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Everything posted by FatalCounter
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Actually Mu DP has projectile property as Litchi DP. Exonestar is right about it. The only things that makes it beating 6DC are the amount of invincibilty and the guarpoint. I am so used to her at this point and she is my second character. BTW if you delay the 6DC vs Litchi DP, it will beat it free.
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People thoughts on 6A nerf is amazing. I don't get why you don't understand Seo point? You had 6A, pretty fast, you could not cancel any good normal into it (unlike Jin who can do 5B > 6A), 800 dmg/ 90 p1/ Safe cancellable into 6B. Now what do you have a raw 6A... have fun with it. Jin at least can use its 6A to reset pressure; and if its hits, he can RC into 5B or 5C and get a full combo. Kagura best combo you can get from RC it, is to directly do 3C and get a ~3k midcreen combo unless you have another 50 meter. If you dont get that you will as predictable as f... midscreen then good luck. The only hopes we can have is if they make it linkable (I can't believe either) or + on block (+2 or so). Besides that, I was thinking about something watching that JAEPO video. it way be possible to air cancel 2DA, land and 3C because the recovery from 2DA seems longer but it pushes the opponent a bit further so 5B won't reach. The fact that we can cancel it midscreen can be good for us. I got confirmation form Xie, 2DA > 46B no longer combo #sadface. We are forced to only use 3C lol.
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nah they will still work. Corner combos will remain as they are now. Since 2DA air cancel would be too close to the ground, that will connect. I am not worried, the untechable is huge from 2DA. Air untechable time for a hit is not is normal histun in this game. They will still work. Alll we wanted is to reduce the startup and recovery of the C moves and let his 6A gatling, so I guess we can have all we want. Overall damage will be reduced due to his 5C and 2C nerfs.
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I don't get something, how his 6A not normal cancellable? How we gonna combo now? I am trying to understand but I can't. This can't be true. I am glad for his C moves having less recovery and his 2DB travelling faster. But some changes are so weird, diffucult to understand. 3C knockback is on block, right? 5C and 2C damage and blockstun nerfs not a big deal but its hitstun? I am afraid for our CH C moves combos, for real. They should have done something about their startup tho. 2DA now cancellable into air stances makes me afraid for my combos but a bit happy for the recovery since you can cancel it and makes it a bit safe. THEY DIDN'T NERF his DP!!!! At least we still have it and 28D autocorrect is just perfect for corner combos. If they take his 6A chain, I will be so pissed. Maybe they will give him something better, who knows? #hopes
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I Love me some Hazama nerfs (damage) lol. Have fun with top tiers lol. They did something about those Magneto combos, xD.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
FatalCounter replied to MikelAL93's topic in Archive
@ReaperD Reborn, I am ThefamousUchiwa, I already told you that those midscreen combos are not really practical. When we played, you missed midscreen combos like 6 times and you hit them about twice or once. For corner combos, you missed half of them. I understand that online is not offline but try to do guaranteed good damage. For me you should drop 5DC and do 6C > 6DA..... the damage gap between our 2 combos is too little, but I hit them like 90% of the time. Your first combo is very good, I love to do it when I have at least 3 bars of connection, otherwise I go for 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > 2DA > Super or delayed B orb for Oki or 5DA > 28C. Damage difference is like 500 or so. BTW if you get a CH 2C not at max range you can connects it with 5C before doing 2DB for better damage. You can miss it by using 6DA if you were not expecting a CH. so something like CH 2C > 5C > 2DB .... At close range, you dont need it bc even a bit delayed 6DA will connect. Edit, btw, Your first combo ending w/ super does 6479 dmg. and mine 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > Super = 6338 dmg. easier, shorter but still damaging. And from CH 2C and adding 5C does 6646 dmg. My bnb from 2C > 2DB > RC > 2C > 5C > 6DC > 2DC > B orb > 6DC > 2DA > 28C = 6087. -
