Dazardz Posted May 14, 2014 Posted May 14, 2014 I just played 1.1 Kagura. I won matches but... it was so tough. I threw away so many chances by thinking I could still use j.D > 4DD, I can't. Now, Kagura falls to the ground after a huge delay now. I actually really like 6DC's speed now, looks amazing. I'm also trying to remember new combos. Which reminds me, I used a lot of 6DA > 2DA during today's games. Horrible. It'll take some time to get used to this, but he's not totally destroyed. 6A
grove03 Posted May 14, 2014 Posted May 14, 2014 i've only tested this on ragna, but apparently j.a completely whiffs against a crouching ragna, so trying late airdash j.b>j.a, j.b will hit, but j.a whiffs, is there anyone who gets hit by j.a while crouching?? maybe tager??
Danke Posted May 15, 2014 Posted May 15, 2014 The goal is to fuzzy them so that they can't crouch in between, normal jumping forward after a 2db a orb in the corner times it pretty well. I assume you could do it off an airdash as well, if they are getting hit by the j.b during a late airdash trying to block low ur best best is just to autopilot into 2a, you aren't going to get any double overhead low airdash mixups with kagura except maybe against Haku and Tager and even then there are much better corner options.
Zane the pure Posted May 15, 2014 Posted May 15, 2014 Howdy fellow Black Knights, got the game the day it came out in the US and got the 1.1 patch just today. I'm really liking the improved speed on his normals and specials (like 6D-C and 2D-B) and the OD stance-28D addition looks and feels super hype. I am having to learn his new combo routes right now, and the one thing that sorta has me scratching my head is the Air stance cancel for Sairengeki (2D-A). It kills a lot of my old easy 1.0 combos due to not being able to special cancel the B orb out of 2D-A. So far my alternative has been 6C>6D-A>[4]6B>5B-B>JC>j.a>j.b>JC>j.b>j.c then air stance for okizeme or end with stance-28D. Would anyone mind sharing some better options if you have time?
Dazardz Posted May 15, 2014 Posted May 15, 2014 Howdy fellow Black Knights, got the game the day it came out in the US and got the 1.1 patch just today. I'm really liking the improved speed on his normals and specials (like 6D-C and 2D-B) and the OD stance-28D addition looks and feels super hype. I am having to learn his new combo routes right now, and the one thing that sorta has me scratching my head is the Air stance cancel for Sairengeki (2D-A). It kills a lot of my old easy 1.0 combos due to not being able to special cancel the B orb out of 2D-A. So far my alternative has been 6C>6D-A>[4]6B>5B-B>JC>j.a>j.b>JC>j.b>j.c then air stance for okizeme or end with stance-28D. Would anyone mind sharing some better options if you have time? http://www.dustloop.com/forums/index.php?/topic/8688-cp-11-kagura-mutsuki-combo-thread/ Adventure Time, C'mon grab your friends.
Adamleelight Posted May 16, 2014 Posted May 16, 2014 I'm really upset that kagura lost his overhead combo, kind of hurts his gameplay.
Lucalibur Posted May 16, 2014 Posted May 16, 2014 Yeah, you don't say. The other day I had a few matches using Kagura since I'm trying to pick him up again(his neutral is so much better now), and each time I hit with 6A I said to myself "...Well?" because there was absolutely nothing I could do but simply reset pressure with that. Sure, you can get around 4K by RCing, but damn add that nerf to the list of bullshit Mori did for absolutely no good reason.
Angry Guy of DE Posted May 16, 2014 Posted May 16, 2014 The 6A nerf kind of sucks, but the faster C normal really helps as well as the jB > j.A reverse gatling. His combo changes feel like his midscreen damage has gone down, but that may be due to just not adjusting and learning the new combos. At least his OD is more useful with being able to add 1.7K to any combo with his 28 D super. I just wish the changes to his flash kick on counter hit didn't make it feel awkward to try and convert from it.
