Justice7541 Posted November 3, 2013 Posted November 3, 2013 Okay, here's what I've got so far cause I don't think anyone's posted it. Maybe common knowledge but I dunno, I just picked this guy up a few days ago. Midscreen: 5BB 3C CT dash 3C 5dC delay 2dA [4]6B 6C 6dB 2dC > [2]8C or [4]6B - 4.3k with [2]8C ender, 4k with oki 5C/2C (any distance) 2dB(1) RC 5dC delay 2dA > same as above - 5.4k with [2]8C ender 5.1k with oki So basically a close 5dC midscreen always leads into godly damage if you can set it up. I actually can't even figure out how to do this much damage in corner cause that 5dC 2dA setup doesn't work there.
LordSpectreX Posted November 3, 2013 Posted November 3, 2013 (edited) Okay, here's what I've got so far cause I don't think anyone's posted it. Maybe common knowledge but I dunno, I just picked this guy up a few days ago. Midscreen: 5BB 3C CT dash 3C 5dC delay 2dA [4]6B 6C 6dB 2dC > [2]8C or [4]6B - 4.3k with [2]8C ender, 4k with oki 5C/2C (any distance) 2dB(1) RC 5dC delay 2dA > same as above - 5.4k with [2]8C ender 5.1k with oki So basically a close 5dC midscreen always leads into godly damage if you can set it up. I actually can't even figure out how to do this much damage in corner cause that 5dC 2dA setup doesn't work there. Cool combo, don't mind if i steal that lol. Works off a 6A to for 4.7k damage as well, obviously. Edit: Good news, I found a way to do the CT variant in the corner. Basically, it's the same combo, but instead of 3C > CT > Dash > 3C > 5DC do 3C > CT > Dash > 5C > 5DC The 5C will push you further out the corner, making the arc lower so you can pick them up with 2DA. Does a bit more damage too. Though to make this work you have to delay the 5DC until they're almost level to you. Basically just do it as late as possible before they touch the ground. Not strict, but you need to make sure they're somewhat low. Edited November 3, 2013 by LordSpectreX
evid3nts Posted November 3, 2013 Posted November 3, 2013 Cool combo, don't mind if i steal that lol. Works off a 6A to for 4.7k damage as well, obviously. Edit: Good news, I found a way to do the CT variant in the corner. Basically, it's the same combo, but instead of 3C > CT > Dash > 3C > 5DC do 3C > CT > Dash > 5C > 5DC The 5C will push you further out the corner, making the arc lower so you can pick them up with 2DA. Does a bit more damage too. Though to make this work you have to delay the 5DC until they're almost level to you. Basically just do it as late as possible before they touch the ground. Not strict, but you need to make sure they're somewhat low. Or in corner you could do: 5BB, 3C, CT, 5C, B-orb, 5C, 2DA, 5DA, dash, 3C, 6DC, 2DB, B-orb, Oki Or 5D28D instead of Oki
-Seo Posted November 3, 2013 Posted November 3, 2013 Or in corner you could do: 5BB, 3C, CT, 5C, B-orb, 5C, 2DA, 5DA, dash, 3C, 6DC, 2DB, B-orb, Oki Or 5D28D instead of Oki To add another variation on this: Corner: 5BB>3C>CT>2C>5C>6D~C>2D~C>B orb>5C>6D~C>5D~A>2D~A> A or B orb oki. Can remove the 5D~A and do 6D~C>2D~A>5D28D for super ender.
LoVeBirD- Posted November 3, 2013 Posted November 3, 2013 From midscreen you guys can do this: 6DC (CH) > 6C > Delay 6DA > 5C > 6DC > 2DC > B orb > 5C > 2DA > Super for like 5.8K dmg... Delay 6DA > 5C << this is really tight. Anyways, try this combo
stickystaines Posted November 3, 2013 Posted November 3, 2013 Dunno if this combination of routes has been posted yet: 2C 2DB(1) RC dash 3C 5DC 2DA 46B 6C 6DA 3C 2DC B Orb oki [4776 +22] 50% What are people doing in the corner if they get 2A 2B 3C or 2AxN 2B 3C?
