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[CP] Relius Clover vs Kagura Mutsuki

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Discuss the Kagura matchup here.

The Neutral Game

Long Range: Your Tools vs His Tools

Medium Range: Your Tools vs His Tools

Close Quarters: Your Tools vs His Tools

In The Air: Your Tools vs His Tools

Offense

Your Offense:

His Offense:

Defense

Your Defense:

His Defense:

Gimmicks and Resets

Match Summary

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Long Range: Your Tools vs His Tools:

Kagura I feel can stomp out most of your ignis moves. Sometimes though, if you think he's gonna do his projectile, a 214C will hit him and give you plenty of time to rush in. Also, because of his slow air dash and ground movement, I think you're fairly safe using a full screen Lugia until he reaches mid range.

Medium Range: Your Tools vs His Tools:

Thing's feel a bit iffy here for me. Yeah, his drive moves are slow, but so are ours if we don't have ignis, plus his have more range. I'd say either try and get further away or get right up in his face. IAD'ing can work well, but if he stays crouchingm barrier immediately, as he's probably charging that godlike anti air.

Close Quarters: Your Tools vs His Tools:

Depending who's on the offense, you have your options. Kagura has a lot of mixup options if he's got you under pressure, but if you force him to use a drive move for mixup, Led Ley wins for you if timed correctly. Kagura can't do much though if you have ignis out other than block. I'm not sure how fast Kagura's 5A/2A are, but I feel we should be fine here since our moves in general have better hitbox and startup. Like I said, keep ignis with you.

In The Air: Your Tools vs His Tools:

Kagura has better A2A without ignis. His C attacks have massive range and can easily hit you out of a j.B or j.C if you're too far. If you're in a closer distance, you should be fine to use any arial normal you like afaik xD

Offense

Your Offense:

New character so far, don't know if there's any character specifics you should be weary about. Cross-ups are a hige gamble in Kagura's favor because of his anti air, but generally he can't do anything about your pressure (much like the rest of the cast) without ignis. If you're doll is running low, try to reset full screen where he has more ways to screw up.

His Offense:

Block well, really. Make him forced to use his drive moves to mix you up, then when one comes that isn't the command grab, Led Ley. He can't do drive followups on wiff, so he'll be forced to stick to his normal high/low game with 5/2B and 6A and give up his pressure. However, if he gets his hit, you will be forced to the corner and you will have to deal with his amazing projectile oki. Do not ley on wake-up in the corner as obvious as that sounds xD

Defense

Your Defense:

Abuse Led Ley on his drive mixup till he tries that command grab. Then when he does, jump and hit him with a falling j.B. On defense there isnt much else since we don't have a huge defense game and 2C loses to a well timed j.C from kagura.

His Defense:

Avoid crossups, if you really are having issues with getting him open, use tick throw and TRM situations. Trying a crossup is sticking your foot in a paper shredder with his anti-air around. You could make it work with 2D, but that sorta telegraphs a crossup.

Gimmicks and Resets

Don't know much here, he's a brand new character. Some.of you guys might be better suited for filling this out.

Match Summary

I'd say it's fairly even. While we have various methods of getting in on him, the range of his normals amd his anti air give us hell when it actually matters. On pressure, we're forced to give up crossups, but he's forced to be extremely careful with his drive mixup or worry about wiffing through led ley.

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Ok, after a MASSIVE amount of Kagura matches today, I've had one issue. After I ley'd like every one of his drive mixup attempts, after I was put in the corner once, instead of using mixup, he'd just keep using 5C to keep me in place to wait till I jumped out then would use 6C. Is his 6C punishable if barrier'd? Cuz gettin hit by 6C AA leads to a 5k combo for him

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I find Dash ley is useful to close in on him (66236A and 2366A are both vital.) If you time it right you'll spin right through his 5C's range and recover in time to get pressure or damage with 5B. Also try to keep in between the max range of your 5B/3C and the max range of his jabs, this is the winning zone for Relius.

Jumping against Kagura is a mistake, try to conquer him on the land. If you have want to jump out of the corner do it after right in his face so that you'll for sure be over him by the time he can pull 6C out.

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So if I block his 5C there's enough time to dash ley and do a 5B and not eat his dp? I mean, I honestly could've just kept blocking and forced him to do mixup, but when you're not the one with the life lead he knew it was the safer option xD

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no no, Don't block the colossal surfboard of a sword, Dash ley through his 5C and attempt to land within your 5B range. you'll be able to strike before he has the time to even think about charging DPs.

Honestly his 5C is so easy to spot that I've been able to pull off this maneuver on reaction with consistency.

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Like I said, it was mostly after a kd that he'd do this rather than mixup. It'd go knockdown>orb>5C spam xD I took a few of my matches with him and put em on youtube, gonna put em in the critiqie thread now.

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This might just be a habit of the particular Kagura i played with, but watch out for his 2c, it looks like it has a huge recovery and it really punishable, but its only -7, and he can charge his dp while doing it, so trying to punish it or whatever is really dangerous

The other thing he followed it up with has his sword slide that's a low, i think its 2d-b

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It can still be jumped like most of his stuff for a weighty punish. 2D>B can be ley'd for punish. If you do block it and for some reason he doesn't cancel into things, just 66>236A to voip through is DP for a punish.

 

Look out for delays. Everything he does can be baited and punished. Everything.

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2DB doesn't have a terrible amount of recovery on wiff, so it all depends on how early you ley. If you ley too late and they're well versed in the MU, they can charge their dp to go for a risky as fuck frametrap on your punish attempt, so it becomes a guessing game, though sligbtly our favor since our options are much safer. Just know he can do like... 4.5-5k damage off a dp CH in the corner, so if your cornered, be careful.

Regardless, I'd still say this is one of our best matchups since we can negate a ton of drive mixups on reaction and our neutral runs circles around his. If you're scared of his DP, just back off. If you're equally skilled (in other words, not better than you) you can still force him to make a mistake coming to you. Drive approach, air dash approach, just running... almost all of its in our ability to punish.

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