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


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Posted (edited)

OVADURAIVU

In one of the combo videos Seo posted, I fell in love with the one combo that uses Ryuueijin a bunch at midscreen, so I decided to look for neat ways to make it more confirmable and what not.

All of these are done midscreen and use max OD, because fuck, ours is so short when cancelled into. Barely any time for stylin. There's for sure ways to do it with less OD, but they aren't as cool.

4940 DMG / 100 Meter

FC 5D~A > 66~5BB > 3C > OD 66~3C > 5D~C > 6D~B > 2D~A > 6D~B > 2D~C > 6D~C > Zangaoushou > Gokuenjin

5283 DMG / 75 Meter

FC 5D~A > 66~5BB > 3C > CT > 66~3C > OD 66~5C > 6D~C > 2D~A > 6D~2D~C > [(2D~)6D~A] x4 > Zangaoushou

5163 DMG / 75 Meter

6A > 5B > 3C > CT > 66~3C > OD 66~3C > 5D~C > 6D~B > 2D~A > 6D~B > 2D~C > 6D~B > Zangaoushou

4583 DMG / 50 Meter

Throw > OD 6D~B > 5D~C > 2D~A > 6D~B > 2D~C > 6D~B > Zangaoushou

Again, these should probably be used for strictly swagging purposes only.

Edit: I realized that the second one there doesn't actually use Ryuueijin at all, which I'm surprised I didn't really notice when I was doing it. Rather conflicting with what I was going for with these. Anywho, this is the combo for getting FC 5D~A and uses CT.

4956 DMG / 75 Meter

FC 5D~A > 66~5BB > 3C > CT > 66~3C > OD 66~3C > 5D~C > 6D~B > 2D~A > 6D~B > 2D~C > 6D~B > Zangaoushou

Edited by Lord Pwnge18
  • 3 weeks later...
Posted

So I've been experimenting with a new combo route that can sacrifice oki in the corner, but offers much better stance mixup. Rather than ending a basic BnB with 2DB>Orbs, you end with 2DA>6DB>5DC>A orb (ex: 5BB>3C>6DC>2DC>B orb>5C>A orb>5C>2DA>6DB>5DC>A orb). The trick is the A orb at the end, you're actually throwing it away from the opponent, while they're in the air because of 5DC, which allows you to recover faster from 5DC itself, you then have more than enough time to do some nice stance mixup.

An instant 6DB will beat people mashing/jumping out, and also cross up in time so that reversal inputs have to be done in the opposite direction (some character such as Kokonoe and Tager have answers to this, teleport and 720).

You can wait for the opponent to fall a little and do j.D4D to fake out a j.B/C and land for a 5B/6A/Grab. This also sets up a safe jump by doing delay (while holding back) j.B>5B>etc.

A very quick and immediate j.xD6x will cross-up the opponent and in most cases, beat mashing (2DB,2DC and 5DC being the best examples). You can also do a quick dash and jump forward to put yourself in the corner, and then do j.xDx1 to teleport yourself out of the corner, it's a little tricky to do, but can lead into huge damage. (Have to be wary of Tager here, his size makes it difficult to teleport through, but it is possible).

One of the biggest problems with this is obviously delay tech and rolls, and while some drives will stop either forward or back roll, delay tech is a bit of a problem. If you've conditioned them to delay tech, you can 2C>A orb to get regular oki. If you think they're going to roll, the best thing to do is 3C xD28D super for the damage (this mainly applies to forward roll, which even after 2C can get you completely out of this from what I've tested).

That's about the gist of what I've experimented with, so I figured I'd share it as is, because I think you can be pretty imaginative here. If I could I'd record an example of this, but maybe someone with a capture card could? :gonk:

Posted

I've been doing this trick for a long time now but without the A orb in the end (I'll try your way and see if there is any difference)

doing micro dash after 5DC in the end will put you in the corner behind the opponent and you can do nasty stuff afterwards

Posted
If I could I'd record an example of this, but maybe someone with a capture card could? :gonk:

Dang it, you had me up until there. I totally see what you're saying with this though, sounds like it could be fun. I'll try it out if I can ever get a hold of the tv again.

