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[CPEX] Kagura Mutsuki - Combo Thread

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Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kagura. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.

 

Collapsed: General Notations Used:
[table]>Gatling/cancel the previous move into the following move.,Link the previous move into the following move.|>After landing.jJumpsjSuper JumpadAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CanceldcDash CancelCHCounter HitFCFatal CounterRCRapid CancelODOverdrivecODOverdrive Cancel[ ]Hold Input(N)Attack must deal N amount of hits.[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.[table]c.The attack must be used as close to the opponent as possible.f.The attack must be used as far away from the opponent as possible.[sS]Side Swap combo[CO]Crouching Opponent[AA]Anti-air or Air-to-Air[RP]Roll Punish[HP<N%]Player HP less than N% required before combo start. Needed only for Overdrive combos.[N%]Player Heat % required before combo start.[N/N%]Damage/Heat Gain %[/table]

 

 

 

Collapsed: Mid-screen combos:
Mid-screen:

 

:abt:  Starters :

  • 2A>5BB>3C>6DC>2DB 1803 Damage
  • 2A>5BB>3C>2DC>5DA>6DC 2025 Damage
  • 6A>5A>6B>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3112 Damage TAGER AND HAKUMEN ONLY
  • 6A>rc>6B>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3617 Damage
  • 6A>rc>6C>6DB>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3530 Damage
  • 6A>rc>6C>6DA>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3584 Damage
  • 6A>rc>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3646 Damage
  • 6A>rc>5C>2DC>6DA>6B>5C>6DC>2DB 3390 Damage NEAR CORNER ONLY
  • 6A>rc>5C>2DC>6DA>[4]6A>5B>3C>6DC>[2]8C>2C>6DC>2DB 4378 Damage NEAR CORNER ONLY

 

:bbt:  Starters :

  • 5BB>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 2820 Damage
  • (Crouching)5BB>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3166 Damage
  • 6B(ch)>6C>6DA>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3970 Damage

 

:cbt:  Starters :

  • 5C>2DB(1)>rc>6C>6DA>5B>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 4400 Damage
  • 6C>6DA>2DA>[4]6A>dash5B>3C>6DC>2DC 3986 Damage
  • 6C>6DA>2DA>[4]6A>dash5B>3C>2DC>5DA>6DC 4208 Damage
  • 6C>6DA>2DA>CT>dash3C>2DC>[4]6A>5B>3C>6DC>2DB[>[4]1236C] 5250 Damage [5856 Damage]

 

:dbt:  Starters :

  • 2DA>[4]6A>6B>5C>6DC>[2]8C>2C>5C>6DC>2DB 5063 Damage NEAR CORNER ONLY
  • 2DA>[4]6A>3C>5DA>66>5A>6B>5C>6DC>2DB NEAR CORNER ONLY
  • 2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3645 Damage
  • 5DA(fc)>66or44>6C>6DA>3C>2DC>[4]6A>5B>3C>6DC>2DB 3471 Damage
  • 5DB>6DC>2DB 2789 Damage
  • 5DB>2DC>[4]6A>5B>3C>6DC>2DB 3493 Damage
  • 5DC(groundCH)>dash3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3809 Damage
  • 5DC(airCH)>6C>6DA>dash3C>6DC>[2]8C>2C>5C>6DC>2DC 4818 Damage
  • 6DA>5B>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3356 Damage
  • 6DA>2DA>CT>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 4923 Damage
  • 6DB>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3477 Damage
  • 6DB>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3477 Damage
  • 6DC(CH)>6C>6DA>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 4044 Damage
     

 

Special Starters :

  • [2]8C(CH)>[4]1236C 2575 Damage

 

Throw Starters :

  • 4/6AB>[4]6A>6C>6DA>3C>6DC>2DB 3227 Damage
  • Airthrow>[4]6A>6C>6DA>3C>6DC>2DB 3227 Damage

 

Overdrive Combos :

