Prototype Posted April 23, 2014 Posted April 23, 2014 Its been a while since the patch was released in arcades and I'm still seeing mixed reception regarding his changes. I'm liking his quicker normals, but it sucks that they can tech out of them quicker too. How many have actually tried him in the arcades, and how do you feel about the changes now that its been a good while?
GawdlikeMatt Posted April 23, 2014 Posted April 23, 2014 Hey so I'm new to this forum, and I do not have the patience to sit and read through every single page on this thread to see if it's here. I really need help with something regarding Kagura, he's my main and I've learned the basics and some pretty nice combos, now I'm looking to get into advanced Kagura play. A player I hold in high regard is OmniSScythe who also mains Kagura and I played him in a few games today. I noticed he was able to do something I just can't seem to figure out how. He was able to run towards me and instantly flash kick (Aka charge 2,8C) while moving! This has me so puzzled, how can you move while holding down to charge it? it doesn't make any sense to me and I've tried everything. He was also able to do it with Dragon spirit as well. Kaguras fireball. Please I need to know how to do this, it absolutely essential for Kagura pressure, which is something I lack. On a side note, similar to my problem with charging, I believe it's Kagura's challenge mode 28? it's the one that ends with dragon spirit, into distortion. How the hell do you charge two moves at once!? I can only get the fireball to come out but never the distortion right after it. I believe if I can master Kagura's charge abilities it'll really make me a better player. Somebody please provide me with this information, dustloop is my only hope >.<
Isuna Posted April 24, 2014 Posted April 24, 2014 How many have actually tried him in the arcades, and how do you feel about the changes now that its been a good while? I have, but I'm not experienced enough to say anything (´・ω・`) He was able to run towards me and instantly flash kick (Aka charge 2,8C) while moving! This has me so puzzled, how can you move while holding down to charge it? it doesn't make any sense to me and I've tried everything. He was also able to do it with Dragon spirit as well. Kaguras fireball. Please I need to know how to do this, it absolutely essential for Kagura pressure, which is something I lack. On a side note, similar to my problem with charging, I believe it's Kagura's challenge mode 28? it's the one that ends with dragon spirit, into distortion. How the hell do you charge two moves at once!? I can only get the fireball to come out but never the distortion right after it. I believe if I can master Kagura's charge abilities it'll really make me a better player. Somebody please provide me with this information, dustloop is my only hope >.< Running to 28C isn't hard if you know how BB works. There are NO diagonal directions, they are a combination of two directions. Meaning: run with 66, then start holding 3 (6+2) instead, this will allow you to continue running and charging at the same time. Similarly, charging 1 allows you to do either 46A/B or 28C depending on your second directional input. As for 46A/B to 61234C, the super only have 30F charge time and with 46A having a total animation of 36F you should have just enough time to charge it, though it will be tight. You can certainly not confirm that you have succeeded doing 46A, you have to guess you did that.
Justice7541 Posted April 24, 2014 Posted April 24, 2014 I'm interested in hearing how Omni managed to do a dashing back charger though. Are you sure you saw it right? He didn't buffer it or stop then do it or anything?
-Seo Posted April 24, 2014 Posted April 24, 2014 Well, I know if you run under someone, the game will keep that forward motion stored, so as soon as you cross under them you can press back and throw a fireball. If it's just a simple dash fireball you're on about though, you can simply charge and do a quick dash and you'll do a dash fireball thanks to BB's input buffer thing I think it is.
GawdlikeMatt Posted April 24, 2014 Posted April 24, 2014 I have, but I'm not experienced enough to say anything (´・ω・`) Running to 28C isn't hard if you know how BB works. There are NO diagonal directions, they are a combination of two directions. Meaning: run with 66, then start holding 3 (6+2) instead, this will allow you to continue running and charging at the same time. Similarly, charging 1 allows you to do either 46A/B or 28C depending on your second directional input. As for 46A/B to 61234C, the super only have 30F charge time and with 46A having a total animation of 36F you should have just enough time to charge it, though it will be tight. You can certainly not confirm that you have succeeded doing 46A, you have to guess you did that. So for the challenge mode thing I'm literally just not doing it fast enough? that seems crazy how fast they want you to put it in, the fireball is out fr literally a little less than a second, and then I have to immediately charge the distortion and throw that out? jeez I'm trying to do it right now and I can't. That's hella fast. But also I wanted to say thanks, I knew the community on dustloop could help me out. I appreciate it. I'm interested in hearing how Omni managed to do a dashing back charger though. Are you sure you saw it right? He didn't buffer it or stop then do it or anything? Sorry I'm not familiar with all the lingo you kids have, what's buffer? and can you give me an example of how one would buffer Kagura's fireball? Also can someone tell me exactly what I'm doing wrong in this combo? I go B B 3C 2DC 46A then when I go for the 3rd B they sometimes fall out right before I can hit it. what exactly am I doing wrong? am I going too fast or slow or is there delay needed at some point or what?
