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-Seo

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  1. OD stuff, yaaaay Anywhere except them in corner (40% OD or less) 6DB>5DC>2DA>B orb>OD>6B>5C>6DC>(delay)2DC>dc>6C>6DA>(delay)5DA>28D>[4]1236C. 7062 DMG Notes: this is possible from all OD levels, but to get the OD charge super, you need 40% or less health OD. You also want the 2DA to hit them as soon as possible preferably, so they're closer to you. If they're a little distance away after the 2DA, you need to microdash the 6B, in order for the 6DC to connect. Midscreen 50% OD or less 5DA(fatal)>dc>6A>CT>OD>2DC>6DB>5DC>B orb>6C>6DB>2DA>6DA>6DC>28D. 6283 DMG Notes: The same sort of combo route can work from higher OD levels, but from B orb>6C you'll want to do 6DA>3C>6DC>28D or something similar. Corner 70%-40% OD (IOH)j.C>OD>j.C>3C>5DC>2DA>dc>2C>5C>6DC>2DC>B orb>5C>28D>[4]1236C. 6437 DMG Notes: Any lower % OD and you just have to change the middle part to 2C>5C>2DC>B orb>5C>28D>[4]1236C
  2. Yeah it can work if someone is expecting command grab and jumps, but you don't really get too much out of it other than flash kick in most cases (unless CH obviously), which is kinda disappointing for what it is. What bothers me is how insanely easy it is to jump between the first and second hit, it's happened to me trying to AA with that so much ;_;
  3. 6C and 5DC can also serve as anti-airs, but are just tons more spcific when you want to use them (almost never in the case of 5DC ) Try not to be too predictable with 46A pressure (ie always orb after 6B), and ending a string on 5B itself can be alright, because it's +0 on block, you can do a 2A to keep pressure going after it, or delay 6B to catch mashing or jumps (granted you don't get much from 6B if they jump). Cancelling into a drive move from 5B/2B instead of 3C can work too, if they're not paying attention. Not the greatest of tools, but it can work. Sometimes it's just best to do something like 5BB>5C>A orb though. Keeps you at a save distance because of 5C push back, and the orb may force someone to jump/back away while you follow it. These are just a few things I do anyway, it's not much but they can work. Kagura's blockstrings are pretty sub par honestly.
  4. Kagura Overdrive Combos by Isshi Kagura Midscreen/Corner OD combos by barurin
  5. 6DA, 6DB, 6DC(non OD) and 2DB don't have SMP.
  6. 6DA is pretty straight foward, hits mid and not low like we first thought. 6DB also hits mid and not low, but crosses up and has invuln during the part where Kagura goes through the opponent. I don't think we know the exact amount of invuln frames yet though.
  7. Best thing to do is 5DB>1DD. Pressing D twice will put you into 2D stance and cancel out of it as quickly as possible, then you can land and OD.
  8. US Release date is March 25th 2014. http://blazblueuniverse.com/release-date-and-launch-bonus-announced
  9. Kagura corner combos by barurin Some nice combos in here, changes up some of the bnbs slightly to get some extra damage and much more!
  10. Some CH6B OD combos, best for punishes because being close enough to 5C>CT can be a bit of a pain and is char specific. (90-80% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6065 DMG +32 (70-60% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DA>6DC>28D>[4]1236C - 6219 DMG +33 (50% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6521 DMG +32 (40-1% OD) CH6B>6C>6DA>B orb>OD>3C>2DC>6DB>5DC>2DA>6DC>28D>[4]1236C - 6675 DMG +33 Works anywhere. Combo is fully unburstable at 90% or less. To get OD animation for charge super, need to be 50% or less. At 40% or less, you can do 2DA>6DA>6DC for a little extra damage and still get OD super animtation. Some notes on this when doing it with the opponent in the corner. Be mindful of the wallboune on 2D~C, delay the 6D~B slightly so it doesn't miss, it's possible in the corner. An immediate 2D~A after 5D~C will put the opponent back in the corner. Don't bother doing 2D~A>6D~A>6D~C>supers in the corner, it's easy to mess up in the corner and some of the hits from the OD animation charge super completely miss, giving you an amazing 2 extra damage over the easier option.