40%

  • 5C>2DB(1)>rcOD>6C>66>5C>6DC>[2]8C>5C>6DC>2DA>6DC>5DA>6DC>2DC>6DC>Super
  • 5C>2DB(1)>rcOD>3C>2DC>6DB>5DC>[4]6A>6C>6DA>6DC>5DA>2DA>Super WITH BACK TO CORNER
  • 5C>2DB(1)>rcOD>3C>5DC>6DB>2DC>66>6C>6DA>6DC>5DA>2DA>Super WITH BACK TO CORNER

10%

 

  • 5C>2DB(1)>rcOD>6C>dc>dash5C>6DC>[2]8C>5C>2DA>6DC>5DA>6DC>2DC>6DC>Super

 

 

 

 

Collapsed: Corner Combos:
Corner:

 

 

:abt:  Starters :

  • 5A/2A(xN)>5BB>3C>2DC>6DC>[2]8C>2C>2DB ~3000 Damage
  • 5A/2A(xN)>5BB>3C>6DC>[2]8C>2C>6DC>2DC 2567 Damage
  • 6A>rc>5C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 5060 Damage
  • 6A>rc>5C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 4921 Damage
  • 6A>5A>3C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4012 Damage TAGER AND HAKUMEN ONLY

 

:bbt:  Starters :

  • 5BB>3C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4168 Damage
  • 5BB>3C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 4086 Damage
  • 5B>2B>6B>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB 3597 Damage
  • 5BB>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB 3888 Damage
  • 5BB>3C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4028 Damage
  • 5BB>3C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 4055 Damage
  • 5BB>3C>6DC>[2]8C>2C>2DA>5DA>6DA>3C>6DC>2DB 4081 Damage
  • (Crouching)5BB>5C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB 4397 Damage
  • (Crouching)5BB>5C>6DC>[2]8C>2C>2DA>5DA>6DA>3C>6DC>2DC 4309 Damage
  • j.B>5BB>3C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 3718 Damage
  • j.B>5BB>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB

 

:cbt:  Starters :

  • 5C>2DB(1)>rc>2C>5C>2DC>6DC>[2]8C>2C>5C>6DC>2DB 5532 Damage
  • 5C>2DB(1)>rc>5C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 5929 Damage
  • 5C>2DB(1)>rc>2DA>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 6189 Damage
  • 2C>6DA>6B>5C>2DA>6DC>[2]8C>2C>5C>6DC>2DC 5699 Damage
  • 5Cor2C>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>6DC>2DC 6275 Damage
  • CH5C(2C)>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>6DC>2DB 6.2K Damage (6.1k)
  • CH5C(2C)>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>2DC>6DC>Super 7.3K Damage (7.2k)
  • CH5C(2C)>6DC>[2]8C>5C>CT>5C>2DA>5DA>6DA>3C>2DC>6DC>Super 8.1K Damage (8K)
  • 6C>6DA>3C>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DC 5311 Damage
  • 6C>6DC>5DA>CT>5C>2DA>6DC>[2]8C>2C>6DC>2DC 6805 Damage

 

 

:dbt:  Starters :

  • 5DA(fc)>44or66>3C>2DC>6DC>[2]8C>6C>2DA>j.5D6C>6DA>2C>6DC>2DB 5113 Damage
  • 5DB>2DC>6DC>[2]8C>2C>6DC>2DB 4260 Damage
  • 5DB>j.6DC>[2]8C>2C>6DC>2DC 4078 Damage
  • 6DA>5DA>44>6B>5C>6DC>[2]8C>2C>5C>6DC>2DB 4886 Damage
  • 6DA>5DA>44>6B>5C>2DA>6DC>[2]8C>2C>6DC>2DB 5053 Damage
  • 6DB>2DC>5DC>5C>2DA>6DC>[2]8C>2C>6DC>2DB 5366 Damage
  • 2DA>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 5453 Damage
  • 2DB(1)>rc>2DA>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 5283 Damage

 

Special Starters :

