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Rukawa8999

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    Ruka

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    Rukawa8999

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  1. Rukawa8999

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

    -5B is one of kagura's best tools once he's up close with the opponent. It truly shines when you have the opponent worried about blocking 6A or an overhead in general. Times you shouldn't use that move is when 2A can reach when 5B can't. Other then that, try to opt for 5B since its a low. Another great place to use it is, when a person is forced into blocking a B Orb/Fireball on wakeup, you can just empty jump and immediately go for 5b. -You can't cancel stance moves into special on block, besides other stance moves you have left. Most times you use stance moves, it's to condition the opponent for certain things. F.E. if you do 2DB and you know your opponent is gonna mash on a button that isn't a low, you can follow up with 5DA for a fatal. In this situation, if your opponent knows your going to do 5DA, they can grab you out of it, but to beat that you can use 6DC, and 6DC will also beat most lows at that range. So its all about conditioning your opponent into something. If you just want to play it as safe as possible, you can do 2DB, and enter another stance and immediately cancel it and barrier to make it slightly safer. Doing this makes all stance moves -4 on block. The safest stance moves kagura has are 2DB(-5 on block), 5DA forward dash(-2 on block), and 5DA back dash(-7 on block). -The hardest part about playing kagura is his neutral is pretty ass. You really have to know to make use of all your giant normal, stances and specials to make everything workout. The most go to thing is to setup orbs and follow behind them. Other then that you have 6DC which covers about 75% of the screen horizontally, and j.C to wack people. j.C. is pretty good since kagura's hurt-box is slightly detached from the hit of the sword, so its kinda wonky for opponents to anti-air at times. Or you can literally just turtle some of the match and catch your opponent in the air with B-Fafnir, and force them to play the ground game, dealing with 5C and 2C. 2C is a great move since kagura leans back for the move and enters a crouching position. Just don't use it too much since it has a decent amount of recovery and people will capitalize on you overusing it. Your main goal with most match-ups is just getting yourself in 2A, 5B, and 6B range where kagura starts applying tremendous pressure with frame traps and mixups. -For combos off of CH 6DC, Midscreen-6DC, 6C, 6DA, 3C, 2DC, 5DA, A-orb, 5B, 3C, 6DC, 2DB Midscreen to corner-6DC, 6DA, 3C, 2DC, 6DC, C-Fafnir, 2C, 6DC, 2DB
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