Ryukeiser Posted October 25, 2013 Posted October 25, 2013 Ok guys I have been out of the game for a while, but in all in and balls out. I haven't played since cs1 so I know I'm over due for a debriefing. So far how would most of you say Kagura is suppose to be played? Do you all think he is more defensive or aggressive. He looks like he is supposed to be played more defensively than aggressive. Also since I have yet to get my own copy of the game, can someone fill me in on his movement speed, I'd hate to have a Siegfried scv character.
LordSpectreX Posted October 25, 2013 Posted October 25, 2013 It kinda depends on his frame data and stuff, but based on what I've played so far, I'm still pretty sure he's a generally offensive character. His main strength to me seems to be his mixup, which seems incredibly strong (two overheads, a stranding low, a sliding low, a crossup special). The main problem seems to be that his mid-range game seems kinda garbage. He's got two good long range pokes, and at close range he can start mixup, but he seems to have a lot of trouble vs stuff like Magic 5Bs. His air normals seem pretty meh too. Again,they're good when you have momentum (j.B crosses up easily, J.C knocks down) but neither of their hitboxes are very big despite the look of J.C's animation. It also has some incredibly long recovery too.
-Seo Posted October 25, 2013 Posted October 25, 2013 Found out you can instant overhead with j.C on Hakumen, Relius, Tager, Carl, Jin, Platinum. Can lead to a pretty easy command grab or you can spend the meter and do j.C > rapid > j.C > 3C > stuff
Bill307 Posted October 25, 2013 Posted October 25, 2013 Some things like 2D~B and 5D~A are safe Jin can punish blocked 5D~A with 5C. (this was in a match so he may have IB'd it; don't have my copy to test atm) 2D~C looks "safe" but only because it pushes them back so far. 6D~C also got punished by Jin 5C. At some point I want to go into training mode and see exactly which drives are safe on block. If anyone knows of some other fast, long-ranged normals like Jin 5C that I can test against, please let me know! (I'll also try dash-up 5C and maybe a fast super... Jin's ice wave super?)
-Seo Posted October 25, 2013 Posted October 25, 2013 (edited) Yeah after trying stuff again, 5D~A is safe if you dash cancel it unless they IB, and 2D~B can be punished by things like Hakumen 3C. 2D~C does seem like the safest thing so far though, purely because of the pushback on it. Would've been nice if we could do orbs after a blocked D move ;_; Edited October 25, 2013 by -Seo
MikelAL93 Posted October 25, 2013 Author Posted October 25, 2013 Yeah after trying stuff again, 5D~A is safe if you dash cancel it unless they IB, and 2D~B can be punished by things like Hakumen 3C. 2D~C does seem like the safest thing so far though, purely because of the pushback on it. Would've been nice if we could do orbs after a blocked D move ;_; Honestly, you should only use 2D~B if you are starting a combo from 3C or whenever there's an opening from your opponent, as it is relatively unsafe. 2D~A is best used as an alternate method for a overhead in situations where 6A isn't possible, I think its unsafe on block as well, but I'll investigate more when I play with Kagura on BBCP tonight.
Heroic_Legacy Posted October 25, 2013 Posted October 25, 2013 It's worth noting that you can drive cancel on block ya know. You can do 6D© which is massively punishable then 5D(A) for autoguard and Fatal them for mashing. Or 2D(B) and slide in and then when they try to punish do 5D(B) and throw counter them. It's things like this which makes people afraid to poke out of your bullshit. And when they start respecting your yolo moves that's when you can cancel into 6D(B) for crossup or potential fatal risk if they are hesitantly mashing out of fear. Also this guy builds tons of meter, don't be afraid to RC moves for frame advantage. I only wish Kagura could feint 6D(B) so I could crossup throw. But I'm fine with how he is. Huge damage near the corner is fun.
sixone Posted October 25, 2013 Posted October 25, 2013 OK, finished story mode but it still says 89% and no Kagura unlock. How do I get it to 100%?
Heroic_Legacy Posted October 25, 2013 Posted October 25, 2013 OK, finished story mode but it still says 89% and no Kagura unlock. How do I get it to 100%? Don't need 100%, just true ending.
MikelAL93 Posted October 25, 2013 Author Posted October 25, 2013 OK, finished story mode but it still says 89% and no Kagura unlock. How do I get it to 100%? Watch the gag reels as well. If an episode is marked with a star on it, it means there are two choices to select. Select the second option in each of those episode, that's where you watch the gag reel.
mAceOfHearts Posted October 25, 2013 Posted October 25, 2013 (edited) 5D-B has slightly longer reach than his regular throw. Don't know if this will play a factor in his gameplay though, since the difference in range is miniscule. EDIT: By the way, I'm having trouble using his Distortions properly. It's not that I can't input, though the inputs definitely are weird, it's more that I can't get into a situation in which it's favourable. In litterally every situation in which I can use 2-8D, it's just as, if not more, damaging to use 5D-C-2...-8C. And I've never gotten into a situation in which I can efficiently combo into 4...1236C. I always end up doing them raw, hoping to catch my opponent in the middle of an air dash. Edited October 25, 2013 by mAceOfHearts
Ronove Posted October 26, 2013 Posted October 26, 2013 Tried Kagura for a half a hour and, unexpectedly, it's the one I seem to like the most among the new ones (well, until I can try Kokonoe too). Is it just me or does he seem to have a lot of potential for some sweet oki? Even midscreen. If he really turns out to work that way (okizeme oriented type of character) then I might consider having a new main. :o
LordSpectreX Posted October 26, 2013 Posted October 26, 2013 His mixup and oki game is incredibly strong. ATM, that seems to be the point of the character. Even now, I can completely run games through just by getting one good knockdown. After he has; two standing overheads, multiple command lows, including a standing 5B. A Crossup move (that works in the corner), and a command throw. On top of that, all his "mixup" confirms go into good damage for free, the lowest probably being from a 5B midscreen, which still goes into at LEAST 2k from a very basic BnB.
