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[CP1.1] Kagura Mutsuki - Gameplay Discussion (Discuss Gameplay/Videos/Combos/etc.)


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Posted

So now 6A can't be normal canceled and the recovery of 5C and 2C are better but the main problem was start up, on top of that what are we suppose to do after 2DA now cause there is no guarantee that it will even be able to combo

The Dragonic Tyrant

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Posted
So now 6A can't be normal canceled and the recovery of 5C and 2C are better but the main problem was start up, on top of that what are we suppose to do after 2DA now cause there is no guarantee that it will even be able to combo

The Dragonic Tyrant

2DA has plenty of untech time to combo after I'm sure. Losing 6A gatlings kinda sucks, especially without gaining stance cancel on it, but ah well. Little concerned about reduced hitstun on 5C and 2C, but overall I'm happy with the changes (OD stance super woooo). Hopefully there's more to come.

Posted
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.

Do you know what Jin has to do to combo off of his overhead? Relax.

Posted

To be fair, 4.5K off of 6A was kinda stupid. They obviously wanted him to be the next Jin, at least the recovery is better.

Posted (edited)

Also 2DA>air stance sounds amazing imo, considering air stance cancels are fast, could do some real tricky things on block and hit with this.

Edited by -Seo
Posted
To be fair, 4.5K off of 6A was kinda stupid. They obviously wanted him to be the next Jin, at least the recovery is better.

The over all way he combos and added scaling on the route could have easily fixed that it didn't need to be taken away. On top of that Jin has the movement and and normals for not having and an over head and also buy having two air over heads.

The Dragonic Tyrant

Posted
The over all way he combos and added scaling on the route could have easily fixed that it didn't need to be taken away. On top of that Jin has the movement and and normals for not having and an over head and also buy having two air over heads.

The Dragonic Tyrant

Keep in mind the second overhead costs 25 meter.

In any case, I don't mind the change because the damage is still there, you just have to use 50 meter for it and Kagura doesn't use meter that much anyway(Super, CT, and 2D~B).

Posted

Don't even compare jin with Kagura!! Jis is faster with better normals and he is not charge character. Unlike Jin, you can't do shit since you have to charge. Hopefully it is drive cancellable.

Posted

Again, don't take it so heavily. It can still be special cancelled, so we may be able to do some route with Orbs. Also, its recovery has been reduced, so its very possible that we will just be able to link something afterwards.

Posted
Again, don't take it so heavily. It can still be special cancelled, so we may be able to do some route with Orbs. Also, its recovery has been reduced, so its very possible that we will just be able to link something afterwards.

I am pretty sure they gonna give us something; but explain how can you special cancel a 6A with a charge character? Are we playing the same char? Only final changes count and these are not definitive. So we only have to wait.

Posted
I am pretty sure they gonna give us something; but explain how can you special cancel a 6A with a charge character? Are we playing the same char? Only final changes count and these are not definitive. So we only have to wait.

Lord In heaven please hear our cry, please don't allow 6A to die.

The Dragonic Tyrant

Posted

All these changes are going to force people to actually learn how to pressure with the character. No more 6A from any and everything bullshit that 95% of all Kaguras did. I never used 6A so having it + on hit most likely is a buff for me. Cant say the same for others. Even if hes able to link off it he'll be getting about 2.5k damage. He wont reach anywhere near 3k without dp ender, and why the hell would you do that. 2DA change is bad. I think he should still be able to combo off it if he does 46A because he can do that now but thats not the real problem. 2DA > 5DA corner route is gone since he will air stance now. 5C hitstun decreased will most likely botch his corner combos. He may not be able to do 5C > 2DA/6DC anymore. His corner bnbs will probably be doing 800-1000 less damage because an entire portion will be gone. 5B corner starter for example will probably go from 4044 damage to like 3.2-3.3k. Midscreen 5DC 2DA probably wont work anymore since he slightly moves forward on 5DC. So midscreen damage is will be bad. Probably wont be able to really get any sort of reasonable combo off CH DP. Best change is 2DB being a lv 5 attack now. It might be + on block or relatively safe. Which one of his drives desperately needed. Other than that they somewhat raped him. His pressure got a little bit better with the 6A and 2DB changes but they killed his real man damage combos.

