Kage Match: The Kage Combo, Strategy, and Tech Thread

Welcome to the Kage Combo, Strategy, and Tech Thread.

Game Version: 5.0

Change log

12/17/19 - Thread creation, created combo section with several categories and some BnB’s, added notation guide

12/18/19 - Added more notes to notation guide, added 1 and 2 stock meter variants to BnB combos, added some VT combos, removed VTC section and added it as a subsection of each VT section

12/19/2019 - added Strategy section to post 3. Added a couple oki tools under Strategy>Offense. Added a VT1 A2A combo

12/20/2019 - Made post 4 for “Tech”, with one note under Tech>General for trade axe kick combos, added a setup under Strategy>Okizeme for trade axe kick combos

1/8/2020 - Added more combos under BnB’s (more multi-stock combos + VS combos) and more VT1 combos. Added two new terms under notation

1/9/2020 - Added more combos under every section

1/16/20 - Added to Demon setups and another trade axe kick setup under Tech, added a sentence under defense

Useful Links:

Notation Guide

lp - light punch/jab
mp - medium punch/strong
hp - heavy punch/fierce
lk - light kick/short
mk - medium kick/forward
hk - heavy kick/roundhouse

a - aerial version of a special move
A2A - air to air
c - corner variant of above combo
cr. - crouching version of a normal
C - combo can be hit-confirmed
CA - critical art
CH - counter-hit
dc - dash cancel
EX. - The EX version of a special move
f. - forward version of a normal
IA - instant air version of a special
j. - jumping version a normal
m - meter variant of above combo
mc - meter and corner variant of above combo. Number denotes the number of ex stocks used
o - optimized; harder execution but more damage
P - combo is a punish
TC - Target Combo
VSx - V-Skill; x = which skill
VT - V-Trigger (HP+HK)
VTC - V-Trigger cancel
VTxC - V-Trigger cancel; x = which trigger
xx - cancel

Axe - Ryusokyaku (Axe Kick special)
DP - Shoryuken (uppercut special)
FB - Hadoken (fireball)
Red FB - Shakunetsu Hadoken(more fiery fireball)
RD - Raging Demon
Tatsu - Kurekijin (spin kick special)
Tele - Ashura Senku (wavey slide in vt1/teleport)

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Combos

BnB’s
  • 3f PC: cr.lp x 2 xx L.Tatsu, L.DP (153/297) - can be started low with c.lk for 10 less dmg

    • M: xx EX.DP (209/353)
    • M3: xx L.DP xx CA (321/297) [does not grant full animation]
  • 5f C: cr.mp x2 xx M.Tat, M.DP (238/375)

    • M: cr.mp x 2 xx EX.FB, H.Tatsu, H.DP (284/446)
    • M2: cr.mp x 2 xx EX.FB, H.Tatsu, EX.DP (308/476)
    • M3: M.DP xx CA (400/340)
  • 5f P: cr.mp, s.hp xx H.Tatsu, M.DP (264/393)

    • M: cr.mp, s.hp xx EX.FB, H.Tatsu, H.DP (302/464)
    • M2: cr.mp, s.hp xx EX.FB, H.Tatsu, EX.DP (326/494)
    • M3: xx M.DP xx CA (426/358)
  • 8f P: cr.hp xx H.axe, cr.mp xx M.Tatsu, M.DP (289/450)

    • M: End EX.DP (313/480)
    • M2: cr.hp xx H.Axe, cr.mp xx EX.Tatsu, IAEX.Tatsu, H.RedFB (338/539)
    • M3: cr.hp xx H.Axe, cr.mp xx M.Tatsu, M.DP xx CA (423/420)
  • confirm cr.mk: L.Tat, L.DP (159/286)

    • M: End EX.DP (223/350)
    • M3: L.DP xx CA (355/296 - no animation)
  • f.hp: f.hp TC (143/240)

    • xx VS2 (191/320)
  • Charged VS1: dc, L.DP (162/258)

