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Thread: [Guide] I Want To Be Your Canary: A Guide to Kuja

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    Ohh! Did I level up? Liaku's Avatar
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    Default [Guide] I Want To Be Your Canary: A Guide to Kuja

     
    I fully intend to keep this guide updated for as long as I am an active Kuja player. To that end, I must request that nobody make any posts in this thread, as I'd like to keep any current and future information organized. Any questions, comments, concerns, or otherwise should be directed to the Guide Discussion thread. Thank you.

    If you catch any spelling or grammar mistakes, please send me a private message detailing the error and where in the guide it is. I do try to proofread everything I write, but I can't possibly catch everything myself.
    This guide is HEAVILY (read: completely) based off of the Warrior of Light guide written by ChaosMuramasa, who I believe borrowed the layout from Kayarine, so credit to both of them for the (well-done) layout of this guide.
    This guide is an ongoing project to provide current or would-be Kuja players with some information and insight to playing him in a Player vs. Player environment. Most of the information is provided by myself, citing my experiences as a Kuja main over these last few months. Many have helped me in this journey (who shall all receive credit in the Credits section), and the journey is still going on. As the meta game changes, I gain more experience, and my skills improve, this guide will receive many updates, so check back often. I also intend to add graphics and update layouts to keep the guide looking nice, so don't write it off just because it isn't pretty yet. It'll get there.

    Table of Contents

    I. The Leading Role: Kuja Background Information

    II. The Overture: General Information
    • Why Should I Use Kuja?
    • Pros
    • Cons
    • Base Stats at 100

    III. Actor's Repertoire: Movelist
    • How Kuja's Attacks Work
    • Brv Attacks
      • Burst Energy
      • Snatch Blow
      • Ring Holy
      • Strike Energy
      • Snatch Shot
      • Remote Flare
    • HP Attacks
      • Flare Star
      • Seraphic Star
      • Ultima
      • Force Symphony

    IV. Stealing the Show: EX Mode
    • Trance!
    • EX Burst: Final Requiem
    • EX Revenge: "That's just a prelude!"

    V. Choreography: Abilities

    VI. Supporting Actors: Assists

    VII. Props and Costumes: Equipment and Accessories

    VIII. Treacherous Villains: Matchup Analysis (expand spoiler for full list)
    Spoiler:


    * denotes a matchup that I have explored quite thoroughly
    • vs. Lightning
    • vs. Vaan
    • vs. Yuna
    • vs. Laguna
    • vs. Kain*
    • vs. Tifa
    • vs. Warrior of Light
    • vs. Firion
    • vs. Onion Knight
    • vs. Cecil
    • vs. Bartz
    • vs. Terra
    • vs. Cloud
    • vs. Squall
    • vs. Zidane
    • vs. Tidus*
    • vs. Garland
    • vs. The Emperor
    • vs. The Cloud of Darkness
    • vs. Golbez
    • vs. Exdeath
    • vs. Kefka
    • vs. Sephiroth
    • vs. Ultimecia
    • vs. Kuja
    • vs. Jecht
    • vs. Shantotto
    • vs. Gabranth
    • vs. Prishe
    • vs. Gilgamesh


    IX. Curtain Call: Credits and Special Thanks
    Last edited by Liaku; 06-10-2012 at 05:13 AM.
    -R.I.P.
    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    I. The Leading Role: Kuja Background Information

    Kuja is the main antagonist of Final Fantasy IX. He was created by Garland (not the FF1 Garland) to be the very first Genome with a soul. He was given a very limited lifespan, as Zidane was created to eventually surpass and replace him as an "angel of death".

    Kuja is ambitious, cruel, narcissistic, flamboyant, and ruthless. He is well-versed in the arts; Lord Avon's play I Want To Be Your Canary being counted amongst his favorite works.

    II. The Overture: General Information
    Why Should I Use Kuja?
    Kuja is given the title "Graceful Glider", a moniker which could fit none better. Kuja enjoys the privilege of being the only character in the cast with the ability to glide outside of EX Mode. This unique ability plays a very crucial role in Kuja's attacks, strategies, and overall playstyle. As such, Kuja is almost purely an aerial character.

