-Seo Posted December 9, 2013 Posted December 9, 2013 Found a weird glitch(?) the other day with Kaguras command grab. If you delay the next stance follow up just right, you'll do the stance grounded rather than in the air. This completely resets what stances you can use, meaning you can go into 5D stance again. It's a pretty useless glitch honestly, in the corner you can do something silly like 5DB>(delay)6DC>5DC>2DA>B orb>6C>6DA>3C>28D for about 5.5k(I think) completely unpractical thanks to the weird timing and the fact that it takes them out of the corner, but ah well. There could be a more practical use in there somewhere, but I doubt it ;_;
Ctrlaltwtf Posted December 9, 2013 Posted December 9, 2013 (edited) Found a weird glitch(?) the other day with Kaguras command grab. If you delay the next stance follow up just right, you'll do the stance grounded rather than in the air. This completely resets what stances you can use, meaning you can go into 5D stance again. It's a pretty useless glitch honestly, in the corner you can do something silly like 5DB>(delay)6DC>5DC>2DA>B orb>6C>6DA>3C>28D for about 5.5k(I think) completely unpractical thanks to the weird timing and the fact that it takes them out of the corner, but ah well. There could be a more practical use in there somewhere, but I doubt it ;_; That's just a function of the game. He does touch the ground during his command throw. And because he's touching the ground, he's going back to neutral. Edited December 9, 2013 by Ctrlaltwtf
Isuna Posted December 13, 2013 Posted December 13, 2013 Is there any visual cue for 6C>6DA? That small vertical hitbox and few active frames gives me nightmares.
Phones01 Posted December 13, 2013 Posted December 13, 2013 Is there any visual cue for 6C>6DA? That small vertical hitbox and few active frames gives me nightmares. i normally wait til the opponents head is about head level with kagura's for the 6DA to hit
Bill307 Posted December 17, 2013 Posted December 17, 2013 Is there any visual cue for 6C>6DA? That small vertical hitbox and few active frames gives me nightmares. It's a bit height-dependent but offline I generally press A near the apex of the opponent's arc. Online I press A just before the apex.
BlackYakuzu94 Posted January 3, 2014 Posted January 3, 2014 I finally decided to sit down and play this character for real. I've got basics of his normals and specials down, and I have gotten somewhat used to the [4]6B oki setup. Anything else I should focus on honing for improvement.
confusedxphreak Posted January 3, 2014 Posted January 3, 2014 Since Kagura has that HUGE blind spot right in front of him, I'm having major trouble figuring out what my best options are when I'm stuck in the corner. Its difficult trying to get myself out of the corner when my opponents just stand within their poking distance and none of Kagura's fast pokes can reach them and his 5C and 2C are too slow. Jumping out or using Kagura's DP doesn't seem to work that well for me either. Tips?
Kagura Mutsuki Posted January 3, 2014 Posted January 3, 2014 Since Kagura has that HUGE blind spot right in front of him, I'm having major trouble figuring out what my best options are when I'm stuck in the corner. Its difficult trying to get myself out of the corner when my opponents just stand within their poking distance and none of Kagura's fast pokes can reach them and his 5C and 2C are too slow. Jumping out or using Kagura's DP doesn't seem to work that well for me either. Tips? Honestly I have the same issue. The only advice I can offer is if all else fails if your in the corner and have 50 heat and are being pressured either use 41236c at the right time or counter assault out be both of those are bad options and can be baited and punished so just be aware. The more I play this character the more momentum based I realize he is. The Dragonic Tyrant
BlackYakuzu94 Posted January 3, 2014 Posted January 3, 2014 I'd say just go for the Counter Assault, the distortion seems very easy to react to.