    • M: EX.DP (234/380)
    • M3: L.DP xx CA (386/258 - no animation)
  • Divekick, cr.lp xx L.Tatsu, L.DP (183/327) - absolute minimum damage from divekick oH

    • M: End EX.DP (239/383)
    • M3: L.DP xx CA (351/327 - no animation)
  • CC f.hp: TC xx VS2

    • C: TC, M.DP (236/365)
  • CC s.hk: f.dash, cr.mp, s.hp xx H.Tatsu, M.DP (296/479)

    • o: walk cr.hp xx H.Axe, cr.mp xx M.tat, M.DP (311/516)
    • M: CC s.hk, f.dash, cr.mp, s.hp xx EX.FB, H.Tatsu, H.DP (320/526)
    • M2: CC s.hk, f.dash, cr.mp, s.hp xx EX.FB, H.Tatsu, EX.DP (336/546)
    • M3: (CC s.hk, f.dash, cr.mp, s.hp xx H.Tatsu, H.DP xx CA (436/454)
  • CC VS1: H.DP (168/240)

    • M: EX.Tatsu, H.Tatsu, H.DP (250/376)
    • M2: EX.Tatsu, IAEX.Tatsu, H.DP (278/411)
    • M3: H.DP xx CA (358/200)
  • CC Charged VS1: dc cr.hp combo (323/516)

    • M: (339/536)
    • M2: (354/571)
    • M3: (469/496)
VT1 Combos
VTC Combos
  • s.mk VTC, M.Tatsu, M.DP (177/260/no usage) - max range conversion

  • s.mk VTC, f.hp TC xx VS1 (218/315/50% VT) - less than max range but still far conversion

  • s.mk VTC, f.hp TC xx VS2, H.DP (266/400/50% VT) - VS2 variant of above

  • f.hp TC VTC, H.Tatsu, H.DP (239/375)

  • f.hp TC VTC, M. Red FB xx VT, M.DP (245/387/60% VT)

  • VS1 VTC, H.Tatsu, M.DP (174/260) - max range combo

  • Close VS1 VTC, cr.mp, s.mp xx M.Tatsu, M.DP (211/340) - more reliable than next version

  • Close VS1 VTC, c.hp xx H.Axe, c.mp xx M.Tatsu, M.DP (238/379) - point blank VTC combo

  • VS2 VTC, c.hp xx H.Axe, c.mp xx M.Tatsu, M.DP (238/379)

  • CC f.hp>TC VTC, forward j.mp xx a.FB xx VT, a.tatsu (245/395)


New Cancel Options

  • s.mk xx VS1 (160/190)

  • f.hp TC xx VS1 (223/320)

  • s.hk xx VS1 (170/240) - stand only but good range (for Kage)

  • f.hp TC xx VS2, H.DP (307/465)

  • s.hk xx VS2, H.DP (266/405) - stand only but good damage off his longest normal

**BnB’s with VT1

  • cr.mp x 2 xx L.RedFB xx VT, M.DP (246/375) - slightly more damage for no bar

    • M: cr.mp x 2 xx EX.Tatsu, forward jump (very slight delay), a.FB xx VT, a.Tatsu (295/446)
    • M2: cr.mp x 2 xx EX.Tatsu, IAEX.Tatsu (land), a.FB xx VT, a.tatsu (347/526)
  • cr.mp, s.hp xx M.RedFB xx VT, H.DP (272/409)

    • M: cr.mp, s.hp xx EX.RedFb xx VT, H.DP (312/433)
    • cr.mp, s.hp xx EX.Tatsu, IAEX.Tatsu (land), a.FB xx VT, a.tatsu (365/544)
  • cr.mp, s.hp xx EX.RedFB xx Charged VS1 (312/433) - more damage than the non-VT 1 bar

  • cr.mp, s.hp xx EX.RedFB xx VS2, H.DP (370/523)

