Kunagi



= Background =

Kunagi is one of the two main heroines of Big Bang Age.

Rouga's strong willed fiancee. She's the sort of person who says what she thinks. Because of that, there are many people who she's not good with. She says strict things to Rouga as well, but she believes in him more than anyone. She looks younger than her actual age.

= Special Abilities =

Name An Aura surronds Kunagi. It lets her Charge her B-Power Bar. Charges at a constant rate. Fairly quick recovery and startup.

= Move List =

Normals
5A

Kunagi does a quick poke forward. Hits Mid. Air-unblockable 2A

Kunagi attacks with her tail. Hits low. Air-unblockable jA

Kunagi does a quick kick downwards. Hits High

5B

Kunagi spins and slashes diagonally downward. Hits mid. Air-unblockable 2B

Kunagi does a horizontal slash. Hits mid. Air-Unblockable. jB

Kunagi slashes horizontally. Hits high.

5C

Kunagi spins and slashes two times, can be cancelled in between the slashes. Hits Mid. Air-unblockable. The second hit launches the opponent on counterhit, though chances of actually counterhitting with the second hit are very low. 2C

<p style="margin-bottom: 0in;">Kunagi slides and slashes, sweeping the opponent, can be special cancelled on hit and block. Air-unblockable <p style="margin-bottom: 0in;">jC

<p style="margin-bottom: 0in;">Kunagi spins in the air, slashing with both hands. Can hit twice. Can be cancelled into any aerial move. Can cross-up.

Command Normals
<p style="margin-bottom: 0in;">6A

Kunagi slashes diagonally upward. Launches the opponent, can be jump-canceled on hit. Air-unblockable

<p style="margin-bottom: 0in;">4B

Kunagi hops backwards while slashing diagonally downward. Special-cancellable on hit and block. Bounces the opponent on hit if opponent is airborne. Hits High. On counterhit it bounces the opponent.

<p style="margin-bottom: 0in;">4C

Kunagi spins and slashes horizontally. Jump-cancellable and special-cancellable on hit. On counter hit it launches the opponent.

Specials
<p style="margin-bottom: 0in;">斬り裂く者 236A or B (air)

(Ground) Kunagi throws out a ground projectile forward.
 * A version travels quickly for about 2/3 stage distance.
 * B version slowly accelerates forward for about 1/2 stage distance.

(Air) Kunagi throws a spinning projectile diagonally downwards (roughly 45 degree angle).
 * A version retains air momentum.
 * B version stops air momentum and hops backwards.

<p style="margin-bottom: 0in;">降魔月 623A or B (air)

(Ground and Air) Kunagi leaps upwards with a rising crescent slash.
 * A version is a shorter jump (less punishable) but lacks invincibility. It will launch an opponent on hit.
 * B version is a greater jump (very punishable) but has startup invincibility. It will launch an opponent on hit.  On counterhit the untech time is greatly multiplied, resulting in a hard knockdown against grounded or low altitude airborne opponents.

<p style="margin-bottom: 0in;">蒼き影・尖爪 214A or B

Kunagi dashes across the ground (about 1/3 stage distance) and a delayed shockwave travels in her wake. Kunagi can pass through her opponent with this move.
 * A version dashes forward. The shockwave will hit the opponent away from your starting position, pushing them towards you if you've passed through.
 * B version dashes backward. Similarly to A version, the shockwave will hit the opponent away from your starting position, pulling them into you as you retreat.

<p style="margin-bottom: 0in;">飛翔 421A or B

Kunagi leaps forward quickly, similar to a low altitude super jump (covers roughly 1/3 stage distance).
 * A version leaps forward.
 * B version leaps backward.

This move can be cancelled into various commands during the jumping animation.
 * 5C - Kunagi performs a full circle crescent slash around herself. It can crossup and will ground bounce an airborne opponent on hit.  It is also special cancellable on hit.
 * 22A - Kunagi performs her j.22A fastfall, dropping to the ground in an instant.
 * 22C - Kunagi performs her j.22C dive slash, diving to the ground at a 45 degree angle. It will launch a grounded opponent and ground bounce an airborne opponent on hit.

<p style="margin-bottom: 0in;">蒼き影・神速 22A or B or C (air)

(Ground) Kunagi teleports to various locations relative to the opponent's position.
 * A version teleports to the air directly above and behind the opponent. Full aerial action is available during the descent.
 * B version teleports to the ground directly behind the opponent. There is a moment of recovery before any action can be taken.
 * C version teleports to the ground roughly 1/3 screen distance away from the opponent's position. This teleport has slighly less recovery than the B version.  It also is the only teleport that does not crossup.  The range it moves to coincides perfectly with 421a and 214a's range.