  • [2]8B(ch)>5C>6DC>[2]8C>2C>6DC>2DC 4099 Damage
  • [2]8B(ch)>5C>2DA>6DC>[2]8C>2C>2DC 4185 Damage
  • [2]8C(ch)>[4]1236C>[4]1236C 3384 Damage

 

Throw Starters :

  • Throw>5C>6DC>[2]8C>2C>6DC>2DB 3958 Damage
  • Throw>2C>5C>6DC>[2]8C>2C>2DB 3811 Damage
  • Throw>5C>6DC>[2]8C>2C>2DC>6DC>Super 5094 Damage

 

Overdrive Combos:

 

30%
  • 5C>2DB(1)>rcOD>3C>6DC>[2]8C>5C>6DC>5DA>6DC>2DA>6DC>2DC>6DC>5DC>ODSuper 8115 Damage
  • CH5C(2C)>6DC>[2]8C>5C>CT>5C>6DC(cOD)>5C>6DC>2DC>6DC>5DA>6DC>2DA>Super 9.4K Damage (9.3K)
  • CH5C(2C)>2DA>6DC>[2]8C>5C>CT>5C>6DC(cOD)>5C>6DC>2DC>6DC>5DA>6DC>Super 9.5K Damage (9.4K)

 

 

Edited by -Seo

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For anyone interested in completing Kagura's Challenge #20, this is what I was able to work out. There's probably other ways to do it, but this one's not too bad at all.

 

OD 5DB > 6DC > 2DB(1) RC > 5DA > 6D~5DC > 6DB > 2DC > 6DA > 2DA > Zanga

 

I think it did like 5.5k, but there's really no reason you'd ever use this outside of challenge mode.

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CH2C>6DA is a little tighter as max corner punish now, only works from relatively close, but I've been messing around with CH5C/2C>6DC>Cfaf and it works at all most ranges except a max range 5C/2C hit. We get anywhere from 6.1k meterless, to 9.4k with meter.

CH5C/2C>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>6DC>2DB is 6.2/6.1k

CH5C/2C>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>2DC>6DC>Zanga is 7.3/7.2k

CH5C/2C>6DC>[2]8C>5C>CT>5C>2DA>5DA>6DA>3C>2DC>6DC>Zanga is 8.1/8k

CH5C/2C>6DC>[2]8C>5C>CT>5C>6DC(cOD)>5C>6DC>2DC>6DC>5DA>6DC>2DA>Zanga is 9.4/9.3k with 30% life OD or less.

For the last one, you can OD the 6DC with more life, just be aware of how much time you have and end the combo accordingly so you get the OD super.

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What's the optimal meterless combo off of 6c in the corner?

 

I got 6c > 6d-a > 5d-a > 1d-a > [1]6a > 5b > 3c > 3d-c > 3d-c > [2]8c > 2c > 2d-b for 5471

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This is what I was able to get for 6C in the corner:

 

6C > 2DA > 6DC > [2]8C > 2C > 5C > 6DC > 5DA~66 > 3C > 6DC > 2DB for 6183

 

I did this on non-CH, so I imagine it would work for CH as well.

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Not as impressive but

 

6C > 2DA > 5DA > 6DA > 3C > 2DC > 5DC > [2]8C > 5C > 6DC > 2DB for 5824

 

(for some reason the 2DB will sometimes not work and other times will, gonna solve the issues tomorrow)

Edited by Pssych

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7428 50 meter. raised 5b damage to 5500 50 meter

 

5c slide is minimum 6k anywhere on screen, sideswitch combos are back hardcore.

 

characters execution for optomization is 100x harder than before, doing pretty basicy combos is easy as hell though.

 

 

back to the corner sideswitches are char specific in terms of what you do, very necessary though imo due to 2k damage minimum addition over doing some shitty midscreen ending combo.

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7428 50 meter. raised 5b damage to 5500 50 meter

 

5c slide is minimum 6k anywhere on screen, sideswitch combos are back hardcore.

 

characters execution for optomization is 100x harder than before, doing pretty basicy combos is easy as hell though.