Bill307 Posted November 4, 2013 Posted November 4, 2013 (edited) Near Opponent's Half of Screen, CH 5C / CH 2C, meterless: (midrange CH 5C / any range CH 2C) 6DA 2DA 46B 3C 2DC short delay 46A 5B 3C 6DC 2DB (46A oki) [5178 +37 / 5078 +36] Your Corner to Near Your Half of Screen, CH 5C / CH 2C, meterless: (midrange CH 5C / any range CH 2C) 6DA delay 5DC delay 2DA 46B 6C 6DA 3C 6DC 2DB (46A oki) [5449 +39 / 5349 +38] Edited November 4, 2013 by Bill307
Ryukagura Posted November 4, 2013 Posted November 4, 2013 Guys can someone help me with this combo right here: 6D~B > 5D~C > 2D~A > 46B > 6C > 6D~A > 3C > 6D~C > 2D~B (A orb oki) (4589 DM, 32% HG) I cant get the 2D~A to connect consistently, and 4[]6B does not connect at all.
Bill307 Posted November 4, 2013 Posted November 4, 2013 Guys can someone help me with this combo right here: 6D~B > 5D~C > 2D~A > 46B > 6C > 6D~A > 3C > 6D~C > 2D~B (A orb oki) (4589 DM, 32% HG) I cant get the 2D~A to connect consistently, and 4[]6B does not connect at all. My trick to doing 5DC 2DA in general is: - cancel into 2D immediately - delay A until just after they pass over your head Depending on the starter, it can be one of the hardest timings in his combos. Raw 6DB 5DC 2DA is actually the "easiest" one to do. Which character are you trying this on? If you cancel 2DA into 46B right away then it should connect. I suggest holding [3] during 5DC and staying there until it's time to do 46B.
Bill307 Posted November 4, 2013 Posted November 4, 2013 (edited) Dunno if this combination of routes has been posted yet: 2C 2DB(1) RC dash 3C 5DC 2DA 46B 6C 6DA 3C 2DC B Orb oki [4776 +22] 50% What are people doing in the corner if they get 2A 2B 3C or 2AxN 2B 3C? Nice, that's probably the best combo route for 2C 2DB RC in your half (edit: one-third) of the stage. Adding it to my list... 2A starter in corner: 2A 2B (nothing / 5BB) 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B corner oki) [3390 +24 / 3079 +22] That should give you enough hits to hit-confirm before the combo stops working. But if you hit confirm with 2AAA 2B instead of e.g. 2A 2B 5BB, then you get only 2394 damage. Edit: found a 5C/2C 2DB RC combo that corner carries from 2/3 of the stage away: 40 / 41 meter: (5C / 2C) 2DB (1 hit) RC 5DA 2DA 46B 6C delay 6DA 3C 6DC 2DB (46A corner oki) [5069 -28 / 4969 -29] Edited November 4, 2013 by Bill307
LordSpectreX Posted November 4, 2013 Posted November 4, 2013 Anyone got a good CT crush combo midscreen and corner? At the moment, I have; Mid : CT (Crush) > Dash 3C > 5DC > 2DA > B Orb > 6C > 6DB > 2DC > Oki (3.6k) and Corner : CT (Crush) > Dash 3C > 6DC > 2DC > B Orb > 5C > A Orb > 5C > 2DA > 5DA > Dash 3C > 6DC > 2DB > Oki (4.3).