Posted
I've been doing this trick for a long time now but without the A orb in the end (I'll try your way and see if there is any difference)

doing micro dash after 5DC in the end will put you in the corner behind the opponent and you can do nasty stuff afterwards

I had tried it without the A orb before, but found that a lot of drive mixup could just be mashed/jumped out of, so throwing the A orb gave just enough time to beat mashing and jumps if you're fast enough. The micro dash after the 5DC can be a little tricky to do, but it's definitely some of his best mixup imo.

Posted

Your way proved to be better, I have more time to do whatever I wanna do and not as strict as the old way without the A orb at the end, thanks

I wanna ask, what in your opinipn is the best ender for the B orb oki? ...2DB> B orb doesn't catch forward roll on some characters, ...2C> B orb oki will cause SMP if the opponent doesn't wake up immediately

Posted
Your way proved to be better, I have more time to do whatever I wanna do and not as strict as the old way without the A orb at the end, thanks

I wanna ask, what in your opinipn is the best ender for the B orb oki? ...2DB> B orb doesn't catch forward roll on some characters, ...2C> B orb oki will cause SMP if the opponent doesn't wake up immediately

In the corner, 5DA>B orb has given me the best results, tends to work off any B starter, because anything else and they can tech the 5DA in the air, and escape the orb. While it won't work with S starters, you can more or less always change it with 2DA>B orb for about the same results, it's just a little tricker to time to stop forward rolls. So it's pretty much something like this:

5BB(6A)>3C>6DC>2DC>B orb>5C>A orb>5C>6DC>2DA>(delay)5DA>(delay)B orb.

The delay between the 5DA and B orb is real small, but too early and the orb will go off screen. For smaller starters or combos you've already used 5DA in, just do either 6DC>5DA>2DA>B orb or 6DC>2DA>B orb.

Posted (edited)

I don't think this has been posted before, but I've found this pretty useful. I know you can get 6k meterless in the corner, though I think this is more practical.

Corner

DMG: 6069

2C > 2DB > RC > 2C > 5C > 46A > 5C > 6DC > 2D(delay)C > 46B > 5C > 6DC > 5DA > 2DA > 28C

I'd love to know if there are any better combos in the corner starting with 2C > 2DB.

I'm not sure if these ones are practical, but I've been able to do them in a match a couple of times. It's just the 5DC after the RC that I'm worried about (not that the timing is hard or anything).

This one is a little weird. End of the combo depends on how close you were to the your own corner. Still connects if this combo was used at the distance you start a round from.

Midscreen

DMG: 5049

2C > 2DB > RC > 5DC > (delay)3DA > 46B > 6C > 6DA > 3C > 6DC > 2DB

I love doing this one.

Back To Corner

DMG: 5995

2C > 2DB > RC > 5DC > (delay)3DA > 46B > 66~2C > 5C > 46A > 5C > 6DC > 2DC > 28C

Similar to the one above, but this one sacrifices damage for oki/knockdown.

DMG: 5399

2C > 2DB > RC > 5DC > (delay)3DA > 46B > 66~2C > 5C > 46A > 5C > 6DC > 2DB > 46A

Practical?

Edited by Dazardz
Posted (edited)

@ReaperD Reborn, I am ThefamousUchiwa, I already told you that those midscreen combos are not really practical. When we played, you missed midscreen combos like 6 times and you hit them about twice or once. For corner combos, you missed half of them. I understand that online is not offline but try to do guaranteed good damage. For me you should drop 5DC and do 6C > 6DA..... the damage gap between our 2 combos is too little, but I hit them like 90% of the time.

Your first combo is very good, I love to do it when I have at least 3 bars of connection, otherwise I go for 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > 2DA > Super or delayed B orb for Oki or 5DA > 28C. Damage difference is like 500 or so.

BTW if you get a CH 2C not at max range you can connects it with 5C before doing 2DB for better damage. You can miss it by using 6DA if you were not expecting a CH. so something like CH 2C > 5C > 2DB .... At close range, you dont need it bc even a bit delayed 6DA will connect.

