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Kagura Mutsuki

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Everything posted by Kagura Mutsuki

  1. Lord In heaven please hear our cry, please don't allow 6A to die. The Dragonic Tyrant
  2. 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
  3. I can only hope arksys gives is back the 6A route. The Dragonic Tyrant
  4. 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
  5. I have been playing the match up the most, and I can say it in Noel's favor, but not by much. The match it momentum based and usually that does get Kagura killed, how ever 5DA beats 4D as and in some cases 2DB. From what I find Noel can 4D most of Kagura's Oki options at mid screen however, if you do the small orb and 2C right behind it, it might make her reconsider. I'm still trying to find a better way to lock her in the corner with the orb so I'd love some tips on that. In neutral I'm still trying to find and answer to her, cause her 5B Kagura a lot of trouble, and is a great spacing tool for her since Kagura doesn't have any moves fast enough, or long enough to punish her for whiffing 5B. I have been experimenting with 3C as poke in neutral along with 5A. Depending on the spacing Kagura's 5A will stuff Noel's 5B. Also, on unless you read optic barrel, or a 2D, DO NOT 6DC outside of a block string, because she can and will 4D the hell out of you for doing it. I think the secret to this match up is actually pseudo patience. Using the orb as a way slowly make your way in and then using a small bit of 2A 2B 5BB 46A pressure hear and there also helps, but be aware that she can 4D out of it, so after the 1st or 2nd rep of this go for a mix up.
  6. Alright so I have been playing this match up for like ever and a day now and its seems to be pretty free for Haz. Jumping and chains seem to be his optimal option, but to be fair when is it ever not. The only advice I can even hope to offer it if and when you hit him, try to lock him down as quickly as possible. More preferably in the corner, and never let him go. I personally have no I idea how to catch this guy and would love some advice for this match up seeing as how I honestly can't deal with it. To me the match up feels like it requires for you to hope and pray that the Haz messes up and gets tagged by one of your optimal combo starters, and even then if he's half way smart he will burst immediately.There rare times I do win this match up and believe me, they are very rare....its because I have scored 6DC and got 4k plus corner carry and have locked them in the corner, but even getting them to the corner probably means that you have lost half your life. Any thoughts or tips people?
  7. So guys what are kaguras most optimal combos off of 6A and 5BB? The Dragonic Tyrant
  8. Ha! Of course not. Well thanks for testing, would have done it myself but I'm not home. The Dragonic Tyrant
  9. Can anyone tell me if he can go into drive after 5BB? The Dragonic Tyrant
  10. 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
  11. 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
  12. Oh wow, never knew that. The Dragonic Tyrant
  13. 6DA is typically a combo extender and is as far as I know the only drive move he has that doesn't have same move poration and it hit mid. Other than that I don't think it has any special properties. 6DB is pseudo teleport move that hits mid and as far as I know is used for mix up and is a really high damage combo starter. Other than that I don't thing it has any special properties. The Dragonic Tyrant
  14. Can someone help me with this combo? 5BB > 3C > 2D~C > A orb > 5B > (delay)3C > 5D~A > 2D~A > B orb > 6C > 6D~A > 3C > 6D~C >B orb I can't seem to get 5D~A to connect after the 3C.
  15. I was hoping that you all could help me learn the right way to play this character. I'm struggling a lot with him and I was hoping that some of you would play with me and tell what I'm doing wrong and help me find a solution. I was wondering if Bill307 would help me out as I have seen mostly only vids of him and omnisscythe play and he seems very knowledgeable but anyone who wants to help I'm willing to learn from. I just need some help cause I have no idea what I'm doing. Dragon Emperor
  16. And what about if they are mashing? Dragon Emperor
  17. I have been working with Kagura for a little bit and I'm trying to learn a couple of things. I was wondering what are some good ways to approach since his neutral is terribad. Also I was wondering what are some good follow ups after block jump C to keep people from mashing and after a blocked jump B? Dragon Emperor
  18. I'm pretty sure he is suppose to come down faster than that, cause when I do it he kind of floats down but slowly. It cancels the stance but Omni made him fall a lot faster.
  19. Can some tell me how do cancel kagura's air stances? I saw omniSscythe doing it and made for an amazing mix up tool.
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