The A+B move is a Smart Steer Ender. There's a bunch of odd properties to it (builds GRD when used early in combos, costs GRD when used late in combos) and it's something that every character can confirm into from long pokes in a pinch. The on-block properties vary from character to character. Most characters are left -4 and within instant dash throw range (-7 and jab punishable when shielded). Standout ones that break from this pattern are Vatista (giant laser that lets her confirm without charge and is very safe at range at only -10) and Yuzuriha (teleport slashes that are always punishable at -10 and leave her pretty close).
This is exactly the thing I was looking for, and I'm glad to see it done by one of my favorite FGC members. Still wasn't subscribed for some reason, but this did seal the deal for me.
Thanks for the guide! I learned a lot, thanks for sharing the knowledge. For other Kaguya noobs, A couple things I noticed from my couple days labbing + some notes from having played since UNIST: - This game has SMP (Same Move Proration) kind of like CF and Type Lumina do. If you use a move once in your combo, and then use it again, it will do way less damage and scale the combo harsher. A lot of optimizing routing is about not using certain moves early in the combo if you need them later. - Kaguya specific, if you do grenade and the original traveling hitbox of the grenades hits your opponent, you can hit air buttons after. This is not always super useful, but whiffing an air button on the way down lowers her recovery, making the grenades more plus. I'm currently ending my corner combos in 2C 6C j214A (where the first close hit hits them), and whiffing jump A on the way down makes me 5 frames more plus (+26 vs +21) - Other people have mentioned that 6C is cancellable on block but you have to wait until you're grounded, and that 3C followups are EX Cancellable on block - With regards to Kaguya pressure, and UNI pressure in general, a lot of it is using rebeats/whiffs to fix your frame data. 5C goes down to only being -2 if you whiff 2A after, for example, and they're spaced to where nobody's jab will reach so you get to RPS.
Really cool video, I just wanted to point out that 6 frames is not actually the fastest move in the game though. Wagner's 5A and 2A are both 5 frames for example, but they also have pretty short range. Also, Kaguya is such a sick character. :D
i dont even plan on playing Kaguya any time soon but this was a great guide lol, very interesting and informative. would love to see more character guides from u in the future
Pretty good starting guide. The fact that she has that fast command air dash sold me the character, and the three variations of it have different distances.
9:30 that moves are gives you grid early in the combo and takes grid later in the combo so they are contextual if you are really want to win the grid war or when you are trying to add extra damage later in the combo since I am guessing they have minimum damage too
Just a couple things that got missed to add: the button based 3C followups, 3C~A, 3C~B are ex cancellable on block (and maybe on whiff, hard to get them to whiff though), and 3C~C is ex cancellable on whiff too, so you don't NEED to have chain shift to save yourself 6C on block actually DOES have cancel options on block beyond chain shift aswell, you can special cancel it even on block, but only after landing (6C 236A is a frametrap so nothing is airtight, however) On the topic of throw combos, while the damage is very scaled so you may think a small simple combo is just as good, the meter build from doing a full combo can be extremely high (60%~75% depending on ender) if you do something like throw > 5BB 214B j.BB j.236A 7 j.[C] 5C 3C~B > Ender of choice (The throw itself only builds 12% so having a combo throw is extremely strong for meter management)
Thanks! I've tried her out a bit but I was looking for neutral hints and how to actually end combos with grenade in a useful way. Super minor point, 6C can be special cancelled on block, but only after she's grounded, so you have to do it very late. At least I think that's what's going on. I can do 6C [dl]> 236A and it will frame trap 5A at point blank range.
from my memory from the beta if someone does the A variant of her grenade toss in a combo and it hits there’s a small chance to do j.B and get the second hit off too putting you closer to land a 6C afterwards. i may be wrong. You can also do 66C up to 3x if u hit it by itself but idk if that’s still a thing since the full game released
Is anyone else struggling with her neutral? I've heard other people say her 5 b is good, but it has such short range and loses to so much of the other cast's buttons i usually don't use it in neutral. Does anyone else feel she's the weakest of the new characters?
One other basic combo people can use is off of 236B. You can hit confirm 236B and its follow up into 236C dash 2C into jump cancel routing from there. This works basically at any distance or position on the screen outside of close range
Now if I can only buffer 66B in my combos. I've completed the trials but I still am very inconsistent with it. Just having a hard time with the actual timing of 66B in combos.
This was a great tutorial. My question would be, how do you win the grid war with this char? she has lots of options that make it decently viable to stay at a distance, but I feel like i am usually losing the grid war. Any tips?:
toss A grenade > dash (do something like dash block or dash C) or toss grenade > step away > dash into them. You basically are aiming to bait them into the grenades.
