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Kage Info Doc (WIP)

Howdy y’all, Kage is cool

This doc is intended to be a one-stop-shop for everything you need to get going with kage.
Written mostly by @Linialomdil on the sfv kage discord, this document is up-to-date as of the
Definitive Edition update in spring 2022 as far as is known. It will (probably) be updated as new
info is found and corrections are made.

This info doc is largely inspired by an older doc, which you can find here! Kage Guide

Please use the document outline feature in google docs to go to the section you want

The FAQ section is at the end


If you’re new and don’t know where to start, start by clicking here

Intro
What kind of character is kage?

Kage is an aggressive hybrid shoto. That is to say, he’s largely of the same archetype as ryu
and ken, but with some major differences that set him apart and tune him towards an aggressive
playstyle. Kage has no standard fireball. Instead, his hadoken is a disjointed poke, that, while it
is still technically a projectile, does not function the same way a fireball does. He also has a
shakunetsu hadoken (red fireball) that has much worse frame data than a normal fireball, but
gives a knockdown and can be used to eat through multiple hits of an opponent’s fireballs.

In addition to this, he is given several options for approach (especially in the air), and a much
more robust combo system than a standard shoto. Combined with his *excellent* frame data,
high damage, good oki, fast movement, and rewarding buttons, you get a character that thrives
on being on top of his opponent. He can struggle to get in vs opponents with longer buttons than
his, but once he’s in, your opponents will have a tough time dealing with his pressure.
Reference Info

Other resources
Frame data: https://fullmeter.com/
Old guide: Kage Guide
Old video guide: Street Fighter V CE Kage complete character guide (Tips & tricks for beg…
FGC terminology: https://glossary.infil.net/

Notation
There are several methods used to notate moves and combos, especially in street fighter. There
are a few major systems, one using abbreviations, and one using numpad notation. Additionally,
in street fighter, there are two common ways to denote the different buttons being pressed. All of
the above will be covered here.

The notation in this guide will use abbreviations and standard button notation (eg. cMP, fHP,
qcfP), though special moves will usually be referred to by their button + common nickname,
rather than by notation or official name (eg. HP DP for heavy shoryuken. Sometimes H DP).
Some people also use a period in between the abbreviation and button (eg. c.MP). I will not be,
because I can’t be bothered.

Additionally, I use the following notation for combos:


● xx = cancel (eg. cMK xx M Tatsu)
● > = link (eg. cMP > sMP)
● , = target combo or rapid cancel (normals cancelled into each other) (eg. fHP, sHK)

Systems:
● Abbreviations: (“modern” notation)
before the button is said, an abbreviation will be put in lower case, denoting the motion
to be used with the button.
○ s = standing – the control stick is in the neutral position, no direction is being
pushed (holding forward or back also works unless that direction + button has
another move associated with it)
○ c = crouching – holding down on the control stick (or diagonal + down)
○ j = jump (button is pressed while jumping)
○ f = forward
○ b = back
○ df = down + forward (diagonal)
○ qcf / hcf = quarter/half circle forward motion
○ qcb / hcb = quarter/half circle back motion
○ dp = dragon punch = shoryuken = forward, then down, then down + forward
motion
This is generally used in combination with simple button notation, so some examples
would be: cMP = crouching medium punch — hcbMP = half circle back medium punch

● Numpad notation:
● Boomer notation:
Notation often used by older street fighter players, or those who learned it from them.
First introduced by the instructions on the arcade games themselves, they refer to
moves using specific words, rather than a notation. The list is as follows:

Punches modern Kicks modern

stand jab sLP stand short sLK

stand strong sMP stand forward sMK

stand fierce sHP stand roundhouse sHK

crouch jab cLP low short cLK

crouch strong cMP low forward cMK

crouch fierce cHP sweep (low roundhouse) cHK / sweep

Abbreviations used
Here are some other common abbreviations. Some used by the wider community, some used
specifically by this guide and its author.

