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


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Posted

I added a bunch of new combos to my Combo List that start with raw OD.

E.g. if Kokonoe does reversal 214214A, you can OD 5C 66 5C 6DC ... or OD 2C 66 66 5C CT ... and get anywhere from 5.5k with oki to 7.8k with super ender.

Note that these combos will NOT punish her 214214A in the corner. Instead, you'd have to OD FC 5DB or just IB the first hit of the super and dash-up throw her. (That's also the general way to punish that super without using OD.)

Example Kokonoe 214214A Punish Combos with OD

(won't work if you're in her corner!)

Collapsed: damage:
If you are in the opponent's half of the stage, have 1% to ~50% HP, and at least 10 meter, you can do the following:

OD CH 5C 66 5C 6DC 2D short delay C 5DC 46B 6C delay 6DA (0 / 1 / 2 / 3 loops of 5D~6DA until OD almost over) delay 5DA 2DA 5D~28D

[6822 -10 / 6979 -8 / 7124 -7 / 7265]

If you are in your two-thirds of the stage and have 46 meter or more:

OD CH 2C 66 66 5C CT 66 3C 5DC delay 2DA 46B 6C delay 6DA delay 2DC 5D~28D

[7067 -46]

46B won't get all the hits if you're in their corner, but if you notice you're too close (or close enough!) to their corner, you can instead do:

OD CH 2C 66 66 5C CT 66 5C 6DC 2DA 46B 6C delay 6DA 3C 2DC (non-OD 6DC / 5DA) 5D~28D

[7846 -43 / 7736 -44]

You can start these last 2 combos with 5C instead of 2C to add 100 damage, but you'll have a slightly smaller window to get 66 66 5C CT.

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 suspect that OD combo is more for style ;) or to stop them from bursting. I don't remember what you get from 6A 6B 3C CT in the corner with a super (TOO MANY COMBOS! :(), but it's probably at least 5.7k without OD. (since you can get 4.4k meterless with oki)

... So I don't remember what's optimal from that starter, but I found I can get up to 6092 damage starting from 50 meter:

6A 6B 3C CT 5C 46B 5C 46A 5C 6DC 2DA short delay 5DA 66 3C 6DC 2DC 5D~28D

[6092 -50]

The oki ender I found, however, is not worth the meter:

16 meter or more: 6A 6B 3C CT 5C 46B 5C 6DC 2DA delay 5DA 66 3C 6DC 2DB

(46A corner oki)

[4821 -3]

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Posted

These are 2DA 46B combos that work only vs "large" characters (Arakune, Hakumen, Rachel, Ragna, Tager, and Taokaka). They're useful because you can option-select 46A/B on hit, e.g.:

[1]DA 6B+C+D (46B on hit, 6DC on block)

[1]DA 64B+C+D (46B on hit, 5DC on block)

[1]DA 6B~4A+D (46B on hit, 5DA on block)

2DA 46B vs “large” characters only

Collapsed: combos:
2DA 46B 6C delay 6DA 3C 2DC (nothing / 5DC 28C)

(46B oki / no oki)

[3677 +26 / 4660 +33]

starting in opponent’s half of stage: … 6DA 6B 5C 6DC short delay 2DB

(46A corner oki)

[4190 +30]

----------

2DA 46B 6C delay 6DA delay 2DC 46A 5BB j.A j.B dj.B dj.C

[4228 +30]

… 46A 5B 3C delay 2DB

(46A oki)

[4194 +30]

starting in opponent’s half of stage: … 46A 5B 3C 6DC 2DB

(46A corner oki)

[4398 +31]

Posted

I tried combining the silly OD combo I made with the 6092 dmg one that you posted, Bill.

6A > 6B > 3C > CT > 5C > [4]6B > 5C > [4]6A > 5C > OD 66~6C > 2D~A > 6D~C > 2D~C > [2D~6D~A]...

But unfortunately, after the second 2D~6D~A they can tech right out. I tried cutting it short into Zangaoushou after the second one, but that ended up doing almost the same exact amount of damage as the combo without OD.

So, profound sadness and all that. My quest for useful Full OD combos continues.

Posted

Been messing around with Kagura lately and found a pretty nice corner combo from 6D~B. Not sure if this is posted somewhere or not.

Corner / 6D~B > 2D~C > 5D~C > 5C > [4]6A > 5C > 2D~A > [4]6B > 6C > 6D~A > 3C > 6D~C > D28D [6173 dmg, 36 heat gained]

for oki do ...[4]6B > 5C > 6D~C > 2D~B for 5150 dmg

Posted (edited)

It's a bit situational but I've found a decent midscreen OD combo from a 6D~B fatal counter starter, assuming you have low enough health to have significant OD length ( I put mine at 20%)

6D~B(FC) 5D~C 2D~A [4]6B 6C OD 6D~A 66 5C 6D~A 5D~A 6D~A 2D~C 6D~C [2]8C. 24 hits 5723 damage, generates 49 heat. If you have the heat you can finish with a 5D~28D for 6234 damage.

edit: I've not tried this combo on everyone but it works on Jin and Kagura, at least.