The damage nerf is not that important but the buffs of his drives being less punishable and his C normals having less startup and recovery are gold for me. I love 6DC as a punisher but the recovery of that move is just too much and the worse thing is that damage you get from a CH worths the risk. Same for 2DA and 5DB with their recovery. I like using his C normals but eh, 2C and 3C recovery are hell. 3C on block is -15!?!?!?, come on Arcsys. 2C is good since we can cancel it and it has amazing blockstun but if it whiffs, you gonna eat an optimal combo because you are in crouching state. 5C is safer but it whiffs if the opponent is crouching at max range, it is annoying especially vs Arael. If they buff all his C moves, by C moves I also mean jC, that would be godlike. That jC is very good but it is risky to use for getting in. That move needs less ground recovery. I don't understand why Kokonoe j2C covers more range and don't have any recovery but Kagura jC does, ASW please!!! I don't really care about some damage nerfs but it is important to have a good character w/ strong normals for footsies and good drives since they are the base of his gameplan. BTW, I am ThefamousUchiwa, for people playing on Europe lobby, especially SeoJC and ReaperD-Reborn (lol)
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Well it has been a looooong time since I last posted here. First of all try to not use any drive after 3C when your opponent is blocking. Even 3C is punishable on block if it is not spaced correctly. When you identified that your opponent is blocking after 3C try to let it go or do 6DC that catch them sometimes or you will pass through but it is dangerous b/c they can block it and even 5DA wont help you vs chars with fast low normal (Ragna, Azrael, Mu, Nu, Taokaka, Kokonoe, Rachel... ) even Relius can easily dodge it with 236A and punish you for free. These are my options: After a blocked, jB I press 4BB and release A orb, this reset your pressure in the best way. You can go for an air grab if they try to jump, jump B but for more pressure, 6A for overhead (2A > 6A is way tricker) or 2A > 5B for low mix up. Another option is to use 6DB, it will cross them up right after the orb blockstun and if they stay in the ground, sweep them with 3C > 2DC and you get a combo. You can jB > overhead directly tho, it is pretty good. After a blocked 5BB try to always hold back after 5B for 4BB and instead of 3C use 4C (5C charging) and release the A orb, any jump attempt will be beaten if they not use the barrier and if they do, the orb will put them right on ground for another mixup. because 5C blockstun is amazing. When you get pressured you got 4 options: 1° his DP 2° his fastest super 41236C 3° mash 2A or 5A (yep that works online) or jump back C, this move is amazing, try to use it as soon as you jump if they come from the air or a bit later if they come from the ground, this blows up a lot of getting in attempts especially vs Azrael (yeah they hate it). When they jump over your orb you have 2 options or air grab them, this is really difficult vs arakune and Amane since their super jump is very high and they float more than other chars. or you can jump forward and press C right in the air; good vs a lot of chars. When you release the orb and you don't want to charge the DP right after, jump back C is your best option. Even when you are close to the corner A orb > 6DB will save you the corner pressure. If they block, use 5DC to destroy and jump attempt, even if they block you will be fine. From my experience, my hardest matchups are good Hakumen, Relius and Mu-12 players. At least for Relius, I know the matchup since I use him but it is really difficult because you can't avoid getting put in the blockstun by Ignis, and he can become dirty. Sorry for the long post but it can help and if someone wants to share some great stuffs with me, please feel free to answer.
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@Justice, You can complain about anything, except damage from Kagura. Any CH C normal in the corner I get 7K with 75% of the meter jauge. Midscreen, I get at least 4K meterless. Yes his apprach game is pretty lower than the average and his C moves are slow (well for their range, they are reasonable). His overhead is too fast and lead to big damage, his jB is godlike , his Fireballs are amazing and he have good health. We can't have everything. Lol, most of the standing overhead in BB are 26 frames and Noel and Mu damage have been drastically reduced. It is really rare to do 4K damage with Mu and Noel in the Corner. I use Mu and I can tell you that. Even Relius struggles to get 4K in the corner from his 5B starter. Finally give the character some f..king time. You don't even know how top players use it! We need at least 2 months to understand how he works., not 1 week.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
FatalCounter replied to MikelAL93's topic in Archive
