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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)


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Posted
Was looking and didn't see any but corner throw combo?

air throw> 2C> 2D~C> 6D~A> 3C> 6D~C> 5D~28D 4156

Does this work midscreen or near a corner?

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Posted
Who was that 6D~B > 5D~A starter tested on? I'm testing against Jin and it won't land. Lands if CH though.

If you mean the challenge mode one, then it would've been Azrael.

Posted (edited)

corner throw combo I tried in corner: B+C or 4B+C, 5c, 4[]6B, 6c, 6db, 2da, 5dc, 28c = 4245 damage

Edited by Phones01
Posted
corner throw combo I tried in corner: A+B or 4A+B, 5c, 4[]6B, 6c, 6db, 2da, 5dc, 28c = 4245 damage

another one I did just now even though it's really not much more damage and it uses super is: back or fwrd throw in corner 5c, 4[]6b, 6c, 6db, 2dc, 5d 28d = 4474 dmg

Posted

Mid-screen OD combo at 100% HP requiring optimization.

6A>6B>5C>OD>Dash 3C>2D~C>5D~A>2D~A>6D~A>5B>3C>6D~C>2D~B>Possibly orb oki?

Does 3871 and gives 27 meter. If 50 meter is available by 6D~C, can go into super ender instead for about 4700 damage or so. Can be done off 5C\2C as well if close enough, but didn't test the results. Same for 2B starter as well, but then you gonna have to go into 2B>3C>OD instead of 5C>OD.

Also, here is an RC combo off a random ground hit 5C that also requires optimization(might work off air hit too? Haven't tested 2D~B's properties properly yet).

5C>2D~B(1)>RC>2D~A>6D~A>5BB>5C>6D~C>2D~C>5D~A>Possibly orb oki?

Does 4312 damage and gives back 18 meter by the end. Tried to do off 6A but the 5D~A has them tech in the air.

Finding combos is work, and I doubt these are even optimized in any way, but alas, week 1 stuff. If these were already posted then sorry.

Posted (edited)

Flashkick side switch combos to use when you're cornered to put the opponent in the corner.

Note: after 2DB, you can do B-orb oki only if the opponent doesn't have a super or other fast reversal. Otherwise, 2DB B-orb is unsafe.

You in or near corner (just under training mode corner reset distance), 50 meter, 2180 with A-orb oki:

28C (1 hit) RC 3C 5DC 5C 6DC 2DB (46A for oki)

This next one has tricky timing, but adds ~200 dmg.

You in corner, 50 meter, 2374 with A-orb oki:

28C (1 hit) RC 3C 2DC 5DC 5C 6DC 2DB (46A for oki)

Flashkick RC 3C OD combos if your opponent is close to KO and you want an unburstable 2.4k / 2.8k / 3.6k combo. If they panic, they can burst on reaction to getting flashkicked before your OD. (Maybe not online...)

50% HP OD, 50 meter, 2417 with oki:

28C (1 hit) RC 3C OD 6C 6DB 5DC 2DA 6DB 2DC (46B for oki)

34% HP OD, 50 meter, 2841 no kd:

28C (1 hit) RC 3C OD 6C 6DB 2DC delay 6DC 2DA 6DB 5DC 28C

22% HP OD, 100 meter, 3661 with kd:

28C (1 hit) RC 3C OD 6C 6DB 5DC 2DA 6DB 2DC 6DC 5D~28D

Flashkick RC immediate OD combo if the opponent is close to death and they'll burst asap if they get hit. Terrible damage so this is mainly FYI.

OD, 50 / 100 meter, 1451 / 2551 with kd:

28C (1 hit) RC OD 5A 6B j.B dj.B dj.C (optional 5D~28D)

Alternatively, if you have low life, you can do 28C RC OD 46A for A-orb oki, then 5C 6DC etc. and mix them up with non-stop drive pressure. (Or force them to panic and burst while blocking.) If they block the flashkick, however, then you're at a small disadvantage after OD.

2a in corner: 3k no oki 2a5bb3c, 6dc 2dc b boom, 3c 6dc 2db

Here's an improvement to this awesome route from 2A. More damage and oki ability (safe from wake-up super). :D

2A in corner, meterless 3404 with oki / 3874 no kd:

2A 2B 3C 6DC 2DC 46B 6C 6DB 5DC 2D delay A (delay 46B for oki / 28C for extra dmg)

Fun trick: if you go for the 28C extra dmg ender, you can immediately do 28C a 2nd time and the opponent has to barrier block it if they teched.