Edit, btw, Your first combo ending w/ super does 6479 dmg. and mine 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > Super = 6338 dmg. easier, shorter but still damaging. And from CH 2C and adding 5C does 6646 dmg.

My bnb from 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > 2DA > 28C = 6087.

Edited by FatalCounter
Posted (edited)

Ok, although I've decided to break from practicing the game itself, I'd still like to read up;

Ok, I know neutral is the hardest thing with this guy, but I'm so torn on how I should play; just go straight up offensive or try to wait for the opponent to come, its numbing trying to get in. Any advice.

I also wanna know the most optimal combos for midscreen and corner, I have two midscreens combos that I tend to use for small damage and the Orb oki but I wanna capitilize on that damage.

Midscreen:

2K

5BB>3C>2D~C>[4]6A>5BB>JC J.B>J.C>J.D~28D(Super) or J.3D~B>[4]6B(Oki)

Another slightly more damaging combo:

6D~B>5D~C>2D(Delay)A>[4]6B>6C>6D(Delay)A>3C>6D~C>2D~B(Orb Oki) Which does about 4.2k I believe.

Edited by BlackYakuzu94
Posted
@ReaperD Reborn, I am ThefamousUchiwa, I already told you that those midscreen combos are not really practical. When we played, you missed midscreen combos like 6 times and you hit them about twice or once. For corner combos, you missed half of them. I understand that online is not offline but try to do guaranteed good damage. For me you should drop 5DC and do 6C > 6DA..... the damage gap between our 2 combos is too little, but I hit them like 90% of the time.

You told me that? Because I don't remember you saying that, unless it's the message you sent me only about not always going for the higher damage combos, because most of Kagura's combos still do some good damage. (And you didn't mention things about midscreen either... And from the last time I fought you, I was only trying out those combos. I didn't even have the full thing ready, I was forgetting them every second. I've learnt them now, but I'm better off only using them for fun if they aren't practical. Thanks anyway, I never knew you were FatalCounter. You shoulda told me =D

Posted (edited)
Back To Corner

DMG: 5995

2C > 2DB > RC > 5DC > (delay)3DA > 46B > 66~2C > 5C > 46A > 5C > 6DC > 2DC > 28C

Similar to the one above, but this one sacrifices damage for oki/knockdown.

DMG: 5399

2C > 2DB > RC > 5DC > (delay)3DA > 46B > 66~2C > 5C > 46A > 5C > 6DC > 2DB > 46A

Practical?

Just in regard to these, if you want to put someone back in the corner, these are fine, but if you're edging them into the corner, you want to go with 2C>2DB(1)>RC>5DA>2DA>B orb>662C>5C>A orb>5C>6DC>2DB for about 5.1k iirc.

Max you should be getting from non CH 2C>2DB is 6.4k from 2C>2DB(1)>RC>2C>5C>A orb>5C>6DC>2DC>B orb>5C>6DC>2DA>super.

Anyway, have some cross-up combos I've been trying out in the corner.

j.5D(6)C>3C>CT>2C>5C>A orb>5C>2DA>B orb>6C>6DC>2DC>super 6677 DMG

j.2D(6)C>2C>CT>5C>A orb>5C>2DA>B orb>6C>6DC>5DA>super 7229 DMG

Also for those that didn't know, you can still follow up a 5DA fatal counter even if you backdashed for safety, with a 3C. Timing is a little tight and may be character specific, but it's a good thing to keep in mind.

Edited by -Seo
Posted
2c 2db rc 5c a orb 5c 2da 5da dash 3c 6dc 2dc b orb 5c 6dc super is 6.6

Nice. You can get 6.7k too, but I don't really recommend going for it, as it's a little inconsistent

2C>2DB>rc>5C>A orb>5C>2DA>5DA>3C>6DC>2DC>B orb>6C>6DB>5DC>(delay)super 6786 DMG

need to do the 6C ASAP or else the 6DB won't hit. Might be character specific too, I've not messed around too much with it, but you can replace the end with just 6C>6DC>super for 6612 DMG

aaaand if you don't have 100 meter for rc and super, you can do

2C>2DB>rc>662C>5C>CT>5C>A orb>665C>2DA>5DA>3C>6DC>2DC>5DC>28C for 6590 DMG. flash kick enders ewwwwww.

