TAI-X Posted November 5, 2013 Posted November 5, 2013 I have similar problems with Nu. Kagura gets easily caught in her drive attacks during his long animations, and she always wins projectile wars against the B orb. Once I get gravity fielded Kagura is pretty much helpless.
DC Posted November 5, 2013 Posted November 5, 2013 I'm sure this has already discussed but his charge super has screen freeze properties and can punish a fuckton of attack's recovery on whiff and block. Also Valkenhayn as a wolf near Kagura can't transform back fast enough to not get hit by that super.
Justice7541 Posted November 5, 2013 Posted November 5, 2013 What's a screen freeze property? Sent from my SAMSUNG-SGH-I747 using Tapatalk
LordSpectreX Posted November 5, 2013 Posted November 5, 2013 I'm sure this has already discussed but his charge super has screen freeze properties and can punish a fuckton of attack's recovery on whiff and block. Also Valkenhayn as a wolf near Kagura can't transform back fast enough to not get hit by that super. It's not really screen freeze. It's just a really quick super. It's 1+1 Startup and travels quickly, which is why it's a decent mid range punish.
OmniSScythe Posted November 5, 2013 Posted November 5, 2013 is there frame data? http://www.hitconfirm.com.br/forums/showthread.php/2719-BBCP-Kagura-Frame-Data?p=59472#post59472
LoVeBirD- Posted November 5, 2013 Posted November 5, 2013 (edited) What are people doing after getting a random 2A hit confirm midscreen? ;o I've been doing a basic 2A > 2B > 3C > 2DC > B orb Is there anything better that does more damage off of 2A midscreen and still gives good oki? P/S. The idea of delaying B orb and chasing with back rolls with 2C worked for me in training mode so I'll try to put it into practice Edited November 5, 2013 by LoVeBirD-
LordSpectreX Posted November 5, 2013 Posted November 5, 2013 What are people doing after getting a random 2A hit confirm midscreen? ;o I've been doing a basic 2A > 2B > 3C > 2DC > B orb Is there anything better that does more damage off of 2A midscreen and still gives good oki? P/S. The idea of delaying B orb and chasing with back rolls with 2C worked for me in training mode so I'll try to put it into practice Do this; 2A > 2B > 3C > 2DC > Instant B Orb > They have to emergency tech, if they do, you get oki If they don't emergency tech, confirm with; 6C > 6DA > 3C > 6DC > 2DB Might be incorrect, it's off the top of my head, but you get the idea.
LegendaryRath Posted November 6, 2013 Posted November 6, 2013 I was planning on subbing this guy a while back, and finally feel like getting around to it. What do you guys, who've been playing him thus far, think about him? Clearly he has damage, a lot of tools, a godlike DP, etc, etc. But I was curious what challenges I'm going to run into, and also what tools I might get to abuse. Do you guys feel like he's strong (as a character, I mean)?
Danke Posted November 6, 2013 Posted November 6, 2013 (edited) Strong damage and oki, able to footsie in most matchups, gets zoned quite badly when characters have fast enough projectiles to make 6dc a non viable reactable option. He can normally win by turtling and taking momentum but has a couple problem matchups that stop him from really shining. Mid tier overall but pretty notably matchup dependant with Hakumen(horrible can't throw booms) the robot gals and Relius standing out to me as being very, very hard. In his good and even matchups he is pretty scary to deal with and quite hard to come back on if you let him take the life lead. Edited November 6, 2013 by Danke
Justice7541 Posted November 6, 2013 Posted November 6, 2013 He feels like CT Tager lol. Good damage but gets zoned out horribly so he has some really bad matchups. Sent from my SAMSUNG-SGH-I747 using Tapatalk
dobiqwolf Posted November 6, 2013 Posted November 6, 2013 I struggled against tao, she is so quick that Kagura's moves so slow and the fast one got no range...
Koozebanian Fazoob Posted November 7, 2013 Posted November 7, 2013 Probably late as shit on this, I tested who his instant overhead j.C actually works on, using hold down+back and not the dummy (which doesn't stay in preblock frames), and these are them: Ragna, Carl, Valk, Relius, Makoto, Tao, Hakuman, Tager, Nu-13, Bang It can unreliably work on Kagura as well, you have to be much farther since the tip of the sword has to connect. 10 out of 26 ain't too bad all things considered.
Bill307 Posted November 7, 2013 Posted November 7, 2013 Note that you can also delay j.C a little bit to make it work on (probably?) the whole cast. It's still a fast overhead. If you delay it enough, you can land and combo into 5A or, with more delay, 2A. (5A whiffs against Platinum, Kokonoe, and probably other chars when they're staggered by j.C)
Koozebanian Fazoob Posted November 7, 2013 Posted November 7, 2013 Yeah, on a few characters you only have to delay the j.C a frame or two to get it. Rachel is one of them. Amane you can hit him with it but I haven't figured out exactly when/why. I think it's a hitbox thing, you have to be super deep, almost crossing him up with it.