Below is the best I could do with super ender. Not worth losing the meter and the oki, imo, unless it KOs:

2A in corner, 50 meter 4338:

2A 2B 3C 6DC 2DC 46B 6C 2DA 6DC 5D~28D

Edited by Bill307
Posted

The combo video of justice; http://www.youtube.com/watch?v=MHqg0LUOdjA

Transcription;

Midscreen 2A Starter

"2AxN > 2B > 3C > 2DC > 5DA > 6DC" [1979 DMG, 14 Meter]

When you've used lots of 2As

"2A > 2B > 3C > 5DC > (Delay) 3DA > [4]~6B > 6C > 6DB > 2DC > [2]~8C" [3716 DMG, 26 Meter]

This combo is hard mainly due to the 5DC > 3DA Link. You have to do it JUST after the opponent crosses over Kagura's head. The timing is hard but after a few tries you'll get it down. 2A Midscreen Meterless Non Counterhit 3.7k combo FTW.

Midscreen 5B Starter

"5BB > 3C > 2(1)DC > [4]~6A > 5BB > 5C > 6DC > 2DB > Oki." [2680 DMG, 19 Meter]

Corner Carry, Light Oki

"5BB > 3C > 2(1)DC > [4]~6A > 5B > 3C > 2DC > Oki" [2299 DMG, 16 Meter]

Heavier Oki

Throw Midscreen Starter

"B+C > 6C > (Delay) 6DA > 2(1)DA > [4]~6B > 3C > 2DC > 5DC > [2]~8C" [4275 DMG , 30 Meter]

Connecting the 6DA requires a fair bit of timing. Highest DMG off a throw so far, works on backthrow too but does no work in the corner (they pop out of B Orb before 3C can connect). Probably just better of sticking with the regular easier 4k throw combo. Until you also want to learn these...

"B+C > 6C > (Delay) 6DA > 2(1)DA > [4]~6B > 3C > 2DC > Oki" [3539 DMG, 25 Meter]

This on the other hand, is much more appealing. This allows you to get B Orb Oki midscreen without needed a wall to get 2C into B Orb from. Useful.

Airthrow Midscreen Starter

"j.B+C > [4]~6A > 6C > (Delay) 6DA > 2(1)DA > [4]~6B > 2C > 2DB > Oki"

I can't get the 2C > 2DB to connect and I don't care enough to try. 3C > 2DC works and gives heaver Oki. So I dunno. [3538 DMG, 25 Meter]

Flash Kick Starter

"CH [2]~8C > 5B > 3C > 2DC > Oki" [2040 DMG, 14 Meter]

I have no clue how to connect the 5B on standing opponents. I did it the first time but havent been able to do it since. If you know, please say!

Midscreen Into Corner 5C Starter

"5C (Incredibly Near)> CT > 6DA > 2(1)DA > [4]~6B > 6C > 6DB > 2DC > 5DC > 3C > 6DC > 5D~28D [7505 DMG, -45 Meter, Requires Starting 45 Meter for Distortion Ender]

7.5k Damage yep. You have to be going into the corner from around the start of the reset in training mode. Their half basically. Doesn't even require a CH. Unfortunatly, you have to be insanely close to the opponent for the CT to connect. Even 2A>5C will push you back too far. The only way I can see this happening is off a meaty 5C when they were mashing, but...yeah.

Midscreen Intro Corner 5B Starter w/OD Unburstable.

"5BB > 3C > OD > 5C > 6DC > 2DA > 5DA > Dash (Hold 4) > 3C > 6DC > 2(1)DC > [4]~6B > 6C > 6DB > 5DC > 5D~28D" [5357 DMG, -20 Meter]

I'm not sure how to connect 5C into 6DC and still have 2DA, if you know, please say!

Not gonna do all of it, just the midscreen stuff since that's what's lacking the most atm.

Posted (edited)
Flash Kick Starter

"CH [2]~8C > 5B > 3C > 2DC > Oki" [2040 DMG, 14 Meter]

I have no clue how to connect the 5B on standing opponents. I did it the first time but havent been able to do it since. If you know, please say!

Midscreen Intro Corner 5B Starter w/OD Unburstable.

"5BB > 3C > OD > 5C > 6DC > 2DA > 5DA > Dash (Hold 4) > 3C > 6DC > 2(1)DC > [4]~6B > 6C > 6DB > 5DC > 5D~28D" [5357 DMG, -20 Meter]

I'm not sure how to connect 5C into 6DC and still have 2DA, if you know, please say!

1) You need a microdash 5B, timing is a little tricky, you really need to take advantage of the whole 5 frame buffer window.

2) Don't immediately cancel into 2D~A, let 6D~C travel a little through the opponent to get you closer and you'll have enough time to hit the 2D~A then. This combo won't work at around 50% or less life. 6D~C has SMP in OD, and you're still in OD by the time you do it after the 3C. I've looked into an alternative combo for longer OD durations and came up with 5BB > 3C > OD > 6C > 6D~B > 2D~C > 5D~A > 2D~A > 6D~C > 28D. It's only 4K damage and there's no corner carry to it, so it's more for the kill than anything.

