VIRTUA FIGHTER 4:Evolution
Kage-Maru Guide
CONTENTS
===========
1. VERSION HISTORY
2. LEGEND
3. ABOUT KAGE
4. MOVE LIST
5. COMBOS
6. STRATEGY FOR KAGE
7. STRATEGY AGAINST...
8. FREQUENTLY ASKED QUESTIONS
9. CREDITS
===========
1. VERSION HISTORY
09/08/2003 version 0.8 The beginning. The alpha.
Disclaimer: Sega is registered in the U.S. Patent and Trademark Office.
Sega and Virtua Fighter are either registered trademarks or trademarks of Sega
Corporation. Original game (c) Sega (c) Sega-AM2/Sega 2001, 2002 all rights
reserved.
2. LEGEND
Directions
Up = U
Down = D
Forward = F
Backward = B
Up-Forward = UF
Down-Forward = DF
Up-Backward = UB
Down-Backward = DB
Half-Circle Forward = HCF
Half-Circle Backward = HCB
Actions
Punch = P
Kick = K
Guard = G
For movements that require multi button presses a plus will be
used. (ex. F+P+K+G, P+K, etc.)
Level(where the attack hits)
High = H
Medium = M
Low = L
Movements
Full Crouch = FC
Crouching Dash Forward = DF,DF
Crouching Dash Backward = DB,DB
Forward Dash = F,F
Backward Dash = B,B
Weight Key
1 = Super Light Weight: Aoi, Pai
2 = Light Weight: Vanessa, Sarah.
3 = Light Middle Weight: Lion, Lei-Fei, Kage, Lau, Shun, Goh,
Brad
4 = Middle Weight: Akira, Jacky
5 = Heavy Weight: Wolf, Jeffry
All = Every character
3. ABOUT KAGE (Copied directly from the instruction manual)
Country: Japan
Date of Birth: June 6, 1970
Sex: Male
Blood Type: B
Hobby: Mah-Jong
Height: 5 ft. 10 in. (178 cm)
Weight: 146 lbs. (66 kg)
B/W/H: 40/35/35 (101/89/90)
Fighting Style: Hagakure-ryu Ju-Jitsu (Hagakure Style)
Occupation: Ninja
Kage took part in the third tournament to defeat Dural and to obtain
new parts to help save his mother. Sadly, his mother's condition worsened and
she became Dural completely. On infiltrating the organization he found a new
Dural which contained the secret to saving his mother. With that, he pledged to
enter the fourth tournament.
4. MOVE LIST
Format for throws
Move name Command Escape
Damage Angle (Angle at which opponent lands after a throw)
Description
Rating (1-5 stars)
THROWS
-------------
Taitou P+G P+G
40 90
Your standard shoulder throw. Executed from the front.
**
Jungyaku Jizai F+P+G F+P+G
0 0
Kage jumps over the opponent leaving them open to an attack. Executed from any
position of the opponent.
****
Ko'enraku B+P+G B+P+G
40 180
The TFT as also called is a staple of Kage's strategy. It usually isn't used to
just throw but as a juggle starter. Executed from front.
*****
Izuna Otoshi B+P+G,U+P+G B+P+G
60 180
Kage does the TFT, then jumps up and slams his opponent down. A good move until
you learn how to use the TFT as a juggler. Executed from front.
****
Katanagasumi DF+P+G DF+P+G
40 0
Kage picks up the opponent and slams them down. Quick damage but is easy to
recognize. Executed from front.
***
Fushin Randangeki UF+P+G N/A
50 0
Kage's other great throw. He flips up the opponent then smacks them around. Is
a great throw to confuse his opponents because it looks like a lot of his other
moves. Executed from front. Also is P+G from the Jumonji stance.
*****
Kagegasumi B,F+P+G F+P+G
45 0
Kage dashes forward with the opponent then sweeps their legs out from under
them. If you are trying to push your opponent out of the ring, this is the way
to go. Executed from front.
***
Fugasumi B,D+P+G D+P+G
60 180
Kage picks up his opponent over his back then slams them down with his knee at
their throat. A good move for quick damage and many people don't know how to
escape it. Executed from front.
