KAGAMI SAMAAAAAAAAAAA :sh2y:

Leave your brain cells at the door.

Postby Fuu » Tue Sep 18, 2007 07:06

BP Kagura is really weak in JUS i feel like a full Gintama deck is not practical :(
Gintoki is pretty good tho' :D
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Postby Kyosuke Kagami » Tue Sep 18, 2007 07:40

Fuu wrote:guys all the characters in Lucky Star are worthless, soulless and shallow products. Let's watch Zetsubou Sensei instead, which was made with love. A twisted, obsessive, dark love.

Can I have sum Nodame, at least, sis? :(
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Postby Gojira » Tue Sep 18, 2007 10:39

Nodame is mine. You can't have any. :P
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Postby Persona » Tue Sep 18, 2007 11:06

Kagura support is MUCH better though. Can still make a Gintoki deck if you make it a solo deck.
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Postby BP » Tue Sep 18, 2007 14:42

Fuu wrote:BP Kagura is really weak in JUS i feel like a full Gintama deck is not practical :(


She seems more or less between low/mid-tier to me.

But she does have her uses.

- Strong normals - especially her forward + Y. Though not much in the mindgames department, but if you hit with her neutral Y, you can pull off a lot of useful support koma followups and into her specials (Y -> Kenshiro 3 -> 4koma X or Y -> Gotenks 3 -> 6 koma X. If you're going for a Gintama deck, Okita 3 could work as well).
- Healing. Though arguably a lot of characters can do that, it's that her heal specials (especially her 5 koma) are usually faster than the rest (in terms of playable characters, of course, with the exception of Kinnikuman's 7koma - and even then, he's harder to win with than Kagura, IMO).
- Pulling off unexpected attacks with both her 6 koma specials. Best to bait during 4P matches, especially her up + X since it stays for a while, and you could bait someone thinking that she's pulling off a taunt. X is great for ringout purposes and can be followed up with a support which attacks in the air for pushing them out further for a ringout (Vegeta 3, Gotenks 3 and maybe Kanda 3), but too much abuse of it as a standalone move might make you predictable and leaves you open for attack.
- Her 2koma support, much like Tsuna & Reborn 2, is a decent traveling projectile that can knock an opponent out at the tip of a stage for a potential ringout.
- Her 3koma support is pretty awesome; since it switches the opponent's battle character after it does it's damage on the previous one (Great for an opponent who switched out a near-dead character). You could, for example, use it (and time it right) with Gintoki's 6 koma X/Up + X. It's easy
to trap an opponent with the attack, either by attacking into it or even placing her, then pushblocking an attacking opponent to get 'em right close to the table.

Basically with Kagura - it's mostly about the normals and use for meter building. The best one could do is mix and match with her B -> Up + B -> Air B, fwd + B -> fwd Y, neutral Y (if you get that opening and a wall is broken + support = GGPO) and use her specials sparingly. But much like Anna and Robin (arguably more lower tier than her), she's pretty fun to play as and win with. So for battle = 6 koma. For support, either, but perferably her 3 koma.
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Postby r3v3n4nT » Tue Sep 18, 2007 16:18

too technical.

Strat: camp, taunt, win.
Last edited by r3v3n4nT on Tue Sep 18, 2007 20:42, edited 1 time in total.
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Postby 0style » Tue Sep 18, 2007 17:08

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Postby BP » Tue Sep 18, 2007 20:38

r3v3n4nT wrote:too technique.

Strat: camp, taunt, win.


A strat which I abhor greatly!

*chases r3v around the stage till sudden death*
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Postby r3v3n4nT » Tue Sep 18, 2007 20:43

funny how everytime i sudden death u, i get the disadvantage with type >_<
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Postby Kyosuke Kagami » Tue Sep 18, 2007 23:25

... where the heck are my pics? :(

And what are you babbling about?

Me wants more Kagami sama (any kind, even the masculine type) D:
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Postby BP » Wed Sep 19, 2007 06:51

r3v3n4nT wrote:funny how everytime i sudden death u, i get the disadvantage with type >_<


Yeah, but even then, there tends to be a lot of pressure in SD. One slipup may cost the game, and it happened more than once. Especially with that Tsuna of yours.

So I gotta make sure you don't run and camp!

*pulls movement seal on r3v*
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Postby r3v3n4nT » Wed Sep 19, 2007 12:24

BP wrote:*pulls movement seal on r3v*


guess i just have to stick a LenaLee support in every deck then.
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Postby Fuu » Wed Sep 19, 2007 12:54

Why was Lenalee better than Yoruichi? Can't remember.
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Postby SonicTempest » Wed Sep 19, 2007 17:21

I just use Kenshiro all the time and spam jump Y and f+Y D:
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Postby BP » Wed Sep 19, 2007 20:37

r3v3n4nT wrote:
guess i just have to stick a LenaLee support in every deck then.


Then it's time for a helping of SP steal, attack and support sealing to go with it!

Fuu wrote:
Why was Lenalee better than Yoruichi? Can't remember.


As I can recall:

- Lenalee dives into the stage from the air, while Yoruichi just teleports from ground upwards. Obviously, this means Lenalee's is a lot more safer.
- While Yoruichi does the job quicker than Lenalee, you could set up a decent ringout trick with Lenalee because of her air diving factor. So, basically, you can call on her while you're grounded, double jump, and let her miss and grab the opponent instead of you. If you've broken all the walls already, this could push the opponent waaaaaaay far to the top of the screen, making it hard for him/her to come back.
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