Bill307 Posted November 4, 2013 Posted November 4, 2013 I don't know if this has been posted yet, but you can actually beat Challenge #30 from the opponent's starting position with only 18 meter. You don't need OD or counter-hit. In fact, the post-CT part of the combo builds more than 25 meter, so if you start the combo with 100 meter, you'll finish with 100 again. :P 18 meter, close: 5C CT 6DA 2DA 46B 6C 6DB 5DC 3C 2DC short delay 5DA 6DC delay 28C [7134 +11]
evid3nts Posted November 4, 2013 Posted November 4, 2013 Nice, that's probably the best combo route for 2C 2DB RC in your half (edit: one-third) of the stage. Adding it to my list... 2A starter in corner: 2A 2B (nothing / 5BB) 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B corner oki) [3390 +24 / 3079 +22] That should give you enough hits to hit-confirm before the combo stops working. But if you hit confirm with 2AAA 2B instead of e.g. 2A 2B 5BB, then you get only 2394 damage. Edit: found a 5C/2C 2DB RC combo that corner carries from 2/3 of the stage away: 40 / 41 meter: (5C / 2C) 2DB (1 hit) RC 5DA 2DA 46B 6C delay 6DA 3C 6DC 2DB (46A corner oki) [5069 -28 / 4969 -29] Good find Bill! The other seems to be character specific midscreen since you don't get the wall bounce. Your combo seems to be universal for the whole cast and easier.
evid3nts Posted November 5, 2013 Posted November 5, 2013 Sorry correction it works midscreen on everyone :-)
Bill307 Posted November 5, 2013 Posted November 5, 2013 Thanks! Midscreen: 5BB 3C CT dash 3C 5dC delay 2dA [4]6B 6C 6dB 2dC > [2]8C or [4]6B - 4.3k with [2]8C ender, 4k with oki 5C/2C (any distance) 2dB(1) RC 5dC delay 2dA > same as above - 5.4k with [2]8C ender 5.1k with oki Nice, I'm gonna add these to my combo list. I made some small improvements to the enders, though. Here's what I have: Collapsed: combos: 18 meter or more: (5B / 2B / 6A) 6B 3C CT 66 3C 5DC delay 2DA 46B 6C 6DA 3C 2DC (46B oki) [3967 -6 / 4281 -5 / 4435 -3] 18 meter or more: (5B / 2B / 6A) 6B 3C CT 66 3C 5DC delay 2DA 46B 6C 6DA 3C 2DC 5DA 28C [4448 -3 / 4791 -1 / 4926 +0] ----- 40 meter or more: 5C 2DB (1 hit) RC 5DC delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4892 -30 / 5668 -24] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [5149 -28] That's 5k meter-neutral off of midscreen 6A starting with at least 16 meter. ("only" 4.4k if you want oki)
Bill307 Posted November 5, 2013 Posted November 5, 2013 (edited) Anyone got a good CT crush combo midscreen and corner? At the moment, I have; Mid : CT (Crush) > Dash 3C > 5DC > 2DA > B Orb > 6C > 6DB > 2DC > Oki (3.6k) and Corner : CT (Crush) > Dash 3C > 6DC > 2DC > B Orb > 5C > A Orb > 5C > 2DA > 5DA > Dash 3C > 6DC > 2DB > Oki (4.3). Your first combo only does 3456, btw. With a slightly better ender you get 3.6k: CT (Crush) > Dash 3C > 5DC > 2DA > B Orb > 6C > 6DA > 3C > 2DC > Oki (3.6k) If they're close to the corner, you can instead end with 3C 6DC 2DB for 3.8k and oki. Taking some midscreen (edit: and corner) 6C combos and using them after CT I get: Collapsed: CT 6C combos: Mid: CT (crush) 6C delay 6DA 2DA 46B 3C 2DC immediate 46A 5BB j.A j.B dj.B dj.C [3865] opponent near corner after 2DC: … 2DC immediate 46A 5B 3C 6DC 2DB (46A corner oki) [4016] ----- Corner: CT (crush) 6C 6DB 2DC 5DC 5C 46B 5C 46A 5C 6DC 5DA 2DA (46B corner oki) [4505 -3] Seems like CT guard crush doesn't affect the combo at all, just reduces the damage by 20%. (I don't know the formula for how much it reduces the meter gain.) Edited November 5, 2013 by Bill307
Danke Posted November 5, 2013 Posted November 5, 2013 So you can do 6b Jump cancel overdrive into gokuenjin for a non cancel overdrive lol, using a rapid to get it is much better though from what it seems but I'm wondering if theres a 100 meter combo that could abuse this.
