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Street Fighter V/Kage

From SuperCombo Wiki

Introduction

About Kage

The embodiment of the Satsui No Hado haunting Ryu, Kage seeks to persuade Ryu to give into his dark desires.

Kage is a low-health short-range brawling character with powerful combos. His poking options are lacking compared to most characters, with short normals and fairly slow startup on his fireball, but he makes up for it with raw damage output and a huge capability to style on opponents. His unique air fireball and surprisingly good divekick give him above average air approach, and his EX air specials give him punishing air-to-air damage output. One of his most notable attributes is his advantage after his forward throw, as he's +9 within poking range; compared to many other characters, Kage is much better at continuing offensive pressure after throwing the opponent. Add his powerful V-Triggers to the mix and what you're left with is an explosive character capable of quickly taking hold of the momentum of a match, even if he might struggle against opponents with more range.

V-System

V-Trigger 1: Taigyaku Mudo

Gives Kage access to a teleport and greatly enhances his V-Skills, opening up devastating extended combo routes that deal heavy damage and can carry the opponent a great distance to the corner. Cancels into teleport can be used as an approach option with regular or EX red fireball, and from close range an EX red fireball teleport cancel can be used as a corner escape that maintains frame advantage. One of its most notable abilities is cancelling his EX reversal to teleport back with a specific timing that only cancels on block, leaving him at a range most character's can't punish. This effectively means that Kage has the best defensive V-Trigger in the game.

V-Trigger 2: Rikudo Osatsu

Gives Kage access to Raging Demon, a highly damaging command grab super, and Misogi, an extremely versatile hard knockdown combo ender. Misogi freezes the screen, allowing it to combo from virtually anything except an air reset; this makes Kage's whiff punishment dangerous since he can buffer low-risk moves in neutral that will convert to dangerous mixups if they connect. Additionally, it enhances Kage's HP Hadoken and HK Ryusokyaku (stomp). In VT2, HP hadoken is a mostly normal fireball, traveling about 80% of the screen before dissipating. His HK Stomp gains +1 advantage on hit or block (+6/+4 total), allowing for new combos and stronger pressure.

V-Skill 1: Senha Kassatsu

An unsafe attack with armor vs mids and overheads that can be made safe via charging. Both versions of the move crush counter, the uncharged version giving a limited juggle state and the charged version giving a grounded combo. The charged version can be dash cancelled, making it unsafe on block but giving better knockdown advantage on the non-CC version.

In VT1, VS1 becomes armored much earlier, has much greater horizontal range, is safe on block, and cancels to CA. The charged version has even more gigantic range, crumples the opponent, and gives an absurd +6 on block. Less useful for extended combos than VS2, but has great neutral application and can punish V-Reversal and V-Break.

V-Skill 2: Sekieiken

A safe leaping attack that works as an ender for his target combo and can go over the opponent's ground pokes. Has a close and far version. Good as an activation point for V-trigger combos.

In VT1, VS2 is faster, hits twice, launches the opponent for a juggle, and can be cancelled into from his EX moves and heavy normals. In addition, it can be used in the air after either air EX move, gaining many hits and dragging the opponent to the ground for devastating air-to-air damage. Doesn't combo from medium normals, unlike VS1, but gives higher returns. Can also punish V-Reversal, but it's much worse at doing so than VS1.

