Saeor12 Posted November 25, 2013 Posted November 25, 2013 The 6D~C > 2D~A > [4]6B only works on: tao, haku, ragna, tager, arakune, and rachel in the corner due to their hitboxes. You might be able to omit the 6D~C and just do 2C xx 5C > 2D~A [4]6B and it should work
Lord Pwnge18 Posted November 25, 2013 Posted November 25, 2013 aaaaaaaa midscreen OD combos get hype I borrowed what Lumin posted and what someone else rectified for this, so again this can be used as a midscreen DP punish or something similar 5C > CT > 66~3C > 5D~C >2D~A > [4]6B > 6C :OD > 66~3C > 2D~C > [6]D~C (switches sides) > [4]1236C 7.1k damage, needs 47 meter to start, need to have health at 60% for the OD to do it reliably. If you have more OD meter, you don't have to delay the 6C OD cancel as much. If you want to be lame, you can also just do Zangaoushou instead of Gokuenjin; it basically the same amount of damage. Gokuenjin looks way cooler though.
donelf Posted November 26, 2013 Posted November 26, 2013 don't know if a noob question but anyone here know how do they cancel 5db>5c>etc or maybe i'm just seeing things? and that 5da>66>5b is hard any tips on that thnx a bunch
LoVeBirD- Posted November 26, 2013 Posted November 26, 2013 DM: 6051 (possibly character specific) 5D~B > D~4D xx 2C xx 5C > 6D~C > 2D~A > [4]6B > 5C > 6D~C > 2D~C > D~28D I know for a fact 2D~A > [4]6B does not work on Makoto, and may fail on a few others too. For this reason I still recommend learning this one. I can't imagine this failing on anyone DM: 5963 5D~B > D~4D xx 2C xx 5C > 6D~C > (slight delay) 2D~C > [4]6B > 5C > 6D~C > 2D~A > D~28D You are a LIFESAVER. The above combo fails on SO many characters and cost me so many kills. I actually came up with like 75% of the 2nd one in training mode but I couldn't finish what to do after getting B orb to connect. I tried doing the normal 6C > 6DB > 5DC > super route but they'll tech before 6DB can connect. Thanks for this!
Lord Pwnge18 Posted November 26, 2013 Posted November 26, 2013 As I said I would, here's what I found on the corner command throw 6064 dmg 5D~B > j.D~j.4D > 5c > [4]6B > 5C > 6D~C > 2D~A > 5D~A > 66~3C > 6D~C > 2D~C > Zangaoushou I don't know what would be character specific about this, and the only thing that seemed tough was the 66~3C, which is admittedly pretty tight.
Saeor12 Posted November 26, 2013 Posted November 26, 2013 (edited) don't know if a noob question but anyone here know how do they cancel 5db>5c>etc or maybe i'm just seeing things? You have to cancel the air stance by holding 1 and pressing D twice ie 1DD, that way you can land in time to do the 2C, 5C and still be holding a charge. also, not sure if this is common knowledge or not but when using all 3 stances in a row, the last stance used will always be whatever stance is left regardless of the input held when pressing D. best example is when doing the throw combo: throw > [4]6B > 6C > 6D~B > 2D~A > 5D~C > [2]8C. when doing the 2D~A, you can keep holding 2 and the 5D~C will still come out making the flash kick easier to execute. Edited November 26, 2013 by Saeor12
LoVeBirD- Posted November 27, 2013 Posted November 27, 2013 As I said I would, here's what I found on the corner command throw 6064 dmg 5D~B > j.D~j.4D > 5c > [4]6B > 5C > 6D~C > 2D~A > 5D~A > 66~3C > 6D~C > 2D~C > Zangaoushou I don't know what would be character specific about this, and the only thing that seemed tough was the 66~3C, which is admittedly pretty tight. That should work on everyone as there's no way the [4]6B will miss after 5C
donelf Posted November 27, 2013 Posted November 27, 2013 You have to cancel the air stance by holding 1 and pressing D twice ie 1DD, that way you can land in time to do the 2C, 5C and still be holding a charge. cool thanks man totally save my buns grinding how to do the cancel now i can extend my combo's after 5d~b
-Seo Posted November 27, 2013 Posted November 27, 2013 New midscreen to corner combo: www.youtube.com/watch?v=3qtNyqw_grU (Sorry for the 3DS cam quality) Deals 3339 damage from 5B starter, builds 23 meter. Works from pretty much anything but A starters. 5BB>3C>A orb>5B>delay 3C>5DA>2DA>B orb>6C>6DA>3C>6DC>A/B orb. Delaying the second 3C is how the combo all falls into place. It's a little tricky at first, but nothing too hard to pull off. Carriers about 2/3 midscreen, so we get that much needed corner pressure a bit easier. If you do this while you're in the corner, and don't think the very last 6DC will keep you close enough to them, I recommend cutting the combo off at 6DA and then doing orb oki.
