That’s why it being a crouching button is very good so you can low profile yourself to give yourself extra time to c.HP. Basically making the early frames irrelevant.
Yeah I mainly explained TK air fireball for AA purposes. That’s what it’s for.
As for his V Skill, yeah you can’t spam it as much as Ibuki’s as it has less pushback on block than Ibuki’s. Ibuki’s non charge v skill is one frame more minus, but it doesn’t matter because the pushback is gdlk on it so you’re not punishing with anything other than maybe EX legs. With Kage’s V Skill you’ll have to use more of his charged V Skill to keep safe as the non charged one definitely leaves him in range of longer 5 and 6 frame moves. If you can fish it on block or hit enough times you’ll definitely get trigger pretty fast and the fact that it can cause crush counter state for follow up combos isn’t bad. It’s way more read based than the best V Skills (meaning not as good), but has its uses.
Cool man I may have to tag you out to @Akhos. I want to wrap up around 8:30 so I have time to unwind before I have to get to bed. I need a good night’s rest so my neck doesn’t feel like this tomorrow
If/when you play him tonight, don’t use Kolin. I may have spoiled that.
I’m pretty excited for the official release of SFV Type Arcade this week. It’s been a long-time coming. Knowing SF is going back to its roots is always a reason for celebration. I’ll most likely never get my hands on it, but watching Arcade footage of them grinding it out is good enough for me.
Also glad the beginning of the CPT season starts right after with Final Round 19. Yes, yes, the idea of something being announced is enough reason to be thrilled, but the actual tournament is what I’m most looking forward to. The passion, the salt, everything. I’m ready for it.
There are certain ranges close to the corner where you can get a lot of pushback on kage’s v skill but it’s very much spacing dependent. In neutral your vulnerable to a mix up though.
The positives are that he has great buttons that aid him start offense. Kage really shines in v trigger. Vt1 is top 10 v trigger in the game imo, it pretty much fixes all his neutral issues.
His mid range is kinda off but it comprises of normals that counter the opponents moves. St hk has insane range and is good in catching char’s with spammable buttons/fireballs like sagat st mk. Fw hp (-4) is safe from max range and is brilliant in cc the opponent’s buttons. V skill is very risky up close but from max range fully charged can get your opponent afraid of pressing buttons. The good thing is you can punish some normals on reactions and especially fireballs too. And you have the ambigious jumping mk and mix up jump ins to bait shotos (jump fireball, divekick).
However in this same range your reward is mostly limited to disturbing the opponents momentum at best, you dont have the ranged normals (exc st hk) from mid range to covert to high damage (kolin’s st hp/karin’s cr mk) or specials that control the neutral. Youll be walking back often because of your poor neutral game and fw hp can be easy to whiff (easily to whiff punish by opponent).
On top of that you lack a fireball game. His whiff punish game is nowhere near the top tier level (Its better than ryu’s but thats not saying much), st hp is incredibly stubby. His frametraps are poor (buttons whiffing), his stomp mix up is fake as it can be option selected. So even up close his tools have glaring holes in them. And this is the one area where kage is supposed to be stronger than akuma. Another issue are his lights, he has a great three frame normal but all his 4 frame normals are garbage. Akuma can ch st lp into cr mk (6 frames - exact same range as kage’s btw and is 1 frame faster). Kage can only ch into a 4 frame (st lk) so unless your in the opponents face youll be whiffing st lk. You’re also not gonna be punishing a whole lot of stuff with this 4 frame, so you have to eat a lot of crap. On top of this you have 900 health; one mistake and your in trouble.
I feel like I’m starting to get a few things right here and there. Still plenty wrong but some of it is sinking in. Got a lot to work on with combos, confirms and buffers. Very fun matches.
My neck still hurts but the gamer adrenaline helps.
Actually double post because my fucking neck distracted me.
Ed’s long dancers legs will be the death of me. I ate sooooo many st.MKs.
Do you happen to know why I’d lose to Ed’s jab so often with Kolin’s j.HK? I haven’t really scoped the hitboxes/hurboxes on it. It could suck or I could just be hitting it too early; I know she swings her leg through and maybe it is less prone to losing at the end of the arc?
@FlyingVe Sorry I have to hop off right when you get on. We definitely need to run more sets. I should be around again tomorrow.
Yeah I had to learn about that shit the hard way with Laura. Felt even worse with her because the backdash would beat a grab or button pressure and the reset could get you clipped on an otherwise legit confirm.
But like so many of the things in SFV I’ve made my peace with it. And abuse it when I can.
Thanks for the boxes breakdown. I figured that might be the case. I think they definitely nerfed that move at some point. I remember it being a gawd jump in button.