Final Patch

Players to Watch

Kage
SFV-Kage Portrait.jpg
Vitals
Life Points 925
Stun Points 950
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.052
Backward Walk Speed 0.035
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.241
Backward Dash Distance 0.824
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.072
Backward Jump Distance 1.776
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Startup Active Recovery Hit
4 3 5 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
Chains into st.LP / cr.LP
Decent range for a jab and good frame advantage makes this a good pressure tool up close
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5MP
Stand MP
5MP
Startup Active Recovery Hit
6 3 15 4
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Good buffer tool in neutral
Further range than stand HP so can be necessary in some combo scenarios
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5HP
Stand HP
5HP
Startup Active Recovery Hit
6 2 23 1
Damage Stun Attack Block
80 120 H -5
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Fast startup for a heavy button and can be used as a whiff punish tool in some scenarios (think like Ryu's cr.HP can be used)
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5LK
Stand LK
5LK
Startup Active Recovery Hit
4 3 10 1
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vt1 vt2
Longest range of all his light buttons
Kage is in throw range after this is blocked up close
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5MK
Stand MK
5MK
Startup Active Recovery Hit
8 3 17 3
Damage Stun Attack Block
70 100 H -3
  • Cancel options: vt1 vt2
No hurtbox extension before active frames and strong hitbox priority makes this a strong poke
Hurtbox width reduced on his standing leg during frames 7-16 (helps with kicking over low hitting attacks)
Moves forward a tiny bit on frame 1 so can be used as a kara tool (but a very miniscule one)
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5HK
Stand HK
5HK
Startup Active Recovery Hit
11 2 19 4
Damage Stun Attack Block
80 150 H -2
  • Crush Counter: Stagger, 23 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Cannot hit crouch
Decent anti-air (Kage has better options though)
Can dash up and full combo on a grounded Crush Counter
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2LP
Crouch LP
2LP
Startup Active Recovery Hit
3 2 8 3
Damage Stun Attack Block
30 70 H 1
  • Cancel options: ch sp su vt1 vt2
Chains into st.LP / cr.LP
Kage is in throw range after this is blocked up close
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2MP
Crouch MP
2MP
Startup Active Recovery Hit
5 3 12 6
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
+3 recovery frames (15) on whiff
Kage's main combo / frametrap / meaty tool
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2HP
Crouch HP
2HP
Startup Active Recovery Hit
8 6 20 3
Damage Stun Attack Block
80 120 H -4
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Only first 2 active frames are cancelable
Decent anti-air for things right above Kage on frames 10-13
Can hit cross-up (behind Kage)
Kage's only special cancelable normal that naturally combos into HK Stomp
Can be used as a meaty oki tool with very big combo potential if it hits
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2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Chains into st.LP / cr.LP / cr.LK
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2MK
Crouch MK
2MK
Startup Active Recovery Hit
6 2 15 2
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Decent priority for a crouch MK
Good hit confirm window for special cancels (16F) like into MK Tatsu
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2HK
Crouch HK
2HK
Startup Active Recovery Hit
8 2 24 KD
Damage Stun Attack Block
90 150 L -11
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16/*17
    • Notes: *Misogi cancel
  • Cancel options: vt1 vt2
Can combo into V-Trigger 2 attack if canceled
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8LP
Jump LP
8LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Can be used as an instant Overhead setup
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8MP
Jump MP
8MP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air specials (Air Fireball / Air Tatsu)
Juggle Limit / Increase / Start: 1 / 1 / 2
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8HP
Jump HP
8HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Slightly pulls up Kage's air hurtboxes during startup and active frames (can be used to help pass over fireballs or specific anti-air scenarios)
Kage's best hitbox priority jump-in (similar to Ryu's j.HP)
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8LK
Jump LK
8LK
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Decent air-to-air button
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8MK
Jump MK
8MK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
Can Cross-up
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8HK
Jump HK
8HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
Projectile invincible on extended legs during entire duration
Worse hitbox priority than j.HP but reaches further down vertically
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Command Normals

9 > 2MK (air)
Tenmakujinkyaku
9 > 2MK (air)
Startup Active Recovery Hit
16 - 6 3(12)
Damage Stun Attack Block
60 100 H -4(6)
Can only be performed form a forward jump
Cannot Cross-up
Can be canceled into from V-Trigger 1 Air Teleport, which gains higher juggle properties
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how high / low to the opponent the divekick connects (can be slightly more disadvantageous against taller characters)
Juggle Limit / Increase / Start: 0 / 1 / 1
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6MP
Zugaihasatsu
6MP
Startup Active Recovery Hit
22 3 22 1
Damage Stun Attack Block
70 100 M -7
Overhead
Causes spiked knockdown on airborne opponents
Not kara cancelable on whiff into V-Trigger 2 Super (Demon) unlike most normals
Juggle Limit: 10
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6HP
Kikokuduki
6HP
Startup Active Recovery Hit
8 4 20 2
Damage Stun Attack Block
80 150 H -4
  • Crush Counter: Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • Target Combos: 21
    • V-Trigger: 21/*18
    • Notes: *Misogi cancel
  • Cancel options: su vt1 vt2
Not kara cancelable on whiff into V-Trigger 2 Super (Raging Demon) unlike most normals (but is still cancelable on hit / block)
Forces stand on hit
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Target Combos

