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Everything posted by -Seo
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It's quite common for combos that lead into the stance super to be from 5D because it's usually the remaining stance, but that combo in particular leaves you with only 2D left
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You can actually just 6A > Astral too! You can press 2D stance before 5DC has fully recovered (like you would with any combo) and just wait for them to cross over you and drop slightly then input 28D. Kagura will turn in the direction of the opponent automatically, so you can 2D as early as you like. A good timing key is just a little after they bounce off the wall.
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To add another variation on this: Corner: 5BB>3C>CT>2C>5C>6D~C>2D~C>B orb>5C>6D~C>5D~A>2D~A> A or B orb oki. Can remove the 5D~A and do 6D~C>2D~A>5D28D for super ender.
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All drive moves can be dash cancelled 6D~C and 5D~C are their OD versions 2D~C gives untechable knockdown 5D~A travels further 5C/2C/6C can be dash cancelled Charge 28D super is 3 flash kicks 46A throws 3 orbs 46B tracks Can have as many orbs on screen as possible Has an orb super, but I don't know the input. They get vacummed into it and it looks like they're in a washing machine
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Midscreen 6D~B combo 6D~B > 5D~C > 2D~A > 46B > 6C > 6D~A > 3C > 6D~C > 2D~B (A orb oki). 4589DMG +32 The 2D~A link here feels so much easier than from a 5BB > 3C etc. This corner carries like crazy too.
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I think 28D has to hit them while they're at a certain height and it has to be the OD version. Other than that there's no real trick to it really, just a matter of getting the timing down.
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Tested these again, doesn't work against Noel, Tao, Carl, Plat, Rachel and Valk. Against Valk you have to 5BB > 5C after OD, because 6B won't connect. You also have to do 5D~A > 6D~A to get the loop, which reduces the amount of reps from 5 to 4. For everyone else, you can still 6B > 5C, but again, you just have to 5D~A > 6D~A for 4 reps.
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That's pretty much it's use yeah, easy unburstable 5k for use after another combo into oki. Could easily seal out a round with just two combos on some characters.
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Another corner command grab OD combo, this time using the 6D~A > (2D)6D~A loop. 39 - 0% OD 5D~B ~ (2D)4D > OD > 6B > 5C > 6D~A > (2D)6D~Ax5 > 2D~A > 6D~C > 28D > (OD)41236C (6.1k DMG +30 heat) 69- 40% OD 5D~B ~ (2D)4D > OD > 6B > 5C > 6D~A > (2D)6D~Ax5 > 2D~A > 6D~C > 28D > (nonOD)41236C (5.7k DMG +30 heat) Any OD length higher and you have to remove some reps of the loop. 3 reps for 79-70%. After that the damage isn't worth it for 100 meter when you can go the simpler route and get as much damage for 50 meter.
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Easier corner command grab OD combo. 5D~B > 2D(4D) > OD > 6B > 5C > 6D~A > 5D~A > 2D~A > 6D~C > 28D. (4925 DMG). Keeps them in the corner if you do the 28D quickly. You can link the 4[]1236C super for 5396 damage if you have the meter too.
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Made a quick video to show the command grab OD combo: www.youtube.com/watch?v=Rci9Wh91lXU
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1) You need a microdash 5B, timing is a little tricky, you really need to take advantage of the whole 5 frame buffer window. 2) Don't immediately cancel into 2D~A, let 6D~C travel a little through the opponent to get you closer and you'll have enough time to hit the 2D~A then. This combo won't work at around 50% or less life. 6D~C has SMP in OD, and you're still in OD by the time you do it after the 3C. I've looked into an alternative combo for longer OD durations and came up with 5BB > 3C > OD > 6C > 6D~B > 2D~C > 5D~A > 2D~A > 6D~C > 28D. It's only 4K damage and there's no corner carry to it, so it's more for the kill than anything.
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You can delay the B orb just enough for it to be a new combo and then get a 5B>3C>stuff but it probably loses to backwards rolls, or just opt for a delayed A orb to cover all techs. The only problem with his backstep is the recovery on it, feels like an eternity sometimes. Can be useful for getting out of blockstrings if you don't want to risk a flash kick though.
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If you mean the challenge mode one, then it would've been Azrael.
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Kagura Combos 2 by sugi VS Kagura combo movie by IL
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Huh, I never knew that about 6D~A actually, I'll have to test it out later. You can get some good damage from CH 6D~C both midscreen and in the corner. CH6D~C > 2D~A > 4[]6B > 6C > 6D~B > 2D~C > 5D~C in the corner and midscreen just replace the 5D~C with B orb for oki. You have to delay the 2D~A a little to let them wallbounce from the 6D~C. I can't quite remember the exact damage, but I'll check it out in a little.
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2D~B can only be comboed when you rapid the first hit because the second hit is emergency techable. You usually just wanna charge a A/B orb during the move and throw it out after the second hit. 6D~C can be followed up to 2D~B nearish to midscreen, but it's a bit unreliable. 6D~B is (I believe) completely invincible during the part where he's teleporting behind, it should be able to go through projectiles in theory, but it'd have to be done way in advanced. I don't think 6D~A has any special properties of that sort though. Against zoners, 6D~C can be useful, because it absorbs the projectiles and travels a good distance, you still take the damage, but you're not put into hitstun. If you're careful with it, you can get some CH6D~C's real easy against projectile happy players. Just can't throw it out there too much.