● Common to the community


○ f = frame (generally in reference to move startup)
○ CA = critical art / super
○ CH = counterhit
○ CC = crush counter (a counterhit with specific moves that crush counter)
○ TC = target combo
○ AA = anti-air (used to counter an opponent’s jump in)
○ VS = V-skill. Generally seen as VS1 or VS2 to denote the specifics
○ VT = V-trigger. Generally seen as VT1 or VT2 to denote the specifics
○ VTA = V-trigger activation. Denotes activating v-trigger in general. If used in a
combo, it generally means the same thing as below
○ VTC = V-trigger cancel. Denotes canceling a move into VTA
○ TK = Tiger Knee. Also known as “instant air ___”. Named after sagat’s special
move, which originally had an input of 12369K. This refers to inputting a motion,
then immediately jumping (generally jumping forward specifically), *then*
immediately hitting the punch/kick button. This results in a move done as soon as
possible in your jump. Sometimes this has different effects/combos than doing so
higher in the jump arc (this is the case with kage’s TK tatsu and TK fireball)

● Uncommon, but used by this guide


○ VS1+ / VS2+ = VS1 or VS2 while they are enhanced by VT1.

Move list / nicknames


This is just a simple list of all of kage’s moves on the left, and a list of common nicknames for
them on the right. Modern notation is used here, and for the rest of the guide.

Move name Official name Nickname

sLP jab, stand jab

sMP

sHP gut punch

cLP 3f (3 frame), crouch jab

cMP the god button, the party


starter, your everything

cHP AA normal

sLK stanky leg (ok maybe only I


call it this)

sMK

sHK roundhouse

cLK

cMK low forward

cHK sweep
Move name Official name Nickname

jLP, jLK, jMP, jHP

jMK crossup

jHK jump-in button

j+dMK Tenmakujinkyaku divekick

fMP Zugaihasatsu overhead

fHP Kikokuduki

fHP TC Kikokuretsuzan target combo

fHP TC + VS2 Sekiei Gozanken target combo, vs2 TC

throw shoulder throw

back throw somersault throw

VS1 Senha Kassatsu

VS2 Sekieiken (during vt1 - VS2+, demon


dive, divebomb)

V-Reversal Senbugeki

V-shift

V-break Yashazuki

VT1 Taigyaku Mudo

VT1 Teleport Ashura Senku tp, vt1 tp

VT2 Rikudo Osatsu

VT2 Teleport Slam Misogi vt2 slam

Hadoken (qcf P) Hadoken hado, fireball, blue fireball,


purple fireball

HP Hadoken (VT2) VT2 hado/fireball/etc

Red Fireball (hcb P) Shakunetsu Hadoken RFB (red fireball), shaku


Move name Official name Nickname

DP / Shoryuken (dp P) Shoryuken DP, dragon punch, shoryu

Tatsu (qcb K) Kurekijin Tatsu

Stomp (hcf K) Ryusokyaku Stomp, Axe kick

Critical Art (qcf x2 P) Metsu Shoryuken Super, CA, cinematic super


(full cinematic), non-cinematic
super (only initial cinematic)

Raging Demon (LP LP Raging Demon Demon, VT2 CA, VT2 Super
forward LK HP)

Basics

Getting Started
This section is for people trying to just get started with kage. It will contain a few basic combos,
blockstrings, and v-system info. If you’re new and don’t know where to start, start here!

As you’re getting started, you may be tempted to jump right into advanced combos and tech.
Which is fine! We have plenty of those lower down in the doc. However, if your goal is to
improve, your tools and goals should be simpler.

The goal of neutral, to put it shortly, is to “get in” on your opponent. Generally, how you do this is
by getting a jump-in or a knockdown. Once you’re in, you pressure the opponent, attempting to
open up their defense so you can get hits and start the process all over again. You generally
achieve this with jumping, simple buffers, and poke moves that knock down, followed by
dashing in after them and hitting them with either a button (cMP usually for us) or a throw. The
bnb section below will contain a few tools to achieve this.
Basic combos/bnbs
You only need a few basics to get yourself going. You need pokes, combos from pressure,
combos from a stun or jump in, a buffer or two, an anti-air, and a combo from light buttons. A
few are listed below!

● Pokes
Used to keep your opponent at bay in neutral. Safe damage that may not get you in, but
helps keep the opponent from getting in
○ sMK, hado, and L RFB – not combos, but all good pokes. Shaku even gives a
knockdown!
○ fHP TC – fHP, sHK target combo gives a good knockdown from fHP, one of your
best poke buttons. If you have VS2 equipped, end the target combo with that
○ cMK xx hado – no knockdown, but safe on block or hit

● Buffers
These are like pokes, but are generally not intended to always hit the opponent. Instead,
you whiff the button on purpose, and “empty cancel” a special from it. i.e. you input the
special move as if you were cancelling the normal into it, but you do so even when the
button whiffs. You do this because you think the opponent might do something that will
cause them to be hit by it, but you don’t want the special to come out if they don’t.
○ sMP xx L RFB – can almost use this as a normal poke. Is *mostly* safe on block,
and gives a knockdown on hit. Dash twice afterwards if it hits to get pressure.

● Combos from pressure


These are what you’ll use when you’re up close to an opponent and they may block
some or all of your moves. For basics, ALL of these will start with cMP
○ cMP > sMP xx ____
■ if you know it is hitting, cMP > sMP xx H tatsu > H DP
■ if you know it’s being blocked, cMP > sMP xx L hado
■ if you’re unsure, cMP > sMP xx L RFB /// cMP > sMP xx M stomp
○ if you want to spend 1 bar for pressure
■ cMP > sMP xx EX hado
● if it hits, cMP > sMP xx EX hado > H tatsu > H DP
● if it’s blocked, fHP OR walk forward throw/pressure

● Jump in / Stun
For simplicity’s sake, we will reduce this down to a single combo
○ jHK > cHP xx H stomp > cMP xx HP DP
■ there are more optimal things to do here in certain situations, but for now,
stick with this
○ to spend 1 bar, instead do jHK > cHP xx H stomp > cMP xx EX Tatsu > HP DP

● Combo from lights


○ basic: sLK xx hado
○ if you can confirm that it hits: cLP > sLP xx L Tatsu

V-system basics
One of the most popular questions to ask is “what vskill and/or vtrigger should I use?” Here I will
try to answer this, as well give some other basic info about each V-trigger

● V-Skill 1 - VS1 is often paired with vt2, and is commonly used vs opponents with strong
zoning, like Guile, Sagat, or Poison. It is a long range punch (longer than any of kage’s
normals) that has upper-body armor starting on from frame 5, lasting until you release
the button and start the punch. Holding it down until it releases automatically will cause it
to do more damage, go slightly further, and retain its armor through the punch. Used this
to bully your way through in neutral vs those Ryu players who just won’t stop throwing
fireballs.
● V-Skill 2 - VS2 is often paired with vt1, and is commonly used in any matchup where you
don’t feel the need for vs1. The primary use for this is to extend kage’s TC. Instead of
ending on sHK, the new target combo becomes fHP, sHK, VS2. This gives more
damage, more V-meter, and different oki from the combo without VS2. This TC becomes
even more powerful when enhanced by VT1.
● V-Trigger 1 - This v-trigger is only 2 bars (which means you get to use it more often,
even if you use v-reversal or v-shift), and has 2 things it does: It enhances your V-skill,
and gives you access to a teleport-dash. For the basics, we’ll focus on the former. To
activate VT1, try to do sweep xx VTA or TC xx VTA (don’t use vs2 in the TC here).

○ VS1+ - enhanced vs1. This move goes much further, does more damage, and
starts better combos than normal vs1. If you fully charge it, it even armors low
attacks. Your main use for it will be using it by cancelling into it from TC or from
EX Hado / Shaku for more damage or pressure in blockstrings. Using it raw is
useful in low ranks, but has counterplay that can be regularly exploited starting
around gold/plat. If you want to use VT1, I recommend using VS2 with it

○ VS2+ - enhanced vs2. An INCREDIBLE move. This does everything. It goes over
fireballs, it shimmies, it gives huge combo damage. Cancel into this from *any*
heavy normal (including TC and even sweep, but only on CC sweep) or EX
special (except EX DP and EX Stomp) and it will combo. Once it hits, you can
keep it simple by doing HP DP, or if you started it using a normal, not a special,
you can spend a bar and combo EX tatsu after it. Which you can then cancel into
another VS2+. This move has made many a person fall in love with kage. Enjoy!