6HP > 5HK
Kikokuretsuzan
6HP > 5HK
Startup Active Recovery Hit
8+14 2 26 KD
Damage Stun Attack Block
80*63 (143) 150*90 (240) H*H -12
  • Knockdown: 89(96) KD Adv, 34(37) Quick Rise Adv, 39(42) Back Rise Adv.
  • Confirm windows:
    • Target Combos: 21
    • V-Trigger: 16
  • Cancel options: vs1 vs2 vt1 vt2
2nd hit (HK) cannot hit crouch
V-Skill 1 can only be canceled into when in V-Trigger 1
The KDA data shown in parentheses refers to if the initial f+HP Crush Counters on a grounded opponent (+3 extra KDA than without Crush Counter)
Puts opponent into a limited juggle state
Juggle Limit / Increase / Start: 4 / 1 / 1
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6HP > 5HK > MPMK (VS2)
Sekiei Gozanken
6HP > 5HK > MPMK (VS2)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
27 2 29 KD
Damage Stun Attack Block
60 100 H*H*H -
  • Knockdown: 62 KD Adv, 3 Quick Rise Adv, 8 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Can only be performed if target combo hit
Cannot adjust distance travelled like Sekieiken
Airborne frames 10-28
Can cancel into V-Trigger activation but cannot cancel into their respective V-Trigger special attacks if already activated
V-Gauge gains on Hit: 60
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VT1 Startup Active Recovery Hit
24 6 24 KD
Damage Stun Attack Block
100 150 H*H*H -
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
Can only be performed if target combo hit
Launches opponent into a limited juggle state (Juggle Start: 1)
Airborne frames 10-28

Throws

LPLK
Shoulder Throw
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T KD
  • Knockdown: 58 KD Adv, 9 Quick Rise Adv, 9 Back Rise Adv.
Leaves Kage pretty close to the opponent for some basic oki through meaty normals
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4LPLK
Somersault Throw
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 170 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Leaves Kage at about the same distance as start of round when used mid-screen
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Special Moves