let do this, I will post some combos from midscreen today, and tomorrow I will post corner combos starting with his CH C normals. Damage is scary. MIDSCREEN CH 3C> 6C> 6DA> 3C> 2DC> 5DA> 6DC = 3077 DMG CH 3C> 6C> 6DA> 3C> 2DC> 5DC> 28C = ~3720 DMG CH 3C> 6C> 6DA> B ORB> 66> (WAIT A BIT) 5BB> JB> DJBC= ~3110 DMG; EASIER WITH DASH 66 6B =3087DMG CH 3C> 6C> 6DA> B ORB> 66> 3C> 2DC> 5DC> 28C = ~4120 DMG CH 3C> 6C> 6DA> B ORB> 66> 3C> 2DC> 5DA> 6DC = ~3580 CH 3C> 6C> 6DA> 2DA> 5DC> 28C = ~3760 DMG 3C> 66> 3C> 2DC> A ORB> 5BBC> 6DC = ~2920 DMG CLOSE CH 5C> 3C> 2DC> A ORB> 5A (MUCH EASIER) > 6B> JB> JBC = 3314 DMG CL CH 5C> 3C> 2DC> 5DC> 28C = ~4060 DMG VERY CL CH 5C> 6B> 3C> 5DC> 28C = ~3960 DMG CH 2C> 5C> 2DB> ~2320 DMG CL CH 2C> 2DA> 6DA> 5BB> JB> DJBC = ~3320 DMG CL CH 2C> 2DA> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4670 DMG CL CH 5C> 2DA> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4770 DMG CH 6C> 2D(DELAYED A)> 6DA> 5B> 3C> 2DC> 5DC> 28C = 4645 DMG CH 6C> 2DA> 6DA> 5B> 3C> 2DC> 5DA> 6DC = ~4010 DMG MID RANGE CH 2C> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4010 DMG MID RANGE CH 5C> 6DA> 5B> 3C> 2DC> 5DC> 28C = ~4110 DMG CH JC> 6C> 6DA> 3C> 2DC> 5DC> 28C = ~3870 DMG CH JC> 6C> 6DA> 3C> 2DC> 5DA> 6DC = 3205 DMG FAR CH 2C> 6DA> 5B> 3C> 2DC> 5DA> 6DC = ~3270 DMG CH 2C> 5C> 2DB = ~2320 DMG Notes CH 3C> 66> 3C> IS POSSIBLE CH 3C CONNECTS WITH 2C, BIT STRICT TIMING CH 3C CONNECT WITH 2DA AND 6DA, BUT DOESN’T WORTH IT; 6C IS THE EASIEST AND THE BEST OPTION. CH 2C CONNECTS WITH 5C CH 5C CONNECTS WITH 3C, WHEN IT IS A BIT CLOSE. 6C GIVE YOU PLENTY TIME FOR 2DA TO CONNECT CLOSE AND FAR CH 5C AND 2C CONNECT WITH 6DA ONLY CLOSE CH 5C AND 2C CONNECT WITH 2DA ONLY CLOSE CH 5C AND 2C CONNECT WITH 6DB CL CH 5C AND 2C> 2DA> B ORB DOESN’T CONNECT BUT HIT FROM BEHIND, OTG LATE WAKE UP AND FORCE BLOCKING AFTER BACK ROLL. ALL CLOSE 5A, 2A, 5B AND 2B CAN BE BLUE COMMAND GRABBED. 5A> 5DB IS PRETTY GOOD VS CROUCHING OPPONENT SINCE IT WILL ALWAYS CATCH THEM IF THEY DIDN’T PRESS A BUTTON DURING 5A RECOVERY. COMBOS WITH 5C STARTER ALMOST DO +100 DMG THAN 2C STARTER ONES. DP DAMAGE AT THE END OF THE COMBO DEPENDS ON THE CHAR? IT SEEMS TO DO LESS DAMAGE ON TAGER SOMETIMES. CH JC CONNECTS WITH 6C -
[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
FatalCounter replied to MikelAL93's topic in Archive
Later, I will post a list of godlike combos from his C counter hits. -
You are right, but I don't get a good positioning after 5DA most of the time, in order to do the sweep. This is why I stopped using it. I got an easy easy when I don't want to work that much. 5BB> 3C> 6DC> 2DC> B orb> 2C> 5C> A orb> 5C> 6DC. For soft knockdown. and get ~3560 I personally think 3C and jB are his best moves. 3C is very large and useful for almost all his combos. Not only, the sweep let your opponent very high, but he vacuum him too. The only problem with this move is his frame advantage (worse than Hakumen) and his startup (same as Mu-12 one). JB is too good. it has a splendid recovery in the air, you can use it and air dash after recovery time and it is quite fast. It is really similar to Relius jB, same startup, almost same recovery. amazing cross up, and you can jump behind your opponent and airdash back and hit him behind. But Relius jB hit pretty high, while Kagura jB put him pretty high, so he is less vulnerable to 5A anti-air. Did you guy knew CH 3C combo with 6C? I got an amazing combo, I was like O_O.....
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Today I tested a lot of combos using that Frame data, I thinl we should use 5C and 2C instead of 6C as a combo filter in the corner, they don't prorate that much and do more damage at the end. 5C is almost exactly as 6C but doesn't too launch so high; I prefer it. On frame data, I just love that 5C is safe on block, we can somehow abuse it, 2B is sloooow but the recovery is great.
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You are right about the starter, but I was starting with 5B, I get it, You have to summon the orb pretty early and he will stay close to you and 5B will always connect. I was doing a bit late. His corner combo is so stylish!!!!!
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I don't know if I am doing something wrong with his basic midscreen combo, after 3C>2DC>A orb> 4BB> 5C> 6DC, I don't always get 5B, sometimes it is a bit far; instead I prefer to go for 5A> 6B... air or ground ender and I always get it. I don't know maybe just me, please let me know.
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
FatalCounter replied to MikelAL93's topic in Archive
Playing Kagura just remember me when I first played Relius, He seemed weird at the beginning and then he became normal in my hands. My day 2 Kagura is keep improving and I am fastly understanding how he works; thans to you guys giving me tricks and other notes. I deeply believe we don't have to play kagura as a normal charging char in this game, if so we will always lose; We need to attack and charge between strings and setups. Eh, I played Leona and Hidern in KOF, Guile and Honda in SF, so he may be not that difficult. The main thing to learn are the timing of his drives and the job is done, well also his neutral game. -
I don't know why you are sacrifying some damage for a 50/50 mixup, instead of big damage, corner carry and another A orb or B orb oki close to the corner? Well, it is good but seems escapable. What I am doing is 5BB > 3C > 2DC > A orb > 5BB > 5C > 6DC > 2DB (holding back) and summon an orb as soon as I land.