Kagura Mutsuki Posted January 3, 2014 Posted January 3, 2014 Idk guys like I need some serious help cause I don't understand this character at all. He has pitiful range on all his fast normals, has terribad start up on all his range normals, his basic mash tools are too short range to mash out and he can't continue pressure off of block jCs and he has like no answer to jump ins and people just running up on him besides flash kick which isn't hard to bait. If he whiffs a single normal take half his life. Please someone make me understand what I'm suppose to do with this character. The Dragonic Tyrant
Verimeloni Posted January 11, 2014 Posted January 11, 2014 How do I execute the end of his challenge 28, the one with OD followup with [4]6A and a DD in the end? I can never get the DD come out in time, can you actually charge the DD at same time the fireball? Got just this one bugger remaining
-Seo Posted January 11, 2014 Posted January 11, 2014 How do I execute the end of his challenge 28, the one with OD followup with [4]6A and a DD in the end? I can never get the DD come out in time, can you actually charge the DD at same time the fireball? Got just this one bugger remaining Release the fireball charge a little early, then immediatly start charging the super, so you're basically doing 2 seperate charges. It takes a little practice to do, just have to remember that the charge time for super is relatively short.
MikelAL93 Posted January 11, 2014 Author Posted January 11, 2014 Release the fireball charge a little early, then immediatly start charging the super, so you're basically doing 2 seperate charges. It takes a little practice to do, just have to remember that the charge time for super is relatively short. What I did is that while charging for the DD, I press 5A after the fireball hits the opponent to allow the charge to buffer before I do the DD. Be wary that if you do that method, you have to remember that you need to time your 5A at the precise moment the fireball hits the opponent while you are charging the DD.
Verimeloni Posted January 11, 2014 Posted January 11, 2014 Took me 5 minutes to complete the challenge with your advice, now I've got 100% on Az (main), Terumi (super-easy) and Kagura (possible sub). I'm guessing there's nothing more to it than doing challenges for fun (you don't unlock anything) but it's useful when learning let's say Relius's puppet combos and Azrael's links. Thanks for your super-fast response, folks!
MikelAL93 Posted January 20, 2014 Author Posted January 20, 2014 (edited) I decided to go around to adding some combos based on those from Wakaba Kisaragi's combo video to the combo section of the wiki. It's still in the process of being added, but you can see what's been filled out here: http://www.dustloop.com/wiki/index.php?title=Kagura_Mutsuki_(BBCP)#Combos EDIT: Frame Data is now on the wiki is well. Some values are missing, but I managed to get most of it in. http://www.dustloop.com/wiki/index.php?title=Kagura_Frame_Data_(BBCP) EDIT #2: Kagura is heading to Arcades in March alongside of Terumi and Kokonoe. http://www.famitsu.com/news/201401/30047285.html Edited January 29, 2014 by MikelAL93
-Seo Posted January 30, 2014 Posted January 30, 2014 Kagura: - It becomes a bit more difficult to punish Kagura on block. - Mid screen damage nerfed. Now needs a bit better situations for good damage. The above two bullet points are refering explicitly to his "Black Gale" move. They made it slightly harder to punish, and in exchange made the conditions for getting good damage off of it slightly more restrictive. - It's more easier to swing his C moves (both start up and recovery are now faster?) Basically, what this means is that his motions for C moves aren't quite as large anymore. They're still large compared to other cast members, but it's been toned down a bit. (a little ambiguous if this refers to startup/recovery, or hitboxes) Less punishable on block drives sounds pretty damn good!
MikelAL93 Posted January 30, 2014 Author Posted January 30, 2014 Good to see that Kagura's less punishable on block, plus the faster startup and recovery on his C normals. It seems that we got some work to do between now and May since he'll finally be available for arcades come March.
-Seo Posted January 30, 2014 Posted January 30, 2014 (edited) We'll actually (hopefully) have videos to post, haha. Here's hoping faster C normals doesn't just mean 5C and 2C, because a faster 6C and 3C would be amazing. Edited January 30, 2014 by -Seo
KrsJin Posted January 30, 2014 Posted January 30, 2014 ^Agreed, though a faster 5C would help him immensely in what I consider his weakest point, his midscreen/neutral/footsies game. I just hope that bullet is correct and they don't up the recovery on it to balance it out.
