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


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Posted

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.

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Posted
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.

Posted

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.

  • 1 month later...
Posted
  • 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?
Posted

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.

Posted

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!

Posted

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

Posted

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?

Posted

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

Posted

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.

Posted

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 :v: 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.

  • 2 weeks later...
Posted

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

Posted

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.

  • 2 weeks later...
Posted

 

 

  • 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.

Posted

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.

Posted

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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