    Kuja can build according to the matchup, whether it require mid-long range pressure, punishing, or close-range mindgames. With the right ability set and good use of Glide, Kuja can easily switch between an aggressive playstyle and a defensive keep-away game on the fly. This is a huge strength of his, and with careful planning it can be the deciding factor in many matchups.

    Kuja is not without his weaknesses, however. He lacks quick pokes that can be cancelled into another attack or a block (such as Warrior of Light's Dayflash or Cloud's Double Cut). The cooldowns of his attacks can only be cancelled with dodging, leaving him very prone to punishment. His gliding is uninterrupted by attacking, however, so gliding after an attack can help remedy this a bit, but some of the faster characters will catch him anyway. This makes building assist dangerous, and also makes every single one of Kuja's attacks count. All of his attacks must be carefully planned, or else an experienced opponent will capitalize on every single mistake.

    His HP attacks also leave some to be desired. They are all ranged priority, meaning not only can he not reflect mid and high priority projectiles safely, enemy HP attacks will almost always go right through his own, making it even more important that a Kuja player very carefully plan out his attacks.

    If you like a character that can switch up his playstyle mid match and float around in circles, but aren't afraid of planning out your attacks carefully, then Kuja just might be for you.

    Pros
    • Most brv attacks allow the choice between wall rush and chase
    • Attacks have very high base damage
    • Can glide outside of EX Mode
    • All attacks allow gliding before, during, and after
    • Limited dodge covering potential
    • Can switch between offense and defense easily
    • Good punishing tools

    Cons
    • Assist building is risky
    • No melee mid or high priority attacks
    • No Brv-HP links (relies on assists for consistent damage)
    • Rapidly loses assist while gliding (due to not attacking)
    • No safe options for HP attacks after a block or assist chase
    • Only one HP attack can wallrush
    • Average base stats (could be good or bad)

    Level 100 Base Stats

    HP: 6999
    BRV: 667
    ATK: 109
    DEF: 111
    LUK: 60
    Last edited by Liaku; 06-10-2012 at 08:47 PM.
    -R.I.P.
    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    Ohh! Did I level up? Liaku's Avatar
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    III. Actor's Repertoire: Movelist


    How Kuja's Attacks Work

    Before we get underway here, it is important to understand just how Kuja's attacks work, as the descriptions don't do a very good job. All of Kuja's Brv attacks are either Flare or Holy. It's very easy to identify which is which, as Holy attacks are white/blue and Flare attacks are red/orange. With the exceptions of Ring Holy and Remote Flare, all of his Brv attacks have a follow-up that's either Flare or Holy. There are two follow-ups for each depending on the attack, for a total of four different follow-ups. All of the Flare follow-ups wallrush and have ranged low priority, and all of the Holy follow-ups chase and have melee low priority.

    The way you determine which follow-up you get is dependent on your distance from your opponent when you hit O the second time. This is accomplished by gliding during the attack. The window isn't terribly long, so you have to decide which you want quickly. Learning the range for activating each follow-up is something that can really only be learned through practice. It is also important to note that the follow-up that corresponds to the type of the original attack (Holy or Flare) is the stronger of the two follow-ups.

    EXAMPLE: Strike Energy is a Holy attack. After connecting, Kuja can either move out before pressing O again for a weak Flare follow-up, or move in before pressing O again for a strong Holy follow-up. Burst Energy is a Flare attack. After connecting, Kuja can move in for a strong Flare attack, or move out for a weak Holy attack.

    Both of the close-range follow-ups require you to keep moving into your opponent or else they'll be knocked out before it finishes. The long-range Holy follow-up moves with you, so position yourself as the attack is going off so that they're in the middle for maximum damage. The long-range Flare follow-up knocks them directly away from you, so if you're below and to the side of them, it will knock them diagonally up and in the opposite direction.

    It is important to memorize which attacks lead to which follow-ups and to choose them wisely. Sometimes a Holy follow-up off a Flare attack is necessary because there isn't a wall nearby to assist off of so you need the chase, and sometimes a Flare follow-up off a Holy attack is needed because the opponent has two assist bars and can stagger a Holy follow-up and punish it.

    As you watch the gifs of all the attacks below, note that 100% of the horizontal movement is done manually by me. That's what I mean when I say that Kuja can glide during his attacks. None of his attacks have any innate horizontal movement.

    *Note that since all of Kuja's ground and aerial attacks are the same, I will only be referring to the midair versions of each attack, since you should only be on the ground in extreme cases.

