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Skye

[CP] Arakune vs Kagura Mutsuki

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Pros

  • Kagura is slow. Easy to zone.
  • Some moves are widely telegraphed and/or have long recovery, optimize making him whiff attacks (in contrast to blocking)

    Cons
    • Huge Huuuuuge normals, stay away.
    • DP input cannot be crossed up


      Ratio
      -/-

      Specific Details

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A Michigander is planning on playing Kagura, so I'll have a ton of inputs here.

For starters, beware of his 6c.

His overheads are 6a and 2d~a, neither are safe on block, even if he drive cancels.

Watch out for his DP, you can't cross up the input.

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His overheads are both safe. 6a can gatling into 5BB which is safe, jump cancelable and has plenty of gatlings after. 2D~A can be cancelled into 5D~A which you cant mash out of with a 5 frame jab. You can reversal in between the 2 but this is hardly unsafe and isnt really practical for Arakune.

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