BBCF/Kagura Mutsuki/Strategy: Difference between revisions

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==Tips and Tricks==
==Tips and Tricks==
6DC > 5DB tick throw: In certain situations, you can get this set up if you have condition your opponent not to press a button after 6DC. To do this, you delay 5DB after Wyvern slightly.


Avoiding Drive getting thrown after 2DB: It is a common way for someone to Instant block 2DB and throw the follow up drive (2Db>5DA being the most common one). There's a few ways to avoid this.
1. 2Db>Wyvern -  This is the risky one, because depending on the character, it may or may not work.
2. 2DB>4DD or 2DB>Nothing - This was cancel the drive or you do nothing. Unfortunately, these options are not safe and leave you at disadvantage.
3. 2DB>5DB Purple throw - Disclaimer: THIS ONLY WORKS IF THEY INSTANT BLOCK. Because Instant block reduces pushblock, Kagura is close enough to do 5DB after 2DB. This will lead to a purple throw, and this can lead to one or two things. They either tech it and you return back to neutral, or they get Throw Reject Miss because they were mashing throw. Though this is not a common answer, it can catch people unexpectedly, and additionally prevents Kagura from only losing momentum. This only works if the opponent knows to IB 2DB however and should not be used as an answer every time.
Kadamos:
6B>Kadamos is one of the most common set ups, but make sure to mix it up.
IAD > j.B> Kadamos: Another common one since it acts as a double overhead.
IAD> j.B > whiff jA>Kadamos: If done correctly, Kagura can get a meterless confirmed, depending on the height it is done at.
2A/5A/5B> Kadamos: No these normals are not jump cancel, but it is more of a stagger. This is actually a decent tool since Kadamos is airborne, which crushes lows and throws. On Counter Hit, you get a confirm off of this.
Also worth noting, Kagura can Special cancel drives on block in OD. 2DA>Kadamos works in OD on block.
Untechable throw:
Kagura has the ability to force an untechable throw with only 25 meter. It only works in the corner, but the most common off of 6B, 2C, 5C, and 6C. The reason this works is because crush triggers negate any block push back. With this 2C>CT on block> Throw becomes untechable.


==Fighting Kagura==
==Fighting Kagura==

Revision as of 21:04, 16 May 2018


General Tactics

Blockstrings

This is one of Kagura's weaker traits since a lot of his normals are negative or has gaps between them.

5BB>6B>3C is a true blockstring, however most follow ups after 3C is unsafe being either a drive, or a special, an we know the only special you have after 3C is Fafnir.

2A>2B>5B(whiff) - This makes you recover really quickly and reset pressure string if the opponent is not aware of it.

2A>2B>5BB - another true blockstring but its more so to check if someone is trying to stand block during a string or jump out.

2A>5BB>AOrb - This is -1 on block, but its also a common blockstring. Good against characters who cannot contest at a range that you can throw out 6B.

5BB>5c/2C - there is a gap between 5BB> 5C and 2C, however, if it is blocked, it with push back is far enough for Kagura to either stance cancel>4D or throw and A Orb. You can also throw in Wyvern or 5DA to see if they are pressing a button.

Okizeme

Depending on the character and situation, you may want to vary your okizeme. For example, some set ups will work better vs a character with a DP.

In the corner ending a combo with 2DB allows Kagura to set up a B Orb oki without worrying about getting hit by a reversal. He will recover in time before they can input it. This also includes fast DPs like Ragna or reversal supers like Izanami.

B Fafnir> Kadamos vs C Fafnir Kadamos In the corner, consider which of the two you want to end the combo with. They both lead into hard knockdowns, however, ending a combo with B Fafnir gives you more time to set up your next mixup. C Fafnir does more damage and pushes you further away from the opponent which can allow you to place an A Orb.

For slow DPs (Azrael, Nine, etc), You can do the OS 2A>4AB or 5B>5AB. This is a common OS that many characters can do. It essentially will go into 2A>5B or 5BB if it hits or block, or do 2A/5B whiff barrier

Tips and Tricks

6DC > 5DB tick throw: In certain situations, you can get this set up if you have condition your opponent not to press a button after 6DC. To do this, you delay 5DB after Wyvern slightly.

Avoiding Drive getting thrown after 2DB: It is a common way for someone to Instant block 2DB and throw the follow up drive (2Db>5DA being the most common one). There's a few ways to avoid this. 1. 2Db>Wyvern - This is the risky one, because depending on the character, it may or may not work. 2. 2DB>4DD or 2DB>Nothing - This was cancel the drive or you do nothing. Unfortunately, these options are not safe and leave you at disadvantage. 3. 2DB>5DB Purple throw - Disclaimer: THIS ONLY WORKS IF THEY INSTANT BLOCK. Because Instant block reduces pushblock, Kagura is close enough to do 5DB after 2DB. This will lead to a purple throw, and this can lead to one or two things. They either tech it and you return back to neutral, or they get Throw Reject Miss because they were mashing throw. Though this is not a common answer, it can catch people unexpectedly, and additionally prevents Kagura from only losing momentum. This only works if the opponent knows to IB 2DB however and should not be used as an answer every time.

Kadamos: 6B>Kadamos is one of the most common set ups, but make sure to mix it up. IAD > j.B> Kadamos: Another common one since it acts as a double overhead. IAD> j.B > whiff jA>Kadamos: If done correctly, Kagura can get a meterless confirmed, depending on the height it is done at. 2A/5A/5B> Kadamos: No these normals are not jump cancel, but it is more of a stagger. This is actually a decent tool since Kadamos is airborne, which crushes lows and throws. On Counter Hit, you get a confirm off of this.

Also worth noting, Kagura can Special cancel drives on block in OD. 2DA>Kadamos works in OD on block.

Untechable throw:

Kagura has the ability to force an untechable throw with only 25 meter. It only works in the corner, but the most common off of 6B, 2C, 5C, and 6C. The reason this works is because crush triggers negate any block push back. With this 2C>CT on block> Throw becomes untechable.

Fighting Kagura