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


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Posted

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.

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Posted (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 by LordSpectreX
Posted
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

Posted
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.

Posted

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

Posted

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?

Posted (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 by Bill307
Posted

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.

Posted
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.

Posted (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 by Bill307
Posted

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).

Posted

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]

Posted
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.

Posted

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)

Posted (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 by Bill307
Posted

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.

Posted (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 by Bill307
Posted

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.

Posted (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 by Bill307
Posted

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)

Posted

Thanks for the contribution, Bill! I added it to the OP of the thread for reference to help new Kagura players. :)

Posted (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 by Koozebanian Fazoob
Posted

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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