(Air) Kunagi drops to the ground with lightning speed.
 * A version is a fastfall that drops straight down. It has very little recovery.
 * B version is a fastfall at a 45 degree angle, diving quickly forward. It has very little recovery.
 * C version is a dive slash, attacking as she dives to the ground at a 45 degree angle. It has a moment of recovery during landing before any action can be taken.  It will launch a grounded opponent and ground bounce an airborne opponent on hit.

Supers
<p style="margin-bottom: 0in;">降魔月・新月 623D (air)

(Ground and Air) Kunagi leaps upwards with a rising crescent slash. It is essentially the same as 623A in that it completely lacks invincibility, making its sole purpose a higher damage air combo ender.

<p style="margin-bottom: 0in;">蒼き爪・鬼 63214D

Kunagi makes a series of 10 lightning fast slashes before stepping forward with her 4C, knocking the opponent away. Though the raw damage is roughly the same as 623D, in practical use as a combo ender it seems to have slightly better damage output than ending combos with an air combo into 623D. Also, in the corner it is possible to follow up after the final hit. Overall much more applicable super for combo utility.

Big Bang Break
<p style="margin-bottom: 0in;">瞬天殺 41236ABC (while in Big Bang Mode: ABC)

Kunagi teleports above and behind the opponent, attacking with a large crescent slash from above. On hit, it continues into a barrage of aerial dashing attacks ending with a hard knockdown. The attack comes out quickly and auto tracks the enemy target, but anyone can easily block or even just duck to avoid the attack. It can combo from 6a, but the damage scaling makes it weaker than your standard bnb with super ender. It seems the best use of it comes from its strong use as a full screen punish tool, though just the threat of the possible punish can be used to get in and take the momentum during key moments.

Utilizing the Big Bang activation's Roman Cancel-like properties, you can cancel to neutral from any ground normal as well as most specials that end with you on the ground, such as fireballs and fastfalls/dives (exception: 214A/B is uncancellable). Unfortunately, the inability to activate in the air prevents any really absurd mixups, so it seems the major implication lies in ground string resets.

= Tactics =

General Strategies
Kunagi has a surprising amount of damage potential for being such an archetypical pixie type of character; however, what's more scary than her damage is her okizeme. Unfortunately, there's only two ways to get a hard knockdown with enough time to setup oki mixup: throw and j.22c combo ender.

Kunagi's Throw

Her throw is possibly one of the best out there because of two reasons.
 * 1) The throw distance is approximately half the stage, making it easy to corner the opponent.
 * 2) It's special cancellable.

Being able to cancel throw recovery into one of your teleports will quickly become your best friend. From 22b you have enough time to run quick oki mixups such as superjump > fastfall ambiguous crossup, 236b or 214a/b safe meaty, 2a low meaty or 2a whiff into throw, etc. From 22c you're spaced perfectly for IAD j.c (sj>IAD for crossup), 421a>c j.236a for very strong combo starter, 236a safe meaty, or 214a spaced just perfect to crossup combo. You've got a lot of options coupled with strong cornering potential, so be sure to get some use out of it.

Combo Enders: Damage vs Mixup Potential

Because of Kunagi's absurd amount of options, the general rule of thumb is to go for the hard knockdown to retain momentum and mixup potential. The exception is, of course, if you have the opponent at 30% life or less, in which case go for the certain kill with the extra loop into super. Thankfully, if you have the opponent in the corner, you can opt for the Corner Super Combo to gain hefty bonus damage and still retain your ability to get the j.22c hard knockdown.

Ending combos with [421a>c j.22c] is the only surefire way to get decent damage while retaining the hard knockdown. You recover right next to the opponent with all the time you could want to set up meaty, mixup, or just dash their body into a corner. Be wary of wakeup reversals, especially when the opponent is starting to get desperate (cornered, low life). It might be smart to throw out some safe meaties, to "teach" them that reversals are a bad idea, before running some more risky mixups or going in for high damage combo starters. If you're doing it right, one knockdown combo will just chain into a mixup into another knockdown combo until they're finished. If you're doing it wrong, you should have plenty of meter to counter/burst and try again. Either way, pay attention to how your opponent reacts to everything and abuse their weaknesses as a player.

