shtkn Posted November 14, 2013 Posted November 14, 2013 huh? dash cancel? you can dash cancel more stuff in OD? interesting...
Speebleboppa Posted November 15, 2013 Posted November 15, 2013 (edited) It's probably nothing new but I never before realised that 6D~C doesn't cause same attack combo, So in Kagura's typical corner combos, You can do something like 6A, 6B 3C, 6D~C 2D~C [4]6B 5C [4]6A 5C, 2D~A 5D~A 6D~A 3C 6D~C 5D 28D. Have also been messing about with doing this, 2A 5A 5B 2B 6B 3C 6D, waiting till the opponent hits the floor, and hitting them the moment after their instant tech with 6D~B, 5D~C 2D~A [4]6B 6C 6D~A 2D~C [2]8C or 5D~28D. Edit: Derp. Checked the combo thread, 6D~C not causing same attack combos is nothing new. Edited November 15, 2013 by Speebleboppa
Bill307 Posted November 15, 2013 Posted November 15, 2013 Yeah, it's pretty awesome. Note that 6DC in OD is a separate move and it has SMP, sadly.
Isuna Posted November 16, 2013 Posted November 16, 2013 Kagura is swag. Looks, personality and gameplay. Question: What finisher should one use after 3C? All three stance C-follow-ups hit, with 5DC netting most damage, but I guess worst position?
-Seo Posted November 16, 2013 Posted November 16, 2013 Kagura is swag. Looks, personality and gameplay. Question: What finisher should one use after 3C? All three stance C-follow-ups hit, with 5DC netting most damage, but I guess worst position? If you're in or nearish to the corner, the common thing to do is 3C > 6D~C > 2D~B > A orb oki. Midscreen you'll most likely be left with 3C > 2D~C > delayed B orb for oki.
Errol Posted November 23, 2013 Posted November 23, 2013 Hits high. Has 9f of landing recovery (though 5 of those frames might be default bbcp jumping system recovery frames. minimum 4 more landing recovery frames than his other jumping moves.) what is this in the wiki? There's no such thing as 'default bbcp jumping system recovery frames'
Bill307 Posted November 24, 2013 Posted November 24, 2013 (edited) Weird. Speaking of Wiki page errors, I noticed the description of his drive says he has 4 different stances. I guess if you count the stance cancel he has 4... Also, for 2DB, it says "Can not gatling into any other moves unless rapid cancelled." This is not true: you can drive cancel the 2nd hit, like with any other drive. Lastly, for 6DB, it says "Hits low and crosses up." This move hits mid. Edited November 24, 2013 by Bill307
Isuna Posted November 25, 2013 Posted November 25, 2013 Lastly, for 6DB, it says "Hits low and crosses up." This move hits mid. O_O I guess it was to good to be true. Can you use the air stance anytime except combos? I just find it be utterly useless for anything except 5DB follow-ups and air super...
NeonCrusader Posted November 25, 2013 Posted November 25, 2013 Haven't read through the entire thread yet, but is Kagura's fuzzy guard known? After a really deep jump in jB you either djc.jB > jC > combo for an instant overhead or 5B/2B > combo for a low. Sets up pretty well off of B orb oki, though I'm not entirely sure how much of the cast it actually works on. Tried it late last night so I didn't really do a full cast test, but at the very least I know it works on Azrael and Relius :V
Ryukagura Posted November 27, 2013 Posted November 27, 2013 Alright So I have been practicing for a while now, learning at least once combo for every situation. I'm starting to feel a little more confident about the character. I have however realized that I do not know any combos off of his air grab and I don't know any real block string with him. Can anyone give me a list of about 5 or 6 good block stings to use to pressure with. I saw a vid of OminSsythe's 46a orb pressure but from what I have seen of watching my brother play against Kagura's not a lot of Kagura's do it. Also could anyone help me out by telling me some good options and ways of getting in without getting completely stuffed every time.
Isuna Posted November 28, 2013 Posted November 28, 2013 I do not know any combos off of his air grab What about that Challenge combo? Dash 5B to stuff?
