Midvalley Posted May 19, 2014 Posted May 19, 2014 Some command grab combos (all mid-screen) 5DB, 2BD(1), rc, 6C, 6DB, 5DC, 3C, 6DC, 2DC, [2]8C/Super 4074/4758 (33 heat required for non-super,80 heat for super) 5DB, 2BD(1), rc, 6C, 6DA, 3C, 6DC, 2DC, 5DC, [2]8C/super(if going for super, leave out 5DC) 3903/4498 (33 heat required for non-super,83 heat for the super) OD combos: 5DB, 2BD(1), rc, 6C, 6DB, 5DC, 2C, oDC, 3C, 6DC, 2DC, SUPER 5462(79 heat req.) 5DB, 2BD(1), rc, 6C, 6DA, 3C, cOD, 2C, 6DC, 5DA, 2DC, SUPER 5331(79 heat req)
KrsJin Posted May 21, 2014 Posted May 21, 2014 midscreen: 5DB>2D6C>[4]6A>Dash 5aa>j.A>j.B>j.C seems optimal here as the 2dc hits way too far for b orb oki to be a good idea. I'm having trouble getting the 2D6C off command grab to land both hits of 2DC. Any recommendations? I look to be just out of range, always landing the first hit of the 2DC but not the second. I don't seem to go as far forward off the command grab as I see in combo videos.
Danke Posted May 21, 2014 Posted May 21, 2014 Might be char specific I'd have to check it out, the followup 5aa is almost definitely char specific, but anyway make sure you are pressing 6 and not 3, was a problem I had at first. Soemtimes a small delay is necessary.
msasbaly Posted May 21, 2014 Posted May 21, 2014 not sure if this already known or not but I haven't seen this combo anywhere in the videos... Â In the corner: 5BB, 3C, 6DC, 2DC, [4]6B, 5C, 6DC, 2DA, delay 5DA, 66, 3C, 6DC, 2DB (Damage 4K) Â the delay on 5DA is a little bit tricky. Otherwise, this is the best route for me damage and practical wise
crimsonstardust Posted May 21, 2014 Posted May 21, 2014 I'm having some trouble with some the B starter midscreen combos, I can't get 5B to hit after doing 2DC 5CA [4]6A parts of these combos. Usually their just above his foot when I try to 5B.
eirei Posted May 21, 2014 Posted May 21, 2014 Corner 2DA>1DD>5B>B>5C>6DC>2DC>5DA>[4]6B>2C>5C>6DC>2DB/Super  What's the timing on 6dc 2dc 5da orb, I can't get it to hit consistently for the life of me
Danke Posted May 21, 2014 Posted May 21, 2014 6dc should hit the center of their body, other wise 2dc wont hit right, delay 6dc after 5c and do the rest as fast as possible.
Little Subby Posted May 23, 2014 Posted May 23, 2014 Easy 7k off 6c in corner http://m.youtube.com/watch?v=rS-zDlvFgig
Harukasan Posted May 25, 2014 Posted May 25, 2014 You can actually get an extra 500 damage off that just by doing the standard corner combo using that same route. With OD at the end it goes up to 8.2k! Â 7714 dmg CH 6C > CT > 2C > 5C > 6D~C > 2D~C > 5D~A > B Orb > 5C > 6D~C > 2D~A > j.1DD > 3C > 6D~C > Zangaoushou
SnowMonkeyFunky Posted May 26, 2014 Posted May 26, 2014 Slightly more damaging meterless corner 6D~B combo: Â 6D~B > 2D~C > 5D~C, 5C > 2D~A > 6D~A > 5D~A [44], 3C > 6D~C > 2D~B xx A orb [oki] Â Does 4599 damage.
FatalCounter Posted May 26, 2014 Posted May 26, 2014 Slightly more damaging meterless corner 6D~B combo: Â 6D~B > 2D~C > 5D~C, 5C > 2D~A > 6D~A > 5D~A [44], 3C > 6D~C > 2D~B xx A orb [oki] Â Does 4599 damage. You should try after 5DC > 5C > 46A > 5C > ...... what you did. More damaging and in order not to drop it, you should hit the first 5C as high as possible then A orb and 5C as soon as possible. not that difficult. And with Fatal, it is way easier, you can even 2C > 5C > A orb before another C.....