****
Hagakure-ryu In Shiranui B,D+P+G N/A
70 180
Pretty much a combination of a bulldog with a neckbreaker for you wrestling
fans. Executed from front with your back against the wall.
****
Kirigasumi P+G N/A
40 180
Kage grabs the opponents arm and falls down with it forcing them to go flipping
over him. You will very rarely get to use this throw unless you are an evasion
junkie. Executed from side.
***
Ha'uragasumi P+G N/A
50/60 180
Kage pretty much slams the opponent down. Once again, will be very rare to pull
off. Causes 60 damage when your opponent is crouching with their back turned to
you and you press P+K+G. Executed from back.
***
Yamigasumi P+G N/A
55 90
Kage does a handstand, grabs the opponent by their head and pulls them down. A
good throw when used to confuse but can be countered by a jab. Executed with
your back to the opponent's front.
***
STRIKING
--------------
Format for striking attacks
Move name Command Damage Level
Description
Rating (1-5 stars)
Danken P 10 H
The normal jab. He has another jab which is does more damage and is quicker.
Yet, use this to interrupt a lot of your opponents attacks.
***
Resshou P,P 10,10 HH
The one two combo.
***
Sandangeki P,P,P 10,10,12 HHH
The one two combo plus 1. Use this move sparingly.
**
Sandan Urageri P,P,P,K 10,10,12,22 HHHM
Unfortunately, ALL of Kage's punch strings end with a medium kick. And the
delay in getting the kick off will result in a reversal, parry or evade. The
best opportunity for this is when the third punch bounces your opponent off a
wall. Be wary.
***
Sandan Fujinkyaku P,P,P,B+K 10,10,12,20 HHHM
Same punch string, longer delay. Please, don't use this, for your own good.
*
Resshou Rasengeki P,P,B+P 10,10,17 HHH
One two plus elbow. Better than the P,P,P.
***
Sandan Rasen Urageri P,P,B+P,K 10,10,17,22 HHHM
Another doomed to fail punch string. Reversal/evasion heavy capabilities.
**
Resshoukyaku P,P,K 10,10,20 HHH
One two plus kick. Its your second best alternative rather than the normal
punch strings, although people can see this coming as well.
**
Hagasane P,K 10,20 HH
The kick is part of the combo but your opponent still stands; prepare an evade
attack after this one. Your best alternative after the first punch.
***
Jizuridan D+P 9 L
A low punch. It can be blocked high which really is its downfall.
**
Hijiuchi F+P 20 M
An elbow. Staggers crouching opponents. Hold down the P and you get in
Jumonji. Pretty good damage for a move that quick.
****
Rasen B+P 17 H
A quick elbow. Hold P for Jumonji. This will become more important in later
moves...
***
Rasen Urageri B+P,K 17,25 HM
such as this one! This is a great move to start out the match because of its
speed and reach. Also used in juggles and other combos.
*****
Fusenjin DF+P 16 M
Kage's ground juggle starter. Has a slow startup but it is worth it if you can
get it off.
****
Hagakure-ryu In Yougeki FC,DF+P 21 M
A mix up I guess. Kage is crouching and hits you in the midsection. It's an
automatic knockdown and if your opponent has his or her back to the wall you can
do some wall combos.
***
Sokudan DB+P 14 H
Kage's other jab. This is the better of the two and can be linked with any of
the first 9 moves. Just add four damage to the first part. And the reviews are
the same.
***
Tsukikikaeshigeri K 25 H
A basic kick to the head. Slow start up, but it is a knockdown.
**
Jisuberibashiri F+K 20 L
Executed while running. A baseball slide. Most opponents will knock you out of
it, but when it isn't seen coming, it can reverse the momentum of a match.
**
Surigeri D+K 14 L
Good only for certain situations. Kage extends his front foot and hits the
opponent in the shin. Great for interrupting attacks.
***
Ryugakuha D,DF,F+K 20 M
It starts out like his roll but Kage kicks the opponent. You can cancel it with
G and go in for a throw. Charges for 50 damage and can be used as a juggle
starter when charged.