The only other good reason to use a non-knockdown combo, besides getting the guaranteed kill, is if you happen to land a really high damage starter like [421a>c j.236a (land) 5a] against a grounded opponent and chain into the higher damage Close Range Combo. The level of damage you get off of something like that is immense, registering over 4k damage even on Sanzou. Any occasion you can pull that sort of life lead on an opponent is most likely going to put them into a state of desperation, which is generally favorable for a mixup queen like Kunagi.

Meter Management

Kunagi only has 1 use for meter in her moveset, and that's to add damage to her combos. In most cases, that's only going to be worthwhile if you have them in the corner, where you can get big damage while retaining knockdown okizeme. Best case scenario, you'd always have them cornered, eating mixup after mixup and getting bodied for free, but that's never the real situation. Saving meter for inevitable fuck-ups or good reads on your opponent's behalf is important. Bursting costs 3 bars, which is immense, but meter builds surprisingly fast in this game, so you may find the opportunity to burst out of dangerous situations. Thankfully, if you're utilizing her meterless reversal (623b) and the universal counter from blockstun (B Counter: 6BC in blockstun), you can easily regain momentum if you can keep cool on the defensive. Off of a counterhit 623b, you can even get a hard knockdown and set up for okizeme yourself. So as long as you can keep at least one or two bars in stock at any given time, you have the ablity to consistently maintain the battle's momentum in your favor, whether through big damage corner combos into knockdown oki or reversing the enemies attempts at momentum shifting.

Size CAN make a difference

Although not a huge point, Kunagi is one of the smaller members of the cast, which is a distinct advantage in preventing the use of most character's highest damage combos. Her defense is low, so every advantage you can get on the defensive is an important one. Keep on point during your opponent's combos. They might drop it due to unexpected size difference shit, and you need to be ready to mash that tech out like there's no tomorrow.

Combos
(damage tested on manbou/sanzou for damage range)

Basic Combo

5b 5c(2) 2c 4c 6a 421a>c j.236b (land) 5c(2) 421a>c j.22c
 * 12 hit, 3.0k-2.2k dmg
 * 623a>c should be cancelled as late as possible.
 * Works midscreen or corner.
 * Great corner carry.
 * Substitute j.22c end for another [j.236b (land) 63214d] for big damage ender (around +900 dmg).

Close Range Combo

5b 5c(2) 4c 6a 5c(2) 421a>c j.236b (land) 5c(2) 421a>c j.22c
 * 13 hit, 3.3k-2.5k dmg
 * Doesn't work on Sanzou without difficult [6a 5c(1) 421a>c] or [6a 6a 421a>c] link (too floaty).
 * Remove 4c on short people (burai, kunagi, senna, kinako, agito).
 * 623a>c should be cancelled as late as possible.
 * Must be very close to opponent.
 * Great for [j.c 5c(2)](+300 dmg), [421a>c j.236a 5a](+700 dmg), or max range [214a 5a](-100 dmg) starters since they put you at point blank range.
 * Works midscreen or corner.
 * Great corner carry.
 * Substitute j.22c end for another [j.236b (land) 63214d] for big damage ender (around +900 dmg).

4b Overhead Combo (non CH)

4b 5a 5b 2c 4c 6a 421a>c j.236b (land) 5c(2) 421a>c j.22c
 * 12 hits, 2.4k-1.6k dmg
 * 623a>c should be cancelled as late as possible.
 * Works midscreen or corner.
 * Great corner carry.
 * Substitute j.22c end for another [j.236b (land) 63214d] for big damage ender (around +900 dmg).

Corner Super Combo

5b 5c(2) 4c 236a 63214d 5c(2) 421a>c j.236b (land) 5c(2) 421a>c j.22c
 * 24 hits, 4.8k-3.3k dmg
 * High number of hits results in a huge difference in damage between characters with 2% per hit auto scaling (Heita(s), Daigo, Agito, Hanny, Manbou), which don't see any additional proration due to hit count, and those with 3% per hit, which end up with about double the amount of proration.
 * Can only follow up after 63214d in corner.
 * 623a>c should be cancelled as late as possible.
 * Great for [j.c 5c(2)](+300 dmg), or [421a>c j.236a 5a](+700 dmg) starters since they put you at point blank and add lots more damage before proration kicks in.
 * If you have 200% meter to blow, substitute j.22c end for another [j.236b (land) 63214d] for big damage ender (around +900 dmg). Due to damage scaling properties, the only people worth using this additional super ender on are characters with 2% per hit auto scaling (Heita(s), Daigo, Agito, Hanny, Manbou).  The others will end up scaling the damage down to nothing.

thumb|300px|right|An early combo video for Kunagi.