Edited by Speebleboppa
Posted

Found a nice corner throw combo inspired by Bill's 6k 6A combo.

throw > 5C > [4]6A > 5C > 2D~A > [4]6B > 3C > 6D~C > 2D~C > oki or 5D28D. <3960 and 5060 damage respectively>

*note can add a 6D~C after the second 5C on: tao, haku, ragna, tager, arakune, and rachel for 4201, and 5301 damage*

Posted (edited)

EDIT: The combo only needs 50 heat to start. Wow.

I got a good DP punish combo for you guys. Work with or without CH, doesn't change a thing, and it doesn't need Overdrive.

5C > CT > [4]~6B > 6C > 6D~B > 2D~A > 5D~C > 5C > 2D~C > 6D~C > 5D~28D

Damage: 7352

Heat Required: 50

If you don't have the meter for a super, you can add 5D~A at the end there after the 2D~C, and just slightly delay the 6D~C, and that'll do around 6.2k.

Can't really do an equivalent midscreen, but you can just shorten it and do 6.4k by ending in the super after the 2D~A. You know, in case you're not punishing them in the corner/wanna kill them midscreen.

Edited by LuminAbyss
Posted
Can anyone tell me the combo off of CH flash kick, I seen Kaguras doing it but I wanted to get the notation.

Dragon Black Gale!

The most common combo would be 28C(ch)>5A>6B>j.B>j.B>j.C (optional super)

If you're feeling a bit more confident/hit them with CH 28C while they're in the air, you can do:

Midscreen

(dash)5B>3C>2DC>B orb

Near Corner

(dash)5B>3C>2DC>5DA>6DC>A orb

Corner

(dash)5B>3C>6DC>2DC>B orb>2C>B orb

You might be able to optimize the midscreen dash 5B combos, but it does alright enough damage and better oki than the 5A>6B route as is.

Posted
The most common combo would be 28C(ch)>5A>6B>j.B>j.B>j.C (optional super)

If you're feeling a bit more confident/hit them with CH 28C while they're in the air, you can do:

Midscreen

(dash)5B>3C>2DC>B orb

Near Corner

(dash)5B>3C>2DC>5DA>6DC>A orb

Corner

(dash)5B>3C>6DC>2DC>B orb>2C>B orb

You might be able to optimize the midscreen dash 5B combos, but it does alright enough damage and better oki than the 5A>6B route as is.

Thanks, the one thing that I'm noticing is this guy had a LOT of combo routes that he can take. I'm still learning bread and butters from the first page. I think the Flash Kick combos should be added to the first page just out of convenience. But none the less I'm loving the character, now once I get all my bnbs down I;m have to start playing some online matches.

Posted

I wanted to correct my previous post. You only need 50 heat at the start of the combo to do the full combo into super. Holy shit.

Posted

Corner

(dash)5B>3C>6DC>2DC>B orb>2C>B orb

I just updated my combo list with alternative combos for a CH flashkick in the corner.

Curious about this one: does it require strict timing, besides the dash 5B? Because you don't have to dash 5B in the corner, but then getting 6DC 2DC to connect requires strict timing on the 3C.

Here are the two best combos I found:

Collapsed: corner CH 28C:
CH 28C |> 5BB 5C 2DA short delay 5DA 66 3C 6DC 2DB

(46A corner oki)

[2803 +20]

with 30 meter or more: … 3C 6DC 2DC 5D~28D

[3921 -30]

CH 28C |> 5B short delay 3C 6DC 2DC 46B 5C 6DC 5DA 2DA

(46B corner oki)

[3095 +22]

Posted
Corner / 6D~B > 2D~C > 5D~C > 5C > [4]6A > 5C > 2D~A > [4]6B > 6C > 6D~A > 3C > 6D~C > D28D [6173 dmg, 36 heat gained]

for oki do ...[4]6B > 5C > 6D~C > 2D~B for 5150 dmg

(this combo actually does 5053 +36 btw)

throw > 5C > [4]6A > 5C > 2D~A > [4]6B > 3C > 6D~C > 2D~C > oki or 5D28D. <3960 and 5060 damage respectively>

*note can add a 6D~C after the second 5C on: tao, haku, ragna, tager, arakune, and rachel for 4201, and 5301 damage*

Never thought to try 5C 2DA 46B, cool. :)

Note that 2DC isn't an oki ender in the corner: the opponent gets wall-slammed and can air tech out of the corner. I had to change the oki ender of the last combo to 46B 2C 2DB, resulting in 3786 +27.