NecroTheReaper Posted May 29, 2014 Posted May 29, 2014 Corner 5DA FC FC 5DA>66>3C>CT>2C>5C>6DC>2DC>[4]6B>6C>6DC>2DA>1DD>3C>cOD>3C>6DC>28D 7k And the mashers will die. Edit: the combo I posted originally I think was invalid, I was doin it off of memory x.x
BlackYakuzu94 Posted June 1, 2014 Posted June 1, 2014 Ok, I'm starting to get CH 6C far more often than normal and have no idea how to follow up because of its wonkiness, anyone got any good confirms?
Toushi Posted June 2, 2014 Posted June 2, 2014 Ok, I'm starting to get CH 6C far more often than normal and have no idea how to follow up because of its wonkiness, anyone got any good confirms?  Corner:  6C Counter Hit >  2C > 5C > 6D~C > 2D~C > 46B  ......................   Near Corner:  6C Counter Hit > 6D ( delay ) ~C > 2D~C > 46B  ......................    There are Midscreen/Fullscreen too but I'll give a try and confirm before post it  :D
-Seo Posted June 10, 2014 Author Posted June 10, 2014 Two simple CH 2C combos in the corner.  2C(ch)>6DA>5DA>44>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>Super 7542DMG 2C(ch)>6DA>5DA>44>3C>CT>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>6C>Super 8215DMG  5C adds 100 extra damage to each, but needs to be done much closer to the opponent. Can probably get more damage from the second one I think.   Ok, I'm starting to get CH 6C far more often than normal and have no idea how to follow up because of its wonkiness, anyone got any good confirms?  6C(ch)>2C>5DA>2DA>6DA>5B>3C>2DC>6DC is around 4.2k with your back to the corner  6C(ch)>2C>5DA>2DA>6DA>5B>3C>6DC>2DC>[4]6B>2C>2DB is about 5.2k midscreen + corner carry.
KrsJin Posted June 10, 2014 Posted June 10, 2014 I need to maximize my combos more. Those 2C CH combos are amazing. Thank you! I didn't even realize 2C on CH gave enough hitstun for 6DA to connect at max range.
Warhound Posted June 16, 2014 Posted June 16, 2014 So, I'm practicing Kagura's combos in an attempt to, at some point, play him. But I gotta ask, are his combos really this annoyingly difficult to do? Â B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC Â Like just this one alone is getting me flustered. I can complete it like 10% of the time. Granted I'm practicing on Terumi to blow off steam but still.
NecroTheReaper Posted June 16, 2014 Posted June 16, 2014 Which part is giving you trouble? I mean, really all it took me to get accustomed to his combos was charging, after that most issues can be fixed with a simple delay imo.
Warhound Posted June 16, 2014 Posted June 16, 2014 I'm not used to charge characters, I suppose, even Kagura's few charge attacks kind of throw me for a loop, because I'm used to the instantenousness of quarter circles. Â I think it's the part of the combo where you throw out the A boom to chain into 5A > 6B > 5C, as sometimes the opponent ends up too high. I guess it's just in need of a delay, but I hope it's just me needing to get used to him.
NecroTheReaper Posted June 16, 2014 Posted June 16, 2014 Delay the orb a bit after 5DA, doing that usually opens up a lot more combo paths you can choose from, like 5B>3C>stuff
-Seo Posted June 16, 2014 Author Posted June 16, 2014 The delay after 5DA is a little awkward. You can omit the 5DA and just do 2DC>[4]6A>5A>6B>5C though to make it easier to hit, damage loss isn't significant.
Warhound Posted June 16, 2014 Posted June 16, 2014 The delay after 5DA is a little awkward. You can omit the 5DA and just do 2DC>[4]6A>5A>6B>5C though to make it easier to hit, damage loss isn't significant. Â I thought it was rather awkward too. Is this what you usually resort to? Or do you have a handle on Kagura enough to do 5DA?
NecroTheReaper Posted June 16, 2014 Posted June 16, 2014 Typically I like to just try and get corner carry off 2DB, I really only go for the 5DA if I know I'm gonna get a combo. Also, with Kagura's fairly good heat gain, would you guys say its worth it go do 3C RC>6C midscreen for corner carry?
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