension on arms before 2nd active frame | |||
:Projectile invincible on extended arm on frames 17-38 | |||
:Not cancelable into V-Trigger 1 | |||
:Juggle Limit / Increase / Start: 10 / 4 / 1 | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>10</nowiki> | |startup=<nowiki>10</nowiki> | ||
|active=<nowiki>23</nowiki> | |active=<nowiki>23(8)</nowiki> | ||
|recovery=<nowiki>7</nowiki> | |recovery=<nowiki>7</nowiki> | ||
|hit=<nowiki>3(16)</nowiki> | |hit=<nowiki>3(16)</nowiki> | ||
Line 776: | Line 812: | ||
:The initial air fireball whiffs against most grounded characters (except Abigail, resulting in: +3 on Hit and -8 on Block at worst when up close) | :The initial air fireball whiffs against most grounded characters (except Abigail, resulting in: +3 on Hit and -8 on Block at worst when up close) | ||
:The secondary projectile burst after the initial fireball can hit grounded opponents that are standing (and Abigail when crouching) | :The secondary projectile burst after the initial fireball can hit grounded opponents that are standing (and Abigail when crouching) | ||
:Frame advantage shown in the parenthesis refers to the secondary projectile burst (the burst can whiff behind the opponent if used too close) | :Frame advantage shown in the parenthesis refers to the secondary projectile burst (the burst can whiff behind the opponent if used too close) | ||
:Juggle Limit / Increase / Start: 10 / 4 / 1 (Juggle Start +3 on the secondary projectile burst) | :Juggle Limit / Increase / Start: 10 / 4 / 1 (Juggle Start: +3 on the secondary projectile burst) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Airborne%20Hadoken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Airborne%20Hadoken}} | ||
}} | }} | ||
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:2-hit projectile | :2-hit projectile | ||
:11 frames of landing recovery | :11 frames of landing recovery | ||
:Puts | :Puts opponents into a limited juggle state | ||
:Frame Advantage shown refers to when hitting a grounded opponent | :Frame Advantage and KDA shown refers to when hitting a grounded standing opponent up close | ||
:Juggle Limit / Increase / Start: 6*6 / 0* | :Juggle Limit / Increase / Start: 6*6 / 0*0 / 1*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/EX%20Airborne%20Hadoken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/EX%20Airborne%20Hadoken}} | ||
}} | }} | ||
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|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|kd=<nowiki>97</nowiki> | |kd=<nowiki>97</nowiki> | ||
|kdr=<nowiki>38</nowiki> | |kdr=<nowiki>38</nowiki> | ||
Line 873: | Line 908: | ||
|stun=<nowiki>60x2</nowiki> | |stun=<nowiki>60x2</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|kd=<nowiki>94</nowiki> | |kd=<nowiki>94</nowiki> | ||
|kdr=<nowiki>35</nowiki> | |kdr=<nowiki>35</nowiki> | ||
Line 901: | Line 936: | ||
|stun=<nowiki>50x3 (150)</nowiki> | |stun=<nowiki>50x3 (150)</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|kd=<nowiki>97</nowiki> | |kd=<nowiki>97</nowiki> | ||
|kdr=<nowiki>38</nowiki> | |kdr=<nowiki>38</nowiki> | ||
Line 986: | Line 1,021: | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki>-33</nowiki> | |block=<nowiki>-33</nowiki> | ||
|damage=<nowiki>60x2</nowiki> | |damage=<nowiki>60x2 (120)</nowiki> | ||
|stun=<nowiki>100*50</nowiki> | |stun=<nowiki>100*50 (150)</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki>su vt2</nowiki> | |cancel=<nowiki>su vt2</nowiki> | ||
Line 1,032: | Line 1,067: | ||
:Kage is in counterhit state during move duration | :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) | :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) | :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 1-4 (first 2 hits): Juggle Limit / Increase / Start: 6*6 / 0*0 / 1*1 | ||
Line 1,093: | Line 1,127: | ||
:CAN hit crouching (unlike most Shoto tatsus) | :CAN hit crouching (unlike most Shoto tatsus) | ||
:Launches opponent into a limited juggle state on hit | :Launches opponent into a limited juggle state on hit | ||
:Can buffer Shoryuken juggle during last 10 frames on hit | :Can buffer Shoryuken or Super juggle during last 10 frames on hit | ||
:Airborne on frames 6-23 | :Airborne on frames 6-23 | ||
:Recovery frames are listed as airborne and grounded, seperately | :Recovery frames are listed as airborne and grounded, seperately | ||
Line 1,122: | Line 1,156: | ||
:CAN hit crouching (unlike most Shoto tatsus) | :CAN hit crouching (unlike most Shoto tatsus) | ||
:Launches opponent into a limited juggle state on hit | :Launches opponent into a limited juggle state on hit | ||
:Can buffer Shoryuken juggle during last 10 frames on hit | :Can buffer Shoryuken or Super juggle during last 10 frames on hit | ||
:Airborne on frames 7-30 | :Airborne on frames 7-30 | ||
:Recovery frames are listed as airborne and grounded, seperately | :Recovery frames are listed as airborne and grounded, seperately | ||
Line 1,151: | Line 1,185: | ||
:CAN hit crouching (unlike most Shoto tatsus) | :CAN hit crouching (unlike most Shoto tatsus) | ||
:Launches opponent into a limited juggle state on hit | :Launches opponent into a limited juggle state on hit | ||
:Can buffer Shoryuken juggle during last 10 frames on hit | :Can buffer Shoryuken or Super juggle during last 10 frames on hit | ||
:Airborne on frames 10-32 | :Airborne on frames 10-32 | ||
:Recovery frames are listed as airborne and grounded, seperately | :Recovery frames are listed as airborne and grounded, seperately | ||
