Ckarasu
09-03-2009, 08:08 AM
The Fantastic Kuja guide.
http://i256.photobucket.com/albums/hh184/chadnickell/dissidia_artwork_kuja.png?t=1252321631
Intro:
Well, since I am the only Kuja main (well, it seems so) here, I thought I should make a guide on the mobile mage. I will try my hardest to make a guide worth reading. He's a very strong character, and is not to be taken lightly.
Table:
1. Why should I use him?
2. Builds
a. Long Range
b. Close Range
3. Moves
a. Brave Attacks
b. HP attacks
4. Ex form
Why play as him?
If you're looking for a mage that is very mobile, powerful, and has a great ranged game, then he is for you. Even better is the fact that he can play close range very well. He has plenty of options, and many ways to be played.
Builds:
Kuja is an odd one, in that he can work close range and long range. He's very mobile, so mages will have a harder time against him, and melee fighters will not be as safe up close as they would be against other mages.
The Long Range build: Snatch shot is a good move to have, and Remote Flare is a necessity against mages. Flare Star should also be in your skill set, to avoid predictability. You'll want strike energy for the up close encounters, too. Seraphic Star, and Ultima (of course) should also be a part of your moveset. You'll want mostly air abilities, as that is where you'll be spending most of your time. Make sure you know how to space your opponents out, and don't do anything reckless. Omni air dash is a must, as you'll want a fast dash to get out of your opponent's range.
Close up Build: Strike Energy, Snatch Blow, Remote Flare (so you can still fight at a range) and Burst Energy are important to consider in your arsenal. You'll still be spending a good amount of time in the air, but ground skills are important. Time your attacks right, stay mobile, and block&punish your opponent's mistakes (Strike Energy is good for this). Occasionally, you'll need to runaway from your opponent (if they start building momentum). Flare star and Seraphic Star are the HP attacks you'll be needing. Ultima can work, but you'll need to be careful with it.
Moves: Kuja has a great variety of moves, and each (save for Ring Holy) can be considered in any build. Even his worst move does have its uses, though.
Brave Moves: All moves have an air and ground use. The effects are the same, for the most part.
Snatch Shot: Kuja fires two energy bursts at the enemy. If the opponent is hit, Kuja will follow up with other attacks, which vary depending on range. It has decent tracking and range, but is easily dodged or blocked. Try to trick your opponent into getting hit with this move. It can be powerful if used right. This is one of the more dangerous moves to be reflected, as it can reel Kuja in closer to the person who reflected it. Do not abuse this move.
Remote Flare: Small flares surround the enemy and explode after a small delay. while melee characters will easily avoid this (if they pay attention), mages can be caught with this while they're casting. This move is hard to block, though some attacks can negate it. It can be dashed through, though.
Ring Holy: Fires three rings of energy that home in on enemy. This could be useful in certain circumstances, Like baiting out a guard or ill timed dash. Be sure to follow up with a move to punish, as Ring Holy is not likely to hit you if reflected.
Snatch Blow: Sends a bunch of orbs towards the enemy, and back to Kuja. Another move that leads into some follow up attacks (again, they change depending on range). It's a bit slow, but it can help keep the pressure off Kuja. If you're playing a close range Kuja build, this is worth a look.
Burst Energy: Basically, just detonates a small flare in front of himself. It's fast enough to be of use, but can become predictable if you use it too much (as all moves are). Another move that goes into its own combo when it hits. Good for close range builds, but can be considered for long range builds (to keep the pressure off). This move clashes with quite a few attacks, but it can be blocked (apparently, it couldn't in the Japanese version)
Strike Energy: Kuja sends his orbs at the enemy. The last of the attacks that lead into a ( changing) follow up. This is a pretty quick move, and works at mid range. This is probably one of Kuja's fastest attacks, and can really be hard for the opponent to see coming. That said, it will become extremely predictable if you rely on this as your only close range move. Can be used on any build.
Health attacks: As with his Brave moves, each of his HP moves have a ground and air version.
Seraphic Star: Kuja sends an orb forward and detonates it. This move is fast, and has good range. It can be used to pressure the opponent pretty well, but the enemy will get used to it if you use it too often. The ground version will detonate if the enemy is in it's trajectory, the air version will not.
Flare Star: Kuja summons some flares up close, and detonates them after a small delay. This move is very useful, and has good tracking. There is a delay in which Kuja is vulnerable, but it makes a good punisher. Be careful with it, as it is really easy to get around if used wrong. Plus, Kuja can't move while casting it. Flare Star lost some tracking from the Japanese version, but is still a solid move, with planty of uses.
Ultima: Kuja summons orbs around his opponents, and makes them rain down. It has awesome range, and is good for using on stationary mages. Kuja moves while casting it (like most of his moves). A great move, but easily avoided if you use it stupidly. You can now move while casting Ultima (another change from the Japanese version)
Ex Mode:
Trance.
Kuja gains small, damaging orbs while gliding and exploding ones while landing. Makes a great deterrent, and is actually extremely safe. The only effective way for an opponent to combat it, is to run like a coward. Also, his glide is faster in this form. The orbs, while falling, can set up the opponent for a Flare Star.
Ex Burst:
Final Requiem
Just mash circle, and Kuja will rain down destruction on his foe. Powerful, but definitely not the strongest burst out there.
