| rdfs:comment
| - However, Kagura does have some flaws. First off, he is rather a bit sluggish via his poor mobility (despite his fairly quick backdash) and that some of his longer ranged normals are rather slow, making them difficult to chain into off of most normal attacks. He also lacks solid pokes that are far enough ranged to deal with most characters with solid footsies, and adding to that happens to be his difficulty in dealing with faster mixup characters. What's more, his combos are more effective in the corner than out in the open. It is due to this, Kagura is mainly a very heavy momentum-based character; either he maintains his very pressuring-mindgame lead, or he may get helplessly blown up should he fail to recover.
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| Description
| - 1(xsd:double)
- Ground bounces on second hit, and has a decent hitbox making it a solid move for combos.
- Grabs the opponent with leading hand and flings them up to bat them away with a two-handed lifting slash turn. Can be followed up with Drive.
- Grounds foe on ground hit, and can wallbounce on counter hit. Does a flinging knockdown during OD, and has Super Armor against projectiles and is air unblockable.
- Kagura surfs on his sword to whip at his foe for two strikes. The first hit hits low and does not allow emergency tech. The second hit hits mid and can allow emergency tech.
- CP 2.0/EX: The ground bounce effect no longer counts as a hard knockdown.
- Strikes with his following leg in a hooking inward kick horizontally. Rather awkward for a j.B, but has a large crossup hitbox.
- As of 1.1, when Kagura will be put into an airborne state if this move is cancelled into another stance.
- Counter Assault which cannot be Stance cancelled. Otherwise, has short tech time. Uses his 6B/BB animation.
- CP 2.0/EX: Can no longer be emergency teched on counter hit.
- A rather slow move, but can be a very solid frame trap and mindgame tool.
- Kagura warps via a flaming shadow behind the opponent after a dash forward but a twirl , then slashes downward and outward at their back .
- A forward low-following handed-thrust with the weapon at the legs. Stagger on hit. Hits mid despite the low angle, and can be Stance cancelled.
- Swings his arm outward to toss a dark ball of whirling energy forward. Projectile attack.
- Crouch stance. Same as neutral, but in a crouching position.
- The Overdrive version added in 1.1 deals more hits. Both versions as of that patch now auto-correct Kagura's facing direction.
- Allows him to enter four different stances. Each stance comes with its own set of unique moves that can be chained together.
- Has a fair amount of untech time, and a difficult move to punish on air hit. Has some invincibility. Can scale well in combos as you can combo off a counter hit after landing.
- Can be done by pressing 6B or inputting 5B two times . Kagura leans while balancing on his sword for a forward following leg-knee strike in a recovering inward turn. Cannot be Stance cancelled but is jump cancellable on hit or block.
- Grabs his opponent, then immediately crushes them down with a two-handed slash drop. Ground bounces, easy to follow up with multiple normals or specials.
- In 1.1, its P2 rating changes from 60% total to 52% total.
- Standard forward jab with a slightly bent arm. Can also be used as an anti-air. Many characters can duck under this, or go under it with moves.
- Neutral stance. Kagura brings his sword back in a battōjutsu stance with his sword angled up a bit high.
- Turns to the background as he leans and smashes his following elbow downward in a recovering turn. Hits overhead. Will force crouch the opponent. Cancellable mainly into a special, Rapid Cancel or Overdrive.
- Midair stance of any of the three stances. When a followup is used from here, Kagura drops quickly to the ground to perform the attack to the pertaining stance.
- Cannot combo into most moves without use of a Rapid Cancel.
- CP 2.0/EX: All specials from the stances can now can be cancellable into a Crush Trigger, Overdrive, Ryūha: Gokuenjin and his Astral Heat. Can also cancel into another different stance whenever a multi-hitting stance-based special's first hit connects.
- Kagura swings his sword forward in reverse grip to flick forward spires shaped like dark spear-heads of energy along the ground. Projectile attack. Carries the opponent via knockdown to the end of the attack.
- Can be reverse-cancelled into j.A as of 1.1.
- Allows Kagura to cancel the stance he entered. If done in the air, he'll rapidly fall to the ground.
- Causes ground bounce on air hit in CP 2.0/EX.
- Crosses up and hits low. Can Fatal Counter.
- Has a more downwards hitbox as of Patch 1.1.
- Has less ending lag in CP 2.0/EX.
- Has less untech time as of 1.1.
- Despite its appearance, it can go into a wide variety of Drive moves.
- Less ending lag in CP 2.0/EX.
- The second hit throws the foe behind Kagura, as well as wallbouncing. The Overdrive version can throw foes in front of Kagura instead.
- Kagura attacks the opponent with two crossing-slashes as black and purple lightning courses around his sword. He points his sword toward the sky and a cinematic occurs where his sword emits a large pillar of black energy. There is a zoomed in shot on Kagura's face which pans out as he delivers the final blow by crashing his sword down on the downed opponent.
- Kagura lifts his sword up with both hands and swings it in a multi-hitting arc while rising off the ground. Anti-air special.
- The initial slash must connect to make the energy pillar appear.
- Can also cancel into a forward or backward dash on hit or block.
- Kagura rushes forward with a stepping wide turning slash aimed low. Hits mid despite appearance.
- Has reduced recovery in CP 2.0/EX, as well as increased invulnerability before the attack comes out.
- Kagura turns then dashes forward with a one-handed thrust with his weapon, then briefly halts himself to return to neutral position.
- Short ranged diagonally downward low kick, akin to a standing low light kick. Hits low and can be used to help extend combos, but tends to be not as good of a B-type medium kick poke like most others. It's best used as nice mixup tool and/or OTG pickup tool however.
- The Overdrive version has Kagura switch hands for another slash, instantly followed by a two-handed slash as both slashes are done criss-cross fashion. The projectiles fired from there are dark rings that slice through for multiple hits and cause wallbounce. This second portion can only activate when the first part of the attack connects on hit.
- A midair jab, much like his 5A and 2A. Can be cancelled.
- As of 1.1, it has less recovery, hitstun, damage , blockstun, blowback on air hit and untech time. It no longer staggers the opponent on grounded hit.
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