Edited by -Seo
Posted (edited)

Easier corner command grab OD combo.

5D~B > 2D(4D) > OD > 6B > 5C > 6D~A > 5D~A > 2D~A > 6D~C > 28D. (4925 DMG).

Keeps them in the corner if you do the 28D quickly. You can link the 4[]1236C super for 5396 damage if you have the meter too.

Edited by -Seo
Posted

Have started compiling what I believe to be optimal combos at least found thus far, much more work to do but I'll update this as I learn more, please tell me if you have anything better for a given combo.

Collapsed: combos:

Corner ender oki: 6d-c, 2d-c, b boom, 5c, 6d-c, 5d-a, 2d-a

Corner ender super: 6d-c, 2d-c, b boom, 5c, 6d-c, 2d-a, d super

Back to the corner 5b/6a:

Oki: 5b/6a, 6b, 3c, 5d-c, 2c, 5c, corner ender oki(4039 +29/4503 +33)

Super: 5b/6a, 6b, 3c, 5d-c, 2c, 5c, corner ender super(5026 -22/5488 -17)

midscreen 5b/6a:

jump knockdown oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, j.b jc, j.b, j.c(2297 + 16/2731 +19)

Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c (2299 +16/2735 +19)

Corner carry: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 2d-b if close enough(2680 + 19/3119 +22)

Damage: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c, 5d-c, flash kick(3023 +21/3472 +24)

Super ender: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 3c, 2d-c, d super(3399 -34, 3835 -31)

OD(full life) Oki: 5b/6a, 6b, 3c, OD, dash 5c, 6d-c, 2d-c, b boom, 6c, 6d-b, 2d-a, 5d-c, 2c(3860 +27/4324 +31)

OD(full life) Super: 5b/6a, 6b, 3c, OD, dash 5c, 6d-c, 2d-c, b boom, 6c, 6d-b, 2d-a, 5d-c, 2c, d super(4960 -23/5424 -19)

Near corner 5b/6a:

Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a(2836 +20/3280 +23)

Damage: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a, flash kick(3298 +23/2750 +26)

Super: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 2d-a, d super(3814 -31/ 4256 -28)

Posted

2A in corner, meterless 3404 with oki / 3874 no kd:

2A 2B 3C 6DC 2DC 46B 6C 6DB 5DC 2D delay A (delay 46B for oki / 28C for extra dmg)

I just verified this combo works with starters with up to 1 additional move, e.g. 2A 2A 2B 3C, 2A 5B 2B 3C, etc. Add 2 additional moves and the opponent techs immediately after the 2DA hit.

If your starter is longer than this for some reason, you can do the following:

2A bad starter in corner, 0/50 meter, 2488 with oki / 3588

2A 2A 5B 2B 6B 3C 6DC 2DC 46B 6C 6D delay C 2DA (delay 46B for oki / 5D~28D)

When doing 2DA 46B for oki, there is a small window where your orb will force forward rolls to block it AND it will be safe to neutral tech super/reversal (tested with Houtenjin).

Posted (edited)

Another corner command grab OD combo, this time using the 6D~A > (2D)6D~A loop.

39 - 0% OD

5D~B ~ (2D)4D > OD > 6B > 5C > 6D~A > (2D)6D~Ax5 > 2D~A > 6D~C > 28D > (OD)41236C (6.1k DMG +30 heat)

69- 40% OD

5D~B ~ (2D)4D > OD > 6B > 5C > 6D~A > (2D)6D~Ax5 > 2D~A > 6D~C > 28D > (nonOD)41236C (5.7k DMG +30 heat)

Any OD length higher and you have to remove some reps of the loop. 3 reps for 79-70%. After that the damage isn't worth it for 100 meter when you can go the simpler route and get as much damage for 50 meter.

Edited by -Seo
Posted

Non overdrive command grab combo does 6k for 50 meter, pretty worthless except for unburstable i guess which is only relevant at low health.

Posted

That's pretty much it's use yeah, easy unburstable 5k for use after another combo into oki. Could easily seal out a round with just two combos on some characters.

Posted (edited)
Have started compiling what I believe to be optimal combos at least found thus far, much more work to do but I'll update this as I learn more, please tell me if you have anything better for a given combo.

Corner ender oki: 6d-c, 2d-c, b boom, 5c, 6d-c, 5d-a, 2d-a

...

Near corner 5b/6a:

Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a(2836 +20/3280 +23)

You can get a tiny damage increase with the following:

Corner ender oki: 6d-c, 2d-c, b boom, 6c, 6d-b, 5d-c, 2d-a

(edit: I'm bad at reading. I see now that this wouldn't work in the full combo you posted since 5d-c was already used. >_< I was thinking of the 2a starter combo when I wrote this...)

