Justice7541 Posted March 5, 2014 Posted March 5, 2014 Turns out the 5DC route is really easy off A orb 5B 3C btw. Miight be late to the game here but 5BB 3C 2DC A-Orb 5B 3C 5DC delay 2DA B-Orb 6C delay 6DA 2DB is much easier than that 5B delay 3C 5DA 2DA combo above, although it carries to the corner behind you instead of the one in front.
Dazardz Posted March 5, 2014 Posted March 5, 2014 Turns out the 5DC route is really easy off A orb 5B 3C btw. Miight be late to the game here but 5BB 3C 2DC A-Orb 5B 3C 5DC delay 2DA B-Orb 6C delay 6DA 2DB is much easier than that 5B delay 3C 5DA 2DA combo above, although it carries to the corner behind you instead of the one in front. I was using this combo you mentioned for a long time, and I realized the delay is different between characters which can make it a bit harder depending on who you are fighting. So for practicality, I went with the A orb > 5B > (delay) 3C > 5DA etc.
Justice7541 Posted March 5, 2014 Posted March 5, 2014 Yeah, it doesn't really work on fatasses like Tager unfortunately. Either way though the 2DA timing is still the same as long as you hit it as late as possible so I don't think it's really any harder than the 3C 5DA 2DA link, which I believe is also a 1F link or close to it.
Pyro_The_Kidd Posted April 10, 2014 Posted April 10, 2014 5BB > 3C > 6D~C > 2D~C > [4]6B > 2C > 5C > [4]6A > 5C > 2D~A > 6D~B > 5D~C (3929 DM) im having trouble connecting the second 5c after 46a any tips?
-Seo Posted April 10, 2014 Posted April 10, 2014 It's a character specific combo and isn't really worth going for. 5BB>3C>6DC>2DC>[4]6B>2C>5C>6DC>2DA>5DA(dc)>3C>6DC>2DB is the standard corner bnb. The 5DA after 2DA needs to be done almost immediately in order for both hits of 2DB to connect. If you're having trouble with that though, you can omit the 2DB and get orb oki after 6DC instead.
Pyro_The_Kidd Posted April 10, 2014 Posted April 10, 2014 thnx a bunch Seo that combo seems alot easier
Mal Posted April 12, 2014 Posted April 12, 2014 What's the best punish combo if you know for sure they are going to roll backwards (to avoid A-Orb oki) after a flashkick CH, air combo ending in j.C? Thanks!
-Seo Posted April 12, 2014 Posted April 12, 2014 What's the best punish combo if you know for sure they are going to roll backwards (to avoid A-Orb oki) after a flashkick CH, air combo ending in j.C? Thanks! Not a whole lot you can do about this unless you have meter for an RC. Midscreen 2C>2DB - 1724 DMG Midscreen + 50 Heat 2C>2DB(1)rc>5DA>2DA>B orb>6C>6DA>3C>6DC>2DB - 4969 DMG *This is guaranteed to put opponent in the corner. 2C>2DB(1)rc>dash3C>5DC>2DA>B orb> 6C>6DA>3C>6DC>2DB - 5005 DMG *This is pretty posistion dependant to get the final 2DB. Near Corner 2C>5C>6DC>2DC>B orb>dash 2C>5C>6DC>2DA>5DAdc>3C>6DC>D28D - 7230 DMG *little difficult to land the first 2C>5C, only use if real close to the corner. Near Corner + 50 Heat 2C>2DB(1)rc>5C>6DC>2DA>5DAdc>3C>6DC>2DC>B orb>5C>6DC>2DB - 6041 DMG
Were-Wulf Posted April 13, 2014 Posted April 13, 2014 I want to pick up kagura, but I noticed the op hasn't been edited since early January. Are those combos still the optimal / go-to confirms or have there been any other combos?
Pyro_The_Kidd Posted April 14, 2014 Posted April 14, 2014 2DA,5DA,>dash>,3C im having trouble dashing in and hitting the 3c any tips?
Surf Posted April 14, 2014 Posted April 14, 2014 Slightly delaying the 5DA after the 2DA usually works. Delaying it allows the character to have the chance to bounce a bit higher from the 2DA so the dash 3C will catch them
Justice7541 Posted April 15, 2014 Posted April 15, 2014 Also helps to make sure you're doing it off double orb 5C (B Orb > 5C > A Orb > 5C > 2DA) to get them as high as possible. As far as I can tell it's really hard/impossible to link dash 3C off a low 2DA, delaying may work although I haven't really extensively tried that.