    BRV Attacks

    Blue text refers to Holy attacks and follow-ups, while Red text refers to Flare attacks and follow-ups.

    Burst Energy -"Burn!"

    [Close] Start attack with Flare. Distance from foe alters combo.
    Startup Frames: 15F
    Additional Effects: Wall Rush, Chase
    Priority: Ranged Low
    Damage Multiplier: 15, 5x4, 15 [Total: 50]
    Damage Multiplier: 15, 1x10, 10 [Total: 35]
    EX Force: 36, 90
    Usefulness Rating: 5/5

    Kuja moves vertically toward his opponent and blasts them with a Flare. Strong vertical homing, no horizontal.

    Move in for a strong Flare follow-up. - "Shatter!"



    Move out for a weak Holy follow-up. - "Come dance with me!"




    One of Kuja's best attacks. The horizontal range is extremely short, but the vertical tracking is ridiculous. Kuja will move a pretty significant distance up or down towards the opponent during the start-up of this attack, which helps in two ways. One, it can catch them off guard or punish attacks used above or below you. Two, it allows for dodge covering in some situations. For example, if you dash in at a Terra and she begins charging Meltdown and you dodge too early, as long as you're far enough above or below her and you predict that she'll try to punish the dodge by releasing Meltdown, you can quickly hit Burst Energy and it will bring you up or down towards them and avoid the attack. It also allows you to start gliding earlier, which is also helpful in avoiding things. It also has a ranged low priority, so Kuja will not stagger if blocked, but it can leave you open to being punished if you're not careful. Enemies can also dash through it, and if they attack through it you will not clash and they will likely land the hit. Note that it does have a slightly lingering hitbox, so be ready to follow-up if they run into it.




    Snatch Blow - "You're not getting away!"

    [Mid] Launch attack with Holy. Distance from foe alters combo.
    Startup Frames: 35F
    Additional Effects: Chase, Wall Rush
    Priority: Melee Low
    Damage Multiplier: 8, 1x4, 2x10, 15 [Total: 47]
    Damage Multiplier: 8, 1x4, 2x4, 12 [Total: 35]
    EX Force: 90, 36
    Usefulness Rating: 3/5

    Kuja tosses out balls of Holy that go out and come back. It can hit them both on its way out and back in, so it may catch opponents unaware. Decent horizontal range, slight vertical tracking on startup.

    Move out for strong Holy follow-up. - "Come dance with me!"



    Move in for weak Flare follow-up. - "Shatter!"



    Snatch Blow is an attack that is to be used in specific situations in specific matchups. What makes this attack so situational is its high startup frames. It's an extremely easy attack to block on reaction, and therefore it should only be used to punish or on a dodge prediction. It can go through walls as well as projectiles, so if you toss it at Lightning as she starts up Watera, it will go through it and potentially hit her if you're close enough. If you toss it out while you're opponent is above or below you, it may catch them as they jump/dash/drop, but they're unlikely to fall for it more than once or twice. Overall it's not worth bringing to many matchups due to how unsafe it is. The attack slot is better used elsewhere.




    Ring Holy

    [Long] Fire off 3 homing spells. Can aim with the analog stick.
    Startup Frames: 33F
    Additional Effects: None
    Priority: Ranged Low
    Damage Multiplier: 5 each
    EX Force: 0
    Usefulness Rating: 0/5



    Kuja fires three projectiles that will slowly home in on

    Alright, you know what? No. Forget this attack exists. I mean seriously. It's bad. Kuja doesn't even say anything when he casts it. Even HE knows it's terrible.
    Last edited by Liaku; 07-16-2012 at 03:47 AM.
    -R.I.P.
    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    Strike Energy - "Watch this!"

    [Close] Launch attack with Holy. Distance from foe alters combo.
    Startup Frames: 17F
    Additional Effects: Chase, Wall Rush
    Priority: Melee Low
    Damage Multiplier: 4x4, 2x7, 20 [Total: 50]
    Damage Multiplier: 4x4, 3, 4, 12 [Total: 35]
    EX Force: 90, 30
    Usefulness Rating: 5/5

    Kuja quickly strikes out with Holy. Slight vertical tracking on startup, short horizontal range.

    Move in for a strong Holy attack. - "Lovely, no?"



