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RurouniLoneWolf

[CF] Kagura Mixup, Pressure and Oki Guide

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Evernote for easy passing around
 
Overview

 

Like many big hitter characters in Blazblue, Kagura doesn't really have many good ways to maintain pressure but he does have a number of tools for opening an opponent up.
 
 
Tools

 
 
5BB/6B
Jump Cancelable on block. An important normal for going into the [8]2C instant overhead in the middle of a blockstring
 
5C 
Mostly good for trying to catch jump outs
 
6C 
Good for catching people trying to jump out. 
Video Example 1 - https://youtu.be/lMEpqPPB6-U?t=186
 
5B
A standing low. It also seems to have little recovery and can sometimes be a good way to reset pressure
 
2C
Long reaching low
 
Dragon's Blade (2DB)
A low mixup from crouching drive stance. If you have 50 meter and you abolsutely need to keep pressure going, you can use 2DB (1) > RC to close the gap between you and your opponent and reset pressure.

6A
Kagura's command normal overhead. Doesn't gatling into anything and is negative frame advantage on block. Probably best not to use this often or at least without 50 meter.

Dragon's Strike (2DA)
An overhead mixup from crouching drive stance.

Instant Overhead ??? ([8]2C)
An Instant Overhead when used right. More on this later

Throw
Standard throw. Doesn't see as much use as Dragon's Claw but it's still an option to open opponents up

Dragon's Claw (5DB)
Standing Drive stance command grab.
 
Dragon's Blast (5DA)
Mainly used to compliment wakeup Dragon's Claw as a mixup. However, Dragon's Blast does guard point against everything but lows and forces Fatal Counter on Counter Hit, making it great in blockstrings as an anti-mashing tool sometimes.

Dragon's Mirage (6DB)
Left/right mixup from drive stance. Somewhat slow though so it doesn't see much use in higher levels of play.

Dragon's Spirit ([4]6A/B)
Oki tool. More on this later
 
 
Dragon's Spirit Oki ([4]6A/B

 

A lot of Kagura's combos end with throwing out Dragon's Spirit for oki. Depending on which version you use, it'll handle different wakeup options

The A Version of Dragon's Spirit:
- Forces Neutral Techs to block on wakeup - https://youtu.be/kjpPmF3mdRw?t=5661
- Forces Back rolls to block on wakeup - https://youtu.be/kjpPmF3mdRw?t=5103
- Loses to Delay Teching - https://youtu.be/egXaGDlI8UE?t=251
 
 
The B Version of Dragon's Spirit:
- Forces Delaying Teching to block on wakeup (Might need to push them into it) - https://youtu.be/egXaGDlI8UE?t=710
- Catches forward rolls - https://youtu.be/egXaGDlI8UE?t=797
- Loses to back rolls - https://youtu.be/CD-Z439NnNc?t=250
 

...To be honest, Dragon's Spriit oki is kind of hit and miss. Overall, it feels like a bad Rock Paper Scissors game where most of the time, your opponent won't have to block it but they won't get away either. Sometimes they'll block it. Sometimes they'll escape. Unfortunately, Kagura doesn't have many good ways to control an opponent's wakeup options without it so you're going to have to play this game.
 
 
Dragon Spirit Oki Mixups
 
These mixups aren't specific to Dragon Spirit oki but they are somewhat more effective by Dragon Spirit slightly blocking what you're doing visually. 
 
Run Up [8]2C Overhead
 
2A > 5A > Stance Command Grab
 
 
Instant Overhead ([8]2C)

 
 
It doesn't let you convert it into a full combo without rapid canceling it but the damage it does on its own is pretty significant and the knockdown lets you go for more mixup and pressure afterwards. It's a pretty good tool to keep your opponent on their toes and cautious. On block, your pressure will come to an end though so don't get too predictable with it.
 
Run Up IOH [8]2C
There's a small trick to pulling this one off. First you enter barrier block with 4AB then slide your stick or your thumb on the dpad up to 7 so you can charge the up direction while staying on the ground. 
 
j.B > [8]2C
Double Overhead . You charge 8 during the jumping in.
 
j.B > j.A > [8]2C
Triple overhead blockstring. You charge 8 during the jumping in.
Video Example -https://youtu.be/lMEpqPPB6-U?t=913
 
2A > 5A > 2B > 6B > IOH [8]2C 
Taking advantage of 6B's jump cancel to go for an instant overhead
 
5BB > IOH [8]2C
2B > 6B > IOH [8]2C
 
 
Pre-canned Blockstrings

 
 
2B > 5B Reset Pressure
 
Run Up 5DB Command Grab
Open the opponent up off the bat with a command grab. Good for when you've conditioned opponents not to jump or mash . 
 
2A > microdash 5DB
Tick command grab setup
 
2B > 5DB Command Grab
 
2DC (1) > RC > 5DB Command Grab
An interesting blockstring that takes advantage of 2DC (1) pulling Kagura forward to go for a command grab mixup after rapid canceling. It costs 50 meter though 
 
2C > 2DA Overhead
 
5DA > 2DA Overhead
 
2DA > j.5DA~1
A punish against people trying to punish 2DA on block. Feels like you have to commit to the j.5DA~1 pretty early though
 
5B > 2B > 6B > 3C Low
A blockstring that compliments blockstrings involving 5BB/6B > IOH [8]2C Overhead very well.
 
Corner
 
Run Up 5DA
Compliments 5DB as a means of frame trapping opponents trying to jump out of the command grab when they see you in 5D stance
 
2A > 6A Overhead
 
2B > 5B > 3C > 6C > 6DA > 2DA
 
2A > 5B > 2B > 6B > IAD j.B

 

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