****
Ryueikyaku F,F+K 20 L
Most opponents know this move. Most opponents DON'T know that it can be
canceled with G. Kage will end up with his back facing the opponent after the
cancel.
***
Fu'eikyaku F,B+K 30 H
This is one of Kage's few deflecting moves. Damage is ok, and is an automatic
knockdown if it connects. If blocked, it staggers the opponent.
****
Fu'ei Renkyaku F,B+K,K 30,12 HL
The first kick added to a low one. The first kick staggers if blocked, so the
second kick will do some small damage.
***
Fushin Hizageri FC F+K 38 M
Kage's infamous knee. The main damage in the TFT combo and a huge damage causer
on its own.
*****
Kodachinuki B+K 18 M
A medium(in terms of speed)kick. Ends with back turned. Can deflect some
attacks.
****
Ryubigeri B+K,K 18,20 ML
This would be more useful if there were no gap between the two kicks. Ends with
back turned.
***
Tenshin Agokudaki B+K,K,K 18,20,22 MLM
Don't attempt the third kick too often. You'd be better off stopping after the
first or second and doing Kage's back throw.
**
Kuruwageri B,F+K 30 H
This one is better than most people think. The windup at the beginning can evade
& deflect some attacks and the damage is ok. After move is completed, Kage has
his back to the opponent. This is your best way to turn your back to the
opponent. Staggers if blocked.
****
Nakageri DF+K 22 M
This move is pretty good. It staggers crouching opponents. The speed is okay
and the damage could be better.
***
Jibashiri DB+K 19 L
This move should be in your inventory. It can evade some high and mid attacks
and Lau's combos can be rendered useless by this move.
****
Senpugeri UB+K 30 M
An okay move. Its faster than Pai's version.
***
Bosatsushou P+K 20 H
This is a good move. Not only does it go into Jumonji stance, but it also can
deflect some attacks.
****
Senpujin D+P+K 16 M
A TFT juggle starter. It staggers crouching opponents, and works at its best
when its in the middle of a juggle.
***
Fujin Urasuisha D+P+K,K 16,20 MM
A good move in terms of damage and speed. Kage ends up with his back turned
after the kick.
****
Rakusenjin F+P+K 16 M
A pretty fast move. Worthless without the second move behind it. Takes drinks
away from Shun as well.
***
Rakusenjin Gaeshi F+P+K,P+K 16,14 MH
This move is quick for easy damage, knocks your opponent down and gives you an
advantage.
****
Kage Yaiba F,DF,D,DF+P+K 30 M
This look familiar? A good move for openings because of its damage plus the
duck in the beginning can go under most high and mid attacks.
*****
Naraku Otoshi F,DF,D,DF+P+K,K 30,16 MH
Once again. The kick staggers opponents that block the punch; but if it
connects your opponent can recover faster than you.
****
Kasumi Yaiba F,F+P+K 20 M
This move is quick and goes straight into Jumonji. Not to mention that it pushes
the opponent back when it connects.
***
Rakuyou Senpudan U+P+K 30 M
This is Kage's long range move. It can a nice distance but is easily spotted.
Use during a rush or while an opponent is in the midst of switching stances.
**
Kotegaeshi B+P+K/DB+P+K 35/40 N/A
Kage's punch reversals. If you know what's coming, go for it but don't mess up
and have the whole outcome of a match change because of it.
****
Rasengeri K+G 22 M
One of Kage's new attacks. It leads into a good combo and is fun to tie into
juggles.
***
Rasen Fujin K+G,P 22,12 MH
The Rasengeri with a knifehand. You don't have to go the next step with the
final P, but you can mixup with a low attack.
***
Rasen Souryujin K+G,P,P 22,12,18 MHM
The last attack can be blocked/interrupted/evaded, but the beauty of this string
is that it versatile and can be used various combo types.
****
Fusen Renkyaku F+K+G 25,8 MM
This is a quick move with good damage that can start some combos.
****
Tsumujigeri D+K+G 30 M
This is Kage's best move to start out a match. It's also good for interrupting
combos.
*****
Hagaryu F,F+K+G 35 M
This move got an upgrade in Evo. The range has increased, but the recovery
hasn't.
