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


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Posted
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.

Tested these again, doesn't work against Noel, Tao, Carl, Plat, Rachel and Valk. Against Valk you have to 5BB > 5C after OD, because 6B won't connect. You also have to do 5D~A > 6D~A to get the loop, which reduces the amount of reps from 5 to 4. For everyone else, you can still 6B > 5C, but again, you just have to 5D~A > 6D~A for 4 reps.

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Posted

I think 28D has to hit them while they're at a certain height and it has to be the OD version. Other than that there's no real trick to it really, just a matter of getting the timing down.

Posted

I can't seem to get the dash cancel combos in the corner. Every time I do 5DA>66...I go underneath my opponent

Posted
I think 28D has to hit them while they're at a certain height and it has to be the OD version. Other than that there's no real trick to it really, just a matter of getting the timing down.

It's actually really just the height. That distortion doesn't change in OD. Max height connection lets you land the second DD. Easy to test with just a 6C into super at max height.

Posted
I can't seem to get the dash cancel combos in the corner. Every time I do 5DA>66...I go underneath my opponent

There's a few things here. Depending on how high they hit the wall it can change the timing. I like to try delaying the 5DA enough that my dash gets caught on them so i can't go under but it all depends on the distance traveled.

Posted

Midscreen 6D~B combo

6D~B > 5D~C > 2D~A > 46B > 6C > 6D~A > 3C > 6D~C > 2D~B (A orb oki). 4589DMG +32

The 2D~A link here feels so much easier than from a 5BB > 3C etc. This corner carries like crazy too.

Posted (edited)

For those of you who like doing 3C 5DC 2DA...

Midscreen dashing 5B/6A for 3.6/4k meterless

(dashing into opponent) 5B/6A 6B 3C 5DC delay 2DA 46B 6C delay 6DA 3C 2DC 6DC [3599 +25 / 4059 +29]

Edit: above with flashkick ender:

... 6DA 3C 2DC 5DA 28C [3949 +28 / 4416 +31]

You do 2DC 5DA 28C by inputting it as 2DC 1DA 28C. (2DC 2DA will not work)

You can replace 6DC with 46B for "oki", but either you delay it and they can roll back to escape, or you don't and they can get hit and air tech away. If they're aware of this, you'd might as well get the corner carry or extra damage.

Starting on your half of the stage:

(dashing into opponent) 5B/6A 6B 3C 5DC delay 2DA 46B 6C delay 6DA 3C 6DC 2DB (46A oki in corner) [3587 +25 / 4047 +29]

Not too hard to figure out how to end these combos in 5D~28D for an extra 1.1k.

Edited by Bill307
Posted (edited)

Blue beat combos from 2A 2B 3C 2DC 46B OTG

(also posted in Gameplay Discussion thread)

After 2DC 46B, react to the opponent not emergency teching and 6C asap.

Collapsed: combos:

Near midscreen to their corner:

2A 2B 3C 2DC 46B (blue beat) 6C 6DB 5DC delay 2DA (delay 46B oki) [3086 +22]

Just over midscreen, difficult:

2A 2B 3C 2DC 46B (blue beat) 6C delay 6DA 2DB (46A oki near corner) [2762 +19]

Anywhere:

2A 2B 3C 2DC 46B (blue beat) 6C delay 6DA 3C 6DC [2884 +20]

Anywhere:

2A 2B 3C 2DC 46B (blue beat) 6C delay 6DA 2DA 5DC 28C [3604 +25]

Edited by Bill307
Posted (edited)

Kagura has too many combos. :/

I've started a list of combos: the most practical ones (generally optimal or close to it) and some variations of them. I probably won't learn the variations right now (or ever?) but it's useful to have them to compare the damage/oki tradeoffs. I can tell this list is going to be ridiculously long... :(

Below is a subset of my list: combos that I don't think have been posted here yet. And below that is the full list so far. I haven't added throw/5DB combos, fatal counter combos, or corner combos yet.