Midnight-Zephyr Posted May 16, 2014 Posted May 16, 2014 That leads me to ask, how do I overhead? I dont wanna have to use 50 Heat every time I use 6A. I guess I gotta commit 6A>RC to muscle memory. I sub Jin so this shouldnt be too hard... Doesnt CH 28C Wall Stick in corner? I remember it doing that in a match I had the other day, and was like "What do I do now?" Yet another thing I need to get used to.
Dazardz Posted May 16, 2014 Posted May 16, 2014 Doesnt CH 28C Wall Stick in corner? I remember it doing that in a match I had the other day, and was like "What do I do now?" Yet another thing I need to get used to. It does, but the proration is HORRIBLE! Combos won't last long after that. Is there even any way to combo after CH 28C midscreen without meter anymore?
Lucalibur Posted May 16, 2014 Posted May 16, 2014 You just suck it up and RC after it, yeah. It's positive enough on hit that you can reset pressure, and you don' need to RC against chars you can hit with 5A when crouching, but other than that you either commit to 50 meter or deal with only getting less than 1K out of an overhead. On the other hand, 2D~A still leads to crazy good damage anywhere on the screen. You can't follow up CH DP in the corner with a lot, really. Just a C or 2, then knockdown into orb oki. Mid-screen I don't think you can follow up at all anymore, failed every time I tried.
KrsJin Posted May 16, 2014 Posted May 16, 2014 Sure, you can get around 4K by RCing, but damn add that nerf to the list of bullshit Mori did for absolutely no good reason. I don't know, the meterless damage from it before was pretty crazy really haha. The change made sense to me. Still hurts, but made sense. My initial knee-jerk reaction upon tryinig Kagura was that he just felt gross now. Can't quickly cancel his air stance with [4]DD. Can't land crush trigger off of 3C mid-screen. Can't do crush trigger off of 6A. And it seems you can't do 5BB > 3C > 5D~C > 2D~A combos anymore? Those were my favorite combos with him, too :'( I don't actually mind the CH upper change since I opted for fireball oki off it in the end anyway, but that too is tough to get use to. Buuuuut... as Lucalibur mentioned, his neutral game leveled up a ton (What he needed most imo), and once I get use to the new combo routes, he still cranks out pretty hefty damage with either meter or in corner. And, his OD got that much better. I really feel he is more of a OD-centric/reliant character, similar to Hakumen. I will definitely miss some things but I could see him actually being more fun now.
FatalCounter Posted May 16, 2014 Posted May 16, 2014 Corner CH 3C combo is CH 28C > 3C > 6DC > 2DB 6A is +5 on hit, this is my new way to harass some people. After 6A, you have like High low mixup. Well That is the way I use it, and it tends to work. CH 28C, you can hit 5A once or twice and then make them guess or for an air throw or for 6C. That is pretty good. however, most of the time, I prefer to charge my B orb except vs Azrael, Hakumen and sometimes Ragna. The thing is if they expect the throw, they won't Barrier block and for 6C they need barrier block. And if they do, 6C has like 27F of blockstun when it is air blocked 24 + 3 'if I remember correctly' additional frames of Barrier block. That will for force them to land and you are safe. And it also combo to (4)1236C, it can help!!! Anyway, something that makes me laugh, is people trying to mash low attacks when you use 5DA after a drive, I am getting a lot of Fatal counters and free damage. Respect my Drives!!!! FloeFace. I am getting used to his changes, now we can swing safely!!!!
BlackYakuzu94 Posted May 16, 2014 Posted May 16, 2014 People never respect 5DA for some reason. the freest of damage.