**
Gen'you B+K+G 30 H
This move can duck some high attacks and is good to change the pace of a match.
****
Urasuisha DF+K+G 35 M
This is one of Kage's best moves. It ducks in the beginning and leaves Kage
with his back to the opponent.
*****
Suishageri UB+K+G 38 M
Its not as fast as it used to be, but is still a good move for your inventory.
****
Engetsugeri UF+K+G 30 M
This move will blow by any low attack. It can be used as a juggle starter.
****
Hagakure-ryu You Jumonji Kamae P+K+G N/A N/A
This move has been a blessing to Kage in Evolution. Now in the middle of the
move can reverse a punch instead of waiting to be finished.
***
Rairyu Hishoukyaku F,F+P+K+G 30 L
If you need a ring out by pushing your opponent back, this is the way to go.
***
Sokuten B+P+K+G N/A N/A
Need space? A great way to back off of your opponent. Hold down the P+K+G and
it goes into Jumonji.
****
Zenten/Kouten HCF+P/HCB+P N/A N/A
A roll. These rolls can be chained together by pressing punch after each roll.
The Kageyaiba and Naraku Otoshi can be done out of a roll. Also, if you chain
the rolls together, Kage will attack while rolling and cause 10 damage for
each time they connect. Great for escaping.
***
Kaiten/Kouten Jizurikyaku HCF+P/HCB+P,K 20 L
A sweep. Anyone can see it coming and knows what it is.
**
Ryugakuha HCF+P/HCB+P,K+G 20 M
The same as his QCF+K. This time it is much easier to see.
**
Rairyu Hishoukyaku HCF+P/HCB+P, HCF+P+KG 40 L
Well, its his F,F+P+K+G. Its much better because it is masked by both rolls.
Definitely a great move coming from his rolls.
****
Hagakure Senjin P+K+G(while evading) 24 M
This attack done during while evading is arguably the best evade attack in the
game.
*****
Shutou P(while rising) 25 M
This move being a jumping attack is best used to ::gasp:: jump over low attacks!
Use it when your opponent is going to use a low rising attack.
**
Tobi Seiken P(while jumping) 20 L
Leaves you vulnerable after the punch. Characters with throws and juggles that
do major damage will love you for doing this.
*
Tobi Maegeri K(while rising) 20 M
At least this one knocks the opponent down.
***
Tsukikakatogeri K(while jumping) 20 M
This one will leave you vulnerable.
**
Jitsumuji K(before landing) 20 L
This is a sweep, but if blocked, the recovery time isn't desirable.
**
Kakato Otoshi DF+K(opponent down) 13 N/A
This is his safe down attack.
****
Hi'endan/Asuka/Hishougeki U+P(opponent down) 25/30/30 N/A
All of these are risky but have a big payoff if successful.
**
Rakujingaeri B,B+P 14 H
If you use this you better be prepared with a quick back turned move.
***
Ura Tsumujigeri B,B+K 24 H
This one knocks down the opponent and turns your back to him/her. It's your
second best setup of for back turned moves.
****
Ryubisen B,B+K+G 21 L
A low attack to turn your back. Its better than the Rakujingaeri but not as
good as the Ura Tsumujigeri.
***
Uraha P(back turned) 12 H
This is a normal jab from his back that leads into his punch strings. No big
difference.
*
Gyakugeri K(back turned) 30 H
Basically the same as his regular K. No big difference.
**
Urashutou D+P(back turned) 15 L
Don't let the damage fool you, this can be a dangerous move. After the move,
Kage is facing the opponent and crouching. So after the execution of the move,
pull off a knee or a throw.
***
Hangetsugeri D+K(back turned) 23 L
This one knocks down the opponent. There is no opportunity to follow up the
attack, so its best used to stop an attack. It makes you face the opponent
again.
**
Hairyusou U+K(back turned) 30 M
This is a good move from Kage's back. It can only be knocked out of commission
by blocking or a high/mid attack. Plus it leaves you with Kage's back turned so
you can do a D+P after it.
****
Ura Senpugeri UB+K(back turned) 25 M
This is an okay move. It turns you back toward the opponent.