Line 1,346: | Line 1,380: | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:No grounded leg hurtbox on the raised leg on frames 5-14 (helps stomp over low attacks) | :No grounded leg hurtbox on the raised leg on frames 5-14 (helps stomp over low attacks) | ||
Line 1,371: | Line 1,405: | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:Leaves Kage in throw range on hit (LK/HK Stomps have more pushback on hit) | :Leaves Kage in throw range on hit (LK/HK Stomps have more pushback on hit) | ||
Line 1,392: | Line 1,426: | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>16</nowiki> | |recovery=<nowiki>16</nowiki> | ||
|hit=<nowiki>5</nowiki> | |hit=<nowiki>5(6)</nowiki> | ||
|block=<nowiki>3</nowiki> | |block=<nowiki>3(4)</nowiki> | ||
|damage=<nowiki>60</nowiki> | |damage=<nowiki>60</nowiki> | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|cancel=<nowiki> | |cancel=<nowiki>vt2</nowiki> | ||
|description= | |description= | ||
:+1 frame advantage on Hit (+6) and Block (+4) during V-Trigger 2 | :+1 frame advantage on Hit (+6) and Block (+4) during V-Trigger 2 | ||
Line 1,433: | Line 1,467: | ||
:Cancels pretty late into V-Trigger 2 (but still increases advantage by 10 extra) and leaves Kage in throw range if done up close | :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 | :Causes spiked knockdown on airborne opponents | ||
:Can combo into V-Trigger 2 attack if canceled | :Can combo into V-Trigger 2 attack if canceled (Delayed wake-up only) | ||
:Juggle Limit / Increase / Start: 10 / 1 / 1 | :Juggle Limit / Increase / Start: 10 / 1 / 1 | ||
:AKA the Round Closer | :AKA the Round Closer | ||
Line 1,469: | Line 1,503: | ||
:Only 2F startup if canceled into from HP DP (this allows for the full CA animation version to land for maxiumum damage) | :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 | :Pretty short horizontal range for a Super | ||
:Juggle Limit: 100 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Metsu%20Shoryuken}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Metsu%20Shoryuken}} | ||
}} | }} | ||
Line 1,759: | Line 1,794: | ||
:No collision boxes on frames 1-17 | :No collision boxes on frames 1-17 | ||
:Cancelable into airborne normal, specials, and one more Airborne Ashura Senkuu on frame 30 and onward | :Cancelable into airborne normal, specials, and one more Airborne Ashura Senkuu on frame 30 and onward | ||
:If not | :If not canceled, lasts for 59 frames | ||
:Follows the same rules as a jump when it comes to landing recovery | :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 | :Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into | ||
Line 1,779: | Line 1,814: | ||
:No collision boxes on frames 1-19 | :No collision boxes on frames 1-19 | ||
:Cancelable into airborne normals, specials, and one more Airborne Ashura Senkuu on frame 30 and onward | :Cancelable into airborne normals, specials, and one more Airborne Ashura Senkuu on frame 30 and onward | ||
:If not | :If not canceled, lasts for 59 frames | ||
:Follows the same rules as a jump when it comes to landing recovery | :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 | :Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into | ||
Line 1,821: | Line 1,856: | ||
:Duration of 3000 frames (50 seconds) | :Duration of 3000 frames (50 seconds) | ||
:Gives access to a new move; 'Misogi' (Teleport Slam) and a new super; 'Shun Goku Satsu' (Raging Demon) | :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) | :Can cancel into V-Trigger 2 activation from most specials (unlike V-Trigger 1 which can only be canceled from EX Fireball) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Rikudo%20Osatsu}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Kage/normal/Rikudo%20Osatsu}} | ||
Line 1,848: | Line 1,882: | ||
:Hard Knockdown | :Hard Knockdown | ||
:Strike hitbox | :Strike hitbox | ||
:Normally | :Normally 30F startup if done by itself (but only 7F startup if canceled into) | ||
:Fully invincible on frames 7- | :Fully invincible on frames 7-29 (frames 1-6 if canceled into) | ||
:Hitbox and hurtbox appears in the air above on frame | :Hitbox and hurtbox appears in the air above on frame 30 (frame 7 if canceled into) | ||
:Raw version can be anti-aired if timed properly but it's an extremely tight window between frames | :Raw version can be anti-aired if timed properly but it's an extremely tight window between frames 30-32 before it connects to the ground | ||
:Incredibly fast startup when canceled into allows this to combo even from jabs | :Incredibly fast startup when canceled into allows this to combo even from jabs | ||
:Has a minimum damage scaling of 30% | :Has a minimum damage scaling of 30% |
Revision as of 00:34, 4 June 2022
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 | |
---|---|
Vitals | |
Life Points | 925 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.241 |
Backward Dash Distance | 0.824 |
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 | 2.072 |
Backward Jump Distance | 1.776 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
9 > 2MK (air)
6MP
6HP
Target Combos
6HP > 5HK
6HP > 5HK > MPMK (VS2)
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
236P (air)
236PP (air)
63214LP
63214MP
63214HP
63214PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214K (air)
214KK (air)
214KK (air) (instant)
41236LK
41236MK
41236HK
41236KK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) (hold)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
MPMK (VS2) (air)
HPHK
4HPHK
HPHK (air)
4HPHK (air)
HPHK or 4HPHK (air) > 2MK
V-Trigger 2
HPHK (VT2)
HPHK
LP, LP, 6, LK, HP
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP