Kage REVO Combos

Discussion in 'Kage' started by G0d3L, Dec 13, 2024.

  1. G0d3L

    G0d3L Well-Known Member

    New true [6][K][+][G] combo.

    EDIT
    Missed the 46 inputs for the dragon kicks


    On light weights [6][K][+][G]>[K][+][G]>[2_][3][P]>[P]>[4][6][K][+][G][K] ! [K]

    On middle and heavy weights seems to work without the [P]
     
    Last edited: Dec 14, 2024
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  2. $ir JDE

    $ir JDE Well-Known Member

    PSN:
    JDE-San
    XBL:
    XX JDE XX
    Did you mean 46K+K!K for the ender?
     
    Last edited: Dec 14, 2024
  3. G0d3L

    G0d3L Well-Known Member

    Sorry I forgot the 46 inputs for the dragon kicks.

    Thanks for pointing it out
     
  4. VolcanoShed

    VolcanoShed Well-Known Member

    Unfortunately since REVO/VF5US 2.0, El Blaze's greater weight causes 2_6K > P > K+G to not connect anymore after Ten Foot Toss, so here's another combo you can do against him:

    [4][6][P][+][G] > [2_][6][K] > [P] > [6][6][P][+][K] > [K][P][K] (81 dmg)
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    What do you mean by not connect any more? Where exactly did it fail? Does K+G not result in a bound?
     
  6. VolcanoShed

    VolcanoShed Well-Known Member

    Yeah, El Blaze seemingly falls too fast now so no bound after the K+G
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Are you saying he falls faster than midweights?
     
  8. VolcanoShed

    VolcanoShed Well-Known Member

    Thanks to this change to Taka in REVO "Extended the time until hitting the ground after a stomach crumple, and changed to allow moves that bound to hit", Kage now gets extra damage off certain stomach crumples, notably Jumonji P+K (successful sabaki) or Shippujin 6P.

    Before Kage could only follow up with 1PP4PK at best, but in REVO he can now land a 9K+G bound into a string ender.

    Jumonji P+K (successful sabaki) > 9K+G > 1PP1PK (80 dmg) or 46K+GKK (76 dmg, but better oki)

    Shippujin 6P > 9K+G > 1PP1PK (79 dmg NH) or 46K+GKK (75 dmg NH, but better oki)

    Also on another note, Kage's cool Taka-specific 46P+G OM combo no longer works in REVO, if you try to do 46P+G > OM to Taka's stomach > 2P > PP1PK, Taka will be able to quick rise before the last hit connects. In REVO the best 46P+G combo seems to be 46P+G > 46K+GKK (70 dmg)

    Also in REVO 6K+G became a real launcher and it launches Taka on NH, so here's a combo: 6K+G > K+G > 1PP1PK (84 dmg NH) or 46K+GKK (80 dmg NH, but better oki)

    Also good to note, Kage's 3K was changed in REVO to make the follow-ups connect more consistently even if 3K counterhit. 3KPP is a natural combo on Taka on recovery hit or CH but it was difficult to use on CH due to the pushback of CH 3K making the follow-up 3KP whiff, but in REVO 3KP will connect consistently, so 3KPP is now a reliable CH string against Taka: does 62 dmg and leaves Kage +1.
    • The second hit can be delayed a decent amount, but the third hit needs to be right after the second hit
     
    Last edited: Dec 28, 2024
  9. VolcanoShed

    VolcanoShed Well-Known Member

    More on El Blaze: since El Blaze's weight was increased you can now do P before 46K+GKK in many combos to "stabilize" the 46K+GKK and allow all three hits to connect on Blaze, including after Ten Foot Toss

    Key REVO combos on El Blaze:
    • CH 2_3P > P > 66P+K > P > 46K+GKK (82 dmg)
    • 46P+G > 2_6K > P > 66P+K > P > 46K+GKK (84 dmg)
    • 3PP > P > 66P+K > KPK (68 dmg NH)
    • 6K+G > K+G > 2P+K > 46K+GKK (89 dmg NH)
    • 9K+G > 2P > 46K+GKK (66 dmg NH)
      • Unfortunately 9K+G > P > 66P+K no longer bounds in REVO against Blaze
    • [CH 46K / CH JU 6K / SH 6P / JU P+K successful sabaki / BT JU P+K] > 2P > 66P+K > P > 46K+GKK (83 dmg / 95 dmg / 76 dmg NH / 77 dmg / 73 dmg NH)
    • [CH 46P+KP / SH 3P / BT P+KK / BT K+G] > P > 66P+K > P > 46K+GKK (79 dmg / 72 dmg NH / 95 dmg CH / 84 dmg NH)
      • Note: this requires running up and timing the P just right for the 66P+K to bound. For an easy combo you can do run up 2P > KPK instead
    • [JU K+G / Side CH 3K or P+K / Facing Wall 6P+K+G] > K+G > 2P+K > 46K+GKK (79 dmg NH / 92 dmg CH / 79 dmg NH)
     
    Last edited: Dec 28, 2024
    Oioron likes this.
  10. VolcanoShed

    VolcanoShed Well-Known Member

    Some CH 2_3P combos for Kage in VF5REVO:
    • VS Eileen/El Blaze/Aoi/Sarah/Shun/Pai/Lion: CH 2_3P > P > 66P+K > P > 46K+GKK (82 dmg)
    • VS Eileen/Sarah/Lion/Vanessa: CH 2_3P > P > 66P+K > 66 > 2P (or 3P+K+G) > 46K+GKK (83 dmg)
    • VS Lau/Kage/Lei/Brad/Goh/Jean/Jacky/Akira: CH 2_3P > P > 66P+K > 46K+GKK (81 dmg)
    • VS Wolf/Jeffry: CH 2_3P > P > 1PPKK (76 dmg)
    3PP combos:
    • 3PP > P > 66P+K > 46K+GKK (69 dmg on NH) now works on Akira. This combo works on most of the cast except El Blaze, Shun, and Jeffry
    • Against El Blaze and Shun, 3PP > P > 66P+K > 46K+GKK is unstable, against Blaze end with KPK (1 less damage than 46K+GKK) and against Shun end with KPK or 4P+KP (for 5 less damage than KPK but one more sober)
    • Against Jeffry:
      • 3PP > P > 66P+K > 46K+GKK (69 dmg on NH, open stance only)
      • 3PP > 1PPKK (62 dmg on NH, closed stance only)
      • Combo that works regardless of foot position: 3PP > 46K+GKK (57 dmg on NH)
     
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  11. $ir JDE

    $ir JDE Well-Known Member

    PSN:
    JDE-San
    XBL:
    XX JDE XX
    Sorry if this was posted already, but I've seen a few people ask about how to get used to the 46K+GK combo ender.

    I personally practice 46K+G...K.K exactly with this rhythm (Volcano Shed gave me this tip) & then got used to this exact timing. Then what I did was break it down through each combo variation:

    46K+KGK by itself

    P > 46K+G!K (you might need 6 or 66 before inputting it depending on the weight class, preferably practice on midweight). This ender in general is what you'd use, but if you're not used to do the 336K > K+G > P > 46K+GK or the 33 2_3P > P > 4P > 66P+K >KPK/46K+G!K combo ender from 46P+G/T, then imo this is the one of the best ways to practice with this filler combo:

    46P+G > 9K+G > P > 46K+G!K. Yes, it might not seem like a lot of damage in comparison, but the main focus is to take whatever damage you can get for now & then practice the P > 46K+GK combo ender so you can get it more consistently for your routes. You still could get a lot more damage if it wall splats too once you start learning more about it.

    I was going to make a tips & tricks thread plus there's already a strings' thread from Shed, but I probably shouldn't assuming other guys whose been her longer than me have already done it. Thought I'd post this here so people could get to it.
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I've moved the Kage REVO combos into a new (this) thread.
     
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  13. VolcanoShed

    VolcanoShed Well-Known Member

    6K+G combo on Eileen (useful for reverse nitaku against throws, or evade punishing her 1P+KP)

    6K+G > K+G > P > 66P+K > 66 > 2P (can be input as 3P+K+G) > 46K+GKK (94 dmg NH)

    Note just ending with 46K+GKK she'll fall out of it, the run up 2P will stabilize it. For an easier variant you can just end with KPK after 66P+K
     
  14. $ir JDE

    $ir JDE Well-Known Member

    PSN:
    JDE-San
    XBL:
    XX JDE XX
    I'm not sure if this is posted in older threads or not, but if it is, please delete it, but I ended up finding this juggle for like 74 or 76. It was done on Brad, Jeffery, & Wolf

    Off of 46P+G:

    46P+G > 9K+G> P > 66P+K > KPK/46K+G!K out in wide open stages.
     

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