***
In Senpugeri UF+K(back turned) 30 M
This move is buffered into any move that turns your back to an opponent/any move
that keeps your back turned to an opponent.
***
Tachi Shutou P+K(back turned) 10 M
A quick start up, but is best with its second part following it up.
***
Shin'youshu P+K,K(back turned) 10,26 MM
Although it isn't really a combo, most opponents will think that the kick is
guaranteed even though it isn't.
****
Hagakure-ryu You Raimeizan P+G,P(back turned) 25 M
This is a great confuser. It looks just like the P+G(Back turned). Not to
mention that this is a stagger.
****
Amatsukitsune P+K+G(back turned) N/A N/A
Kage flips over his opponent's head leaving their back turned(usually) with Kage
facing them.
***
Kaimon Kousui F+P+K(facing wall) 20 M
Be wary of this move. If it connects, it is a stagger. If not, be prepared to
get hit with a wall combo.
**
Boukeshu F+P+K+G(facing wall) 20 M
This move is faster and if it connects is a stagger.
**
Juji Danken P(Jumonji) 10 H
A quick jab. At least add the first kick of the combo.
*
Jumonji Hasagane P,K(Jumonji) 10,17 HM
This is a safe move. The kick is guaranteed if the punch connects. This
staggers crouching opponents.
****
Hagakure-ryu In Kama'itachi P,K,K(Jumonji) 10,17,17 HMM
If the first kick bounces your opponent off a wall then go for it. Otherwise
stay away. Either kick will stagger a crouching opponent.
*
Hagakure-ryu You Kusabi'uchi F+P(Jumonji) 15 M
A quick elbow; the damage is small, but the elbow you a slight advantage.
Staggers crouching opponents.
***
Suigestugeri K(Jumonji) 18 M
Long start up, little damage, opponent is still standing. It is good for
pushing your opponent back though. Staggers crouching opponents.
**
Suimengeri D+K(Jumonji) 19 L
Long start up, little damage, opponent is knocked down. Still not great, but
better.
***
Hagakure-ryu In Kabutowari F+K(Jumonji) 28 M
A quick attack. It's the best damage causer from Jumonji, it's fast and can be
buffered into another move.
*****
Hagakure-ryu In Suigetsuhou P+K(Jumonji) 25 M
This is the way to go from Jumonji. It staggers the opponent, deflects some
attacks, and if you hold down the P+K, you go back to normal stance setting you
up for a stagger combo.
*****
Ryu'eiten D or U(Jumonji) N/A N/A
Kage rolls sideways, one of two things will happen. You will face the opponent
or your back will be turned. If you are facing the opponent, press F+K and you
have a Kage's knee. If your back is turned, try going for P+G or P+K+G.
***
Hagakure-ryu You Jumonjibashiri F,F(Jumonji) N/A N/A
A crouching dash. Its just a setup for a move.
**
Hagakure-ryu In Kabutowari F,F+K(Jumonji) 24 M
A big windup that leads to a stagger. This can be used effectively, but in
moderation. (If you press F,F+K,K you will do the knee then the jumping kick).
***
Hagakure-ryu Hi'en K+G(Jumonji) 20 M
A good move. The opponent doubles over giving you time for a quick combo such
as K+G, P,K,K.
****
Hagakure-ryu In Myou'oujin N/A(Jumonji) 20 N/A
This is an automatic punch reversal. You can likely rush in for a follow up.
Just be sure your opponent is going to punch you high or mid.
***
Hagakure-ryu You Chiryu P+K+G(Jumonji) 40 N/A
This is a mid kick reversal. If successful, it can lead you into some major
damage. This move is worth going for every time you know a mid kick is coming.
***
5. COMBOS
Under construction. Sorry folks.
6. STRATEGY FOR KAGE
There are 2 types of Kage players: offensive and defensive. This part will
cater to both of their needs(if you're wondering, I play offensively).
