Chaos Code/NSC/Kagari: Difference between revisions
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==Extra Specials== | ==Extra Specials== | ||
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! Move !! Startup !! Block Adv !! Guard !! CH <br> Properties !! Notes | |||
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| '''Shuriken - Rakurai''' <br> j.234P [[image:Kagarij236A.png|link=media:Kagarij236A.png|center|200x150px]] || - || - || HL || - || Air fireball. A version goes at a very steep angle. C version has a wider angle. You can have an air fireball and a ground fireball out at the same time. Doing this move also restores your airdash if you've used one already. | |||
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|- | | '''Kawarimi - Oboro''' <br> B+D [[image:KagariBD.png|link=media:KagariBD.png|center|200x150px]] || - || - || - || - || Teleport counter. Has a lot of recovery so it typically doesn't punish things, but it's good to get past projectiles or get out of really bad situations. | ||
|- width="200" style="text-align:center;" | | |||
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Revision as of 15:49, 28 June 2017
Introduction
Story
Kagari, a secret agent for the anti Earth-Union organization 'KURENAI', lost her parents when she was a child due to the war the Earth Union had caused. Because of this, she formed a deep hatred for the Earth Union.
After her parents' deaths she was adopted by Kurenai, who is the leader of the self titled anti-Earth Union organization. Kurenai had given her unconditional love, that of which her parents would have given her.
She decided to work as an agent to repay Kurenai, and to avenge her parents' deaths.
Summary
Health: 28000 Stun: 75
Kagari is a very versatile character, with solid rushdown tactics, good damage, plenty of mobility, and defensive options that include her DP, her teleport counter, and air shuriken. On top of such, she is an easy character to pick up. The trade off is she's not the best at everything, but with the right decision making, she is a very dangerous character.
Run vs Step
Run - Kagari has a very fast run speed, making it a good choice for tech chasing and aggressive styles of play.
Step - Supplies faster meter gain and generally creates more damage opportunities.
Move List
Normal Moves
Move | Startup | Block Adv | Guard | Cancel | CH Properties |
Notes |
---|---|---|---|---|---|---|
5A | - | - | HL | Yes | - | put words here |
2A | - | - | HL | Yes | - | put words here |
5B | - | - | HL | Yes | - | A pretty quick move, good for catching people when in range |
2B | - | - | L | Yes | - | Fast crouching low kick with decent range. |
cl.C | - | - | HL | Yes | Stagger | Hits twice, both hits are cancelable |
5C | - | - | HL | No | Stagger | Good range |
2C | - | - | HL | Yes | Stagger | Sword swipe anti-air. Moves Kagari forward a bit. |
cl.D | - | - | HL | Yes | Stagger | put words here |
5D | - | - | HL | No | Stagger | Good anti-air |
2D | - | - | L | No | Launch | Sweep |
j.A | - | - | H | Yes | - | put words here |
j.B | - | - | H | Yes | - | Hits twice |
j.C | - | - | H | Yes | Stagger | Lots of active frames, good jump-in |
nj.C | - | - | H | Yes | Stagger | put words here |
j.D | - | - | H | Yes | Stagger | put words here |
nj.D | - | - | H | Yes | Stagger | put words here |
Command Normals
Move | Startup | Block Adv | Guard | Cancel | CH Properties |
Notes |
---|---|---|---|---|---|---|
Grind Kick 3B |
- | - | L | Yes | - | Combo extender, good for picking up off of throw and wall bounces as well. |
Airthow j.A+C |
5f | - | - | Yes | - | Combo ender. You can either take the knockdown or cancel it into an air shuriken for a little extra damage and the ability to super cancel. |
Special Moves
Move | Startup | Block Adv | Guard | CH Properties |
Notes |
---|---|---|---|---|---|
Kasumi Nagi 214P |
- | - | HL(first 2 hits) H(C ender) |
- | Three part rekka. Staple combo piece. A version ends in a teleport. C version ends with an overhead. Ex version ends with a ground bound and is Kagari's primary combo extender. |
Shuriken 236P |
- | - | HL | - | Pretty classic fireball. Good for controlling space and covering movement. A version is slow, C version is faster. EX version is real fast and hits 3 times. Can be spaced to be plus, the EX version will always give at least a little advantage and will launch on hit which can be followed up if you're in the corner. |
Mugen 236K (Hold D for low) |
- | - | HL(B) H(D) L(hold D) |
- | Run up slash. B version is useful to cancel from since the first hit keeps the opponent grounded. D version has some use in combos and can be okay for resets, although it's a bit slow. EX version launches if it hits an airborne opponent. |
Mugen - Utsuroi 214K |
- | - | - | - | Command dash, good for mix-ups and resets when you have respect. EX version in particular is very fast. B and EX versions stay grounded. D version goes into the air. |
Genjin 623P |
- | - | HL | - | Reversal. B version is invun until the first active frame, on trade you can pick up for a combo. C version is invun through active. EX version is not invun on startup and applies poison. |
Extra Specials
Move | Startup | Block Adv | Guard | CH Properties |
Notes |
---|---|---|---|---|---|
Shuriken - Rakurai j.234P |
- | - | HL | - | Air fireball. A version goes at a very steep angle. C version has a wider angle. You can have an air fireball and a ground fireball out at the same time. Doing this move also restores your airdash if you've used one already. |
Kawarimi - Oboro B+D |
- | - | - | - | Teleport counter. Has a lot of recovery so it typically doesn't punish things, but it's good to get past projectiles or get out of really bad situations. |
Ultimate Chaos
Ougi - Rasen - 236236B/D
Kagari dashes forward to kick the opponent up in the air, following up with the beloved Izuna drop. Both versions seem to do the same amount of damage.