From a 2A or 6A starter, the damage increase is only 14. IMO the 5C version is superior because the risk of missing the 6C or the 2DA isn't worth the extra 14 damage. Also, if you want to end with a super, using 5C instead of 6C does slightly more damage because of the lower proration on 5C.

For a near corner (edit: IN corner, actually) 5b/6a, one of the recently-posted combo videos has a better one:

5b/6a, 6b, 3c, 6d-c, 2d-c, b boom, 5c, a boom, 5c, slight delay, 2d-a, 5d-a, 66, 3c, 6d-c, 2d-b (4002 +28/4470 +32)

Edited by Bill307
Posted (edited)
You can get a tiny damage increase with the following:

Corner ender oki: 6d-c, 2d-c, b boom, 6c, 6d-b, 5d-c, 2d-a

From a 2A or 6A starter, the damage increase is only 14. IMO the 5C version is superior because the risk of missing the 6C or the 2DA isn't worth the extra 14 damage. Also, if you want to end with a super, using 5C instead of 6C does slightly more damage because of the lower proration on 5C.

For a near corner (edit: IN corner, actually) 5b/6a, one of the recently-posted combo videos has a better one:

5b/6a, 6b, 3c, 6d-c, 2d-c, b boom, 5c, a boom, 5c, slight delay, 2d-a, 5d-a, 66, 3c, 6d-c, 2d-b (4002 +28/4470 +32)

Thanks for the tip on the 6c extender, though by near corner I actually meant not in the corner where I have an entirely seperate combo, the one I posted is for when you are too far to get 6dc2dc

Ugh this is the second time I've had to relearn all my combos hopefully it doesn't happen again my mind is getting jumbled in matches -_-

Edited by Danke
Posted (edited)
Thanks for the tip on the 6c extender, though by near corner I actually meant not in the corner where I have an entirely seperate combo, the one I posted is for when you are too far to get wall bounce from 5da.

Ugh this is the second time I've had to relearn all my combos hopefully it doesn't happen again my mind is getting jumbled in matches -_-

Yeah, I kind of didn't read most of your post when I first replied. <_<;;

I'm actually avoiding going online or playing too much offline right now 'cause I don't want to have bad day-1 pressure strings and combos in my muscle memory, lol.

Near corner 5b/6a:

Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, 5d-a, 2d-a(2836 +20/3280 +23)

An addition to this combo: when you do 6d-c, if you see you're not close enough for 5d-a to wallslam, you can still get corner oki with 2d-b. This means any 5b/6a hit from the middle of the stage* will lead to corner oki. :)

Oki: 5b/6a, 6b, 3c, 2d-c, a boom, 5b, 6b, 5c, 6d-c, slight delay, 2d-b (2680 +19/3119 +22)

(* Take half a Kagura step forward from training mode starting position, put the dummy beside you, and this combo works.)

Edit: actually this combo is already in the 1st Mutsuki combo video. I can't keep track of all these combos, lol. T_T

Edited by Bill307
Posted

The new corner combo that guy showed off seems to basically make 5b6b3c CT corner combo feel not worth it as now it only adds 500 or so more. that late 5da dash 3c only works if they are high up and I can't get the a boom after CT without chopping stuff off. I wonder if theres a way to hit close to 6k off 5b in the corner with CT and super.

Posted
The combo video of justice; http://www.youtube.com/watch?v=MHqg0LUOdjA

Transcription;

Midscreen 2A Starter

...

"2A > 2B > 3C > 5DC > (Delay) 3DA > [4]~6B > 6C > 6DB > 2DC > [2]~8C" [3716 DMG, 26 Meter]

Has anyone actually done this combo from a standing, not-running, start? I'm trying it on Jin and I think I got it at most once -- I might've accidentally been dashing that time, though.

I think we can forget about trying to do this from even a few pixels away.

I guess if you don't have orb for oki and the opponent wakes up and gets hit by meaty dashing 2a, and you're not close to their corner, and you can do this combo consistently, then you can use it... :/

Posted
Has anyone actually done this combo from a standing, not-running, start? I'm trying it on Jin and I think I got it at most once -- I might've accidentally been dashing that time, though.

I think we can forget about trying to do this from even a few pixels away.

I guess if you don't have orb for oki and the opponent wakes up and gets hit by meaty dashing 2a, and you're not close to their corner, and you can do this combo consistently, then you can use it... :/

While I can't get it to work standing, I don't really find it to be that much of a problem. I find that I dash 2A a lot at midscreen neutral, so I get to do this quite a few times. Probably more use as a punish combo to punish stuff that's not INCREDIBLY minues that you could just use a Fatal for.

On another note, this might already be done but I can't find it, so...

Midscreen

2DA > 6DA > 5B > 3C > 2DC > [4]~6A > 5BB > 5C > 6DC > 2DB. [3795 DMG, 27 Meter]

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