Collapsed: New(?) Stuff:

===================

Your Half of Screen

===================

----- 2B/5B/6A -----

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5B 3C 2DC (46B non-OTG oki) [2407 +17 / 2735 +19]

----- 2DA 46A -----

2DA 46A 5B 3C 2DC (46B non-OTG oki) [2637 +18]

2DA 46A 5B 3C 2DC 5DA 6DC [3155 +22]

2DA 46A 5B 3C 2DC 5DC 28C [3720 +26]

----- 2DA 5DA -----

2DA 5DA 66 (cross-up) 5A 6B j.B dj.B dj.C [2575 +18]

2DA 5(1)DA 6(3)DC 28C [3558 +25]

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC [3594 +25]

2DA 6DA 5B 3C 2DC short delay 46A 5BB j.A j.B dj.B dj.C [3462 +24]

----- 2DA 6DB -----

2DA 6DB 5DC (nothing / 28C) [2442 +17 / 3544 +25]

----- 6DB 5DC -----

6DB 5DC delay 2DA 46B 6C delay 6DA 3C 2DC 6DC [4605 +33]

6DB 5DC delay 2DA 46B 6C delay 6DA 3C 2DC 5DA 28C [5110 +36]

=========================

Opponent's Half of Screen

=========================

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC 2DB (46A oki) [3795 +27]

======================

Near Opponent's Corner

======================

----- 2DA 46A -----

2DA 46A 5BB 5C 6DC 5DA 2DA (46B oki) [3433 +24]

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC 2DA (46B oki) [3827 +27]

----- 2DA 6DB -----

2DA 6DB 5DC 5C 46A 5C 6DC 5DA 2DA (46B oki) [4417 +31]

====================

In Opponent's Corner

====================

----- During 46A Oki -----

((catch roll or quick tech) 46A 5B / (OTG) 5B) 3C 2DC 6DA 5BB 5C 46B 5C 6DC 5DA 2DA (46B oki) [3554 +24 / 3379 +24]

(catch roll or quick tech) 46A 5B 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B oki) [3690 +26]

(OTG) 5B 3C 2DC 5DA 6DA 5BB 5C 46B 6C 6DB 5DC delay 2DA (46B oki) [3606 +25]

----- During 46B Oki -----

(catch roll or quick tech) 46B delay 5BB 5C delay 6DC 5DA 2DA (46B oki) [2228 +16]

(catch roll or quick tech) 46B delay 5BB 5C short delay 2DA 5DA 66 3C 6DC 2DB (46A oki) [2565 +19]

Collapsed: Full List (so far):

===================

Your Half of Screen

===================

----- 2A -----

2A 2B 5BB 3C 2DC (46B oki) [1542 +11]

2A 2B 5BB 3C 2DC 6DC [1845 +13]

2A 2B 5BB 3C 2DC 5DC 28C [2526 +18]

----- 2A ... 2DC 46B Blue Beat -----

2A 2B 3C 2DC 46B (blue beat) 6C delay 6DA 3C 6DC [2884 +20]

2A 2B 3C 2DC 46B (blue beat) 6C delay 6DA 2DA 5DC 28C [3604 +25]

----- 2B/5B/6A -----

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5BB 5C 6DC [2550 +18 / 2896 +20]

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5BB j.A j.B dj.B dj.C [2420 +17 / 2748 +19]

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5B 3C 2DC (46B non-OTG oki) [2407 +17 / 2735 +19]

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5B 3C 2DC 5DC 28C [3058 +21 / 3472 +24 ]

----- 2DA 46A -----

2DA 46A 5B 3C 2DC (46B non-OTG oki) [2637 +18]

2DA 46A 5B 3C 2DC 5DA 6DC [3155 +22]

2DA 46A 5B 3C 2DC 5DC 28C [3720 +26]

----- 2DA 5DA -----

2DA 5DA 66 (cross-up) 5A 6B j.B dj.B dj.C [2575 +18]

2DA 5(1)DA 6(3)DC 28C [3558 +25]

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC [3594 +25]

2DA 6DA 5B 3C 2DC short delay 46A 5BB j.A j.B dj.B dj.C [3462 +24]

----- 2DA 6DB -----

2DA 6DB 5DC (nothing / 28C) [2442 +17 / 3544 +25]

----- 6DB 5DC -----

6DB 5DC delay 2DA 46B 6C delay 6DA 3C 2DC 6DC [4605 +33]

6DB 5DC delay 2DA 46B 6C delay 6DA 3C 2DC 5DA 28C [5110 +36]

==============================

Near Opponent's Half of Screen

==============================

----- 6DB 5DC -----

6DB 5DC delay 2DA 46B 6C delay 6DA 3C 6DC 2DB (46A oki) [4589 +32]