 

 

back to the corner sideswitches are char specific in terms of what you do, very necessary though imo due to 2k damage minimum addition over doing some shitty midscreen ending combo.

So I'm not near the level of thinking of advanced combos, but wouldn't the basis of a simple sideswitch combo just need the integration of 5DC early on, then going into a corner filler->finisher?

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With back completely in the corner you can just go into 5dc, stinger, flashkick, a little further out you have to do 5dc link 2da a boom, 3c, etc. linking 5dc 2da boom 3c is character dependent on when and where you 5dc. these combos are primarily useful when you a 6c combo wont bring them to the corner for a flash kick wallsplat.

 

I'll post some routes soon, but I want other people to come up with different shit in case its better instead of stifling creativity early on. I will say I'm getting better damage on everything though.

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Well for 5C/2C corner swap stuff I've been doing 5C/2C>2DB(1)>rc>5DC>2DA>6DC>[2]8C>2C>5C>6DC>2DB. Does just shy of 5.7k. Works just about anywhere except for probably dead on midscreen, the further out you hit it, the longer you want to delay Cfaf after the 6DC. Of course, if you're midscreen enough that it won't work, just do a regular 6C combo.

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Since we're on the topic of midscreen side-swithces? Or something? Here's a few things that I found for some punish routes.

 

5.0k (5.7k) (6.2k dmg)

CH 2C > 6DA > dl5DC > 2DA > [4]6A > 6C > 6DA > 66~3C > 6DC > 2DB (> [4]1236C) (> [4]1236C)

 

6.4k dmg

CH 2C > 6DA > dl5DC > 2DA > [4]6A > 6C > 6DA ODc > 66~2C > 2DC > Zanga

 

You have to delay 5DC as much as you can, and then do 2DA > A Orb as fast as you can, so that they bounce on the orb hits rather than take all the hits at once.

 

Also, to land the double Rindo, you have to do 6DA > 66~3C > 6DC > 2DB as early as possible as well.

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Expanding on those combos: https://www.youtube.com/watch?v=ALbp2hGbGUg

 

It's pretty char specific unfortunately, but still worth knowing.

 

Managed to get the 5C/2C CH corner punish up to 9555dmg and 9.4k respectively.

 

CH5C(2C)>6DC>Cfaf>5C>CT>5C>6DC(cOD)>5C>2DA>6DC>5DA>6DC>2DC>6DC>Zanga 9555 dmg

 

Won't work from a full length 5C/2C because of the combo timer and needing to delay Cfaf a little, so keep that in mind.

 

Also a real easy universal midscreen OD combo: 5C>2DB(1)>rcOD>6C>6DA>2DA>6DC>5DA>2DC>5DC>6DC>Zanga 6.4K dmg 40% or less OD.

 

Not as impressive but

 

6C > 2DA > 5DA > 6DA > 3C > 2DC > 5DC > [2]8C > 5C > 6DC > 2DB for 5824

 

(for some reason the 2DB will sometimes not work and other times will, gonna solve the issues tomorrow)

 

Try the slightest bit of delay between 5C>6DC so they're a bit lower should fix this.

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Kagura buddy is wondering if these combos are alright.

 

6DB > 5DC > 2DA > [4]6A > 5B3C > 2DC > 6DC > [2]8C > 2C > 2DB > [4]6A oki [4968 DM]

 

FC 6DB > 5DC > 2DA > [4]6A > 5B3C > 2DC > 6DC > [2]8C > 2C > 5C > 5DC > D28D [6249 DM]

 

What is optimal out of 6DB when the opponent's back is to the corner?

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Kagura buddy is wondering if these combos are alright.

 

6DB > 5DC > 2DA > [4]6A > 5B3C > 2DC > 6DC > [2]8C > 2C > 2DB > [4]6A oki [4968 DM]

 

FC 6DB > 5DC > 2DA > [4]6A > 5B3C > 2DC > 6DC > [2]8C > 2C > 5C > 5DC > D28D [6249 DM]

 

What is optimal out of 6DB when the opponent's back is to the corner?

