And 1 ex bar for each combo as well meaing you wont get CA. VT2 lets you control neutral from anywhere on the screen and you still get the free damage from the VT2 cancel without using meter.
@@JonathonTheAsshole But then if you use the VT2 cancel too liberally you can't use demon, so you have to be conservative about it, while VT1 gives Kage side switch combos (heavy shakunetsu teleport DP), mixup situations, pressure with red hado teleport and can be activated twice in a round
Never liked his VS1. Always felt really flimsy as a pseudo-Focus Attack and is just plain awkward. Even when not using VT1 this one just feels better to use.
VS1 is flimsy since you're taking grey life just to hit. It's double edged as VS1 can counter hit for some big damage. Too bad its got a weak Achilles heel for low attacks. During VT1 however it comes in handy. The charged version is fast enough to cut through multi-hit projectiles, follow for big damage and meter gain. It also comes out after any high hit stun button for combos and benefits when you corner them. Unfortunately, you need meter to make it shine. VS2 solves the problem by making combos work mid-screen without the need for meter.
you say it’s like chun’s hazanshu... it isn’t an overhead though, right? you usually explicitly say whether a shorthop vskill is an overhead or not with an imperceptibly annoyed tone in your voice like you’re only saying it so people won’t ask... well, you didn’t say it this time... so i’m askin’!!! EDIT: holy crap, hazanshu isn’t an overhead in this game either??? capcom treats hitstate property changes in sf5 like they’re changing an animation by 1 frame but they need to realize that hitstate changes are waaaay more ludonarratively important... how is a casual or even intermediate gamer supposed to feel when poison’s EX flipkick is just “suddenly way harder to block” even though the appearance of the move is exactly the same to them?
Vskill 2 +vt1 gives kage that cheap comeback potential
VT2 ticking into demon on block now is cheaper.
@@JonathonTheAsshole that requires 3 bars vt1 requires 1 though.
And 1 ex bar for each combo as well meaing you wont get CA.
VT2 lets you control neutral from anywhere on the screen and you still get the free damage from the VT2 cancel without using meter.
@@JonathonTheAsshole I understand. Its definantly a hard decision choosing between the two because they are both good but I slightly prefer vt1
@@JonathonTheAsshole But then if you use the VT2 cancel too liberally you can't use demon, so you have to be conservative about it, while VT1 gives Kage side switch combos (heavy shakunetsu teleport DP), mixup situations, pressure with red hado teleport and can be activated twice in a round
Such a casual delivery for a nasty setup. "Here's a cool reset that's +3" *prepares the schmix*
the best thing to come out of this v-skill is the cool juggle combo you can do with teleport's into CA during vt1
yes
yes
yes
yes
yes
yes
Never liked his VS1. Always felt really flimsy as a pseudo-Focus Attack and is just plain awkward. Even when not using VT1 this one just feels better to use.
Vulcan422 I think you can dash cancel it now. For some reason though that doesn’t sound like it changes much. There’s no lower body armor either.
VS1 is flimsy since you're taking grey life just to hit. It's double edged as VS1 can counter hit for some big damage. Too bad its got a weak Achilles heel for low attacks. During VT1 however it comes in handy. The charged version is fast enough to cut through multi-hit projectiles, follow for big damage and meter gain. It also comes out after any high hit stun button for combos and benefits when you corner them. Unfortunately, you need meter to make it shine. VS2 solves the problem by making combos work mid-screen without the need for meter.
I commend you for being able to pronounce the clusterfuck of a name this move has.
Hooo!... Or-raruuu... O rabigarubuu ... KAGE!!!
Y’all. I finally figured it out.
OTG = on the ground
tc into vs2 with vt1 active lets you dp or super, or if you're really flashy, hdp, vt cancel, ldp, vt cancel, ldp super
What's an OTG? On the ground?
yes, or perhaps off the ground, no one can agree. It's an attack that hits people while they're knocked over, which is normally impossible.
NIRVANAAAAA
Translation: VS2 can also be used as a shimmy
Hey Bafael, not related to the video. I noticed that on Crush Counter Kage gains V gauge, what happened there? It has always been there?
If you land a crush counter, you get vgauge. It's always been there
No one remembers the demonstration vol. 1 that explains the v-gauge lol. Unfortunately regular counter hits don't gain variable meter.
V Skill 2 looks decent but I dunno. I'd still use VS1. Just for it being another "poking tool". The damage options is nice though.
Vs1 deff is better but vs2 while trig is active is cheap as hell
VS2 is way better then VS1 as a poking tool
@@tchogon4692 no it's not. Vs2 is not very useful in neutral, vs1 is quite.
you say it’s like chun’s hazanshu... it isn’t an overhead though, right? you usually explicitly say whether a shorthop vskill is an overhead or not with an imperceptibly annoyed tone in your voice like you’re only saying it so people won’t ask... well, you didn’t say it this time... so i’m askin’!!!
EDIT: holy crap, hazanshu isn’t an overhead in this game either??? capcom treats hitstate property changes in sf5 like they’re changing an animation by 1 frame but they need to realize that hitstate changes are waaaay more ludonarratively important... how is a casual or even intermediate gamer supposed to feel when poison’s EX flipkick is just “suddenly way harder to block” even though the appearance of the move is exactly the same to them?
Lucía and Ken has similar moves, neither of them are overheads
@@DTortu0 And neither was Juri's obviously overhead looking flipkick