DO NOT POST HERE. CO TO THE DISCUSSION THREAD (I need the space, as I am not done yet).
http://i256.photobucket.com/albums/hh184/chadnickell/dissidia_artwork_kuja.png?t=1252321631
Intro:
Well, since I am the only Kuja main (well, it seems so) here, I thought I should make a guide on the mobile mage. I will try my hardest to make a guide worth reading. He's a very strong character, and is not to be taken lightly.
Table:
1. Why should I use him?
2. Builds
a. Long Range
b. Close Range
3. Moves
a. Brave Attacks
b. HP attacks
4. Ex form
Why play as him?
If you're looking for a mage that is very mobile, powerful, and has a great ranged game, then he is for you. Even better is the fact that he can play close range very well. He has plenty of options, and many ways to be played.
Builds:
Kuja is an odd one, in that he can work close range and long range. He's very mobile, so mages will have a harder time against him, and melee fighters will not be as safe up close as they would be against other mages.
The Long Range build: Snatch shot is a good move to have, and Remote Flare is a necessity against mages. Flare Star should also be in your skill set, to avoid predictability. You'll want strike energy for the up close encounters, too. Seraphic Star, and Ultima (of course) should also be a part of your moveset. You'll want mostly air abilities, as that is where you'll be spending most of your time. Make sure you know how to space your opponents out, and don't do anything reckless. Omni air dash is a must, as you'll want a fast dash to get out of your opponent's range.
Close up Build: Strike Energy, Snatch Blow, Remote Flare (so you can still fight at a range) and Burst Energy are important to consider in your arsenal. You'll still be spending a good amount of time in the air, but ground skills are important. Time your attacks right, stay mobile, and block&punish your opponent's mistakes (Strike Energy is good for this). Occasionally, you'll need to runaway from your opponent (if they start building momentum). Flare star and Seraphic Star are the HP attacks you'll be needing. Ultima can work, but you'll need to be careful with it.
Moves: Kuja has a great variety of moves, and each (save for Ring Holy) can be considered in any build. Even his worst move does have its uses, though.
Brave Moves: All moves have an air and ground use. The effects are the same, for the most part.
Snatch Shot: Kuja fires two energy bursts at the enemy. If the opponent is hit, Kuja will follow up with other attacks, which vary depending on range. It has decent tracking and range, but is easily dodged or blocked. Try to trick your opponent into getting hit with this move. It can be powerful if used right. This is one of the more dangerous moves to be reflected, as it can reel Kuja in closer to the person who reflected it. Do not abuse this move.
Remote Flare: Small flares surround the enemy and explode after a small delay. while melee characters will easily avoid this (if they pay attention), mages can be caught with this while they're casting. This move is hard to block, though some attacks can negate it. It can be dashed through, though.
Ring Holy: Fires three rings of energy that home in on enemy. This could be useful in certain circumstances, Like baiting out a guard or ill timed dash. Be sure to follow up with a move to punish, as Ring Holy is not likely to hit you if reflected.
Snatch Blow: Sends a bunch of orbs towards the enemy, and back to Kuja. Another move that leads into some follow up attacks (again, they change depending on range). It's a bit slow, but it can help keep the pressure off Kuja. If you're playing a close range Kuja build, this is worth a look.
Burst Energy: Basically, just detonates a small flare in front of himself. It's fast enough to be of use, but can become predictable if you use it too much (as all moves are). Another move that goes into its own combo when it hits. Good for close range builds, but can be considered for long range builds (to keep the pressure off). This move clashes with quite a few attacks, but it can be blocked (apparently, it couldn't in the Japanese version)
Strike Energy: Kuja sends his orbs at the enemy. The last of the attacks that lead into a ( changing) follow up. This is a pretty quick move, and works at mid range. This is probably one of Kuja's fastest attacks, and can really be hard for the opponent to see coming. That said, it will become extremely predictable if you rely on this as your only close range move. Can be used on any build.
Health attacks: As with his Brave moves, each of his HP moves have a ground and air version.
Seraphic Star: Kuja sends an orb forward and detonates it. This move is fast, and has good range. It can be used to pressure the opponent pretty well, but the enemy will get used to it if you use it too often. The ground version will detonate if the enemy is in it's trajectory, the air version will not.
Flare Star: Kuja summons some flares up close, and detonates them after a small delay. This move is very useful, and has good tracking. There is a delay in which Kuja is vulnerable, but it makes a good punisher. Be careful with it, as it is really easy to get around if used wrong. Plus, Kuja can't move while casting it. Flare Star lost some tracking from the Japanese version, but is still a solid move, with planty of uses.
Ultima: Kuja summons orbs around his opponents, and makes them rain down. It has awesome range, and is good for using on stationary mages. Kuja moves while casting it (like most of his moves). A great move, but easily avoided if you use it stupidly. You can now move while casting Ultima (another change from the Japanese version)
Ex Mode:
Trance.
Kuja gains small, damaging orbs while gliding and exploding ones while landing. Makes a great deterrent, and is actually extremely safe. The only effective way for an opponent to combat it, is to run like a coward. Also, his glide is faster in this form. The orbs, while falling, can set up the opponent for a Flare Star.
Ex Burst:
Final Requiem
Just mash circle, and Kuja will rain down destruction on his foe. Powerful, but definitely not the strongest burst out there.
DO NOT POST HERE. CO TO THE DISCUSSION THREAD (I need the space, as I am not done yet).