Skye Posted October 16, 2013 Posted October 16, 2013 (edited) Pros Kagura is slow. Easy to zone.Some moves are widely telegraphed and/or have long recovery, optimize making him whiff attacks (in contrast to blocking) ConsHuge Huuuuuge normals, stay away.DP input cannot be crossed up Ratio -/- Specific Details 6d bell bug keeps him out effectively.Beware his 6c, huge upper hitbox can snipe you easily, he can follow up on normal hit or CH.6d~c (and the air version) seems to have some kind of invul. It went through f.g. Inverse MU Thread [*]http://www.dustloop.com/forums/showthread.php?17729-CP-Kagura-vs-Arakune Edited October 25, 2013 by Skye
Skye Posted October 25, 2013 Author Posted October 25, 2013 A Michigander is planning on playing Kagura, so I'll have a ton of inputs here. For starters, beware of his 6c. His overheads are 6a and 2d~a, neither are safe on block, even if he drive cancels. Watch out for his DP, you can't cross up the input.
WOOF X7 Posted October 26, 2013 Posted October 26, 2013 His overheads are both safe. 6a can gatling into 5BB which is safe, jump cancelable and has plenty of gatlings after. 2D~A can be cancelled into 5D~A which you cant mash out of with a 5 frame jab. You can reversal in between the 2 but this is hardly unsafe and isnt really practical for Arakune.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now