    Move out for a weak Flare attack. - "Take that!"



    Kuja's best attack. You'll likely take this attack with you everywhere you go, so become friendly with it quickly. The startup is fairly quick, the damage is ridiculous, and the range is deceptive. It's fast enough that you can sometimes cover dodges with it for a clash, but there are faster attacks that will beat it. This is usually going to be your main dodge punishing tool and combo starter. This combined with Force Symphony and Burst Energy will make up the majority of your close-range mix up. As with all of Kuja's attacks, this mustn't be thrown out carelessly, since, without dodging, the cooldown is too long to just be poking with, and dodging too much can be very dangerous.




    Snatch Shot - "There, there."

    [Mid] Launch attack with Flare. Distance from foe alters combo.
    Startup Frames: 31F
    Additional Effects: Wall Rush, Chase
    Priority: Ranged Low
    Damage Multiplier: 7, 8, 9, 11, 15 [Total: 50]
    Damage Multiplier: 7, 8, 1x7, 13 [Total: 35]
    EX Force: 30, 90
    Usefulness Rating: 4/5

    Kuja fires off two Flares with decent tracking. Draws opponent in when it hits.

    Move out for strong Flare follow-up - "Take that!"



    Move in for weak Holy follow-up - "Lovely, no?"



    This attack can apply a bit of midrange pressure, as well as punish some attacks. Can be risky if the opponent dashes right through it, but if they try to dodge the first one, the second may hit. The cooldown is normally really long, but you can dodge almost immediately after the second shot. Do not use this attack too often, as it's easy for them to dash in and hit you before the second shot, or force you to dodge and punish the dodge.

    There is a very specific timing in which certain assists with long range (such as Kuja and Sephiroth) can punish this attack, so beware of using it when your opponent has assist (it may not take them long to figure out the timing if they don't already know it).

    One extremely important thing to know about this attack is that the Flares will fly right back at you if blocked. If they hit you, you will instantly fly straight to your opponent, no matter where you are, and be hit-stunned, giving them time to hit you. To avoid this, stay gliding while throwing them out to give you a better chance to avoid them. Also be far enough away that you have a chance to dodge any that get reflected.

    One amusing use I've found for this effect is against Zidane. If he throws a Shift Break as you throw Snatch Shots, the bolts will reflect it back at you and instantly bring you right in front of his face, no matter how far away you are. Once you recover from the hitstun, you get a free hit. The flipside of this, however, is if someone like Yuna or Squall reflects it with an HP attack like Diamond Dust or Aerial Circle. If you're too close, you'll be pulled right in for HP damage, so watch out.




    Remote Flare - "How's that?"

    [Close] Surround foes with blasts. Can aim with the analog stick.
    Startup Frames: 63F
    Additional Effects: Wall Rush
    Priority: Special*
    Damage Multiplier: 15 each
    EX Force: 0
    Usefulness Rating: 3/5

    *This attack cannot be blocked. This includes Shield Bash and all of Exdeath's guards. It can, however, be dashed through. Melee hitboxes will also protect the victim. It will not interact with any other attack or projectile.

    Kuja spawns a number of Flares on the enemy. After a short delay the Flares detonate. The Flares will track as they spawn, but don't move after spawning.



    This attack is very handy in certain matchups, but completely worthless in many others. It would be worth your time to learn its range. It can interrupt things that Ultima may be too slow for (such as Meltdown), or that Seraphic Star may be out of range for (since Seraphic Star's vertical tracking is poor and does not go through walls). It can also apply pressure to characters like Firion and Exdeath. Beware though, for it is highly assist punishable by longer ranged assists like Kuja and Sephiroth. You also can't dodge until they've all detonated, so if they dash in as you start it, you're a sitting floating duck.

    Last edited by Liaku; 06-10-2012 at 07:29 PM.

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    HP Attacks

    Flare Star - "Take this!"

    [Close] Set off 2 large blasts. Can aim with the analog stick.
    Startup Frames: 39F
    Additional Effects: Wall Rush
    Priority: Ranged High
    Damage Multiplier: 10, 1x5 [Total: 15]
    EX Force: 30
    Usefulness Rating: 2/5

    Kuja sets off one explosion in front of him for Brv damage, then another for HP damage shortly after. Decent vertical tracking on startup. Kuja will turn to face the opponent right up until the first explosion goes off. Kuja can glide during the startup and cooldown, but cannot glide between the two explosions. The first explosion sends out smaller Flares around him that can grab the opponent and pull them in for the second.