Justice7541 Posted April 24, 2014 Posted April 24, 2014 You can do something like 464A, I believe that works. If not, 46A4 always works. It's not as hard as you think it is. Basically do the fireball input as fast as possible and go back to charging. If they're falling out of 2DC A Orb, you're either: 1) Too far away for 5B to hit. 2) Doing it too late. You need to time it a ltitle, don't just mash it. It's nto a super hard link but it'll fail if you just rely on mashing.
-Seo Posted April 27, 2014 Posted April 27, 2014 Some misc Kagura mixups/gimmicks https://www.youtube.com/watch?v=yj3IWr0JJ80 It's not much, but i figure I'd share anywho.
mAc Chaos Posted April 28, 2014 Posted April 28, 2014 All of Kagura's moves seem slow or have short range. If you're just starting out with him, what do you use for basic punishes?
Dazardz Posted April 28, 2014 Posted April 28, 2014 All of Kagura's moves seem slow or have short range. If you're just starting out with him, what do you use for basic punishes? (Don't listen, or trust a word I say.) 3C doesn't really have bad range and is actually a great starter on CH or even non-CH so that could work.
Harukasan Posted April 29, 2014 Posted April 29, 2014 3C, 5B or 6B would probably be the way to go. Unless you're right next to them or know more advanced combo routes (or both), using 5C and 2C for punishes won't take you very far. 3C on the other hand is pretty fast, has good range, is a really good starter and gives you plenty of time to confirm. 5B and 6B both lead into the same, simple route and don't take forever to come out, so they're also good for punishing.
Midnight-Zephyr Posted April 29, 2014 Posted April 29, 2014 Hey ive been in training mode, looking up anything that could help my Kagura. Most of what i've found is pretty meh or has already been discovered, but what about this combo? Is it practical?: 6C*-6DB-5DC-2DA-B Orb-5C-A Orb-5C-6DC-2DC-28D. I tried it and it net me about 5.8K midscreen (I started with 6DB though, not 6C). I would like to know if its worth it before commiting it to muscle memory.
Dazardz Posted April 29, 2014 Posted April 29, 2014 Hey ive been in training mode, looking up anything that could help my Kagura. Most of what i've found is pretty meh or has already been discovered, but what about this combo? Is it practical?: 6C*-6DB-5DC-2DA-B Orb-5C-A Orb-5C-6DC-2DC-28D. I tried it and it net me about 5.8K midscreen (I started with 6DB though, not 6C). I would like to know if its worth it before commiting it to muscle memory. 5DC > 2DA isn't an easy thing to do, it can be different on some characters and depending on the combo, the delay time could be different. But I actually do use this combo (except after B orb, I use 6C > 6DA > 3C > 2DC > B orb Oki assuming I haven't used 6C at the start of the combo) a lot in games, so if you can learn 5DC > 2DA then in my opinion it's practical if your confident with the combo.
Midnight-Zephyr Posted April 29, 2014 Posted April 29, 2014 I'm actually getting the hang of the 5DC > 2DA link. I mean its sill kinda tough, but its just a timing thing really. I could just omit the Distortion at the end for Oki if neccesary as well.
FatalCounter Posted April 29, 2014 Posted April 29, 2014 3C, 5B or 6B would probably be the way to go. Unless you're right next to them or know more advanced combo routes (or both), using 5C and 2C for punishes won't take you very far. Well someone needs some lab time. 3C may be the easiest and most efficient punisher but 2C is the best. CH 2C ( or 5C but you need to not too far, while 2C will always connect). midscreen. 2C > 6DA > 2DA > B orb > 6C > 6DB > 2DC > 5DC > 28C (for avoiding any risk) = 5642 dmg. But if you want a bit more damage after 6C > 6DA > 3C > 2DC > 5DC > 28C or 2DC > 5DA > Super. Corner 2C or 5C > 2DA > 5DA > 6DA > 3C > 6DC > 2DC > B orb > 2C > 6DC > 2DB = 5882 dmg (from 2C) More damage without super after B orb > 6C > 6DB > 5DC (btw they will always fall to the ground so you have plenty of time to charge the orb)> wait 28C = 6359 dmg and 6870 dmg with Super ender. All these combos work with 3C too but do less damage. If you land one of these combos, your opponent will respect you forever!!!!!
Midnight-Zephyr Posted April 30, 2014 Posted April 30, 2014 Oh yeah can that combo I mentioned work off a 5DB > 2DB > RC combo? If so, I think I may have found my go-to command grab combo (with meter.) All of Kagura's moves seem slow or have short range. If you're just starting out with him, what do you use for basic punishes? I ask myself this every day. Especially when im fighting Tao, Rachel, of any other character who can control the field better than me.
mAc Chaos Posted May 10, 2014 Posted May 10, 2014 3C, 5B or 6B would probably be the way to go. Unless you're right next to them or know more advanced combo routes (or both), using 5C and 2C for punishes won't take you very far. 3C on the other hand is pretty fast, has good range, is a really good starter and gives you plenty of time to confirm. 5B and 6B both lead into the same, simple route and don't take forever to come out, so they're also good for punishing.What's a basic combo for 3C, 5B, and 6B? Like 5B 5C Hell's Fang type stuff.