Bill307 Posted November 6, 2013 Posted November 6, 2013 (edited) Surprised this actually worked... starting away from opponent’s corner: CH 6DC short delay 5DC (2nd hit) delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4220 +30 / 4978 +35] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [4472 +32] Compared to the "normal" CH 6DC combo, this one gives an extra 200 damage (unless you do flashkick ender) and side switch. Edited November 6, 2013 by Bill307
Danke Posted November 6, 2013 Posted November 6, 2013 You can get a dash 3c, 5dc 2da and do the same combo for more damage, 4391 for oki and 5621 for super. Closer to the corner(starting positions or closer) I have a combo that does 5832 and is pretty easy. 6DC CH, dash 6c, 6da, 3c, 6dc, 2dc, b boom, 5c, 2da, 5da, 6da, 3c, super. You can eke out slightly more damage by option for 5c 6dc 5da dash route instead after the boom but I have found nothing close to consistent of a method for making that work.
Bill307 Posted November 6, 2013 Posted November 6, 2013 (edited) Oh, that's much better, thanks! Edit: here's what I wrote down: Collapsed: CH 6DC combos: starting away from opponent’s corner: CH 6DC 66 3C 5DC delay 2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DA 28C) (46B oki / no oki) [4391 +31 / 5023 +36] starting in your half of stage: … 6DA 3C 6DC 2DB (46A corner oki) [4601 +33] ----- starting away from opponent’s corner: CH 6DC 6C delay 6DA 2DA 46B 3C 2DC (nothing / 5DC 28C) (46B oki / no oki) [3881 +27 / 4804 +34] starting in opponent’s half of stage: … 46B 5C 6DC 2DB (46A corner oki) [4290 +30] ----- Opponent Hit In Opponent’s Half of Stage starting away from opponent’s corner: CH 6DC 6C delay 6DA 3C 6DC 2DC 46B 5C 6DC 5DA 2DA (46B corner oki) [4682 +33] Edited November 7, 2013 by Bill307
Bill307 Posted November 7, 2013 Posted November 7, 2013 Welp, Kokonoe is amazing so I'm gonna go play that character at least for a while, possibly permanently. (A shame too 'cause Kagura is really fun albeit immobile.) But first, here's my formatted combo list that I've been working on: My List of Kagura Combos It's not finished but it should have most/all the up-to-date normal starter combos, afaik. It's mainly missing drive combos, OD combos, and RC combos. If anyone wants to copy the formatting and start their own doc, feel free. Don't know if I'll be updating it again any time soon. <_<;; (RIP Car Garage Mitsubishi)
Yannick Posted November 7, 2013 Posted November 7, 2013 Thanks for leaving this behind. It's a good resource.
MikelAL93 Posted November 12, 2013 Author Posted November 12, 2013 Thanks for the contribution, Bill! I added it to the OP of the thread for reference to help new Kagura players.
Koozebanian Fazoob Posted November 13, 2013 Posted November 13, 2013 (edited) Sorry if this is a repeat but I didn't see it anywhere, you can do a few other things with the 5DB grab at mid screen: 5DB RC, Air Dash |> (66) 5B 3C 2DC-5DA-6DC or if you are close to the corner you can do the usual: 5DB RC, Air Dash |> (66) 5BB 5C [4]6A, 5C 2DA [4]6B, 2C [4]6B ... On characters who are a little wider you can actually do this as well which is awesome: 5DB-2C-4C, 66 3C 2DC-5DA-6DC or 28D E: Oh yeah, on most characters you can also do this: 5DB-2C-4C, 66 5C 6DC ... And if you are close enough to the corner you can again do as usual. Edited November 13, 2013 by Koozebanian Fazoob
Lord Pwnge18 Posted November 14, 2013 Posted November 14, 2013 In corner 6A > 5B > 3C > CT > 5C > OD 6C > 6D~C > 2D~C > 6D~A > [2D~6D~A]xN (Until OD runs out, should be about 5 times with full OD) > Zangaoushou I think this does about 5.7k, not sure how much meter it builds. I saw Omni do something similar to this in one of the videos he was in, so I thought it would be neat to see what I could do with it. This more than likely is totally not optimal.
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