○ VT1 tp - You can do all sorts of fancy stuff with this, so feel free to lab stuff! Very
little of it is optimal though. Your most common use for this will be to throw M
shaku from roughly half-screen into a blocking opponent, then cancel that into vt1
tp. You will teleport behind the fireball and be roughly ~+2 in your opponent’s
face. Throw a cMP and let the party start. At some ranges you even end up
behind!

● V-trigger 2 - This v-trigger is 3 bars (harder to have enough meter to activate). This
powers up your H hadoken and H stomp, and gives you access to Misogi and Raging
Demon. Can be actitvated from almost anything (sweep, TC, and stomp are all very
good options).
○ Enhanced specials – a fireball that can zone, H stomp gives better combos
○ Misogi - a unique combo-ender that works from any button for good damage/oki
○ Raging Demon - The iconic super. A frame 1 invincible command grab. Kage can
combo into this from any grounded normal (except fMP) or hadoken or stomp.
A Deeper Look (WIP)
This section will dive deeper into all the options at kage’s disposal. This will probably be a WIP
for awhile, as this is really long and a lot of work LOL

What has changed?


For a complete list, the patch notes for the 7.0 Definitive Edition update can be found here.
The biggest things that are new since 6.0 (the v-shift patch) are as follows:
● sMP - new cancels from it into H Tatsu, M Shaku, and EX shaku
● sHP - new cancels into H shaku and vs2+. On counterhit, combos into H stomp.
● cMK - 6f startup, making it a natural link and blockstring from cMP
○ M tatsu is now 14f startup, can be raw confirmed from cMK
● fHP - 8f startup, making it link from CH cMP. It also can be cancelled (and confirmed)
into CA, and has a slightly better hurtbox.
● Target combo - now gives oki on both rises without vs2
● Hadoken - now differs based on button strength. L hado is the old hado, but sped up to
10f startup (37f total). M hado moves kage forward very slightly, and adds 3 frames (13f /
40 total). H hado goes a little further forward and adds 3 more frames (16f / 43 total).
This adds several dimensions to kage’s midrange zoning and counterpokes
○ Airborne hadoken now explodes when it finishes traveling, hitting all standing
opponents, and even crouching abigail.
● HP DP - more damage and more range on the first hitbox, leading to new consistent
combos, like cHP xx H stomp > cMP xx H DP midscreen, and cHP xx H stomp > cMP xx
L shaku > H DP in the corner. Can also be CA-canceled on the second hit like Ken’s for
more damage.
● New combos from point-blank EX Hado, especially in the corner. Can link to cMP now.
● CA - non-cinematic CA does far less damage now, but you can combo after it. In every
situation, the optimal combo after this CA is CA > L Tatsu > HP DP. Yes it works, no
nothing does more damage, unless you’re in vt2 and can add misogi to the end.
● V-trigger 2 – the big one. Not only does Misogi have minimum scaling now (30%), but it
now gives kage access to an enhanced H stomp and H hadoken
○ H stomp - now +6 on hit, +4 on block. sMP and sHP naturally link from this
○ H hadoken - a nearly-fullscreen fireball at 43 total frames. You’re a zoner, harry.
Oki
This will be organized by generic combo ender in a generic situation. For more specific
situations, see the notes on the specific combo, or you may just have to lab it yourself. There
exist some specific setups, but few to none will be covered (except misogi setutps in the
v-system section below).