@@kenamada5451 He grinded the first gbfvs, and just because games are fast, doesn't mean their not footsie centric. In fact, I'd say the thing that makes a game not footsie centric is how easy it is to steal rounds, thereby invalidating however much work was put into the neutral. I'd say UNI has more footsies that GBFVSR at the moment, considering how combos are structured and how even the highest damaging combos forces at least 2-3 interactions before someone loses.
@@Living_Target Footsies is usually low mobility, low character power (in the form of unga buttons, DNF aside.) UNI has footsies, but has no emphasis on methodical patient gameplay. You're not usually looking to shimmy and whiff punish and block pressure is structured insanely where in footsie games you're pushed off guard in 2-4 hits. The low mobility is what really forces the footsies and while Uni's mobility is not as crazy as BB, it's still not Street Fighter/tekken levels. As for LK who knows, this was my assumption. It was the game at that point and stream wise was the best thing to do.
I wanted to focus on GG when Rising came out, but I started thinking after all these collabs that I should work on expanding my base knowledge in more stuff.
@@LordKnightfgc I'd definitely watch you play other games as I'm personally grinding GBF even though I love Strive. I also feel like it helped my Strive technically and mentally, but that just may be me personally because I'm a novice.
The A+B move is a Smart Steer Ender. There's a bunch of odd properties to it (builds GRD when used early in combos, costs GRD when used late in combos) and it's something that every character can confirm into from long pokes in a pinch.
The on-block properties vary from character to character. Most characters are left -4 and within instant dash throw range (-7 and jab punishable when shielded). Standout ones that break from this pattern are Vatista (giant laser that lets her confirm without charge and is very safe at range at only -10) and Yuzuriha (teleport slashes that are always punishable at -10 and leave her pretty close).
This is exactly the thing I was looking for, and I'm glad to see it done by one of my favorite FGC members. Still wasn't subscribed for some reason, but this did seal the deal for me.
Thanks for the guide! I learned a lot, thanks for sharing the knowledge.
For other Kaguya noobs,
A couple things I noticed from my couple days labbing + some notes from having played since UNIST:
- This game has SMP (Same Move Proration) kind of like CF and Type Lumina do. If you use a move once in your combo, and then use it again, it will do way less damage and scale the combo harsher. A lot of optimizing routing is about not using certain moves early in the combo if you need them later.
- Kaguya specific, if you do grenade and the original traveling hitbox of the grenades hits your opponent, you can hit air buttons after. This is not always super useful, but whiffing an air button on the way down lowers her recovery, making the grenades more plus. I'm currently ending my corner combos in 2C 6C j214A (where the first close hit hits them), and whiffing jump A on the way down makes me 5 frames more plus (+26 vs +21)
- Other people have mentioned that 6C is cancellable on block but you have to wait until you're grounded, and that 3C followups are EX Cancellable on block
- With regards to Kaguya pressure, and UNI pressure in general, a lot of it is using rebeats/whiffs to fix your frame data. 5C goes down to only being -2 if you whiff 2A after, for example, and they're spaced to where nobody's jab will reach so you get to RPS.
Really cool video, I just wanted to point out that 6 frames is not actually the fastest move in the game though. Wagner's 5A and 2A are both 5 frames for example, but they also have pretty short range. Also, Kaguya is such a sick character. :D
i dont even plan on playing Kaguya any time soon but this was a great guide lol, very interesting and informative. would love to see more character guides from u in the future
Pretty good starting guide. The fact that she has that fast command air dash sold me the character, and the three variations of it have different distances.
How do I always end up playing the same character as you LOL
You are a waifu picker
A good waifu choice
Bro fr same lmao
you just have impeccable taste I guess
2 reasons
This character is sick, hoping the dlc got more bangers
Glad to see you back trying the goat game again. This kind of content is always welcome.
this game is peak
30 minute character guide for uni, i can see the love and its appreciated
9:30 that moves are gives you grid early in the combo and takes grid later in the combo so they are contextual if you are really want to win the grid war or when you are trying to add extra damage later in the combo since I am guessing they have minimum damage too
God damn I love that you're doing some uni content. Keep it coming I need videos to watch after this video 😉
Just a couple things that got missed to add:
the button based 3C followups, 3C~A, 3C~B are ex cancellable on block (and maybe on whiff, hard to get them to whiff though), and 3C~C is ex cancellable on whiff too, so you don't NEED to have chain shift to save yourself
6C on block actually DOES have cancel options on block beyond chain shift aswell, you can special cancel it even on block, but only after landing (6C 236A is a frametrap so nothing is airtight, however)
On the topic of throw combos, while the damage is very scaled so you may think a small simple combo is just as good, the meter build from doing a full combo can be extremely high (60%~75% depending on ender) if you do something like throw > 5BB 214B j.BB j.236A 7 j.[C] 5C 3C~B > Ender of choice (The throw itself only builds 12% so having a combo throw is extremely strong for meter management)
Thanks for doing this guide. Its pretty helpful
Ara ara
Played her in beta fell in love with her and have not stopped playing with her since
Thanks! I've tried her out a bit but I was looking for neutral hints and how to actually end combos with grenade in a useful way.