    Despite being the only HP attack Kuja has that can Wall Rush, as well as being the only one capable of consistently hitting after a successful block or Assist Chase, it won't be used much due to how unsafe it is. Should you miss, or should they assist out, most characters have ways to easily punish it, since any melee high hitbox (most HP attacks) will go right through it. The only time this attack should be used is if they have no gauge, or if their character has no reliable way to punish it.




    Seraphic Star - "I'll bring this to an end!"

    [Mid] Toss spell causing massive explosion of energy.
    Startup Frames: 49F
    Additional Effects: Absorb
    Priority: Ranged High
    Damage Multiplier: 1x9 [Total: 9]
    EX Force: 87
    Usefulness Rating: 3/5

    Kuja throws out a small Holy ball, which expands for Brv damage before exploding for HP damage. After expanding, it tracks slowly and absorbs until the explosion. Note that the small Holy spell does nothing before expanding.



    A good attack for punishing and can apply pressure in some situations. It can be used when the opponent is dashing towards you to force them to dodge, and sometimes the absorb/explosion can catch them. It should not be used if they are too close, however, as the spell won't stop if they dash through the small ball, meaning it'll go off behind them and give them a free attack on you. The ball will slow down if it goes behind them, but there's still a set amount of time before it expands. As with some other of Kuja's attacks, this is punishable by assist with longer range such as Sephiroth and Kuja. Interestingly enough, the attack is just long enough and Kuja glides just slow enough during it that even Aerith can punish it if they call her just after you start it.




    Ultima - "Just go away!"

    [Long] Rain down countless magic projectiles. Can aim with the analog stick.
    Startup Frames: 77F
    Additional Effects: None
    Priority: Ranged High
    Damage Multiplier: 1x23 [Total: 23]
    EX Force: 93
    Usefulness Rating: 4/5

    After a considerable delay (during which Kuja can glide at or near full speed), magic starts raining down upon his enemy, then finally drops a large explosion for HP damage. The large explosion will drop a bit lower than the smaller projectiles if it doesn't hit anything.



    Kuja's most damaging HP attack (not counting Flare Star's Wall Rush). Ultima is also deceptively safe against most opponents if used correctly. One would think that with the extremely long cast time that Kuja would be very vulnerable, but as long as he is close enough to the enemy when casting it (not too close or else they could punish the startup), he can glide in and around the attack to keep himself safe. While Melee High and Ranged Mid/High attacks can go through it, his ability to glide at full speed during the entire duration allows him to dodge most attacks. To my knowledge, no Assists can punish it since he glides too quickly.

    There's a slight pause between the Brv damage and the HP hit in which the attack seems to vanish. The HP hit can also drop farther than the Brv hits. These two things can easily catch an opponent being careless thinking the attack is over or that they're too far below it to be hit. The explosion is also quite large. It can even catch them if they're not careful about assist changing out of it.

    The main uses for Ultima are for a safe attack to use off of an Aerith assist, or to punish attacks that immobilize the enemy long enough to cast. Good examples of that are Meteorain, Innocence, and Thunderfall. Meteorain and Thunderfall can be avoided and punished by starting Ultima right as they start their attack and just gliding away from their attack as Ultima hits them. Innocence can require a dodge, but it's still long enough that you can dodge over it and still catch them with Ultima. The startup for it is too long to punish all but the most careless of dodges however. If they dodge just as you start it, they still have time to dodge again to avoid it.




    Force Symphony - "In unison!"

    [Long] Rain down magic on foe. Hold button for continued fire. Can aim with the analog stick.
    Startup Frames: 33F, orbs appear every 30F after the first if held
    Additional Effects: None
    Priority: Ranged High
    Damage Multiplier: None
    EX Force: 30

    Kuja attempts to rise above the opponent before dropping a magic attack. The vertical range is good, both Kuja's rise and how far the magic drops. The magic will home ever so slightly on its way down, and the explosion has a bit of a radius to it. Aside from the slight homing on the projectile and the rise on startup, all aiming must be done manually.



