Jump to content
Dustloop Forums

-Seo

Members
  • Posts

    1,017
  • Joined

  • Last visited

Everything posted by -Seo

  1. 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. BBCP 04/26 Central Urayasu: Ningosu (TE) vs. Dekuno (KG) PT1 BBCP 04/26 Central Urayasu: Ningosu (TE) vs. Dekuno (KG) PT2
  3. (Qualifiers) Okayama Fantasia: Eruo (KG) vs. Lava (MU) (Qualifiers) Okayama Fantasia: Eruo (KG) vs. Ikaruke (TG) (Qualifiers) Okayama Fantasia: Eruo (KG) vs. ??? (BU) (Qualifiers) Okayama Fantasia: Eruo (KG) vs. Renta (LI) (Finals) Okayama Fantasia: Eruo (KG) vs. Lava (MU) Game Chariot: Hasegawa (HZ) vs. Marian (KG) Game Chariot: Masakichi (RG) vs. Marian (KG) Game Chariot: Uido (BU) vs Marian (KG) Game Chariot: Yuumura (KO) vs Marian (KG)
  4. Some misc Kagura mixups/gimmicks https://www.youtube.com/watch?v=yj3IWr0JJ80 It's not much, but i figure I'd share anywho.
  5. Well, I know if you run under someone, the game will keep that forward motion stored, so as soon as you cross under them you can press back and throw a fireball. If it's just a simple dash fireball you're on about though, you can simply charge and do a quick dash and you'll do a dash fireball thanks to BB's input buffer thing I think it is.
  6. You can dash 5C>CT if you bait a burst, it's a little tricky at times and of course doesn't work on everyone, but it's the best punish you can get. Otherwise, just do 3C>stuff.
  7. 28D is best used when it'll kill the opponent, otherwise it's best to hand on to that meter just in case. [4]1236C doesn't really have much of a use inside combos because of it's pretty poor damage when scaled. You can link it after 28D super in some combos if you've got the meter to burn and it'll kill, but otherwise [4]1236C is mainly used as a reversal/punish super, thanks to its really fast startup and being only -3 on block.
  8. BBCP 04/12 Central Urayasu 2v2: Dekuno (KG) vs. Dokujiru (KO) BBCP 04/12 Central Urayasu 2v2: Dekuno (KG) vs. Choko (NU), minato (PL)
  9. You can still get a 6C from a throw midscreen, but it does look a lot tighter now. You can charge an A orb during the throw and use that to help the 6C connect though! I think midscreen throw bnb is something like Throw>6C>6DA>B orb>3C>6DC or 2DC (6DC for corner, 2DC for midscreen knockdown). I don't think it's actually possible to get a combo from CH 28C now though, the height they rise seems to have been reduced, and it got nerfed as a starter overall, so I'm not even sure 5A>6B would work anymore. Saying that though, it'd be interesting to know if CH 28C>Charge super connected on ground CH. You can still get a combo from corner CH 28C though, but it's only something like 28C>3C>6DC>2DB.
  10. Delay the A orb after 5DA so they can drop a little, you should be able to hit the 5A>6B then. If that doesnt work, I'd just omit the 5DA.
  11. Not sure how I missed these two. Kagura Combo Collection Part 1 by Isshi Kagura Combo Collection Part 2 by Isshi
  12. Stances (5D,6D and 2D) have a limit (Once) of how many times you can use them after going into the first stance. If I were to go into 5D, I would freely be able to go into 6D or 2D. After going into one of them though, I wouldn't be able to use the previous stance (5D), leaving me with only one stance left. Basically, Kagura can only use a max of 3 stance moves immediately after each other, but they have to all come from different stances. There's no set order in which you have to do them in though, so you can start and end with any stance you want. 5D consists of: A=Guard point B=Command Grab C=Anti-Air 6D consists of: A=Combo tool B=Cross-up C=Anti-projectile 2D consists of: A=Overhead B=Low C=Combo tool/low Pretty much all of his drives are unsafe to end on, with a dash cancelled 5DA being the safest at -3. Some do push the opponent far away enough to make him relatively unpunishable (2DC).
  13. 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
  14. Casuals: ??? (KG) vs Shujinnkou (BU) 21 minutes of Kagura vs Bullet. Can't quite make out the Kagura players name, and I assume the Bullet player is the uploader, any help/correction with the names would be appreciated though.
  15. BBCP 03/30/14 ASCH Pickups: Shuda (KG) vs Arukemi (AM), Fujio (AZ) BBCP 03/30/14 ASCH Pickups: Shuda (KG) vs Tanaka (AZ) BBCP 03/30/14 ASCH Pickups: Shuda (KG) vs Tamu (MK) BBCP 03/30/14 ASCH Pickups: Shuda (KG) vs TENGA (TG) I'll get these up on YT a little later tonight.
  16. Ah, my bad. 2DA ender has more than enough hitstun to safely set-up a B orb. Again though, the timing on the B orb is important, as some characters will get picked up by an immediate B orb which will trigger SMP, so you need to delay it ever so slightly (There's a list of which characters require delays in the OP of the combo thread). It's still possible to roll through the B orb here, but they won't actually get through Kagura, so you can catch the roll with a 5B and keep them in the corner.
  17. Stance super ender? Assuming that's what you mean, you don't really get any sort of oki off that. Orbs can be pretty easily rolled, so you're better of doing an immediate 5B to try and catch someone rolling. If they neutral tech, you're still safe because of 5B's quick recovery. If they delay tech, you pick them back up for a new combo.
  18. A orb is the more common safer method, but B orb isn't too bad either. Because of B orbs longer startup, characters with an invulnerable reversal can tech and hit you out of the startup, which they otherwise wouldn't be able to do if you used A orb. It's also possible to forward roll right through a B orb after 2DB, but this only seems to happen from things like 5C>2DB. If a 6DC comes before the 2DB, it doesn't seem possible to forward roll through it.*** In short, A orb is the safer option, B orb is character dependant and a risk you can take on other characters, or use if you notice a player doesn't immediately tech 2DB. ***EDIT: This too is actually character specific, some people can still forward roll it, others can't. Relius, Carl, Jin, Tao, Noel, Bullet and Valk can roll through an immediate B orb, but a slightly delayed one will force them to block. They can still reversal, but Kagura recovers just in time to block.
  19. 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.
  20. It's not the fastest, but it does have the most blockstun. 6C is now 22F startup and 24F blockstun. You can gatling into 6C from 5A and 2A and all B normals. I don't really think Kagura is better or worse. He seems about the same really, which is a tad disappointing.
  21. OD + 5DAfc combos by hane 5B>CT + 2DBrc combos by hane 2C>2DBrc combos by hane Looks like some combos ending in 2DA put us in the perfect posistion for an A/B orb, without having characters be able to roll through them.
  22. Well, it'll only work on Tager and maybe Hakumen and Relius, but we've known for a little while now!
  23. http://www.nicovideo.jp/watch/sm23203498 You can link 5A from 6A in 1.1. Granted, I think this only works against Tager and Hakumen?
  24. The Kagura vs Litchi line was fixed some time ago in the JP release.
  25. Pretty sure you're just messing up the wording of the online pass activation thing. It's an online password for Terumi, that's all.
×
×
  • Create New...