Inuyasha: A Feudal Fairy Tale/Kagome Higurashi

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Kagome Higurashi (日暮かごめ)

Introduction

I am Kagome! I'm not anyone else!
Character Voice: Satsuki Yukino

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
  • 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
  • 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

Move List

Startup DOES NOT include the first active frame.

Moveset

Ground Normals

5W
InuFFT kagome 5W.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 High
Whiffs on Crouchers
-

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.

2W
InuFFT kagome 2W.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 Low -

Same as 5W, but it now hits low, and is still redundant... but because of 2S this time.

5W-W-W
InuFFT kagome 5WW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

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.

2W-W-W
InuFFT kagome 2WW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

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).

5S
InuFFT kagome 5S.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 High
Whiffs on Crouchers
-

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.

2S
InuFFT kagome 2S.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 Low -

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.

5S-S-S
InuFFT kagome 5SS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

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.

2S-S-S
InuFFT kagome 2SS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

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.

Jump Normals

j.W
InuFFT kagome jW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 -

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.

j.S
InuFFT kagome jS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
4 -

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).

Dash Attacks

Forward Dash Attack
InuFFT kagome dashforward.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

Backward Dash Attack
InuFFT kagome dashbackward.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

Special Moves

5SP
霊力の手; Reiryoku no Te (Hand of Spiritual Power)
InuFFT kagome 5SP.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

6SP
清めの矢; Kiyome no Ya (Purifying Arrow)
InuFFT kagome 6SP.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

4SP
呪い返し; Noroi Gaeshi (Curse Return)
InuFFT kagome 4SP.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

22SP
破魔の矢; Hama no Ya (Exorcism Arrow)
InuFFT kagome 22SP.png
"I won't forgive you!"
"I won't forgive you!"
InuFFT kagome 22SP proj.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
-

A

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.


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Inuyasha
Kagome
Shippo
Kikyo
Sango
Miroku
Totosai
Naraku
Kagura
Koga
Sesshomaru
Demon Inuyasha