  11. Found a weird glitch(?) the other day with Kaguras command grab. If you delay the next stance follow up just right, you'll do the stance grounded rather than in the air. This completely resets what stances you can use, meaning you can go into 5D stance again. It's a pretty useless glitch honestly, in the corner you can do something silly like 5DB>(delay)6DC>5DC>2DA>B orb>6C>6DA>3C>28D for about 5.5k(I think) completely unpractical thanks to the weird timing and the fact that it takes them out of the corner, but ah well. There could be a more practical use in there somewhere, but I doubt it ;_;
  12. You (unfortunately) can't cancel blocked drive moves into specials.
  13. I usually opt to end with 6DB > B orb if the 6DC will lose oki, feels a little better than 2DB > A orb, granted it does lose to not teching because of SMP, but you can always delay the orb and catch a roll with 2C, or just use A orb anyway.
  14. New midscreen to corner combo: www.youtube.com/watch?v=3qtNyqw_grU (Sorry for the 3DS cam quality) Deals 3339 damage from 5B starter, builds 23 meter. Works from pretty much anything but A starters. 5BB>3C>A orb>5B>delay 3C>5DA>2DA>B orb>6C>6DA>3C>6DC>A/B orb. Delaying the second 3C is how the combo all falls into place. It's a little tricky at first, but nothing too hard to pull off. Carriers about 2/3 midscreen, so we get that much needed corner pressure a bit easier. If you do this while you're in the corner, and don't think the very last 6DC will keep you close enough to them, I recommend cutting the combo off at 6DA and then doing orb oki.
  15. 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. 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.
  16. 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.
  17. Yeah, delaying the B orb after 2DA is needed. Alternatively you can do 5DB>(cancel)>2C>5C>6DC>2DC>B orb>5C>6DC>2DA>super (or if you want oki do B orb>5C>6DC>5DA>2DA>delayed A/B orb). I don't quite remember the damage in comparison to that combo, but it's tons easier to do.
  18. B orb can be real finicky when used in the corner. I think it's to do with you yourself being too close to the corner, that the B orb kind of appears behind the opponent a little, so only a few hits connect and it seems to be most common after a 2D~A. I remember testing it out a little, and if you delay the B orb slightly after the 2D~A you can still get all the hits, but the timing is a little awkward, too soon you get only 2 hits, too late you get nothing and lose oki. I'd honestly recommend cutting your combos a little short if this happens too often, keeping oki is huge for Kagura, so I don't think sacrificing some damage for it is too big a deal personally. I can't say this happens to me too often, unless I'm confirming from a pretty random stray hit. Is this the same case for you, or is there a particular combo this is happening with?
  19. Unlimited characters.
  20. If you're in or nearish to the corner, the common thing to do is 3C > 6D~C > 2D~B > A orb oki. Midscreen you'll most likely be left with 3C > 2D~C > delayed B orb for oki.
  21. Don't think this has been posted before, but here's Kagura's frame data on his OD moves when they're dash canceled. 5C +3 2C +1 6C -2 5DA -3 6DA -4 2DA -2 6DB -4(自動でギリガになり-7) 2DB -6 5DC -2 6DC -2 2DC -2 https://twitter.com/kamoihito/status/394811430731411458
  22. This match-up is terrible, but I've found one sort of useful thing. You can beat Litchi's 6D(1) > Crush Trigger with a well timed 5C. It pushes you back just enough to be out of range and scores you a free CH 5C, considering DP whiffs. You can also use [4]1236C super to punish as well, but you're not always going to have meter to do so. I usually go for CH 5C > 6D~A > 2D~A >B orb> 6C > 6D~B > 2D~C > 5D~C > 3C > 6D~C > 28D for a punish if you're near enough to the corner for around 6.5K. What I've noticed is that this won't work if you barrier the first hit of 6D, because you won't be able to hit the 6D~A in time. Using barrier however, does make the 5C a guaranteed counter, whereas just regular blocking the 6D can in some cases can get you hit (this might just be a timing thing though). It's not much, but it's one of her tools out of the equation I suppose
  23. The Litchi match-up is depressing. She can pretty much just Itsuu all round, and there's not a whole lot you can do about it.
  24. Player match (2nd option under network) > Create Lobby (1st option) > Room type (2nd option) > Training room (2 left from default)
  25. It can work on Jin, but the tip of the sword has to hit him, it's pretty unreliable albeit possible.
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