Posted (edited)

nah they will still work. Corner combos will remain as they are now. Since 2DA air cancel would be too close to the ground, that will connect. I am not worried, the untechable is huge from 2DA. Air untechable time for a hit is not is normal histun in this game. They will still work. Alll we wanted is to reduce the startup and recovery of the C moves and let his 6A gatling, so I guess we can have all we want. Overall damage will be reduced due to his 5C and 2C nerfs.

Edited by FatalCounter
Posted (edited)

Lol they will definitely not work to link 3c if he has to teleport to the ground though he may be able to air stance cancel 3c or something.He's been destroyed when he was already mediocre. If 3c pushes too far for 2dc midscreen hes a joke character if its just on block he'll be fine. Recovery change is barely meaningful as you should be boom or stance cancelling 90 percent of the time, they aren't moves that you use in a situation where they can whiff. 5c hit stun nerf will wreck 6b 5c corner routes because you have to let them drop a fair amount to link stinger, same with his best corner throw combo but probably won't effect his 5c 2da combos that occur early on. 2db buff only serves to counteract 5c hitstun nerf but is otherwise pretty useless so his only buff ends up being 2da which is counterbalanced by 6a nerf because the overhead option after will be weak.

his mixup is gonna end up being tick command grab vs double low which is pretty timing avoidable. Not looking good but we'll have to see.

Edited by Danke
Posted
I am pretty sure they gonna give us something; but explain how can you special cancel a 6A with a charge character? Are we playing the same char?

I guess we aren't, because it is entirely possible to combo A orb off 6a in the state that he is now. Whether it's a link or cancel I can't say for sure, but it is more than possible.

Posted
I guess we aren't, because it is entirely possible to combo A orb off 6a in the state that he is now. Whether it's a link or cancel I can't say for sure, but it is more than possible.

OMG, this is too much for me!!!! Are you a good Kagura player? No offense, but you should try and see if it works, lol.

Posted
I guess we aren't, because it is entirely possible to combo A orb off 6a in the state that he is now. Whether it's a link or cancel I can't say for sure, but it is more than possible.

On CH sure, but 6A just doesn't have enough hitstun to combo an A orb. It's possible to link one late in the recovery though. It is possible to combo into flash kick however, completely useless, but ah well.

OMG, this is too much for me!!!! Are you a good Kagura player? No offense, but you should try and see if it works, lol.

Please don't bully :gonk:

Posted

what is the point of doing that since 6A is -5 and 46A has 19 frames startup, even Tager can punish you with 5C. There is no real advantage of doing this but eh...... we better wait!

Posted
Uuuuh...You can't charge orb if you're doing 6A.

Naturally, you charge orb after 6A. Is this all that hard to grasp?

OMG, this is too much for me!!!! Are you a good Kagura player? No offense, but you should try and see if it works, lol.

I propose the same idea to you. Because it does work on CH 6A, as seo said.

On CH sure, but 6A just doesn't have enough hitstun to combo an A orb. It's possible to link one late in the recovery though. It is possible to combo into flash kick however, completely useless, but ah well.

The point I'm trying to make is that if it's totally possible to combo A orb off 6A as it is now, there's essentially no reason at all that it wouldn't be possible in the iteration where it has less recovery.

Hell, depending on how quickly it recovers, we may just be able to do 5B or 2A without a problem.

Posted
The point I'm trying to make is that if it's totally possible to combo A orb off 6A as it is now, there's essentially no reason at all that it wouldn't be possible in the iteration where it has less recovery.

Hell, depending on how quickly it recovers, we may just be able to do 5B or 2A without a problem.

Less recovery on 6A won't matter what with charge time and startup of the orb. Being able to link 5B/2A sounds pretty unlikely, but we'll just have to wait and see, haha.

Posted

Hrm, I guess that's true. I guess this will all just depend on how quickly it recovers, but I still feel like we'll be able to have midscreen meterless stuff off 6A.

SPECULAH

Posted

Lol we definitely will not, 5a whiffs on crouchers and the move is currently +1 on hit from what it looked like in training mode, it would have to be given 6 less recovery frames to combo into even 2a.

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