BBCF/Kagura Mutsuki/Strategy

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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

Fighting Kagura