There are 4 things you have to remember when playing as Kage:
1. Combos
2. Confusion
3. Reaction
4. Prediction
Comboing for the offensive player. You want your opponent to go down
and make him stay down. You have to use each juggle starter (B+P+G, DF+P, etc.)
effectively and take moves that a lot of people don't know how to follow up and
make combos out of them (UF+K+G, D+P, F,DF,D,DF+P for one). Kage doesn't rely
100% on the TFT. His other juggle/staggers can make large impacts. Many
players expect the TFT and when you go for it will likely escape it and hit you
hard while recovering. Kage can be more effective with juggles than Lau and
more dangerous than Akira with walls if you know how to use them properly.
Comboing for the defensive player. Defense isn't all about blocking
and reversals/parries/evading. Defense is more of a game of timing. Knowing
when to attack, and which attack will come faster is a major factor. So that's
when Kage's combination ability can shine. As everyone knows, a counter hit
causes more damage than a normal one, and can change the effects of certain
moves in a battle (a knockdown becomes a floater, etc.) In most cases, a
counter float may float the opponent longer than a normal float and that's where
you want to utilize his juggles. His staggers are useful in stopping rushes,
his 2 Jumonji reversals can set you up for major damage, and his uncanny
evading can set you up for throws. What about the TFT? Guaranteed throw moves
or ones after your opponent recovers is when you utilize these.
Confusion for the offensive player. Kage's moves can be used to
confuse your opponent because so many of them look alike and others lead into
other moves that will leave your opponent awestruck. For example Kage's
UF+P+G and his UF+K+G. One is a catch throw, the other is a kick that can be
used for a modified combo. Many of Kage's moves look similar (B,F+K and
F,B+K,K), start out similar (HCF+K, HCF, F,DF,D,DF+P) can go into and from his
Jumonji stance (F+P, P+K), and can be canceled using the guard button (F,F+K,
D,DF,F+K). Using these moves wisely can bring you success.
Confusion for the defensive player. Mind games are effective against
a human opponent. His cancels will leave plenty of opponents lost and
unknowing. Using a cancel then throwing is an opportune time for a hard hitting
combo, but know your enemy. Mixing up his similar moves will throw off anyone.
His mix ups are a huge part of playing Kage. Kage is definitely the best at
confusing the opponent with his seemingly limitless amount of moves that start
out the same, stance switching, and moves that appear to be the same. Utilizing
these moves can be the death of your opponent. Not to mention his evasion
tactics.
Reaction for the offensive player. Being offensive has its ups and
downs. Sometimes after an attack you're left open and after you do this one too
many times, your health is depleted. So you have to react after a move.
Deciding what is the way to stop your opponent's attack can be the difference
between victory or defeat. Knowing your opponent's big moves can help you try
to predict, but as we all know human players are unpredictable and very
rarely stick to patterns. Reacting also means what to do after the initial
approach; should you attack to throw off your opponent's timing or watch for a
follow up? The decision is made with your best judgment.
Reaction for the defensive player. Modifying your style to counter
that of the opponent is why Kage is so dangerous. Kage play like(but in same
cases not as good) any character in terms of movement and power if not
surpassing them. Kage's speed is his most dangerous asset. If you see your
opponent charging you'd better know what to do...they can just as quickly
release the button and pound you and if you block more than likely you will be
staggered. Situations call for responses and those responses are what defines a
player.
Prediction for the offensive player. Predicting your opponent's
actions isn't a normal part of offensive technique. But it can be used
effectively. Counter hits, staggers, juggles anything except the kitchen sink
can be thrown at the opponent if you can predict his/her actions effectively.
If you know that every time you do a certain attack and every time it gets
reversed, feign the attack and go for a throw. You can effectively predict
moves with effort but it is difficult. Watch your opponent for patterns.
Prediction for the defensive player. You will never know the next
move. Adapting to the possibilities is what you do know how to do. Deciding
whether or not to try and hit them first, blocking, evading, guarding, trying to
escape a throw is what you can do. More often than not you will be wrong, but
don't worry everyone gets it wrong. Remember, this is a game of rock paper
scissors. Striking beats throwing. Guarding beats striking. Throwing beats
striking. Just like that, there are chances of winning, losing or ending up in
a draw. But you can't win them all.
Overall offensive strategy summarized:
- Attack, but don't leave your guard down.
