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Posted
Dark SusanoO astral...kinda wanna see that...

If that's what Terumi's astral is supposed to be, then it already puts Hazama's to shame.

Posted

he was already hakumen so--

According to jiyuna, Terumi's astral turns him into Shadow Hakumen.

I'm hype.

well then

Posted

Kagura being BB Guile seems pretty interesting. His complexity comes from stance changes it seems. 5D, 4D, 6D, j.D, each with 3 follow ups definitely seems complex.

I'm secretly hoping I can play him like normal Guile and still get somewhere in a match. :x

Posted

Kagura has 12 drives moves from his 4 stances (5D, 4D, 6D and jD). That means all his stances have 3 drives moves (from A, B and C). His jD allows him to teleport directly to the ground (back, neutral and front). He have a slow run but a quick backdash (understandable for a charge char). You press one Drive and you will be able to perform 3 drives moves (Not need to hold D in order to perform his drives moves).

Posted
http://blazblue.jp/cp/chara_kagura.html

Movelist states 5D: 3 followups, 6D: 3 followups, 2D: 3 followups.

Can someone translate? Im assuming 4D is cancel stance?

Yep, that's a cancel.

There is little to translate on his movelist other than the names (that have lots of "Dragon" in them). I'm lurking the jBBS, waiting for the write-ups, and will translate them when they come.

Posted

Some Kagura stuff:

- OD, Vehemence Edge, removes the cooldown of stance follow-ups, so you can chain any of the follow-ups together as long as they're different (Noel-style?).

- When pressing D in mid-air, you can control the direction of your teleport by holding down a direction button (2D teleports directly downwards, 1D/4D teleports down-backwards, 3/6D teleports down-forwards).

- His Sonic Boom stays active even after Kagura gets hit.

- You can use the projectile as an okizeme tool (the B version can hit the opponent out of the forward roll).

- Flash Kick deals about 1700 damage?

Posted

So with 4D been stance cancel, then I assume pressing 2/5/6D puts you in a permanent stance.

Are the official movelists usually incomplete with no mention of JD 'teleport'

Posted
Some Kagura stuff:

- OD, Vehemence Edge, removes the cooldown of stance follow-ups, so you can chain any of the follow-ups together as long as they're different (Noel-style?).

- When pressing D in mid-air, you can control the direction of your teleport by holding down a direction button (2D teleports directly downwards, 1D/4D teleports down-backwards, 3/6D teleports down-forwards).

- His Sonic Boom stays active even after Kagura gets hit.

- You can use the projectile as an okizeme tool (the B version can hit the opponent out of the forward roll).

- Flash Kick deals about 1700 damage?

It makes sense now. The best thing is his fireball remaining active. His Flashkick's damage though, O_O

Posted
1700 for flash kick, sounds powerful... I assume its gonna be unsafe on block or non comboable?

Well it's a DP, so unsafe on block is a given, but non-comboable!? That'd be lame .v. it'll probably be more akin to a combo ender than an extender at the very least.

I'm more interested in learning about the cooldown on Stances as that could heavily affect his combo rate outside of OD.

Posted
Anything on Yuki Terumi yet?

Not yet, unfortunately

I need some rumors dispelled for me

When I get CP imported here, wil it have the English voices accessible on the JP disc? From what I was told Extend imports had them in there and I'm just curious

Also what will/won't be translated since I can't read Level 3 jap <_<?

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