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Kragg


Gameplan Summary

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Neutral

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Advantage

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Disadvantage

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Stages

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Tips and Tricks

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Counterplay

  • In neutral, one of the most important threats to keep in mind is Rock. There are two ideal locations to try to space for - close enough to punish Rock pull, and far enough away to be able to react to Rock forward throw. If you are in between these two locations, the quickness of Rock throw can make it difficult to react with a parry, jab, etc. If Rock is out, resist the urge to break it, and instead protect it - a Rock not in Kragg’s hands is a much safer Rock than one in his hands.
  • Be ready to pummel, especially at low percents. At low percents, Down Throw can lead to a chain grab with normal pummel. However, this can be tricky, as low percent Cargo is also pretty rewarding to him. As a general rule of thumb, low percent: either pummel, high percent: special pummel.
  • Edgeguarding Kragg is tough, but it’s important to exploit his recovery at its weakest points when possible. Simplifying his recovery, there are a few broad phases: initial pillar, on pillar, jumping back, and at the wall. On pillar and at the wall, Kragg recovery is at its strongest, as these two phases have the most resources available to him. Instead, it can be more rewarding to try to hit him before pillar spawns, or briefly after if possible, so that he is not even allowed access to his many options. After this, you can edgeguard him during the jumping back phase, but this does require a bit more caution, as the chance for reversal is higher due to the proximity to the stage, and the speed at which he can fast fall to get back to you. He can be edgeguarded, it’s just a bit of a different approach as far as timing / exploitation goes compared to other characters.

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Kragg


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