- Use mix ups, counters, staggers and juggles in your game to
improve it.
- Knowing every move isn't necessary, but knowing those that you
like or can be used for quick or big
damage should be etched into your mind.
- Timing can be your best friend or your worst enemy.
- Lulling your opponent into a false sense of security then
snapping him/her back into reality can change the tide of
battle.
- Confusing your attacks and switching levels can throw off your
opponent.
- Block and evade when necessary but keep your opponent reeling
and trying to gain an advantage that doesn't exist.
- Don't stick to patterns because when your opponent catches on...
- Some singular moves can setup your opponent for huge damage.
- Use the TFT if you need big damage fast, but remember his other
combos.
Overall defensive strategy in summary:
- Speed can either stop a rush or lead you into one.
- Confusing the opponent will throw them off.
- Turtling is an option but not always the best one.
- Throw your opponent out of their game, don't let throw you out of
yours.
- Counter juggles and counter staggers will be there for quick aid
with the correct timing.
- Reversals can be the best choice but make sure you know what you
are trying to reverse in terms of level and type.
- Throw escapes, guarding, and evading are things that you should
have no problem with.
- Second guessing your attacks/defense usually leads to failure,
but can lead to a huge payoff.
- Be able to conform to your opponent's playing strategy.
- The TFT is there if you need it.
7. Strategy Against...
Akira is one of the toughest characters in the game. He has amazing juggles,
and wall combos. Some of his moves track and are executed so quickly. Not to
mention he can reverse anything and everything. So how do you play against him?
With care. Always have be ready to guard against his staggers which can beat
you to a living pulp. He has some fast elbows, but you have moves that can
deflect these elbows or moves that come out faster than them. So just know when
to attack, how to attack and how to make him pay. He doesn't have any long
combos or useful low attacks.
Aoi is a tough match at times. Some of her striking moves link into throws, she
has plenty of reversals and parries, she's quick, and her throws do plenty of
damage. You have to use those confusers to keep her guessing and to make
those reversals and parries useless. Attack her with strings; that way when she
is ready to try to parry or reverse you, set her up for a TFT combo. Remember,
if you duck too often she will use a low throw. Her throws are dangerous, her
reversals are dangerous and her striking attacks if used properly can be your
downfall.
Brad is quick as a hiccup and with his barrage of attacks, he can dominate you.
He is a tough customer, and can mix up well with his stances. But, defensively,
he is weak. No parries, reversals, or evades (besides the regular one and his
stance switchers). You have to stay on Brad. Interrupt him with a vengeance,
and try to stay back and use your best long range moves.
Goh is a great close ranger fighter. He has a wide variety of throws, and some
think he is the same as a faster version of Wolf. So stay back. He can mix up
well and you need to stay at long range and keep him at bay. Use plenty of low
attacks, some throws, but try to get rid of him as soon as possible.
Jacky is probably your worst enemy. He has an auto parry, is quicker than most
people can realize, plenty of staggers, he can mix up his levels proficiently,
and he can overwhelm your defense. What can you do? Use the Jumonji stance.
Many of his combos start with a high/mid punch, or a mid kick, so you will be
somewhat prepared for anything. He also can't sweep you without punching first.
Remember he can auto parry your punches so use your kicks to prevent this.
Attack him low to interrupt his attacks, reverse some of his combos if you have
the opportunity and don't let his speed overwhelm you.
Jeffry is powerful with his striking attacks, has a bunch of throws that hurt
and his moves are simple to pull off. But he's very slow. Overwhelm him with
your speed. You can counter attack his moves because of their slow startups.
His weight makes the timing a little bit off for the TFT but it is still easy.
Since Kage can fight well at any distance, you should stand back. Don't become
predictable, because a defensive Jeffry can be a nightmare. Jeffry may use
patterns so use those against him.
Know your enemy, know yourself. We know that Kage has great comboing abilities,
can fight at any range, has great speed, plenty of moves, and his weird
movements are what makes Kage dangerous. But we also know his weaknesses: A
few reversals, and his huge moves take time to pull off. So block his big moves
because they usually leave him open to throws. Patterns that Kage sticks to can
be used against him. Be aware of his Jumonji stance, because you know what is
capable from this stance.