I'll add these combos to my list since they're easier (imo) than combos that do 50/220 more damage, although the 46A oki rather than 46B is a drawback.

Posted

I'm curious since even after goin over the entire thread, I haven't seen what you guys do if you get a Raw 3C (reg or CH) in the corner/bout a character width away from it.

Posted (edited)
Example Kokonoe 214214A Punish Combos with OD

Just throwing this out there, but you can punish 214214A and B with 2C during the superflash, moves Kaguras just out the way of the initial hit so you can do 2C>6D~B>5D~C>2D~A>B orb>6C>6D~A>3C>6D~C>2D~B (or super). Doesn't work in the corner because this super is a shit and the bomb will come back down and hit you, though you can 2C>6D~A>28C for about 3K. C version of the super beats this too, because it moves her forward more than the other two versions.

If you want to show off a little in the corner, you can abuse the knockdown charge super gives in OD and do 2C>OD>5C>(delay)[4]1236C(3 hits no OD follow up) >(ball hits you)>dash 3C>5D~C>B orb>6C>6D~A>3C>6D~C>2D~B (or super). Not very practical, but it's fun to do.

I just updated my combo list with alternative combos for a CH flashkick in the corner.

Curious about this one: does it require strict timing, besides the dash 5B? Because you don't have to dash 5B in the corner, but then getting 6DC 2DC to connect requires strict timing on the 3C.

Here are the two best combos I found:

Collapsed: corner CH 28C:
CH 28C |> 5BB 5C 2DA short delay 5DA 66 3C 6DC 2DB

(46A corner oki)

[2803 +20]

with 30 meter or more: … 3C 6DC 2DC 5D~28D

[3921 -30]

CH 28C |> 5B short delay 3C 6DC 2DC 46B 5C 6DC 5DA 2DA

(46B corner oki)

[3095 +22]

Ahh my bad, I must've hit that combo while they were in the air, doesn't seem to work if it's a grounded CH.

Edited by -Seo
Posted
I'm curious since even after goin over the entire thread, I haven't seen what you guys do if you get a Raw 3C (reg or CH) in the corner/bout a character width away from it.

Same combos as 6A starter would work, but do more damage.

Just throwing this out there, but you can punish 214214A and B with 2C during the superflash, moves Kaguras just out the way of the initial hit so you can do 2C>6D~B>5D~C>2D~A>B orb>6C>6D~A>3C>6D~C>2D~B (or super). Doesn't work in the corner because this super is a shit and the bomb will come back down and hit you, though you can 2C>6D~A>28C for about 3K. C version of the super beats this too, because it moves her forward more than the other two versions.

If you want to show off a little in the corner, you can abuse the knockdown charge super gives in OD and do 2C>OD>5C>(delay)[4]1236C(3 hits no OD follow up) >(ball hits you)>dash 3C>5D~C>B orb>6C>6D~A>3C>6D~C>2D~B (or super). Not very practical, but it's fun to do.

Wow, never thought to use 2C to avoid the super like that! :O I wonder if that works even if you're running towards her...

lol @ the OD thing.

Posted

found some combos

mid screen

6a>6B>3c>2dc>46a>5b>3c>5dc>2da>46b>6c>6db>2db>46b oki or 46a

dmg 3773

metergain 27

you can replace 2db with 28d if you have 50 heat

coner

6db>2dc>46a>5b>3c>5dc>5c>2da>46b>6c>6da

dmg 4198

metergain 30

w/ super 5298

Posted (edited)

Corner Command Throw

DM: 5462

5D~B > (delayed) j6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > D28D

DM: 5611

5D~B > (delayed) j6D~C > 2D~C > [4]6B > 2C xx 5C > 6D~C > 5D~A >2D~28D

DM: 5881 (possibly character specific)

5D~B > j6D~C > 2D~A > [4]6B > 2C xx 5C > 6D~C > 2D~C >5D~28D

Easier

DM: 5737

5D~B > j2D~A > [4]6B > 6C > 6D~B > 2D~C > 5D~C > 5C > D~28D

Easiest, most reliable

DM: 5677

5D~B > j6D~C > 2D~A > [4]6B > 5C > 6D~C > 2D~C >5D~28D

If you've ever played Haku-men, the 2C 5C link will feel familiar.

Edited by Ctrlaltwtf
Posted

For command throw in the corner, you can probably get more mileage out of doing 5D~B > j.xD~j.4D > 5C > stuff

I'll test it out and post results when I get home, unless someone wants to do it before me.

Posted

not home to get the damage and heat gain but the 5D~B combo I use is:

5D~B > 1DD > 5C > [4]6A > 5C > 2D~A > [4]6B > 6C > 6D~B > 5D~C > D~28D

Posted (edited)

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

Edited by Ctrlaltwtf

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