Dazardz Posted May 10, 2014 Posted May 10, 2014 What's a basic combo for 3C, 5B, and 6B? Like 5B 5C Hell's Fang type stuff. Uh, I have no idea what you meant be hell fang stuff but. If you are sure your going to get a 3C CH, you can go for: 3C > 6DA > 2DA > 46B > 6C > 6DB > 2DC > 5DC > 28C. I would only go for 5B if your not sure your going to land a CH, but you can go for the basic things like: 5B > 5BB > 3C > 2DC > 46A > 5B > 3C > 6DC > 2DB (if close enough to the corner). Basic 6C combos would be something like: 6C > 6DB > 2DC > 5DC > 2D8. But if you want max damage, you can try things that require some timing like: 6C > 6DA > 2DA > 46B > 3C > 2DC > 5DC > 28C. Or if you want oki, from 46B, use 3C > 2DC > 48B. I hope this is what you meant. If you wanted combos that you can get off a non 3C CH, it's pretty much the same as 5B except without the 5B > 5BB. By the way, 5C isn't any good in comobs if they opponent is standing, although it IS good on CH. 2C is even better on CH, but the only difference is that 2C has more hitstun so you could be further away from the opponent and always catch them with 6DA. 5C/2C > 6DA > (delay) 5DA [optional] > 2DA > 46B > 3C > 2DC > 5DC > 2D8. You could also go for 5C > CT > 6DA and the rest of the previous combo.
Isuna Posted May 10, 2014 Posted May 10, 2014 What's a basic combo for 3C, 5B, and 6B? Like 5B 5C Hell's Fang type stuff. 5B > 5BB(6B) > 3C > 2DC > 5DC > [2]8C maybe? Feel free to omit 5B and/or 6B. Pre-patch 2DA > 5DC > [2]8C was my favourite combo, 3.3k from an overhead in just three moves... yummy!
-Seo Posted May 10, 2014 Posted May 10, 2014 What's a basic combo for 3C, 5B, and 6B? Like 5B 5C Hell's Fang type stuff. 3C>2DC>[4]6A>5B>3C>2DC with a B orb for oki if you're midscreen and want something simple. 3C>2DC>[4]6A>5BB>5C>6DC>2DB with an A orb for oki if you're not too for from the corner and want to push them to it 3C(CH)>6C>6DA>2DA>[4]6B>3C>6DC>2DB if you know you'll hit 3C CH, easy corner carry here. Can replace 3C with 6B(CH)>6C. This pretty much applies for both 5B and 6B starters too (5BB>3C/6B>3C) in terms of basics.
mAc Chaos Posted May 10, 2014 Posted May 10, 2014 Uh, I have no idea what you meant be hell fang stuff but.Like Day 1 combos that someone who's just picking up the game could work off as a base.Like Jin has always had 5B(2) > 5C > 3C > Ice car.I will check out these other combos.
-Seo Posted May 10, 2014 Posted May 10, 2014 I'll post this here for now, but I've made a very short (and a little messy) 1.1 combo list. It's pretty much just a compilation of the more practical combos from the few released CMV's that've come out.
-Seo Posted May 12, 2014 Posted May 12, 2014 Koge has compiled a list of 1.1 Kagura combos to view here.
Lucalibur Posted May 14, 2014 Posted May 14, 2014 So I'm playing CP2 since the patch came out on JP version already and I don't know if this was stated, but while 2D~A leads into an air stance if stance cancelled, you can DELAY cancel it to remain on the ground. Basically, you're not forced to have 2D~A leave you airbone if you go into 5D or 6D, and doing so actually leads to a SLIGHTLY faster cancel. He feels much faster when attacking in general as well, you can visually see the speed buffs to his stuff. 6B still doesn't combo into 5C\2C on standing enemies sadly lol, but it still combos on crouchers. Not that it matters since 6A doesn't go into shit anymore. I also failed to link 2A from 6A against chars with normal hitboxes, meaning 6A>meterless follow up seems to be char specific to the ones you can 5A when crouching.
FatalCounter Posted May 14, 2014 Posted May 14, 2014 You are totally right, he seems faster, a bit. Yep as I thought we have at least 2 true blockstrings now 6DC > 2DB 5DC > 2DB Even 6C > 2DB is really tight. 2C fast recovery is just god for me. You can whiff it and punish anyone trying to dash at any time if you have your 45F charged. 6A meterless follow up being impossible to most of chars make me sad. Seems like jB> jA > djB > jC should be the norm now, better positioning and no need to super jump and + a bit of extra damage. Lol
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