 

6DB>5DC>2DA>[4]6A>5C>6DC>[2]8C>2C>5C>6DC>2DB is around 5.6k you can do [2]8C>2C>5C>2DC>6DC>Super for 6.8k, no fatal needed.

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Try the slightest bit of delay between 5C>6DC so they're a bit lower should fix this.

 

Yeah, I've been in the lab for like 2 days and learned the art of delaying to make stuff work.

 

I've just messing around with different confirms (I'm sort of new to Kagura and don't know what has exactly been established so forgive me).

 

Corner Throw > 2C > 5C > 5DA > 6DA > 3C > 2DC > 6DC [3438 dmg] (works on air throw too), ending in [2]8C can bump it up to 4kish.

 

There's probably something better though.

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I've been using Throw>5C>6DC>[2]8C>2C>6DC>2DB for 3.9k, can change the end bit to 2C>2DC>6DC>super for 5kish

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I believe I've found the optimal route whenever hitstun allows, testing a bunch of stuff right now, ch5c is 7.7 with just 50 meter near corner. timing drives to combo out immeadiatly after 2da touches the ground is extremely important.

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6DB>5DC>2DA>[4]6A>5C>6DC>[2]8C>2C>5C>6DC>2DB is around 5.6k you can do [2]8C>2C>5C>2DC>6DC>Super for 6.8k, no fatal needed.

 

How in the hell do you do [4]6A > 5C? What do you need to do and how much do you need to delay? It seems really tight.

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How in the hell do you do [4]6A > 5C? What do you need to do and how much do you need to delay? It seems really tight.

 

2DA needs to be done while the opponent is at or near max height of the wallstick, and [4]6A has to be done asap too. Easier on some than others, but really not all that difficult to land.

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Trying to do mission #19 and having a problem, maybe there is something I'm doing wrong or can do better. Is there a recommended way to get 3C>6DC>[2]8C consistently? Is there perhaps a way to do it that gets you full [2]8C charge by the end of 6DC or is there a sweet spot in waiting until just after 6DC hits? Cause if I wait too long then they don't stick high enough on the wall. Is there something I'm missing or am I just bad and need to work on the timing? Thanks.  :lol:  :sweatdrop:

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jC > 6B > 3C > 2DC > 6DC > [2]8C > 5C > 5DA > 6DA > 3C > 6DC > 2DB [4330 dmg] in the corner

Edited by Pssych

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Been looking for purely midscreen combos with the 2C > 6DA > 5DA > 2DA > CT route, and this is what I've found so far.

 

70% OD

6.7k

CH 2C > 6DA > 5DA > 2DA > CT > 66~3C > 2DC cOD > 66~2C > 6DC > 2DB > [4]1236C

 

30% OD

7.4k

CH 2C > 6DA > 5DA > 2DA > CT > 66~3C cOD > 6C > 6DA > 5DC > 6DC > 2DC > 6DA > Zanga

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Was just messing around in training mode trying some of the combos in the first post and got to tis one, 

  • 6C>6DA>2DA>CT>dash3C>2DC>[4]6A>5B>3C>6DC>2DB[>[4]1236C] 5250 Damage [5856 Damage]

After a little experimenting I changed that combo around a little to get the same damage for only 50 heat instead of 75. Had my friend upload this combo to his channel. 

 
6C-6DA-2DA-[4]6A-5B-3C-6D-[2]8C-2C-5C-6DC-[4]1236C (5857 dmg)
 

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What's the best meterless damage you can do out of a command grab during OD? As in not 5DB > OD, but just 5DB while in OD midscreen. I'm trying to build some gimmicks using the new drive OD cancels.

I guess I can also ask what some good routes that use CT drive cancels and distortion enders as well.
 

I've been using Throw>5C>6DC>[2]8C>2C>6DC>2DB for 3.9k, can change the end bit to 2C>2DC>6DC>super for 5kish


You can try for gimmick ender too if you think your opponent will fall for it.

Throw>2C>2DC>6DC>[2]8C>5B and then go for 5DB. Hahaha.

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