Dazardz Posted April 20, 2014 Posted April 20, 2014 Slightly delaying the 5DA after the 2DA usually works. Delaying it allows the character to have the chance to bounce a bit higher from the 2DA so the dash 3C will catch them I got bored yesterday, and decided to make a list which characters 5DA needs to be delayed against in this corner combo: 5B > 5BB > 3C > 6DC > 2DC > 46B > 5C > 46A > 5C > 2DA > (delay)5DA > 66 > 3C > 6DC > 2DB. Because I noticed, against certain characters, you really don't need to delay 5DA, you can just use it immediately after 2DA and the 3C will connect after 66. This list will probably become useless after the patch, but whatever. In the end, you could just use a different combo instead of going through the trouble of all the delaying. Note: I didn't test this on Kokonoe or Terumi because I don't have any DLC, and I didn't test this on Platinum or Rachel either for personal reasons. In the No Delay list, names displayed in blue would indicate that not only is no delay needed, you'd actually have to be pretty fast with the 2DA > 5DA. No Delay Needed: Azrael, Ragna, Arakune, Carl, Kagura, Tager, Hakumen, Taokaka, Bang, Valkenhayn, Tsubaki, Amane, Bullet, Mu-12. Now with this next list, the delay times for each character are the same or really similar. If you practice the combo long enough in training mode, you'll probably get the delay time down, like most people have done with 6C > 6DA. Delay: Jin, Noel, Litchi. This characters in this next list have a super huge delay time, my way of knowing when to use 5DA is when they hit the ground the 2nd time, but you might not understand what I mean by that. So your just gonna have to go into training mode and figure out the delay time yourself Note: Most of the characters in this list would end up behind Kagura and out of the corner after you used 3C if you didn't delay 5DA surprisingly. Super Delay: Izayoi, Nu-13, Hazama, Makoto, Relius. Hopefully I didn't get anything wrong in here, all though this was just a huge waste of time lol.
someonewhodied Posted May 2, 2014 Posted May 2, 2014 corner overhead combo: 6A~B>3C>6D~C>2D~C>4~6B>2C>5C>6D~C>5D~A>66>3C(Crossunder)>5D~C>6C>2D~A>5D~28D 5735 damage from overhead. Builds 33 heat before super. 5C or 3C starter, Character Specific: (5C>CT>)3C>2D~B(1)(Second hit whiffs)(Crossunder)>5B>3C>5D~C>5C>6D~C>2D~C>4~6B>5C>6D~C>5D~A>2D~A or 2D~28D
-Seo Posted May 3, 2014 Posted May 3, 2014 corner overhead combo: 6A~B>3C>6D~C>2D~C>4~6B>2C>5C>6D~C>5D~A>66>3C(Crossunder)>5D~C>6C>2D~A>5D~28D 5735 damage from overhead. Builds 33 heat before super. Real nice, a B orb after the 2D~A can actually force people to tech here, I like it a lot! Good find man, couldn't find a way to implement crossunder 3C>5DC myself without it being super character specific. Looking into it a bit more, seems it doesn't work against Tao, Izayoi, Tager, Noel, Carl, Bang and Nu. The 3C will whiff on all but Tager, who you can't crossunder. You can do [4]6B>5C>[4]6A>5C>6DC>5DA>66>3C to get under him, but then the 6C will hit him out of the corner, and even then the 2DA afterwards would allow him to immediately tech.
someonewhodied Posted May 3, 2014 Posted May 3, 2014 Yeah it doesn't work on all characters. Its a backup route if you mess up the 5D~A>66>3C>6D~C>2D~A ender
George Costanza Posted May 15, 2014 Posted May 15, 2014 CH 6D~C ~ 2D~A > [4]6B > 6C > 6D~B > 2D~C > 5D~C > 2C (4482 DM) I may be doing it wrong but I think this combo does not work anymore as 2DA makes Kagura airborne now so he can't do the 46B afterwards.
grove03 Posted May 16, 2014 Posted May 16, 2014 I may be doing it wrong but I think this combo does not work anymore as 2DA makes Kagura airborne now so he can't do the 46B afterwards. theres a separate forum for 1.1 combos over here http://www.dustloop.com/forums/index.php?/topic/8688-cp-11-kagura-mutsuki-combo-thread/
Little Subby Posted May 22, 2014 Posted May 22, 2014 7k combo off of 6c in corner. http://m.youtube.com/watch?v=rS-zDlvFgig
FatalCounter Posted May 23, 2014 Posted May 23, 2014 7k combo off of 6c in corner. http://m.youtube.com/watch?v=rS-zDlvFgig Great! CT always adds a chunk of damage in Kagura combos.
KrsJin Posted May 23, 2014 Posted May 23, 2014 Great! CT always adds a chunk of damage in Kagura combos. Yeah, the thing I miss most from 1.0 Kagura is mid screen 3C on normal hit comboing into CT. That's where more of my meter usage went, actually.
FatalCounter Posted May 23, 2014 Posted May 23, 2014 Yeah, the thing I miss most from 1.0 Kagura is mid screen 3C on normal hit comboing into CT. That's where more of my meter usage went, actually. You right, man I miss some godlike midscreen damage too, but overall I really prefer this Kagura. I just feel myself a bit more confident playing him now.
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