-Seo Posted November 7, 2013 Posted November 7, 2013 It can work on Jin, but the tip of the sword has to hit him, it's pretty unreliable albeit possible.
LordSpectreX Posted November 9, 2013 Posted November 9, 2013 6B > j.C on block works instantly on; Ragna, Valkenhayn, Bang, Relius, Makoto, Taokaka, Hakumen, Tager, Carl, Nu-13 You can just OD or Rapid for the confirm. With OD and 25 Meter you can get like 5.2k
TAI-X Posted November 10, 2013 Posted November 10, 2013 (edited) Considering dropping my Kagura main because he has such a rough time with zoning and speedy characters. Against Tao, I get hit out of pretty much everything except his A and B normals, and those are way too short and limited to reliably catch her. Flash kick can sometimes do it but I get punished hard if it whiffs. If Kagura can get, say, a 3C knockdown he can get a pretty good rhythm going, but it's so hard to get one against certain characters. Edited November 10, 2013 by TAI-X
InfinityGenesis Posted November 11, 2013 Posted November 11, 2013 Still getting used to Kagura after picking up CP launch week. Really simple question regarding his 4[]6A orb into OD 4[]1236C. I just don't get how to do this. Beyond that I'm solid with most the stuff expected from me.
MikelAL93 Posted November 11, 2013 Author Posted November 11, 2013 The timing between 4[]6A's orb and OD 4[]1236C is pretty strict since the combo can instantly be dropped if you don't react quickly when the orb hits. Although his charge super has 30F charge time, its best you follow up with a normal when the orb hits while charging the super.
LordSpectreX Posted November 12, 2013 Posted November 12, 2013 Considering dropping my Kagura main because he has such a rough time with zoning and speedy characters. Against Tao, I get hit out of pretty much everything except his A and B normals, and those are way too short and limited to reliably catch her. Flash kick can sometimes do it but I get punished hard if it whiffs. If Kagura can get, say, a 3C knockdown he can get a pretty good rhythm going, but it's so hard to get one against certain characters. That's kinda the thing. I've faced many very competent or better players playing top tiers and it is really hard. The thing is, it's not hard in a matchup sense because against characters like Valkehayn, Hazama, Taokaka etc, if you get them down, you can run away with the match. But the amount of effort required to get just one decent knockdown is insane. It reminds me a lot of Arakune vs Mu and Lambda in CS. You can win if you find an opening, but the way you have to play in order to win is so unrewarding and boring that it's seriously affecting my affinity for the character. Even Tager has stuff like Sledge and Magnetism in order to punish bad positioning, whereas Hazama and Litchi can do the most laziest zoning ever vs Kagura and you kinda just have to sit there and wait for a chance to poke out with 2A or DP. Sure his DP is amazing for reversing pressure, but that doesn't mean it's any less boring and unsatisfying. His neutral normals suck way too much to do anything other than absolute defense or relentless offense.
-Seo Posted November 12, 2013 Posted November 12, 2013 whereas Hazama and Litchi can do the most laziest zoning ever vs Kagura and you kinda just have to sit there and wait for a chance to poke out with 2A or DP. The Litchi match-up is depressing. She can pretty much just Itsuu all round, and there's not a whole lot you can do about it.
Bill307 Posted November 14, 2013 Posted November 14, 2013 (edited) Kokonoe's a slut, so I decided to spend time with my bro Kagura again. For those who haven't already noticed, Kokonoe's like Kagura: they never get OTG'd by B-orb. Gonna see if my combos actually work on her... Edit: looks like ... 2DC 46A 5BB j.A whiffs on her. Safest to just do 5BB j.B j.C, although with the right timing you can get j.B dj.B dj.C to work as well. Edited November 14, 2013 by Bill307
-Seo Posted November 14, 2013 Posted November 14, 2013 Don't think this has been posted before, but here's Kagura's frame data on his OD moves when they're dash canceled. 5C +3 2C +1 6C -2 5DA -3 6DA -4 2DA -2 6DB -4(自動でギリガになり-7) 2DB -6 5DC -2 6DC -2 2DC -2 https://twitter.com/kamoihito/status/394811430731411458
Bill307 Posted November 14, 2013 Posted November 14, 2013 Nice, thanks! It's weird that 5C has more blockstun than 2C, but less hit-stun on ground counter-hit. :P
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