First post updated with links to story discussion and Kagura Mutsuki group for off-topic discussion.
But yeah, when you are DPing on wakeup (Kagura's flash kick in this case), remember to do it when you feel that your opponent is about to attack you or jumping towards you with a special or normal for a reversal attack, a key element in fighting games.
Another tip I want to give for new and upcoming Kagura players is that using [4]6A/B is great for his keep away game and zoning (be wary of the projectile, as it disappears when you are hit or after it reaches a certain distance). It is also useful for extending 2DA and ground throw combos. [2]8C, on the other hand is better used as a combo ender much like his distortions ([4]1236C and D28D), as extending combos with them is pretty pointless.
If any of you have questions for Kagura, be sure you check out or post in the Q&A/FAQ thread.