Lau's combos are big and heavy and all of his other moves are hard hitters. He
is also a formidable juggler who can make combos that make Akira's look like
child's play. But unfortunately, most of those combos can be reversed
easily. Plenty of them start with a high or mid punch, those that don't you can
see coming, he has a very small move list, and he has no reversals or parries.
Lau usually sticks to patterns, make him stop attacking and you will have
him beat. Lau has pretty good range so stay low to get under those punches.
Lei Fei is going to be a weird battle. Some times he is easy, other times he
makes you wish you were fighting Akira. He has some good juggles, fast combos,
4 stances each with quick moves that can ruin you. But his attacks aren't as
powerful as you may think. Also they have long recovery times. Attack him when
he is switching stances, many of his attacks are slow and his throws aren't that
good. Don't let down the attack to keep him away from switching stances.
Lion can mix up attacks effectively, his stance can go under some attacks, he
can string attacks together well and his speed is a force to be reckoned with.
Unfortunately for him, his damage is miniscule and his reversals and parries
are non existent. He is forced to play a fast paced offensive battle. Many of
his attacks are low, but his high and mid are still there. Stop his chains and
combos and you will do good. Control the tempo of the match, wait for him
to stop attacking and hit him with a quick combo for damage. Remember he has no
reversals so just attack him without fear of attacks being turned against you.
Pai is one of the most underestimated players in the game. She is definitely
the fastest of the group, she has reversals for nearly everything, and her
combos are definitely some of the best. Her recovery time though, is
horrible. That's when you juggle her into submission. Her combos are quick and
short so it is difficult to put them together for some big damage. She has no
powerful moves, and uses her speed to slowly take away your health. Pai
can't reverse low attacks, but her normal attacks can disrupt yours. Be wary
but don't hesitate.
Sarah is quick, has 2 dangerous stances, and can string together moves easily.
But she is weak, and relies on her quickness for success. So what you have to
do is bombard her by quickly and prevent the flamingo stance. She has few low
attacks, so watch for the high and mid kicks. If she goes on the offensive, be
ready to duck and block. If she gets into the flamingo, just do moves that will
make her block or knock her out of it. Don't let her chip away at your health.
Shun is a character that most people should take seriously. The more he drinks,
the more powerful he becomes and the more moves that he can access, and not to
mention each stance can change the battle. Shun isn't good at interrupting
attacks, his stances can mess up the player playing as him, and he doesn't have
too many combos that he can rely on. Don't let Shun drink, know his stances,
and barrage him with combos because of his lack of reversals or parries.
Vanessa has it all; she has speed, some power, two stances, reversals, and
crouching throws. But if you keep her in the right stance, she can be held
powerless. She has a lot of attacks, and switching from stances can take a
while. She doesn't have low reversals also. So don't hit her with high punches
when she's in the defensive stance, hit her with combos that start low, block
her combos and hit her quickly when she can't defend herself and when she is in
Muay Thai hit her with everything you've got!
Wolf has the Giant Swing. Wolf has plenty of throws. Wolf has insane strength.
But, Wolf is slow and he relies on those throws. Stay away...use quick jabs and
don't duck too often. Try to keep away and remember his kick reversals. Hit
him hard and quick, keep your distance and use those confusers to keep him at
bay.
8. FREQUENTLY ASKED QUESTIONS
Q: What's with the DB+K?
A: It all depends on the stance. Open or closed will make the difference on
whether or not it will hit in certain situations.
9. CREDITS/FINAL WORDS
- The Entire GameFAQs Virtua Fighter 4:Evolution board
- Everyone on The Almighty Kage thread
- PokeSephiroth for his constant heckling
- Kao Megura for his KOF' guides (learning from the master)
- Clan TSC for letting me leave to write this
- Sega for making this game on PS2
- The instruction manual for supplying me the movelist, and the bio
on Kage
- CJayC for Gamefaqs and posting this FAQ
- Last but definitely not least, you for reading it.
If you need to contact me, e-mail me at Ftomrandom@aol.com.
This document Copyright 2003 senorrandom13