Other Combos

  • Charged VT VS1: cr.hp xx H.Axe, cr.mp xx M.Tatsu, M.DP (372/543)
  • A2A j.mp xx a.FB xx VT, A.Tatsu (213/310)
    • M: A2A j.mp xx a.FB xx VT, EXA.tatsu (land), H.RedFB xx VT (side switch) L.Axe (313/475)
VT2 Combos - Not exhaustive; Many combos are basically the same thing canceled into Misogi
VTC Combos
  • s.mk VTC, M.Tatsu, M.DP xx VT (252/335/50% VT) - max range conversion

  • CC f.hp TC VTC, j.mp xx a.fb xx VT (263/395)

  • cr.lp, s.lp VTC, s.mp xx M.Tatsu, M.DP (166/303) xx VT (211/348)

  • cr.mp, s.mp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Tatsu, M.DP (266/435)

    • M3: cr.mp, s.mp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Axe xx RD (456/420)
  • cr.mp, s.mp xx L.RedFB VTC, H.Tatsu, H.DP xx VT (285/425)

  • cr.mp, s.hp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Tatsu, M.DP (284/453)

    • M3: cr.mp, s.hp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Axe xx RD (474/438)
  • cr.mp, s.hp xx M.RedFB VTC, H.Tatsu, H.DP xx VT (311/459)

  • cr.hp xx H.Axe, cr.mp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Tatsu, M.DP (303/483) xx VT (318/498)

    • M3: cr.hp xx H.Axe, cr.mp xx M.Axe VTC, cr.hp xx H.Axe, cr.mp xx M.Axe xx RD (492/468)
  • cr.mk xx FB VTC, H.Tatsu, H.DP (200/325) xx VT (260/385)

  • f.hp TC VTC, H.Tatsu, M.DP (239/375) xx VT (299/435)

  • VS VTC, s.mp xx M.Tatsu, M.DP (192/305) xx VT (252/365) - mid range conversion

  • Charged VS1 VTC, H.Tatsu, H.DP (204/310) xx VT (279/385)

  • Divekick, cr.lp, s.lp VTC, s.mp xx M.Tatsu, M.DP (197/354) xx VT (227/384)

  • CC f.hp TC VTC, j.mp xx a.fb (218/350) xx VT (263/395)


  • cr.hk xx VT (180/285)

  • s.mk xx VT (205/235)

  • s.hk xx VT (215/285) - stand only

  • s.lk xx FB xx VT (204/280)

  • f.hp TC xx VT (263/360)

  • s.mk xx RD (430/100)

  • s.hk xx RD (440/150) - stand only
    __

Other combos
  • j.mp xx a.fb (141/190)
  • (Corner) j.hk, cr.hp xx H.Axe, cr.mp xx EX.Tatsu, IAFB, FB (369/570) - One bar corner post stun combo
  • (Corner) j.hk, cr.hp xx H.Axe, cr.mp xx EX.Tatsu, IAFB, EX.DP (409/610) - Two bar corner post stun combo
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Strategy

Neutral

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Offense

Okizeme

  • Throw (+9 KD): meaty f.hp (+3 oH/-3 oB) - true meaty. Safe on block and easily confirmed into TC for another KD or a combo

  • f.hp TC (+32/+37 KD): no hard setup; meaty L.Red FB forces them to block on getup

Defense

Other than his low health Kage actually has decent defense. He has a 3f button, and invincible reversal, great AA’s, good walkspeed, and an (slow) armor option in VS1

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Tech

General

Axe Kick Trade Combos

  • Kage can cancel c.mp into M.Axe Kick to frame trap 4f buttons but the cancel will trade with 3f buttons. However the trade will grant frame advantage enough to combo the opponent.

  • CC sweep>whiff H.Axe Kick>H.Axe Kick is another that will trade with 3f buttons and allow a combo, with the bonus of granting frame advantage when they decide to block it.

Demon Setups - inescapable Raging Demon unless jumped before super flash

  • f.hp VTC, fwd dash (-2) > Demon
  • Misogi, whiff H.Axe Kick (-1) > Demon

https://www.youtube.com/watch?v=uzBeYsprm_8

Character specific

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GOD’S WORK.
NO! THIS IS BEYOND GOD!
More helpful than YouTube. Thank you so, so much. God bless. :pray:

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