236LP
LP Hadoken
236LP
Startup Active Recovery Hit
10 5 23 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: vt2
1-hit projectile
Projectile range: 1.71
No hurtbox extension on arms before 2nd active frame
Projectile invincible on extended arm on frames 11-32
Not cancelable into V-Trigger 1
Juggle Limit / Increase / Start: 12 / 1 / 1
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236MP
MP Hadoken
236MP
Startup Active Recovery Hit
13 5 23 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: vt2
1-hit projectile
Projectile range: 1.83 (Kage leans forward a little bit during start-up)
No hurtbox extension on arms before 2nd active frame
Projectile invincible on extended arm on frames 14-35
Not cancelable into V-Trigger 1
Juggle Limit / Increase / Start: 12 / 1 / 1
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236HP
HP Hadoken
236HP
Normal
V-Trigger 2
Normal Startup Active Recovery Hit
16 5 23 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: vt2
1-hit projectile
Projectile range: 1.97 (Kage leans forward quite a bit during start-up)
Different properties during V-Trigger 2 (see V-Trigger 2 version)
No hurtbox extension on arms before 2nd active frame
Projectile invincible on extended arm on frames 17-38
Not cancelable into V-Trigger 1
Juggle Limit / Increase / Start: 12 / 1 / 1
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VT2 Startup Active Recovery Hit
16 35 23 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
1-hit projectile
Kage leans forward quite a bit during start-up
This V-Trigger 2 version launches a fireball that travels about 80% screen length before dissipating
No hurtbox extension on arms before 2nd active frame
Projectile invincible on extended arm on frames 17-38
Not cancelable into V-Trigger 1
Juggle Limit / Increase / Start: 10 / 4 / 1
236PP
EX Hadoken
236PP
Startup Active Recovery Hit
17 6 36 (32) KD
Damage Stun Attack Block
70 120 H 2
  • Knockdown: 81 KD Adv, 49 Quick Rise Adv, 49 Back Rise Adv.
  • Cancel options: vt1 vt2
1-hit projectile
Causes crumple on hit against grounded opponents (+5 frame advantage before opponent goes into airborne state) and denies back-rise on wake-up
Not cancelable into V-Trigger 1
4f faster recovery on block (from 36F to 32F)
Juggle Limit / Increase / Start: 6 / 1 / 0
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236P (air)
Airborne Hadoken
236P (air)
Startup Active Recovery Hit
10 23(8) 7 3(16)
Damage Stun Attack Block
90 100 H -8(23)
1-hit projectile hitbox active for 23 frames (50% screen range) and then followed up by a projectile burst with 8 active frames that can hit grounded opponents
7 frames of landing recovery
Puts airborne opponents into a limited juggle state
The initial air fireball whiffs against most grounded characters (except Abigail, resulting in: +3 on Hit and -8 on Block at worst when up close)
The secondary projectile burst after the initial fireball can hit grounded opponents that are standing (and Abigail when crouching)
Frame advantage shown in the parenthesis refers to the secondary projectile burst (the burst can whiff behind the opponent if used too close)
Juggle Limit / Increase / Start: 10 / 4 / 1 (Juggle Start: +3 on the secondary projectile burst)
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236PP (air)
EX Airborne Hadoken
236PP (air)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 - 11 KD
Damage Stun Attack Block
50x2 (100) 50x2 (100) H*H 5
2-hit projectile
11 frames of landing recovery
Puts opponents into a limited juggle state
Frame Advantage and KDA shown refers to when hitting a grounded standing opponent up close
Juggle Limit / Increase / Start: 6*6 / 0*0 / 1*1
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VT1 Startup Active Recovery Hit
9 - 11 KD
Damage Stun Attack Block
50x2 (100) 50x2 (100) H*H 5
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Cancel options: vs2
2-hit projectile
11 frames of landing recovery
Puts airborne opponents into a limited juggle state
Frame Advantage shown refers to when hitting a grounded opponent (works against taller opponents)
Juggle Limit / Increase / Start: 6*6 / 0*3 / 1*7
63214LP
LP Shakunetsu Hadoken
63214LP
Startup Active Recovery Hit
18 - 34 KD
Damage Stun Attack Block
60 100 H -6
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: vt2
1-hit Projectile hitbox
Projectile Speed: 0.06
Not cancelable into V-Trigger 1
Variable Teleport KDA and framedata based on range
Juggle Limit / Increase / Start: 8 / 8 / 1
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63214MP
MP Shakunetsu Hadoken
63214MP
Startup Active Recovery Hit
21 - 40 KD
Damage Stun Attack Block
30*40 60x2 H -6
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt2
2-hit Projectile hitbox
Projectile Speed: 0.08
Not cancelable into V-Trigger 1
Variable Teleport KDA and framedata based on range
Juggle Limit / Increase / Start: 8*8 / 0*4 / 1*1
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63214HP
HP Shakunetsu Hadoken
63214HP
Startup Active Recovery Hit
25 - 42 KD
Damage Stun Attack Block
20x2*40 (80) 50x3 (150) H -6
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: vt2
3-hit Projectile hitbox
Projectile Speed: 0.1
Not cancelable into V-Trigger 1
Variable Teleport KDA and framedata based on range
Juggle Limit / Increase / Start: 8*8*8 / 0*0*4 / 1*1*1
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63214PP
EX Shakunetsu Hadoken
63214PP
Startup Active Recovery Hit
21 - 34 KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H 6