Blue highlight = good oki midscreen


Red highlight = bad oki midscreen

## / ## is frame advantage on quickrise / backrise

Options:
● cMP is good if you’re +2 or more, needing to be manually timed past +7.
throw is good if you’re +2 or more, needing to be manually timed past +5 (2 frames of
throw invincibility on wakeup/after guard)
● sLP is good if you’re +1, unsure, or are trying to stay safe from a slow DP like Ed or
Rashid. Also tick throwing is good.
● Shimmy button is generally sMP, sHP, or fHP
● fHP is meaty after f throw, as well as after backrise on L/M DP midscreen (at most
spacings)
For advantage after dash, subtract 16 frames per dash from the advantage.
Enders:
● LK Tatsu - 34 / 39
○ dash x2 -> meaty
○ cMP will hit both quick and backrise, beating 3f normals on both.
○ Setups:
■ LK Tatsu -> dash -> fMP – on backrise only, this will give you a meaty fHP
that is +3 on normal hit, thus allowing you to link cLP after
● MK Tatsu - 35 / 40
○ dash x2 -> meaty
○ will need to delay meaty slightly on backrise
● HK Tatsu - 36 / 40
○ dash x2 -> meaty
○ will need to delay meaty slightly on backrise
○ also don’t end in this. 99.99% of the time, it’s better to combo this to HP DP
● EX Tatsu - 54 / 59
○ setups exist with this, including the infamous Tanaka Setup (EX Tatsu -> f jump
-> whiff jump button -> cHP – please don’t use this it’s bad). Other setups exist,
but will not be covered here. Instead, it’s almost always better to combo from this
○ HP DP will give you its normal oki if you do EX tatsu > dash > HP DP, but if you
instead walk forward slightly instead of dash, you will get better oki in exchange
for slightly less corner carry. Sometimes known as “the Warakia combo”

● LP DP - 18 / 23
○ dash x1 -> meaty
○ cMP will hit both rises in the corner
○ midscreen, cMP/throw whiffs on backrise, but fHP will often hit meaty
● MP DP - 20 / 25
○ dash x1 -> meaty
○ need to delay meaty in the corner
○ midscreen, cMP/throw whiffs on backrise, but fHP will often hit meaty
● HP DP - 20/25
○ dash x1 -> meaty OR dash x1 -> microwalk -> meaty
○ need to delay meaty in the corner
○ midscreen backrise, need to microwalk after dash in order to hit meaty throw.
Generally recommend sLP over cMP midscreen for more leniency.
● EX DP - 13/18
○ NO OKI MIDSCREEN WHATSOEVER
○ in the corner, dash will make you -3 on quickrise, so you must manually time your
meaty
● LP/MP/HP RFB - 38 / 43
○ dash x2 -> meaty
○ perfect oki from almost any distance, but meaties need to be manually delayed
on backrise
○ MP RFB is 35 / 40, but the same logic applies in the same way, so you can treat
it mostly the same
○ Important to note that these can often be combod into DP in the corner
● EX RFB - 48 / 53
○ dash x2 -> manually time meaty
○ immaculate oki, but also a waste of a bar midscreen on hit. Generally, only use
this in the corner (can combo HP DP after), or if you’re sure the opponent will
block it. In VT1, this can be combod into either VSkill, and is in fact sometimes
optimal to get into vs2+, even midscreen
● cHP / sweep - 18 / 23 // 67
○ dash x1 -> meaty
○ cMP will hit both rises, throw needs to be delayed on backrise
○ on crush counter, gives a hard knockdown with 67 frames. Go wild.
● fHP, sHK - 34 / 39 (cc 37 / 42)
○ dash x2 -> meaty
○ newly buffed with 7.0, this now gives oki at all times
○ on crush counter, knockdown lasts slightly longer. May need to delay meaty on
backrise
● fHP, sHK, vs2 - 3 / 8
○ leaves you nearly point-blank
○ quickrise - cMP or throw
○ backrise - fHP or microwalk throw / cMP
○ slightly delayed cMP can hit both rises at most spacings
● throw
○ forward throw - 9 / 9
■ fHP always hits meaty
■ can also do microwalk cMK
■ microwalk cMP/throw is not true, but is useful
○ backthrow - 15 / 15
■ throw a fireball or smth idk, you don’t really get anything from this
● Super - 14 / 14
○ walk forward cMP / throw, but it’s only true in the corner
● VS1
○ uncharged, only on crush counter - 47 / 52
■ if you forget to combo from this, you can dash twice then meaty
○ charged (no CC) - 36 / 41
■ if you choose not to combo from this, you can dash twice then meaty
Combos
I was going to write a whole thing out, but honestly just use this sheet I am also working on, and
ask around if you have any further questions. Kage combos and confirms (this is a WIP).
This section will instead include some very common combos and buffers, along with a few notes
about them.