    While the attack allows you to hold it for up to 6 attacks, it is almost never advised to drop more than one. You get no additional damage from multiple blasts hitting them, only more depletion, and holding it longer than necessary can make it quite punishable.

    This is one of Kuja's most useful HP attacks. The rise allows for limited dodge covering, similar to Burst Energy, except that it only goes up. For this reason, it is recommended that you never hang out at the ceiling, since you obviously can't rise any higher than that.

    Aside from dodge covering, this attack can also be used for punishing and for mixups. If someone dashes in at you or you dash in at them and you predict a block or an attack, Force Symphony will punish both. If they predict it and call an assist or dodge, however, it can be punished.

    Most assists can punish Force Symphony, some (like Tidus) easier than others. For this reason, you can't just throw this attack out all day, but it's still very handy to have in almost any matchup.



    Last edited by Liaku; 06-10-2012 at 08:42 PM.

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    IV. Stealing the Show: EX Mode
    "Here's your invitation!" - Trance!


    Kuja's EX Mode Effects:
    Regen: [Always active while in EX Mode] Vigor and stamina recover little by little, restoring HP.
    1.43% of your max HP is restored every 3 seconds. EX lasts a default of 20 seconds, so you regain a minimum of 8.58% of your health. Regen's effect is paused while you take any type of damage.
    Critical Boost: [Always active while in EX Mode] Increases chance of bravery attacks dealing critical hits.
    A 50% increase in your chance of landing critical hits.
    Hyper Glide: [Active while gliding] Maintains altitude longer than the normal glide.
    As you'll notice while playing Kuja, he slowly descends while gliding. This effect is drastically reduced in EX Mode. It also tightens the controls while gliding in EX Mode.
    Auto Magic: [Always active while in EX Mode] Casts Holy and Flare while jumping, falling, touching down, or gliding.
    The balls of light that surround Kuja while falling or float in front of him while gliding become Melee Low Holy attacks. He also leaves behind Flares while jumping, and causes a mini Flare explosion when touching the ground.

    In my opinion, Kuja's EX Mode is not that good to use for anything besides clearing Assist gauges and bursting for a break/kill. The tighter Glide controls are nice, but the Auto Magic tends to do more harm than help it seems. It can be nice to protect you from low-priority attacks while gliding and falling, but it also means they can block you while gliding or falling and stagger you. I suppose it could be useful for baiting and then punishing blocks, but it's not at all worth using EX Mode just to do that. The best use of Kuja's EX Mode is purely to drain their assist bar mid-combo, and to burst for a guaranteed break/kill.

    "Curtains rise!" - EX Burst: Final Requiem


    Credit to Dissidiaa on Youtube for this video. I apologize for it being in Japanese, but it's the only one I could find that does it perfectly. What he says in English is "Curtains rise!" and "Here comes the finale!"

    Kuja's EX Burst is like Zidane's, in that it's easy to do, but hard to do perfectly. You can just mash O to get a Perfect, but to get the most damage out of it, you have to do it like in the video above where you start off fast, but do each section of the bar slower than the last. This takes a LOT of practice to do correctly. If you use Auto Ex Burst Command Omega, it will do it like this, but it's actually possible to go slower than that even for even more damage. The timing is very strict, however. If you even go a TINY bit too slow, it'll end immediately.THIS IS COMPLETELY UNTRUE. I TESTED IT. MASH AWAY. MY LIFE IS A LIE.

    "That's just a prelude!" - EX Revenge

    Kuja doesn't really have any fancy EX Revenge combos, but that doesn't mean they don't hurt. The 50 base damage on Strike Energy means that getting a few of those off in an EX Revenge will REALLY hurt. As long as you start relatively close, you can get three Strike Energy + Holy follow-ups in one EX Revenge, which adds up to quite a bit of damage. If you have an assist gauge, you can finish the last Strike Energy with an assist combo for HP damage. If you do not have an assist gauge, however, I recommend doing three Strike Energies anyway for the added damage, unless you REALLY need an HP hit for some reason.


    Last edited by Liaku; 06-28-2012 at 04:36 AM.
    -R.I.P.
    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    Reserved for future posts
    -R.I.P.
    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    Reserved for future posts.
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    I am thou...


    Credit to Kayarine for top image and ChaosMuramasa for the other.

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    By Ckarasu in forum Kuja
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    Last Post: 09-03-2009, 08:08 AM

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