Super minor point, 6C can be special cancelled on block, but only after she's grounded, so you have to do it very late. At least I think that's what's going on.
I can do 6C [dl]> 236A and it will frame trap 5A at point blank range.
Great content thx for the video !
Her overall damage is slightly low, but I personally don't think it is a big problem.
from my memory from the beta if someone does the A variant of her grenade toss in a combo and it hits there’s a small chance to do j.B and get the second hit off too putting you closer to land a 6C afterwards. i may be wrong. You can also do 66C up to 3x if u hit it by itself but idk if that’s still a thing since the full game released
Is anyone else struggling with her neutral? I've heard other people say her 5 b is good, but it has such short range and loses to so much of the other cast's buttons i usually don't use it in neutral. Does anyone else feel she's the weakest of the new characters?
One other basic combo people can use is off of 236B. You can hit confirm 236B and its follow up into 236C dash 2C into jump cancel routing from there. This works basically at any distance or position on the screen outside of close range
I doubt I would play this character but this is a nice guide regardless. By the way did you play Yuzuriha in the previous game?
Her combos are so fun to do, shes super sick. All the moving and zooming gets my ADHD brain activating
Completely contradictory to ADHD, but ok
@@-8h- so true, staying still and focused is a classic trait of ADHD
Dont we already have a character called Kaguya or is the sword variant not in this game?
i thought you said you didn't like under night? what changed your mind?
New character probably
Now if I can only buffer 66B in my combos. I've completed the trials but I still am very inconsistent with it. Just having a hard time with the actual timing of 66B in combos.
step one is wait for the pc port to work
idk why but my brain fucked me up and i thought the thumbnail said "plastics" instead of "basics" idk how but i thats what i saw
Does the 236 b, 214 b work in corners? Can't make it work since she doesn't side switch due to the corner.
I really said some “WHOOO”? Like I didn’t intentionally avoid all spoilers to this game
Spoilers? It's a fighting game, what even is there to spoil?
@@xetsuma any new mechanics, lore, etc. this game has some pretty heavy lore too despite being a fighting game
Pls do this with Mika 😭🙏
This was a great tutorial. My question would be, how do you win the grid war with this char? she has lots of options that make it decently viable to stay at a distance, but I feel like i am usually losing the grid war. Any tips?:
toss A grenade > dash (do something like dash block or dash C) or toss grenade > step away > dash into them. You basically are aiming to bait them into the grenades.
Genuinely curious, considering they're both upgraded versions, and they're both games you played in the past; what drew you to UNI and not Rising?
I dont think LK likes footsie fighters, I believe.
@@kenamada5451 He grinded the first gbfvs, and just because games are fast, doesn't mean their not footsie centric.
In fact, I'd say the thing that makes a game not footsie centric is how easy it is to steal rounds, thereby invalidating however much work was put into the neutral. I'd say UNI has more footsies that GBFVSR at the moment, considering how combos are structured and how even the highest damaging combos forces at least 2-3 interactions before someone loses.
@@Living_Target Footsies is usually low mobility, low character power (in the form of unga buttons, DNF aside.)
UNI has footsies, but has no emphasis on methodical patient gameplay. You're not usually looking to shimmy and whiff punish and block pressure is structured insanely where in footsie games you're pushed off guard in 2-4 hits.
The low mobility is what really forces the footsies and while Uni's mobility is not as crazy as BB, it's still not Street Fighter/tekken levels.
As for LK who knows, this was my assumption. It was the game at that point and stream wise was the best thing to do.
I wanted to focus on GG when Rising came out, but I started thinking after all these collabs that I should work on expanding my base knowledge in more stuff.
@@LordKnightfgc I'd definitely watch you play other games as I'm personally grinding GBF even though I love Strive.
I also feel like it helped my Strive technically and mentally, but that just may be me personally because I'm a novice.
Sorry but you guys are gonna have to hold my Hilda
W
akimbo oneesan o7