Bill307 Posted November 28, 2013 Posted November 28, 2013 (edited) Haven't read through the entire thread yet, but is Kagura's fuzzy guard known? After a really deep jump in jB you either djc.jB > jC > combo for an instant overhead or 5B/2B > combo for a low. Sets up pretty well off of B orb oki, though I'm not entirely sure how much of the cast it actually works on. Tried it late last night so I didn't really do a full cast test, but at the very least I know it works on Azrael and Relius :V I tried this a bit after reading your post. Seems difficult to time? I wasn't able to get dj.B to connect, but if I did j.B land j.B j.C it worked. This means the fuzzy guard can work against any character that can be hit by rising j.B in their standing-block animation. If you jump forwards after 2DC 46B oki and they emergency tech, deep j.B is actually a tight blockstring with the orb. I think this would be really useful if I could time it consistently... Edit: I have however realized that I do not know any combos off of his air grab https://docs.google.com/document/d/15_Lj5G0u1kX4-7YykGfoQ_twEsOze778z64tMHN-dE8/edit?pli=1#heading=h.d42aunq0l9v1 Edited November 28, 2013 by Bill307
Isuna Posted November 29, 2013 Posted November 29, 2013 ^Nice, I'll have to check that out. : D By the way, does anyone know if there is a way to trigger the gorgeous fox girl? I mean, you have to play Valkenhayn, Arakune or Terumi because that's the only male cast he doesn't have special intro with, but it just seems like our foxy lady is much rarer than the other girls?
MikelAL93 Posted December 1, 2013 Author Posted December 1, 2013 any news about kagura's frame data? Most of it is on the wiki. I have yet to get complete frame data for some of his other moves.
Kurushii Posted December 1, 2013 Posted December 1, 2013 Most of it is on the wiki. I have yet to get complete frame data for some of his other moves. You need help figuring out some?
NeonCrusader Posted December 1, 2013 Posted December 1, 2013 I tried this a bit after reading your post. Seems difficult to time? I wasn't able to get dj.B to connect, but if I did j.B land j.B j.C it worked. This means the fuzzy guard can work against any character that can be hit by rising j.B in their standing-block animation. If you jump forwards after 2DC 46B oki and they emergency tech, deep j.B is actually a tight blockstring with the orb. I think this would be really useful if I could time it consistently... dj.B is pretty tight, yeah. And yes, I tried jB land jB jC after my initial post and forgot to post back; still works, though I don't know if it's still a fuzzy if they IB the jB in this case due to additional landing lag + jump startup. As far as who it works on, I'd love to know if there was a list around with the cast's heights while stand blocking (relative to each other of course), since it would be a lot easier to test rather than just going through everyone. Tried it on Jin and it doesn't work, though the guy is mad short. I've personally tried it on Azrael, Relius, Ragna, Valkenhayn, and Hakumen otherwise, and it works on all of them, and I'm assuming it works on Tager too.
donelf Posted December 2, 2013 Posted December 2, 2013 hmmm i think the 5d~c>2d~a link doesn't seem to work on tager i tried almost all the character and work just fine is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c
Grimstar Posted December 4, 2013 Posted December 4, 2013 (edited) Sorry if this has been posted before, but I just got the game. fire ball into 6D~B mixup... is this a potential ambiguous cross up? Or is this easy to block? I haven't tried it outside of training mode yet. Edit: After messing with it in training mode, it seems spacing dependent... or something... If the fireball hits really late then blocking the same direction as the fireball will also block the mirage slash... however if the fireball hits you earlier you have to switch block. Maybe not quite ambiguous... but tricky... Jumping completely negates it though :P Edited December 4, 2013 by Grimstar
MikelAL93 Posted December 6, 2013 Author Posted December 6, 2013 hmmm i think the 5d~c>2d~a link doesn't seem to work on tager i tried almost all the character and work just fine is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c If you're near a corner after 5D~C, you should try following up with 5C before 2D~A. That method works too.
extremelotus Posted December 7, 2013 Posted December 7, 2013 Man its hard finding out how to fight with kagura. I dont kno if i should make him a rush down or a defensive character
Isuna Posted December 7, 2013 Posted December 7, 2013 I play defensively and try to fish for openings to reversal. And then when the opportunity arrives I try to do some mix-up but, generally I play passively.
extremelotus Posted December 8, 2013 Posted December 8, 2013 I play defensively and try to fish for openings to reversal. And then when the opportunity arrives I try to do some mix-up but, generally I play passively. so you fight defensively and do mix-ups and punishes. is that how kagura is supossed to really play or is that just how you play
Grimstar Posted December 8, 2013 Posted December 8, 2013 From my ~2 days of play I can tell this guy has a lot of potential to do whatever. Primarily mix-up and corner pressure are his strengths I'd say. He seems like he'd do alright at rushdown, but I'd stick to working them into a corner and going for mirage and command grab mixups.
extremelotus Posted December 8, 2013 Posted December 8, 2013 From my ~2 days of play I can tell this guy has a lot of potential to do whatever. Primarily mix-up and corner pressure are his strengths I'd say. He seems like he'd do alright at rushdown, but I'd stick to working them into a corner and going for mirage and command grab mixups. When i stick them to the corner they'll seem to jump and slip out of it or either DP me to get out of the corner. Is there any way to keep pressuring them into the corner? I do use the orbs but i feel like they're not enough to keep them in one place
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