|
Ougi - Manji Senkou Ha - 2141236A/C
Kagari creates a wave of energy with her sword. This super is a good combo extender. This move almost goes full screen. Both versions seem nearly identical. |
Extra Ultimate Chaos
Ougi - Harinezumi - 236236A/C
One of the selectable supers. This one Kagari uses her "robo dreads" to pierce and punch the opponent and inflicting poison. A good combo ender as the poison will keep damaging the opponent durring your following pressure/mixups. |
Ougi - Ryuusei Kyaku - 214214B/D (midair also)
Probably the more popular super to choose, due to the fact that it's a great combo ender, Kagari can continue a small pickup combo afteward. Both versions seem to go the same distance, unless done in the air.
|
Destruction Chaos
Hi Ougi - Ura Rasen - 2363214A+C
Her most powerful super, it uses all three bars of meter. Kagari turns around and back bumps the opponent, and a seal appears while her armor disappears. She carries the opponent up and slams them against the walls for eight hits before coming down again. This super is a very good punish at close range, and very easy to combo into. Don't be afraid to use it to get ahead and win. |
Combos
old combo archive based on the old version of the game, probably most don't work, but might be worth looking at anyway
for all combos ending in airthrow > 236A you can buffer a 5A afterwards to catch no tech. If the opponent doesn't no tech you can jump up to chase their tech. If you don't want this tech trap and would rather have more standard oki you can just ignore the ending 236A and take the knockdown off air throw.
"These are the combos you need to play like Greats" - Greats
meterless
2A > 2B > cl.C > cl.D > 3B > 214C > 214C > 214C
Confirm into rekka, the string of normals before the rekka isn't super important, but you need to confirm that you're close enough for the rekka to connect.
2A > 2B > 2A > 2B > 2A > 2B > 5C > 236B
236B will work when you push yourself out in the confirm, or if you just start a string far away.
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > Air throw
Throw combo, use the whiff to make it easier to get the 3B to hit (don't forget that chaos code has an infinite buffer for held normals). Also, the first air series needs to be delayed a bit so that the opponent doesn't get floated too high for the rejump.
Throw > 236D > 2C > cl.D > sjc > j.B(1) > j.C > D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > j.236A > air throw > 236A
Corner only throw combo. The j.236A isn't needed, so just ignore it and go straight into airthrow if you didn't take that extra move.
CH 623A(1) > 2B > 2C > j.B(1) > j.C > j.D > air throw
Combo off DP. The situation may seem unlikely, but A DP will trade in a lot of situations and most trades will lead to this combo.
EX combos
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236B
simple confirm into EX rekka, will carry to the corner and let the opponent air tech out.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236BD > jump > j.A > j.C > j.D > double jump > j.B(1) > j.C > j.D > 236A > air throw > 236A
ex rekka into ex mugen, full screen corner carry for 1 bar into an air throw.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 236A > air throw > 236A
Corner combo off ex rekka
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A
Corner combo using ex rekka and ex mugen, bit more damage for 50 more meter, also easier since it avoids the rejump.
Super combos
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > 214214D > land > 2A > 2C > sjc > j.A > j.B(1) > j.C > j.D > air throw
throw combo into divekick super.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 214214B > oki
after the super you can jump and input an air shuriken to meaty the opponent back into the corner.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A > 214214D
for damage, it doesn't really matter what you start with, just know that you can cancel air shuriken into divekick super to kill for 2 bars
Colors
Notes:
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- A Button: Normal version.
- B Button: Eva Unit 02 (Neon Genesis Evangelion)
- D Button: Nirvash (Eureka Seven)
- R1+B Buttons: Hyaku Shiki (Zeta Gundam)