=========================

Opponent's Half of Screen

=========================

----- 2A -----

2A 2B 5BB 3C 2DC 6DC 2DB (46A oki) [1827 +13]

----- 2A ... 2DC 46B Blue Beat -----

2A 2B 3C 2DC 46B (blue beat) 6C 6DB 5DC delay 2DA (46B oki) [3086 +22]

----- 2B/5B/6A -----

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5BB 5C 6DC 2DB (46A oki) [2747 +19 / 3119 +22]

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC 2DB (46A oki) [3795 +27]

======================

Near Opponent's Corner

======================

----- 2B/5B/6A -----

(2B 5B / 6A) 6B 3C 2DC short delay 46A 5BB 5C 6DC 5DA 2DA (46B oki) [2888 +20 / 3280 +23]

----- 2DA 46A -----

2DA 46A 5BB 5C 6DC 5DA 2DA (46B oki) [3433 +24]

----- 2DA 6DA -----

2DA 6DA 5B 3C 2DC short delay 46A 5BB 5C 6DC 2DA (46B oki) [3827 +27]

----- 2DA 6DB -----

2DA 6DB 5DC 5C 46A 5C 6DC 5DA 2DA (46B oki) [4417 +31]

====================

In Opponent's Corner

====================

----- 2A -----

2A 2B 5B 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B oki) [3131 +22]

----- During 46A Oki -----

((catch roll or quick tech) 46A 5B / (OTG) 5B) 3C 2DC 6DA 5BB 5C 46B 5C 6DC 5DA 2DA (46B oki) [3554 +24 / 3379 +24]

(catch roll or quick tech) 46A 5B 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B oki) [3690 +26]

(OTG) 5B 3C 2DC 5DA 6DA 5BB 5C 46B 6C 6DB 5DC delay 2DA (46B oki) [3606 +25]

----- During 46B Oki -----

(catch roll or quick tech) 46B delay 5BB 5C delay 6DC 5DA 2DA (46B oki) [2228 +16]

(catch roll or quick tech) 46B delay 5BB 5C short delay 2DA 5DA 66 3C 6DC 2DB (46A oki) [2565 +19]

Notes:

- "46B non-OTG oki" means the 46B will not OTG them if they don't tech.

- You shouldn't always cancel into 46A/B right away when using them for oki. Generally, you want to do it asap in 2DC 46B, with a small delay in 2DB 46A, and with a longer delay in 2DA 46B to let Kagura step backwards first.

- Some of the starters are 2 moves, e.g. 2DA 46A, 2DA 6DA, etc. I did this because, assuming I can't hit confirm the 2DA, I have to choose beforehand which move/drive I want to use after it. E.g. if the opponent mashes a lot after 2DA I won't do 2DA 6DA.

- You can option select 2DA 46A on hit and 2DA 6DC on block. The input is 1DA (hold 1) 6A+C+D. (You can make 6DC safe on block with 5DA 66.)

- The full list is missing the 2A combo ending in 2DC 5DA 6DC. This is intentional: vs Jin, I couldn't get the 6DC to connect if the combo started with e.g. 2A 2B 5BB 3C. Even with just 2A 2B 3C I find I have to delay the 5DA a bit, and sometimes the combo drops there as well. For simplicity and less risk, I'm just going to leave the 5DA out.

Edited by Bill307
Posted (edited)

Has anyone experimented with FC 5DA 44? This is what im doing now

Anywhere:

FC 5DA 44 3C 2DC 5DA 6DC [2367 +17]

FC 5DA 44 3C RC 6C 6DA 2DA 46B 2C 2DB Oki [3601 +13] (if you are approaching the corner you can do 2C 6DC 2DB for 3890)

Corner:

FC 5DA 44 3C 6DC 2DC 46B 6C 6DA 3C 6DC 2DB Oki [4138 +29]

*Just found out that 3C after 44 doesn't work on some people. Only tested Jin and Hazama so far. Works on Jin but not on Hazama. However on Hazama you can do microdash 6B 3C, so maybe that works against everyone?