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
  • Cancel options: vt1 vt2
4-hit Projectile hitbox
Projectile Speed: 0.1
Variable Teleport KDA and framedata based on range
Juggle Limit / Increase / Start: 10*10*10*10 / 0*0*0*5 / 1*1*1*1
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623LP
LP Shoryuken
623LP
Startup Active Recovery Hit
3 12 18+19 KD
Damage Stun Attack Block
100 120 H -27
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Cancel options: su vt2
Throw invincible on frames 1-3
Airborne frames 4-31
Less damage (60) and stun (100) after first 2 active frames
Not cancelable into V-Trigger 1
Cannot hit crossup
Kage is in counterhit state during move duration
Active frames 1-2: Juggle Limit / Increase / Start: 5 / 70 / 5
Active frames 3-12: Juggle Limit / Increase / Start: 5 / 70 / 99
FATonline.png
623MP
MP Shoryuken
623MP
Startup Active Recovery Hit
4 2*10 23+19 KD
Damage Stun Attack Block
60x2 (120) 100*50 (150) H -33
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt2
Invincible to airborne strike attacks on frames 1-6
Airborne frames 6-38
Not cancelable into V-Trigger 1
Cannot hit crossup
Kage is in counterhit state during move duration
1st hit does not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > MP DP xx VT2 = Free Juggle State)
Active frames 1-2 (1st hit): Juggle Limit / Increase / Start: 5 / 0 / 1
Active frames 3-12: Juggle Limit / Increase / Start: 5 / 70 / 99
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623HP
HP Shoryuken
623HP
Startup Active Recovery Hit
5 3*1(1)8 29+19 KD
Damage Stun Attack Block
80*20*40 (140) 100*20*30 (150) H -36
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt2
Strike and Projectile invincible on frames 3-7
Airborne frames 9-46
Not cancelable into V-Trigger 1
Cannot hit crossup
Kage is in counterhit state during move duration
CA (Super) is only 2F startup if canceled into from HP DP (Use this version of DP if you want to cancel into full CA animation)
First 2 hits do not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > HP DP xx VT2 = Free Juggle State)
Active frames 1-4 (first 2 hits): Juggle Limit / Increase / Start: 6*6 / 0*0 / 1*1
Active frames 6-13 (3rd hit): Juggle Limit / Increase / Start: 6 / 70 / 99
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623PP
EX Shoryuken
623PP
Startup Active Recovery Hit
3 3*9(27)2*2*2*13 32+15 KD
Damage Stun Attack Block
30*20x2*30x3 (160) 0x3*50x2*100 (200) H -41
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • Cancel options: vt2
Fully invincible on frames 1-15
Airborne on frames 6-30 and again on frame 44 and onward
Not cancelable into V-Trigger 1
Cannot hit crossup
Kage is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
1st hit launches grounded opponents into a free juggle state if canceled into V-Trigger 2
1st hit ALSO does not increase current juggle state on an already juggled opponent if canceled into V-Trigger 2 (example: Crush Counter HK > EX DP xx VT2 = Free Juggle State)
Juggle Limit: 20
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214LK
LK Kurekijin
214LK
Startup Active Recovery Hit
10 2 12+14 KD
Damage Stun Attack Block
50 100 H -10
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
CAN hit crouching (unlike most Shoto tatsus)
Launches opponent into a limited juggle state on hit
Can buffer Shoryuken or Super juggle during last 10 frames on hit
Airborne on frames 6-23
Recovery frames are listed as airborne and grounded, seperately
Juggle Limit / Increase / Start: 4 / 4 / 4
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214MK
MK Kurekijin
214MK
Startup Active Recovery Hit
14 2 12+14 KD
Damage Stun Attack Block
50 100 H -11
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
CAN hit crouching (unlike most Shoto tatsus)
Launches opponent into a limited juggle state on hit
Can buffer Shoryuken or Super juggle during last 10 frames on hit
Airborne on frames 7-30
Recovery frames are listed as airborne and grounded, seperately
Juggle Limit / Increase / Start: 4 / 4 / 4
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214HK
HK Kurekijin
214HK
Startup Active Recovery Hit
20 2 11+15 KD
Damage Stun Attack Block
60 100 H -10
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
CAN hit crouching (unlike most Shoto tatsus)
Launches opponent into a limited juggle state on hit
Can buffer Shoryuken or Super juggle during last 10 frames on hit
Airborne on frames 10-32
Recovery frames are listed as airborne and grounded, seperately
Juggle Limit / Increase / Start: 5 / 1 / 4
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214KK
EX Kurekijin
214KK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
11 2 12+14 KD
Damage Stun Attack Block
80 120 H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
CAN hit crouching (unlike most Shoto tatsus)
Launches opponent high upwards into a limited juggle state on hit
Airborne on frames 10-29
Recovery frames are listed as airborne and grounded, seperately
Juggle Limit / Increase / Start: 2 / 2 / 6
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VT1 Startup Active Recovery Hit
12 2 12+14 KD
Damage Stun Attack Block
80 120 H -10
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs2
CAN hit crouching (unlike most Shoto tatsus)
Launches opponent high upwards into a limited juggle state on hit
Airborne on frames 10-29
Recovery frames are listed as airborne and grounded, seperately
Juggle Limit / Increase / Start: 2 / 2 / 6
214K (air)
