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MikelAL93

[CP] Kagura vs. Kokonoe

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Anybody else having trouble with this match-up? Once she puts down a lightning pillar, it feels like we're at her mercy.

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Anybody else having trouble with this match-up? Once she puts down a lightning pillar, it feels like we're at her mercy.

Don't bother approaching if she puts one down far from you. Just wait it out and wait for her approach. Flash kick stronk.

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Well since 1.1 hit and changes were made, some aspects of this match have changed for better and for worse.

 

A zoning Koko is worst Koko as putting down the corridor (Lightning pillar or as I will refer to as her own captain corridor) allows her to stop Stance 6C's for approach.  Things to note is that if Koko does an auto-pilot corridor > fireball you can CH her with Stance 6C and both corridor and fireball disappear.  Stance 6B can also avoid the corridor during the teleport animation and then either Stance 2D A/B or Stance 5A to catch buttons to get a FC.

 

As far as her normals go, her 5C, j.A, 6A, and 3C will be the biggest problems.  Gone is her IOH j.5C that isn't as dangerous but her j.A is more of a concern since 6C lost its head invul. in 1.1 patch.  j.A  hits overhead on all hits (Whereas Relius' j.A does not) so unless you have a flash kick charge ready you will have to block it and have to react to a 2A or 6B when she lands.  Be very mindful of the 6B since you will want to have a charge and you WON'T get to flash kick before 6B hits.

 

Her 5C is disjointed, rather fast in terms of start-up and recovery, and is projectile property.  The first two are bad for you, the third can allow Stance 6C to CH her if she likes to throw it out raw too much.  Be careful of throwing out your 5C because I have been CH'd almost full screen away by her 5C...

 

Her 6A is still one of the best AA's in the game due to the hitbox that hits behind her.  While you shouldn't be attempting airdash j.C or B against her be mindful as cross up j.B's can be beaten by this move.

 

Her 3C has close enough range to your 5C and 2C but is faster (though it does not have a hitbox the whole length) and it can catch Stance 6C's and [4]6 A/B done too close to her.

 

The goal of this fight is to put her in the corner and take advantage of orb oki since with 50 Meter to counter assault or fireball super she can only block or attempt a teleport.  use 6B instead of 3C for teleport punishes because your input may get reversed during the teleport and whiffing a 2C POINT BLANK when she teleports is going to suck.

 

Midscreen combos should push for the corner and make sure when you finish a combo with Stance 6C you are charging [4] to then throw a sonic boom once the forward movement ends to allow you continue pushing and bait airdash attempts over the sonic boom with 6C to get that corner push.

 

All in all this match is still not great and it turns into you getting proper reads with Stance 6C so you can get her into the corner and making her respect Stance 5A as eating 4K and being put into your corner orb oki lets most hits lead to 4K and orb oki again.  Remember that 6A on hit is +5 so even she can't mash against you and hit confirming 6A rc is where you will want to spend meter offensively.

 

4-6 Koko's favor.  Remember that Kagura doesn't look at his own explosions.

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Spent more time in the lab to test set-ups and learned something very useful.

Kagura can easily option select Kokonoe attempting Teleport on orb oki setups with his 5B.  Simply press 5B >B and if she tries to teleport on wakeup your B follow-up to 5B will not come out because it only gatlings on hit or block.  On whiff Kagura will just do 5B and you will recover before Kokonoe on her teleport.

If Koko tries to press buttons your 5B can easily CH her to set-up the same oki.  If Koko doesn't try to press buttons you can 5D when 5B whiffs and it will auto-correct the command throw and catch her.

Another funny note is that a spaced 5B can actually dodge the A version of her super fireball and still CH her.

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