A list of a few very common combos


● cLP / cLK , sLP xx L Tatsu > LP DP
○ Leave off the DP for better midscreen oki
○ can use HP DP instead for better damage/oki, but less stun
○ spend meter using EX tatsu instead of L Tatsu
■ there’s a funny 2-bar combo midscreen where you do EX tatsu > TK EX
tatsu > H Shaku, and it’s actually optimal for 2-bar light confirm. Neat
● cMP > sMP xx H Tatsu > HP DP
○ spend meter with sMP xx EX hado (cMP > sMP xx EX hado > H Tatsu > H DP)
○ use sHP instead for more damage at closer range
○ in the corner, sHP combos into H RFB > HP DP, so use that there instead of
tatsu > dp when meterless and in sHP range
● ch cMP > stuff
○ ch cMP > cHP xx (see jump in combos below)
○ ch cMP > fHP TC
● cMK xx M tatsu > M DP
○ your primary confirm from cMK
○ drop the DP for midscreen oki (if you do this, L tatsu can often be used instead
for the fMP setup)
○ spend meter with EX Tatsu, EX hado if close enough (generally EX tatsu if
hit-confirming)
● jump-ins and cHP
○ for a cross-up, you can use any combo starting in cMP
○ for a full jump in, here’s what’s optimal
■ (this gets complicated when stun is involved… see full list)
○ 0-bar
■ midscreen: jHK > cHP xx H stomp > cMP xx M Tatsu > M DP
● for better oki, cMP xx HP DP, no tatsu
■ corner: jHK > cHP xx H stomp > cMP xx L shaku > HP DP
○ 1-bar
■ midscreen: jHK > cHP xx H stomp > cMP xx EX Tatsu > HP DP
■ corner: jHK > sHP xx EX Hado > cMP > sMP xx H Tatsu > HP DP
○ 2-bar
■ midscreen: jHK > cHP xx H stomp > cMP xx EX Tatsu > EX TK Tatsu > H
RFB
● this is actually super tight, so use M RFB if you want more
leniency
■ corner: jHK > sHP xx EX hado > cMP > sMP xx EX shaku > HP DP
○ 3-bar
■ midscreen: jHK > cHP xx H stomp> cMP xx M tatsu > M DP xx CA
■ corner: jHK > cHP xx H stomp > cMP xx L shaku > HP DP (2 hits) xx CA

Blockstrings (WIP)
Blockstrings and pressure sequences are a very fluid and personal thing, there is no one
answer to good pressure. That being said, here are some common ones, along with some
reasoning behind them

cMP > your heart’s desire

V-system (WIP bigtime)


VT1 is more flexible, generally better with VS2 (vt1/vs1 is usually a gimmick, but can pick if you
like vt1 better, and need vs1 for the matchup)
VT2 is newly buffed, has slightly more synergy with vs1 (can generate v-meter easily in neutral),
and is easier to activate

Movelist (WIP)
For the time being, please see the movelist in the old guide Kage Guide
Gameplan (WIP)
I am not super qualified to write an in-depth gameplan for kage, but will put something a little
more than the basic one here when I get around to it.
FAQ - Frequently Asked Questions (WIP)
● Which V trigger/skill should I use?
○ not vs1 with vt1, other than that it’s your preference.
○ VS1 is good vs zoners
○ VS2 is good in matchups that let you throw fHP easily
○ you can actually pick vs1/vt1, but it’s somewhat gimmicky at times. Has a niche
use vs opponents with no 3f button (no charge vs1+ is +0 on block, effectively
letting you cLP for free)
● What are some fancy/showy combos?
○ While they are cool as fuck, they aren’t the purpose of this guide. Feel free to ask
around the discord!
● Where can I download kage skin mods?
○ I’ll be honest, no idea. Google is your friend here!
● Asura is the best skin
○ You didn’t ask, but I answered anyways

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