Oh, and for corner 46A oki catch, you can do:

46A 5B 3C 6DC 2DC 46B 5C 2DA delay 5DA 66 3C 6DC 2DB [4047 +29]

Edited by stickystaines
Posted
Oh, and for corner 46A oki catch, you can do:

46A 5B 3C 6DC 2DC 46B 5C 2DA delay 5DA 66 3C 6DC 2DB [4047 +29]

I like how I remembered to try that (5C 2DA 5DA 66 3C) after 46B oki but not after 46A oki. T_T

Thanks. I'll add it to my text file! Not sure which combo I'll use yet: I might prefer the 2DA ender since imo it gives better oki.

Posted
- "46B non-OTG oki" means the 46B will not OTG them if they don't tech.

I think you did explain this somewhere, so sorry. But what do you mean by this? 4~6B always seems to OTG off the ground, no matter how long you delay it.

Posted
Great post, just started grinding kagura last night so this is incredibly helpful

Thanks!

I think you did explain this somewhere, so sorry. But what do you mean by this? 4~6B always seems to OTG off the ground, no matter how long you delay it.

I've noticed 46B never OTGs Kagura. And in the combos with that note, "46B non-OTG oki", it might be character specific (I probably tested with Jin), but 46B doesn't seem to OTG them even if you do it right away. It's got to do with the height at which 2DC hits them, I believe.

Posted
Thanks!

I've noticed 46B never OTGs Kagura. And in the combos with that note, "46B non-OTG oki", it might be character specific (I probably tested with Jin), but 46B doesn't seem to OTG them even if you do it right away. It's got to do with the height at which 2DC hits them, I believe.

Ah, I believe it is character specific. Ragna is my training dummy and it will always insta-OTG. But I tried on Jin, Kagura etc and it doesn't. I might as well compile a list.

Posted

Just discovered that with the corner combos requiring "2DA,5DA,>dash>,3C" you have to delay the 5DA until they bounce off of the ground following the wall bounce. It's going to take some time to get it down to muscle memory so I figure I mention the visual cue I have been using.

Posted (edited)

Playing Kagura just remember me when I first played Relius, He seemed weird at the beginning and then he became normal in my hands. My day 2 Kagura is keep improving and I am fastly understanding how he works; thans to you guys giving me tricks and other notes. I deeply believe we don't have to play kagura as a normal charging char in this game, if so we will always lose; We need to attack and charge between strings and setups. Eh, I played Leona and Hidern in KOF, Guile and Honda in SF, so he may be not that difficult. The main thing to learn are the timing of his drives and the job is done, well also his neutral game.

Edited by FatalCounter
Posted
Apparently there's a part 2:

http://www.youtube.com/watch?v=_Qsy2jnn-9k

I actually found a slightly higher damage CH 6DC combo, but I'm not sure how to make the timing consistent. :/ On the other hand, I have no idea how he connects the 2nd 6DA in his combo, but at least I've done this one successfully a few times.

(this is also vs Nu-13, from initial training mode spots)

CH 6DC delay 2DA 46B 6C delay 6DA 6B 5C (delay?) 6DC (delay?) 5DA 66 (4?) 3C 6DC 2DC 5D~28D [6142]

The one in the video deals 5882 after super.

Doubt I'll use this in a real match unless someone figures out how to get the 6DC 5DA 66 3C consistently.

Posted

41236C RC combo

From midscreen:

41236C RC 6C delay 6DA 2DA 46B 3C 6DC 2DB (46A oki) [4450 -92]

You can replace 3C with 5C for 4567 damage, but I find it a lot harder to connect 2DB (on Jin) in this case.

Not sure if this combo is optimal since I didn't test much.

Posted
I actually found a slightly higher damage CH 6DC combo, but I'm not sure how to make the timing consistent. :/ On the other hand, I have no idea how he connects the 2nd 6DA in his combo, but at least I've done this one successfully a few times.

(this is also vs Nu-13, from initial training mode spots)

CH 6DC delay 2DA 46B 6C delay 6DA 6B 5C (delay?) 6DC (delay?) 5DA 66 (4?) 3C 6DC 2DC 5D~28D [6142]

The one in the video deals 5882 after super.

Doubt I'll use this in a real match unless someone figures out how to get the 6DC 5DA 66 3C consistently.

You have to delay the 6DC and and then hit 5DA(instant) 66(stick neutral) 3C. The 6DC timing is a little tricky but you can get it with some practice

Posted (edited)

That's weird. I can't get the 2DA delay 5DA 66 3C to work anymore, no matter how long i delay it.