KrsJin Posted May 16, 2014 Posted May 16, 2014 Anyway, something that makes me laugh, is people trying to mash low attacks when you use 5DA after a drive, I am getting a lot of Fatal counters and free damage. Respect my Drives!!!! FloeFace. I am getting used to his changes, now we can swing safely!!!! That's going to be the hardest thing for me. Actually using drive moves in blockstrings and raw more often. I never formed the habit before, but now some routes are actually really good.
evid3nts Posted May 17, 2014 Posted May 17, 2014 I never relied on 6a that much myself since 2Da always seemed to hit more often. When I did use it and it was blocked gatling into an A-orb or JC. allowed me to stay in. Losing those options free of meter does suck but since a normal hit 6a resets pressure it's still pretty decent not as strong but decent. CH 6a will net you any combo you want without spending 50 meter so it's still better than Jins 6a.
Zane the pure Posted May 17, 2014 Posted May 17, 2014 I think the 6A nerf would be perfectly fine as long as we were able to special cancel orbs out of it instead of sacrificing 50% heat. but then again, that'd be pretty stiff timing even if we could...
confusedxphreak Posted May 18, 2014 Posted May 18, 2014 https://www.youtube.com/watch?v=IdU6onAnvIM#t=23m24s Trick to this? :o
-Seo Posted May 18, 2014 Posted May 18, 2014 Not much of a trick, but if you hit with 6A in the later active frames, you can combo into 2A.
KrsJin Posted May 19, 2014 Posted May 19, 2014 What's the best go-to 6C combo you guys have so far? I use to use 6B6C for a quick counterhit punish but my numbers are pretty weak now for a CH punish.
NecroTheReaper Posted May 19, 2014 Posted May 19, 2014 Corner I use 6B>6C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>cOD>5C>stance super for 7.5k and 50 meter. Honestly I cant figure out what to do midscreen. Is 2DB the best setup for oki we have?
FatalCounter Posted May 19, 2014 Posted May 19, 2014 What's the best go-to 6C combo you guys have so far? I use to use 6B6C for a quick counterhit punish but my numbers are pretty weak now for a CH punish. I prefer to cancel 6C into 2D most of the time. Because CH 6C is totally different from normal 6C. The best way to hit confirm from CH 6C is 2DA > 6DA >..... with 28C ender you get at least 4K. For normal 6C, good hit confirm is 6DA but I don't use it most of the time, or I just do 2DB when he is falling (good timing required) or cancel 2D into 6D when I see a non CH and especially close to the corner in order to get a whole combo or RC 2DB and get a good combo midscreen or corner. Midscreen 6C > 2DB CH 6C > 2DA > 6DA > 5B > 3C > 2DC > 5DC > 28C, (depends on you, mix up or damage) Close to corner 6C > 2D > 6DC > 2DC > B orb > well the corner route... In the corner or close 6C or CH 6C > 2DA > 6DA > 5DA > 44 > 6B > 5C > delay a bit 6DC > 2DC > B orb > 2C > 5C > 6DC > then delayed 2DB or 5DC into 28C or Super. Edit, BTW you don't have to cancel it into a drive, if 6C hits high enough or a CH, you can just dash and pick up with 3C on normal 6C or wait a pick with 3C or 5B, 6B after a CH 6C.
Midnight-Zephyr Posted May 19, 2014 Posted May 19, 2014 6C routes Is 6C > 6DB not worth it? whenever Im near the corner I do xx > 6C > 6DB > 2DC(optional) > 5DC(Wallbounce) > 5C/2C > Corner/Overdrive Ender. Because a lot of matchups involvwe me using 6DC to get in, Im also practicing CH 6DC routes, anyone know some good ones I should learn?
Danke Posted May 19, 2014 Posted May 19, 2014 In the corner you are looking for 6c link into 2c which works on CH or air hit. 2da as far as I know is never optimal.
FatalCounter Posted May 19, 2014 Posted May 19, 2014 In the corner you are looking for 6c link into 2c which works on CH or air hit. 2da as far as I know is never optimal. Explain yourself, Try that combo and tell me it is not optimal. Well In the corner there are a lot of routes, anyone has his, At least with 2DA I am sure it will hit and his proration is really low. so... .
Recommended Posts