Airborne Kurekijin
214K (air)
Startup Active Recovery Hit
6 2(6)2 12 KD (0~4)
Damage Stun Attack Block
90(70) 150 H -2(2)
Cannot hit crouch
1st hit puts opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
2nd hit can Cross-Up
2nd hit deals 20 less damage (70)
2nd hit vacuums in grounded opponents on hit or block
12 frames of landing recovery
Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
Can be canceled into during forward jump at earliest on frame 4
Juggle Limit / Increase / Start: 10*6 / 1*1 / 4*5
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214KK (air)
EX Airborne Kurekijin
214KK (air)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
12 2(4)2 12 KD (6~10)
Damage Stun Attack Block
100(70) 150 H 0(4)
Cannot hit crouch
1st hit wall bounces opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
Denies back-rise on wake-up if Wall Bounce happens
The Wall Bounce KDA varies greatly depending on how close to the ground Kage is upon hit and also how close to the wall the opponent is (more KDA the closer Kage is to the ground and the further away the wall is)
2nd hit can Cross-Up
2nd hit deals 30 less damage (70)
12 frames of landing recovery
2nd hit vacuums in opponent on hit or block
Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
Can be canceled into during forward jump at earliest on frame 4 (please refer to the (instant) version of this move for the different framedata and properties that version has)
Juggle Limit / Increase / Start: 6*6 / 2*2 / 5*5
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VT1 Startup Active Recovery Hit
12 2(4)2 12 KD (6~10)
Damage Stun Attack Block
100(70) 150 H 0(4)
  • Knockdown: * KD Adv, * Quick Rise Adv, * Back Rise Adv.
  • Cancel options: vs2
Cannot hit crouch
1st hit wall bounces opponent into a limited juggle state on hit (2nd hit keeps opponent grounded unless they are airborne)
Denies back-rise on wake-up if Wall Bounce happens
The Wall Bounce KDA varies greatly depending on how close to the ground Kage is upon hit and also how close to the wall the opponent is (more KDA the closer Kage is to the ground and the further away the wall is)
2nd hit can Cross-Up
2nd hit deals 30 less damage (70)
12 frames of landing recovery
2nd hit vacuums in opponent on hit or block
Frame advantage and KDA varies depending on how high / low to the opponent the tatsu connects (better frame advantage the lower it connects)
Can be canceled into during forward jump at earliest on frame 4 (please refer to the (instant) version of this move for the different framedata and properties that version has)
Juggle Limit / Increase / Start: 6*6 / 2*2 / 5*5
214KK (air) (instant)
EX Airborne Kurekijin (instant)
214KK (air) (instant)
Startup Active Recovery Hit
12 2(4)2 12 KD (2)
Damage Stun Attack Block
100(70) 150 H -9(-4)
  • Knockdown: 95(110) KD Adv, 36(51) Quick Rise Adv, 36(51) Back Rise Adv.
This version of EX Air Tatsu refers to when canceled into as soon as possible during Kage's jump forward frames
Less advantageous on hit and block against a grounded opponent when used in this manner
-9 if blocked standing in the front (but only -4 if blocked as a Cross-Up)
The Wall Bounce KDA shown with the parentheses format; x(y) - refers to worst(x) to best(y) KDA possible depending on how close to the wall the opponent is (more KDA the further away the wall is)
Please refer to the regular version of this move for more info on all the other properties this move has
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41236LK
LK Ryusokyaku
41236LK
Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
60 100 H -4
  • Cancel options: vt2
No grounded leg hurtbox on the raised leg on frames 5-14 (helps stomp over low attacks)
Not cancelable into V-Trigger 1
Causes spiked knockdown on airborne opponents
Juggle Limit / Increase / Start: 15 / 1 / 1
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41236MK
MK Ryusokyaku
41236MK
Startup Active Recovery Hit
18 3 18 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt2
Leaves Kage in throw range on hit (LK/HK Stomps have more pushback on hit)
No grounded leg hurtbox on the raised leg on frames 5-17 (helps stomp over low attacks)
Not cancelable into V-Trigger 1
Causes spiked knockdown on airborne opponents
Juggle Limit / Increase / Start: 15 / 1 / 1
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41236HK
HK Ryusokyaku
41236HK
Startup Active Recovery Hit
26 3 16 5(6)
Damage Stun Attack Block
60 100 H 3(4)
  • Cancel options: vt2
+1 frame advantage on Hit (+6) and Block (+4) during V-Trigger 2
No grounded leg hurtbox on the raised leg on frames 5-25 (helps stomp over low attacks)
Not cancelable into V-Trigger 1
Causes spiked knockdown on airborne opponents
Great combo extension and frametrap tool
Juggle Limit / Increase / Start: 15 / 1 / 1
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41236KK
EX Ryusokyaku
41236KK
Startup Active Recovery Hit
20 2 26 KD
Damage Stun Attack Block
120 200 M -8
  • Knockdown: 64 KD Adv, 5 Quick Rise Adv, 10 Back Rise Adv.
  • Cancel options: vt2
Overhead
Not cancelable into V-Trigger 1
Cancels pretty late into V-Trigger 2 (but still increases advantage by 10 extra) and leaves Kage in throw range if done up close
Causes spiked knockdown on airborne opponents
Can combo into V-Trigger 2 attack if canceled (Delayed wake-up only)
Juggle Limit / Increase / Start: 10 / 1 / 1
AKA the Round Closer
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Critical Art