EDIT: nevermind, it was a shorter delay than i remembered.

Edited by stickystaines
Posted (edited)

let do this, I will post some combos from midscreen today, and tomorrow I will post corner combos starting with his CH C normals. Damage is scary.

MIDSCREEN

CH 3C> 6C> 6DA> 3C> 2DC> 5DA> 6DC = 3077 DMG

CH 3C> 6C> 6DA> 3C> 2DC> 5DC> 28C = ~3720 DMG

CH 3C> 6C> 6DA> B ORB> 66> (WAIT A BIT) 5BB> JB> DJBC= ~3110 DMG; EASIER WITH DASH 66 6B =3087DMG

CH 3C> 6C> 6DA> B ORB> 66> 3C> 2DC> 5DC> 28C = ~4120 DMG

CH 3C> 6C> 6DA> B ORB> 66> 3C> 2DC> 5DA> 6DC = ~3580

CH 3C> 6C> 6DA> 2DA> 5DC> 28C = ~3760 DMG

3C> 66> 3C> 2DC> A ORB> 5BBC> 6DC = ~2920 DMG

CLOSE CH 5C> 3C> 2DC> A ORB> 5A (MUCH EASIER) > 6B> JB> JBC = 3314 DMG

CL CH 5C> 3C> 2DC> 5DC> 28C = ~4060 DMG

VERY CL CH 5C> 6B> 3C> 5DC> 28C = ~3960 DMG

CH 2C> 5C> 2DB> ~2320 DMG

CL CH 2C> 2DA> 6DA> 5BB> JB> DJBC = ~3320 DMG

CL CH 2C> 2DA> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4670 DMG

CL CH 5C> 2DA> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4770 DMG

CH 6C> 2D(DELAYED A)> 6DA> 5B> 3C> 2DC> 5DC> 28C = 4645 DMG

CH 6C> 2DA> 6DA> 5B> 3C> 2DC> 5DA> 6DC = ~4010 DMG

MID RANGE CH 2C> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4010 DMG

MID RANGE CH 5C> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4110 DMG

CH JC> 6C> 6DA> 3C> 2DC> 5DC> 28C = ~3870 DMG

CH JC> 6C> 6DA> 3C> 2DC> 5DA> 6DC = 3205 DMG

FAR CH 2C> 6DA> 5B> 3C> 2DC> 5DA> 6DC = ~3270 DMG

CH 2C> 5C> 2DB = ~2320 DMG

Notes

CH 3C> 66> 3C> IS POSSIBLE

CH 3C CONNECTS WITH 2C, BIT STRICT TIMING

CH 3C CONNECT WITH 2DA AND 6DA, BUT DOESN’T WORTH IT; 6C IS THE EASIEST AND THE BEST OPTION.

CH 2C CONNECTS WITH 5C

CH 5C CONNECTS WITH 3C, WHEN IT IS A BIT CLOSE.

6C GIVE YOU PLENTY TIME FOR 2DA TO CONNECT

CLOSE AND FAR CH 5C AND 2C CONNECT WITH 6DA

ONLY CLOSE CH 5C AND 2C CONNECT WITH 2DA

ONLY CLOSE CH 5C AND 2C CONNECT WITH 6DB

CL CH 5C AND 2C> 2DA> B ORB DOESN’T CONNECT BUT HIT FROM BEHIND, OTG LATE WAKE UP AND FORCE BLOCKING AFTER BACK ROLL.

ALL CLOSE 5A, 2A, 5B AND 2B CAN BE BLUE COMMAND GRABBED. 5A> 5DB IS PRETTY GOOD VS CROUCHING OPPONENT SINCE IT WILL ALWAYS CATCH THEM IF THEY DIDN’T PRESS A BUTTON DURING 5A RECOVERY.

COMBOS WITH 5C STARTER ALMOST DO +100 DMG THAN 2C STARTER ONES.

DP DAMAGE AT THE END OF THE COMBO DEPENDS ON THE CHAR? IT SEEMS TO DO LESS DAMAGE ON TAGER SOMETIMES.

CH JC CONNECTS WITH 6C

Edited by FatalCounter
Posted

Might I suggest listing the combos with oki ender (damage + oki) and then super ender?

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