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Kakimori

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About Kakimori

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  1. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    I'm hoping we can get a guide for Kagura started, because I just came back today after a few months off and woooooooo was I getting my ass beat. Having to basically relearn him from scratch and I'm not even trying to optimize combos right now, correct me when I'm wrong: -2A is our best poke at mid range. -6D~B or 6D~A is basically a 50/50 when they're locked down under [4]6B. -2D~C > 5D~C > [2]8C is the best ender for most simple combos? In general, should I be following up blocked 5C/2C with 2D~B into ?? or with [4]6A/B? What is best to follow up 5D~A on block and on hit? When should 5A be thrown out? (I'm guessing out of 2A range but inside 5C range?) What is a good time to use 2D~A in a mixup? Seems like 6C and j.C are our best AAs? How safe is it actually to throw out 6D~C? When getting rushed down, do you prefer to footsie with 2A or try to flash kick out of it? Anyway just looking for tips/advice since I'm far from a good player and hopefully like I said we can get a guide started from some of this stuff
  2. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    It worked out OK for me but probably just because I was up against a lower tier of Hazamas.
  3. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Well, I actually hold back a tiny bit after the 5C, so it's like…5C > half step > [4]6B. I do mix it up with A but I've never gotten poked out of the B that way…what should I look out for? If Hazama successfully lands a chain then he'll just be on you from dusk to dawn, but if you can read it and start your 6D~C a moment earlier, since its hitbox is so big it pretty much stops air and ground chains. If he's mid screen, he has no real way of getting in on Kagura other than chaining so it can be predictable unless you're against a really good Hazama IMO. If you accidentally 6D~C into his block, you can 5D~A and backstep out, which is not at all ideal but I've also stuffed Houtenjins with the 5D~A XD Altho Kagura can reversal out of chain pressure, can't he? I'm used to playing Valk so it feels very weird to actually have a reversal to escape pressure…Valk is more like jump > wolf > GTFO GTFO GTFO OMG RUN
  4. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Wait wait, 5C > 2D~B is a tight block string if they don't instant block the 5C?? I never knew that, I've always been going 5C > [4]6B. Never had a huge problem getting zoned with Kagura because 6D~C is so good if they get predictable with their projectiles. No better feeling than stuffing a Hazama chain...
  5. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    I'm on pad too, I don't think it has much impact on his charge moves. Just make sure to hit the directions clean, so hit a clean 6 after your 4 for the fireball for example. A lot of his moves can buffer charge into the move, so when you start your 2D~B animation, for example, you should already be holding back so if it connects, you can release a fireball for oki. For the [2]8B reversal, I find it helps to press up-forward instead of just straight up on the PS3 pad. I'd also like to know about ways to work supers into his strings.
  6. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    That's what it says in the Japanese in-game notation for 6D~A and 6D~B as well, and it worked when I tested it out on Jin's 5C. Maybe some higher priority moves will go through it, though.
  7. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    6D~A can auto-evade one move/hit while he's running, but it doesn't seem to work with projectiles (maybe doesn't work with lows). Wait, 6D~C goes through projectiles??? I didn't know that. Is there anything particularly good about CH 6D~C?
  8. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    So it seems like hit confirming into 3C from 2B or 5BB is the way to go for starters? Right now I'm messing around with A+B > [4]6B > 2D~C > 5D~A > 6D~C as something fun and simple off his throw. Also, can non-CH 2D~B or 6D~C be followed up by anything in the middle of the screen (without meter)? What exactly does 6D~A/B auto-evade since it seems like he can't go through projectiles with them (5D~A does block projectiles but what's the point)? Does he have any good options against someone like Nu-13 given his low mobility and lack of anti-projectile countermeasures, or is he just at a big disadvantage vs. zoning?
  9. Kakimori

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Sorry, I should have posted here first! What are some safe blockstrings/pressure/good pokes that I can apply with Kagura from neutral? Also, I looked at the combo thread but it's a little bit overwhelming Are there 2 or 3 "basic" midscreen meterless combos (not even BnB) that I can work on to get a feel for his timings?
  10. Including CH 5B -> 6C hitconfirm?
  11. LOL Errol, I'm the semi-scrubby Tsubaki who was playing you earlier. Your Tsubaki/Makoto are both damn good, thanks for the games and your advice. Airk, thanks. Won't that be more difficult in CP? (Cause you can't wait to see the height after pressing 2C or you'll miss the second link.)
  12. I've talked about this before, but Tsubaki's 2CC IAD combos are incredibly, incredibly hard for me. If I land a high 2CC, how can I prevent myself from IADing under the opponent? The cancellable frames on 2CC seem very tight and I'm not able to wait until they fall down a little or anything like that. But I never see pros drop this at whatever height they land 2CC, so what am I missing?
  13. What's the range on Tsubaki's new command throw? Is it kissing range like her normal throw?
  14. Kakimori

    [CS1-CSE] Tsubaki Self-Improvement and Critique Thread

    Kiba, thanks so much! So that's how to follow up on 22A CH~! To the lab I go. Yeah, I'm working on not throwing out 5BB so much (stopping at 5B). Those 236A during pressure were just pure reflex/accident. I slap myself whenever I do it. Sometimes, however, I'll land 5BB > 2BB > 5CC and try to go into 236A > etc. but the 236A won't connect in time. Should I only use this path if I start the combo close to them, and just end with 22B instead? I did use one fullscreen 236C without charge against Noel, but for the most part I've broken that bad habit. Other times were either 236D or had charge. What kind of mobility should I use more of? It's true I don't charge enough (need to work more charge cancel etc. into game) but how does mobility mean more charge? Or how can I keep the opponent from getting to me? She is fast but I can't just flip around like Valk either...sometimes I use 236C to go under a jumping opponent and get some space, or j.214C for the same purpose when in the air & someone's running in.
  15. Kakimori

    BBCP Arcade Profile Site Rip

    I'm pretty sure Noel DLC Color #10 is meant to be Leona Haldern, but correct me if I'm wrong. Are all of the references summarized anywhere?
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