Posted

Yeah I don't do that ender on that combo because i generally confirm 2c into 2db and if you don't do it pretty much immediately the combo is impossible, didn't think about using 6c for the extra damage though good idea.

Posted (edited)
*Ignored*

Optimal midscreen combo for no meter would be

5BB>3C>2DC>A orb>5B>(delay)3C>5DA>2DA>B orb>6C>6DA>3C>6DC for 3.3k. Also works from 6A>6B>3C for 3792 DMG

Corner

5BB>3C>6DC>2DC>B orb>2C>5C>6DC>2DA>5DA>3C>6DC>2DB is 4.1k. 6A starter nets you 4.6k. You have to do the 6DC>2DA>5DA sequence relatively fast, but not immediately for both hits of 2DB to connect and be able to do dash 3C. If you're having troubles, just remove the 2C in the middle. Gets you 4044 DMG.

Edited by -Seo
Posted (edited)
lol 2c 2db rapid 2c 5c 6dc 2da delay 5da dash 3c 6dc 2dc b boom 5c 6dc super is 7046.

You can get 7100 with 2C>2DB>rc>5C>6DC>2DA>5DA>3C>6DC>2DC>B orb>6C>6DB>5DC>super. minimal difference, but more damage yaaaay.

Edited by -Seo
Posted

6c 6db there was pretty tight when I tried it, yet again not really working when I actually confirmed 2c rather than just instant cancelling it, but good to know.

Posted

messing around with Kagura again. found a nice 5k combo from 2DA that I did not see anywhere.

2DA > delay 5DA > 6DA > 3C > 6DC > 2DC > [4]6B > 6C > 6DA > 3C > 6DC > 2DB for 5097 DMG, 36 HG. Deals 5982 DMG with super ender.

  • 2 weeks later...
Posted
Optimal midscreen combo for no meter would be

5BB>3C>2DC>A orb>5B>(delay)3C>5DA>2DA>B orb>6C>6DA>6DC for 3.3k. Also works from 6A>6B>3C for 3792 DMG

Corner

5BB>3C>6DC>2DC>B orb>2C>5C>6DC>2DA>5DA>3C>6DC>2DB is 4.1k. 6A starter nets you 4.6k. You have to do the 6DC>2DA>5DA sequence relatively fast, but not immediately for both hits of 2DB to connect and be able to do dash 3C. If you're having troubles, just remove the 2C in the middle. Gets you 4044 DMG.

How are you doing 6DA > 6DC? I didn't realize you could 5B 3C off midscreen A orb though, I need to workshop that.

For corner the 5C A orb route (after B orb, do 5C A orb 5C 2DA instead of 2C 5C 6DC 2DA) is way easier IMO and you lose like 50 damage. It also looks way cooler.

BTW if anyone wants to tell me the midscreen command throw combo that'd be nice.

Posted
How are you doing 6DA > 6DC? I didn't realize you could 5B 3C off midscreen A orb though, I need to workshop that.

For corner the 5C A orb route (after B orb, do 5C A orb 5C 2DA instead of 2C 5C 6DC 2DA) is way easier IMO and you lose like 50 damage. It also looks way cooler.

BTW if anyone wants to tell me the midscreen command throw combo that'd be nice.

Sorry, I missed a 3C in the notations, my mistake!

Midscreen command throw is very limited combo wise. You can just do 6DC or 2DB for quick damage, or stance super if you want the kill. 5DB>j.2D(6)C>A orb>5BB>5C>6DC>2DB works too I believe, but it's pretty awkward to hit imo. You're honestly better off just doing 2DB>A orb for small oki, or 6DC>2DB>A orb if you're nearing the corner.

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