236236P
Metsu Shoryuken
236236P
Startup Active Recovery Hit
4 1(1)1(1)1(1)1(1)1(1)1(1)1(1)1 23+30 KD
Damage Stun Attack Block
60x4*90 (340/280) 0 H -38
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Fully invincible on frames 1-7
Airborne on frames 8-41 on whiff
30 frames of landing recovery on whiff
Denies back-rise on wake-up
Deals less damage if the initial hit does not connect to go into the full CA animation (damage split into 7 potential hits: 10x3*20x3*50 for 140 total)
Allows for follow-up juggles on the non-cinematic version (the landing recovery frames become cancelable into specials)
Only 2F startup if canceled into from HP DP (this allows for the full CA animation version to land for maxiumum damage)
Pretty short horizontal range for a Super
Juggle Limit: 100
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Senha Kassatsu
MPMK (VS1)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
12+10(41) 4 21 2
Damage Stun Attack Block
60 100 H -6
  • Crush Counter: Spinning Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
  • Cancel options: vt1 vt2
1-hit of armor on frames 5-12 (up to frame 32 if buttons are released as late as possible) against airborne or grounded High/Mid strike or projectile attacks (does not armor through Low attacks)
Has 10F non-armored startup attack after releasing the buttons (overall startup can vary from 22F -> 41F)
Has Crush Counter properties on Counter-Hit (Spinning Knockdown; See KDA data)
Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
V-Gauge gains on Hit / Counter-Hit / Block: 60 / 100 / 30
Juggle Limit / Increase / Start: 5 / 1 / 1 (+2 Juggle Start on a Crush Counter)
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VT1 Startup Active Recovery Hit
9+9 3 20 KD
Damage Stun Attack Block
100 100 H 0
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: su
Can be canceled into from all grounded normals and command normals on Hit/Block (except f+MP Overhead)
1-hit of armor on frames 2-9 (up to frame 28 if buttons are released as late as possible) against airborne or grounded High/Mid strike or projectile attacks (does not armor through Low attacks)
Has 9F non-armored startup attack after releasing the buttons (overall startup can vary from 18F -> 37F)
Puts opponent into a limited juggle state on hit
Does NOT have Crush Counter properties like the regular version of V-Skill
Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
Has about half-screen range
Juggle Limit / Increase / Start: 15 / 4 / 6
Spends 1500 V-Meter (50% of V-Timer)
MPMK (VS1) (hold)
Senha Kassatsu (hold)
MPMK (VS1) (hold)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
42 4 21 (22) KD
Damage Stun Attack Block
90 150 H -2 (-4)
  • Crush Counter: Stagger, 24 Adv, +120 V-Gauge.
  • Knockdown: 95 (93) KD Adv, 36 (34) Quick Rise Adv, 41 (39) Back Rise Adv.
  • Cancel options: f.dash vt1 vt2
Can cancel into forward dash on block or hit (increases block disadvantage to -4, but increases knockdown advantage by 2F (93/34/39)
1-hit of armor on frames 5-42 against airborne or grounded High/Mid strike attacks (does not armor through Low attacks)
Has Crush Counter properties on Counter-Hit (Stagger: +24)
Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
V-Gauge gains on Hit / Counter-Hit / Block: 80 / 120 / 40
Juggle Limit / Increase / Start: 5 / 1 / 5
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VT1 Startup Active Recovery Hit
39 3 17 KD
Damage Stun Attack Block
120 150 H 6
  • Knockdown: 100 KD Adv, 68 Quick Rise Adv, 68 Back Rise Adv.
  • Cancel options: su
Can be canceled into from all grounded normals and command normals on Hit/Block (except f+MP Overhead)
1-hit of armor on frames 2-39 against airborne or grounded High/Mid strike attacks (can armor low attacks on frames 29-38 during forward travel phase)
Causes crumple on hit against grounded opponents (+22 frame advantage before opponent goes into airborne state) and denies back-rise on wake-up
Does NOT have Crush Counter properties like the regular version of V-Skill
Does NOT have counter-hit state during active or recovery frames (unlike most other armor / parry V-Skills)
Has almost full-screen range
Juggle Limit / Increase / Start: 15 / 2 / 1
Spends 1500 V-Meter (50% of V-Timer)