SeraOverdose Posted November 27, 2013 Posted November 27, 2013 I just started playing Kagura and after learning and mastering just about every combo was kind of messing around and made up this one. The use of it is that it can connect from a Far 2C which i'm not sure if there's one like it or not but here it is~ HP under 80% Midsceen: CH 2C OD 66 3C 2DC 5DC 2DA 46B 6C 2DA 3C 28C [5535+39] It works with 100% health but it makes it easier if its under a bit. Also it will connect from the very tip of 2C you just have to run a bit more~ It may also work even if it doesn't counter hit forgot to test that. Hope you guys like it!
Bill307 Posted November 28, 2013 Posted November 28, 2013 (edited) New midscreen to corner combo: www.youtube.com/watch?v=3qtNyqw_grU (Sorry for the 3DS cam quality) Deals 3339 damage from 5B starter, builds 23 meter. Works from pretty much anything but A starters. 5BB>3C>A orb>5B>delay 3C>5DA>2DA>B orb>6C>6DA>3C>6DC>A/B orb. Cool! The timing of the 2nd 3C seems really strict, unfortunately. You can always get oki by ending the combo with 6DA delay 2DB. Some damage values for different starters: (close 5B 2B / close 2B / 6A) 6B 3C 2DC short delay 46A 5B short delay 3C 5DA 2DA 46B 6C delay 6DA delay 2DB (46A oki) [3069 +22 / 3537 +25 / 3720 +26] You can do other enders near the corner but you can't seem to squeeze more than 100 extra damage out. Edited December 1, 2013 by Bill307
-Seo Posted November 28, 2013 Posted November 28, 2013 Cool! The timing of the 2nd 3C seems really strict, unfortunately. You can always get oki by ending the combo with 6DA delay 2DB. Some damage values for different starters: (close 5B 2B / close 2B / 6A) 6B 3C 2DC short delay 46A 5B short delay 3C 5DA 2DA 46B 6C delay 6DA delay 2DB (46A oki) [3069 +22 / 3537 +25 / 3720 +26] You can do other enders near the corner but you can't seem to squeeze more than 100 extra damage out. I usually opt to end with 6DB > B orb if the 6DC will lose oki, feels a little better than 2DB > A orb, granted it does lose to not teching because of SMP, but you can always delay the orb and catch a roll with 2C, or just use A orb anyway.
Lord Pwnge18 Posted November 28, 2013 Posted November 28, 2013 (edited) Made some simple CH 6C midscreen air-hit combos. Shoutouts to me hitting an Arakune with it 4 or 5 times and not knowing what to do off of it. CH 6C > 2D~A > 6D~A > 5BB > 5C > 6D~C > 2D~B > B Orb oki Does just over 4k damage, gives corner carry from midscreen CH 6C > 2D~A > [4]6B > 6C > 6D~B > 2D~C > Zanagaoushou / B orb oki Does 5k with super, gives the middle finger to 6C SMP. Fun stuff. I wouldn't recommend doing this one because it's tight, you can't do it off a max range hit, and you can pretty much do the same thing off the above two, but it's an option. CH 6C > 5D~C > 2D~A > [4]6B > 3C > 2D~C > Zangaoushou / B orb oki I don't remember how much damage this one did, but if it does do more than the above two, it isn't substantial. Obviously you would have way more options with 6C > 5D~C if you were in or near a corner, and it wouldn't be as tight trying to catch them falling from 6C so they're low enough for 2D~A to catch them, so don't totally rule it out. Oh, it also might be possible that these all work on non-CH, I just forgot to try it. Edited November 28, 2013 by Lord Pwnge18
Bill307 Posted December 1, 2013 Posted December 1, 2013 New midscreen to corner combo: www.youtube.com/watch?v=3qtNyqw_grU (Sorry for the 3DS cam quality) (close 5B 2B / close 2B / 6A) 6B 3C 2DC short delay 46A 5B short delay 3C 5DA 2DA 46B 6C delay 6DA delay 2DB (46A oki) [3069 +22 / 3537 +25 / 3720 +26] Contrary to what I wrote here earlier, this combo seems easiest if you do not delay 46A at all.
