Jump to content
Dustloop Forums

Recommended Posts

Posted (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)

    Cons
    • Huge Huuuuuge normals, stay away.
    • DP input cannot be crossed up


      Ratio
      -/-

      Specific Details

Edited by Skye
  • 2 weeks later...
Posted

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.

Posted

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.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Upcoming Events

    No upcoming events found
×
×
  • Create New...