V-Skill 2

MPMK (VS2)
Sekieiken
MPMK (VS2)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
30 2 23 1
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1
Can hit OTG (KDA +106/47/52)
Distance can be increased by holding forward
Airborne from frames 12-31
Builds 60 / 30 V-Gauge on Hit / Block
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VT1 Startup Active Recovery Hit
24 4*2 24 KD
Damage Stun Attack Block
100 150 H*H -2
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
Can be canceled into from EX Fireball and EX Red Fireball on hit or block
Can hit OTG (KDA +101/42/47)
First hit launches opponent into a limited juggle state
Second hit can also launch; if it is the only hit (through careful spacing or a meaty setup) then results in a free juggle state instead (Juggle Limit / Start / Increase: 15*15 / 1*0 / 0*0)

V-Trigger 1

HPHK (VT1)
Taigyaku Mudo
HPHK (VT1)
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Dramatically powers up V-Skill and gives access to a new move; 'Ashura Senku' (Teleport Dash)
The only special move that can cancel into V-Trigger 1 activation is EX Fireball (unlike V-Trigger 2 which can cancel from a lot of other specials)
Allows all normals / command normals (other than f+MP Overhead) to cancel into V-Skill even if they are not normally special cancelable
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MPMK (VS2) (air)
Sekieiken (Airborne)
MPMK (VS2) (air)
Startup Active Recovery Hit
24 2 29 KD
Damage Stun Attack Block
130 150 H*H -4
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
Can be canceled into from EX Tatsu, EX Air Tatsu, EX Air Fireball on hit or block
First hit launches opponent into a limited juggle state
Second hit can also launch; if it is the only hit (through careful spacing or a meaty setup) then results in a free juggle state instead (Juggle Limit / Start / Increase: 15*15 / 1*0 / 0*0)
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HPHK
Ashura Senku (Forward)
HPHK
Startup Active Recovery Hit
- - 32 -
Damage Stun Attack Block
- - - -
This grounded version can be canceled into from any grounded move on Hit/Block (except Overhead)
Projectile invincible on frames 3-23
No collision boxes on frames 1-24
Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
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4HPHK
Ashura Senku (Back)
4HPHK
Startup Active Recovery Hit
- - 32 -
Damage Stun Attack Block
- - - -
This grounded version can be canceled into from any grounded move on Hit/Block (except Overhead)
Projectile invincible on frames 3-23
No collision boxes on frames 1-24
Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
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HPHK (air)
Airborne Ashura Senku (Forward)
HPHK (air)
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: sp
This airborne version can be canceled into from any airborne specials and j.MP
Projectile invincible on frames 3-23
No collision boxes on frames 1-17
Cancelable into airborne normal, specials, and one more Airborne Ashura Senkuu on frame 30 and onward
If not canceled, lasts for 59 frames
Follows the same rules as a jump when it comes to landing recovery
Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
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4HPHK (air)
Airborne Ashura Senku (Back)
4HPHK (air)
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: sp
This airborne version can be canceled into from any airborne specials and j.MP
Projectile invincible on frames 3-23
No collision boxes on frames 1-19
Cancelable into airborne normals, specials, and one more Airborne Ashura Senkuu on frame 30 and onward
If not canceled, lasts for 59 frames
Follows the same rules as a jump when it comes to landing recovery
Spends 500 V-Meter (1/6th of V-Timer) if used by itself and 1200 V-Meter (40% of V-Timer) if canceled into
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HPHK or 4HPHK (air) > 2MK
Airborne Ashura Senku (F or B )> Divekick
HPHK or 4HPHK (air) > 2MK
Startup Active Recovery Hit
- - - 3(12)
Damage Stun Attack Block
60 100 H -4(6)
Cannot Cross-up
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how high / low to the opponent the divekick connects (can be slightly more disadvantageous against taller characters)
Juggle Limit / Increase / Start: 10 / 4 / 1
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V-Trigger 2

HPHK (VT2)
Rikudo Osatsu
HPHK (VT2)
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives access to a new move; 'Misogi' (Teleport Slam) and a new super; 'Shun Goku Satsu' (Raging Demon)
Can cancel into V-Trigger 2 activation from most specials (unlike V-Trigger 1 which can only be canceled from EX Fireball)
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HPHK
Misogi
HPHK
Startup Active Recovery Hit
30(7) - 31 KD
Damage Stun Attack Block
150 150 H -2
  • Knockdown: 43 KD Adv, 43 Quick Rise Adv, 43 Back Rise Adv.
Cancelable into from almost everything on hit/block (exceptions: CA / airborne normals / f+MP Overhead / Shoryuken on block)
Hard Knockdown
Strike hitbox
Normally 30F startup if done by itself (but only 7F startup if canceled into)
Fully invincible on frames 7-29 (frames 1-6 if canceled into)
Hitbox and hurtbox appears in the air above on frame 30 (frame 7 if canceled into)
Raw version can be anti-aired if timed properly but it's an extremely tight window between frames 30-32 before it connects to the ground
Incredibly fast startup when canceled into allows this to combo even from jabs
Has a minimum damage scaling of 30%
Juggle Limit: 100
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LP, LP, 6, LK, HP
Shun Goku Satsu
LP, LP, 6, LK, HP
Startup Active Recovery Hit
1+0 30 49 KD
Damage Stun Attack Block
20x10*10x20 (400) 0 H -
  • Knockdown: 20 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible on frames 1-12
Hard Knockdown
Cannot hit airborne
Can be canceled into at any point during all of Kage's grounded moves (except for f+MP Overhead) on hit/block/whiff (only his normals are cancelable on whiff)
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 0.82 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Yashazuki
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Senbugeki
6PPP
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
Strike and Projectile invincible on frames 1-25
Has a bit lower hurtbox (hunched over) during the first 11 recovery frames (frames 15-25)
Does not reward extra frame advantage on counter-hit
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