Ryukagura Posted December 2, 2013 Posted December 2, 2013 Contrary to what I wrote here earlier, this combo seems easiest if you do not delay 46A at all. Absolutely gdlk. Hey Bill I was wondering if you would help me learn Kagura a little more if you have the time. I really like the character and I do wanna get good with him. Sent from my iPhone using Tapatalk
Bill307 Posted December 2, 2013 Posted December 2, 2013 What did you have in mind? (Should probably take this to the General Discussion or Player Critique thread.)
Guardian Posted December 2, 2013 Posted December 2, 2013 I've been doing this midscreen from 5B/6A starters: 5BB OR 6A, 5B->3C, 2DC, [4]6A, 5B, 3C, 5DC, 2DA, [4]6B, 6C, 6DA, 2DB, Orb oki The 5DC, 2DA link is pretty tight, and this doesn't work from 5/2A starters. There are a few side switches, so this can be adjusted for corner carry.
donelf Posted December 3, 2013 Posted December 3, 2013 (edited) I've been doing this midscreen from 5B/6A starters: The 5DC, 2DA link is pretty tight, and this doesn't work from 5/2A starters. There are a few side switches, so this can be adjusted for corner carry. nope it works 2a>2b>3c or 5a>2b>3c>5d~c 2d~a link the timing is quite strict on this one but very rewarding if you pull it off decent 3k + damage but personally i still prefer the 6a or 5b starter because the 5d~c 2d~a link is much easier and i use it all the time rather than 2a starter which is you had to delay 2d~a a little longer Edited December 3, 2013 by donelf
Kagura Mutsuki Posted December 3, 2013 Posted December 3, 2013 (edited) Can some tell me how do cancel kagura's air stances? I saw omniSscythe doing it and made for an amazing mix up tool. Edited December 3, 2013 by Kagura Mutsuki
Kagura Mutsuki Posted December 3, 2013 Posted December 3, 2013 I'm pretty sure he is suppose to come down faster than that, cause when I do it he kind of floats down but slowly. It cancels the stance but Omni made him fall a lot faster.
Ctrlaltwtf Posted December 3, 2013 Posted December 3, 2013 (edited) Corner Throw: (Should work on everyone) DM: 4857 B+C > 6C > 6D~B > 2D~C > 5D~C > 5C > 6D~C > 2D~A > D~28D (Compatible characters) DM: 5451 B+C > 2C xx 5C > 6D~C > 2D~A > [4]6B > 5C > 6D~C > 2D~C > D~28D Midscreen 5B DM: 3899/4022 if you just use 5B. HG+27 5BB > 3C > 5D~delay~C > 3D~delay~A > [4]6B* > 6C > 6D~B > 2D~C > ... *You do this by doing [3]4 thanks to the crossover. ... > 5D~A > [2]8C - Ender. ... > [4]6B (oki) ... > 5D~C - Tech trap. First hit SMPs second hit immediately air-unblockables on air tech. Not sure if this works on everyone. ... > 5D~C (blocked) > [4]6B (pressure) Important: Leaving off the second B (6B/5BB) leads to better damage, and it's easier to do the crossover link, but it's naturally more difficult to confirm as well. Edited December 3, 2013 by Ctrlaltwtf
donelf Posted December 3, 2013 Posted December 3, 2013 anyone had a problem connecting the 5d~c>2d~a link on tager? i tried almost all the characters no sweat doing it but on tager it's kind a different story is there some kind of technique to connect it on tager if not i'll just use flash kick ender or 6d~c but it's such a waste if you can't do it on tager you gotta need that orb oki
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