Ronove Posted October 26, 2013 Posted October 26, 2013 (edited) I'm not really looking into high damage (not that I'd complain if he could do that), but if he's able to get real oki even off basic hitconfirms and in midscreen that'd be really, really sweet. The only thing that kind of puts me off is how incredibly slow his dash is. I'm not expecting him to be a mobility character but seriously he's really slow. Edited October 26, 2013 by Ronove
MikelAL93 Posted October 26, 2013 Author Posted October 26, 2013 Tried Kagura for a half a hour and, unexpectedly, it's the one I seem to like the most among the new ones (well, until I can try Kokonoe too). Is it just me or does he seem to have a lot of potential for some sweet oki? Even midscreen. If he really turns out to work that way (okizeme oriented type of character) then I might consider having a new main. :o For Kagura oki, we have his B orb (4[]6B) as a useful oki, and since you're learning Kagura, check out both, the video and combo threads to help get yourself started on learning him.
sixone Posted October 26, 2013 Posted October 26, 2013 Watch the gag reels as well. If an episode is marked with a star on it, it means there are two choices to select. Select the second option in each of those episode, that's where you watch the gag reel. That did it, thanks!
Raziul Posted October 26, 2013 Posted October 26, 2013 Can we talk about the awful hit box on his 5B? It's giving me trouble with the 4[]6A > 5BB connects.
Andarel Posted October 26, 2013 Posted October 26, 2013 The hitbox on 5B is terrible and makes no sense. Double the points! Yeah, I don't know why they did that.
SSMugen Posted October 26, 2013 Posted October 26, 2013 (edited) Found out you can instant overhead with j.C on Hakumen, Relius, Tager, Carl, Jin, Platinum. Can lead to a pretty easy command grab or you can spend the meter and do j.C > rapid > j.C > 3C > stuff To compound on this, I've found that something like this works on Hakumen in the corner (have not tested the others): IOH J.b > J.c > 5BB > 3C > 2D~A > 5D~A > Dash (hold 4 slightly after dash for positioning/orb) 5BB > 5C > 4[]6A > J.b > J.c (DMG: 2982) The last J.c can be drive canceled for a mixup on their recovery. I'm sure others can get much more mileage out of the concept than I, but it's a start; this character is lots of fun to play. Edited October 26, 2013 by SSMugen
evid3nts Posted October 26, 2013 Posted October 26, 2013 I haven't gotten my hands on the game yet(should arrive sometime Monday....hopefully) but I have been playing out in my mind what his Oki looks like. After watching the combo vids up I would assume it would be: combo>knockdown> B orb... [j.6D,2D, or 4D] mindf**k(mashable?) [5B or 6A] high/low mix-up [6DA or 6DB] low starter/ cross-up [5DA or 5DB] Fatal(frame trap?)/command grab [2DA,2DB, or 2DC] overhead/ first attack hits high second hits low/ first attack hits low second hits high [Throw] and also resets from air combos Is this typically his playstyle and Oki in a nutshell assuming his ground game is good? This is all speculation from what I have seen thus far and from reading the descriptions of his moves from the wiki. I just want to know if those with the game can clarify the information gathered to be useful and also what should and should not be used. I can't wait to get my hands on this character :-P
LordSpectreX Posted October 26, 2013 Posted October 26, 2013 Some random tibbets. The Auto Guard on 5D-A only applies to mids and highs, lows will beat it. Doing Air Stance on a cornered opponent while jumping over then will cause Kagura to cross up the opponent in the corner. List of All Kagura's Air Unblockabes; 6A 5B 6B 5C 6C 2B 2C 3C 5D-A 5D-B 5D-C 6D-C 2D-C 5D [28D] 2-8C
Eternal Blaze Posted October 26, 2013 Posted October 26, 2013 Idk why 5B being air-unblockable is hilarious to me, I cant get that shit to hit grounded people let alone someone air-borne xD
NecroTheReaper Posted October 26, 2013 Posted October 26, 2013 Same reason why Hazama's 6B is AUB :O it helps dealing with jump outs. I'm gonna go on a massive no life fest with all the new characters, so though I may not main Kagura, my bro wants to use him so I'll learn a bit
Eternal Blaze Posted October 26, 2013 Posted October 26, 2013 Same reason why Hazama's 6B is AUB :O it helps dealing with jump outs. I'm gonna go on a massive no life fest with all the new characters, so though I may not main Kagura, my bro wants to use him so I'll learn a bit that wont even work for that purpose though, that move has the worst hitbox I've seen in a minute. At least Haz's 6B advances a bit >.> if you're trying to stop a jump-out 6B will do the job.
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