Lord Pwnge18 Posted January 31, 2014 Posted January 31, 2014 Less punishable on block drives sounds pretty damn good! get hype
FatalCounter Posted February 10, 2014 Posted February 10, 2014 The damage nerf is not that important but the buffs of his drives being less punishable and his C normals having less startup and recovery are gold for me. I love 6DC as a punisher but the recovery of that move is just too much and the worse thing is that damage you get from a CH worths the risk. Same for 2DA and 5DB with their recovery. I like using his C normals but eh, 2C and 3C recovery are hell. 3C on block is -15!?!?!?, come on Arcsys. 2C is good since we can cancel it and it has amazing blockstun but if it whiffs, you gonna eat an optimal combo because you are in crouching state. 5C is safer but it whiffs if the opponent is crouching at max range, it is annoying especially vs Arael. If they buff all his C moves, by C moves I also mean jC, that would be godlike. That jC is very good but it is risky to use for getting in. That move needs less ground recovery. I don't understand why Kokonoe j2C covers more range and don't have any recovery but Kagura jC does, ASW please!!! I don't really care about some damage nerfs but it is important to have a good character w/ strong normals for footsies and good drives since they are the base of his gameplan. BTW, I am ThefamousUchiwa, for people playing on Europe lobby, especially SeoJC and ReaperD-Reborn (lol)
Dazardz Posted February 13, 2014 Posted February 13, 2014 Taken from SRK's translation about the patch: http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Kagura: Counter Assault – Improved attack hitbox 5C, 2C – Damage, recovery, blockstun, and hitstun have all been reduced 3C – Now causes knockback 6A – Can no longer be normal canceled, decreased recovery Ground Throw – Now wall bounces Toryu Renzan (C during 5D) – The second hit now has a better hitbox, the attack also moves forward slightly. The untechable time during the Overdrive version has been increased Sairingeki (A during 2D) – When stance canceled, it now cancels into the air stances isntead of grounded ones Ryusenken (B during 2D) – Now moves faster. The second hit is now a level 5 attack Ryujinsho ([2] then 8C) – Combo starter time has been decreased. Causes wall stick on counter hit in the corner Ryuo Zangaosho (28D during any stance) – Now has an Overdrive version. Both versions now autocorrect the direction towards the opponent I'm a little scared for Kagura, especially after hearing that 6A can't be normal cancelled. Glad the recovery of 5C and 2C is reduced though.
Lord Pwnge18 Posted February 13, 2014 Posted February 13, 2014 >Zangaoshou has OD version Holy shit, overdrive may actually be worth going into now. The only thing I'm a little worried about here is the change to 6A, that's certainly going to be strange.
MikelAL93 Posted February 13, 2014 Author Posted February 13, 2014 Yeah, especially with the fact that 6A can no longer be normal cancelled... But all in all, I'm glad 5C and 2C's recovery is faster than it was before and with Zangaoshou finally having an OD version, I can now a use for going into overdrive, especially if it can link to his charge DD easier than before.
FatalCounter Posted February 13, 2014 Posted February 13, 2014 (edited) I don't get something, how his 6A not normal cancellable? How we gonna combo now? I am trying to understand but I can't. This can't be true. I am glad for his C moves having less recovery and his 2DB travelling faster. But some changes are so weird, diffucult to understand. 3C knockback is on block, right? 5C and 2C damage and blockstun nerfs not a big deal but its hitstun? I am afraid for our CH C moves combos, for real. They should have done something about their startup tho. 2DA now cancellable into air stances makes me afraid for my combos but a bit happy for the recovery since you can cancel it and makes it a bit safe. THEY DIDN'T NERF his DP!!!! At least we still have it and 28D autocorrect is just perfect for corner combos. If they take his 6A chain, I will be so pissed. Maybe they will give him something better, who knows? #hopes Edited February 13, 2014 by FatalCounter
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