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Line 318: |
Line 318: |
| ::* 5S > 6SP > 5SS | | ::* 5S > 6SP > 5SS |
| ::* 5S > 5W (whiff) > 5SS 2S | | ::* 5S > 5W (whiff) > 5SS 2S |
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| * 2SS OR 5SS > 2S > 6SP > 5S > 22SP | | * 2SS OR 5SS > 2S > 6SP > 5S > 22SP |
Revision as of 20:01, 9 January 2022
Kagome Higurashi (日暮かごめ)
Introduction
I am Kagome! I'm not anyone else!
Kagome resembles a traditional shoto the closest of any character in A Feudal Fairy Tale in both moveset and playstyle, having decent ranged pokes and tools for whiff-punishing, a fireball and an incredibly quick 'get-off-of-me' option. However, while not a bad character by any means, Kagome can struggle to push her advantages due to most of her tools being only just 'okay', and generally has to play reactively, but she can put in some serious work with enough effort.
Strengths |
Weaknesses
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- All normals start in 4 frames, making her Strong normals a little faster than average
- Very simple, good damage confirms (like 2S 5SP, 2SS 5W 5SP, etc)
- Has a good damage fireball that can be converted off of at certain distances, and is good for pressuring due to its semi slow speed
- Has one of the best meterless reversals in the game in 4SP, which lacks range, but is incredibly fast and catches buttons
- 5SP stays out for a long time, does good damage, and has good range, making it good for meaties, whiff-punishing and also her only consistent combo ender
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- All normals start in 4 frames, making her jabs slower than average, which can make busting out of pressure difficult if 4SP isn't an option
- 4SP's range is very deceiving and can whiff if not used at the right time, which can be very punishing
- 22SP / Super is incredibly slow in start-up
- Has no Air-Dash, losing a few mix-up and approach options that most other characters have
- Very limited conversion potential as her 3rd hit Auto-Combo segments have high push-back
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Move List
Startup DOES NOT include the first active frame.
Moveset
Ground Normals
5W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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High Whiffs on Crouchers
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-
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A quick horizontal slap. This move would be a pretty standard jab if not for Kagome's incredibly strange quirk of all grounded normals starting in 4 frames, meaning that 5S, which is much longer, starts up in the same exact amount of time, making this move very redundant most of the time.
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2W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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Low
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-
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Same as 5W, but it now hits low, and is still redundant... but because of 2S this time.
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5W-W-W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Auto-combo 3rd hit, Kagome throws a meaty punch. Decent range but is otherwise not too notable. Max range 5S>5S can sometimes make this move whiff.
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2W-W-W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Low Auto-combo 3rd hit, Kagome throws a punch while kneeling. This move is very similar to 5WWW, but it's actually shorter range and does not go as far in-terms of forward momentum, making it really not great unless if you have to use it (i.e; a crouching opponent can't get hit by 5WWW).
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5S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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High Whiffs on Crouchers
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-
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The normal you'll see a lot from Kagome, a quick bow swing. Starting in 4 frames because of her bizarre quirk, it's a pretty formidable poke and can be converted off of relatively easily at most ranges. It's also relatively safe on block due to its abnormally high pushback, making it overall a solid move.
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2S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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Low
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-
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Kagome swings her bow while kneeling. A pretty long range low, but it's a bit shorter than 5S, and doesn't have as much pushback on block, making it sometimes more punishable. Can easily convert into 5SP at almost any range it hits for a quick good damage knockdown.
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5S-S-S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Auto-combo 3rd hit, Kagome fiercely shoves forwards. This move is virtually identical to 5WWW, with the only real differences being that it does more damage, has slightly less forward momentum, and has slightly less range since her hand is in a palm instead of a fist. If you're close enough so that the literal-pixel-difference hitbox doesn't affect you, you might as well go for this, since it does more damage.
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2S-S-S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Low Auto-combo 3rd hit, and very similar to 5SSS, Kagome does a shove while kneeling. This move isn't as similar to the W version as you'd think, because it actually has significantly worse range than 5SSS and also barely moves forwards, making connecting with it very difficult at any range.
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Jump Normals
j.W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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-
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Kagome does a horizontal slap in the air. While saying this is very blunt, this move is never worth to use over j.S because it is significantly shorter range, not disjointed, and does significantly less damage. The only thing this has upping j.S is that its faster on the recovery, though it hardly matters.
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j.S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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-
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Kagome swings her bow downwards. Great air-to-air that is active for a shockingly long time as well as a good high damage jump-in, but the recovery isn't so great (you win this time, j.W).
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Dash Attacks
Forward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Backward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Special Moves
5SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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4SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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6SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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22SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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-
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Strategy
Combos
Midscreen
- 5S > 5SP
- 5SS > 5W5S > 5SP
Corner
After air-to-air
- 5S > 6SP > 5SS
- 5S > 5W (whiff) > 5SS 2S
- 2SS OR 5SS > 2S > 6SP > 5S > 22SP
- 49% damage, can sometimes not feel as valuable as the below combo, which is meterless.
- 2SS 2S > 6SP > 5S > 6SP > 5S > 5SP
- 36% damage, can be tricky to hit the final 5SP.
Kagome generally isn't a very combo heavy character, but she does manage to get decent damage off of most of her conversions.