AppleCoRe Report post Posted October 31, 2013 Pretty easy. Always choose the first option every time you're given a choice. That said, Kokonuts comes out in a week, so if you plan on getting her too, you might need to buy a bigger card anyways. As much blasphemy as it might be to say it, I don't know if I'm all that interested in Koko. No stick, just a controller, not a ton of free time, don't know that I want to try to master a complex character. Might change my mind if I like what I see when she comes out, though. But fuck, dem markup prices on JP PSN cards. My poor wallet gets Astral'd. Share this post Link to post Share on other sites
PhoenonX Report post Posted October 31, 2013 I believe Orb Super input in Unl. mode is Charge 4, then quickly 646B or C Share this post Link to post Share on other sites
FatalCounter Report post Posted October 31, 2013 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. Share this post Link to post Share on other sites
tehxdemixazn Report post Posted November 1, 2013 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. Depends on starter I think. If you started with A's it won't connect. Share this post Link to post Share on other sites
FatalCounter Report post Posted November 1, 2013 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!!!!! Share this post Link to post Share on other sites
Bill307 Report post Posted November 1, 2013 I delay the 46A a little bit. I find it easier to connect the 5B afterwards since they're a little lower. Share this post Link to post Share on other sites
TAI-X Report post Posted November 5, 2013 How can I combo into Kagura's Astral other than from than his forward throw? Share this post Link to post Share on other sites
Justice7541 Report post Posted November 5, 2013 How can I combo into Kagura's Astral other than from than his forward throw? 3C. Share this post Link to post Share on other sites
Boom Cube Report post Posted November 6, 2013 Apologize if this has been asked already, but I didn't see it. I'm having a ton of trouble getting the 5D28D super to connect after 6DB -> 5DC in the corner. I wait for what feels like as long as possible before doing the input, but Kagura either doesn't do anything or he jumps in the air and gets in D stance. I know this means I'm mistiming it if that is in fact the right method, but I can't tell if that's the case. Do I actually wait for 5DC to recover completely before inputing the command, or is there some cancel that I'm missing? Share this post Link to post Share on other sites
-Seo Report post Posted November 6, 2013 How can I combo into Kagura's Astral other than from than his forward throw? You can actually just 6A > Astral too! Apologize if this has been asked already, but I didn't see it. I'm having a ton of trouble getting the 5D28D super to connect after 6DB -> 5DC in the corner. I wait for what feels like as long as possible before doing the input, but Kagura either doesn't do anything or he jumps in the air and gets in D stance. I know this means I'm mistiming it if that is in fact the right method, but I can't tell if that's the case. Do I actually wait for 5DC to recover completely before inputing the command, or is there some cancel that I'm missing? 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. Share this post Link to post Share on other sites
Boom Cube Report post Posted November 6, 2013 Oh, sick. For some reason I was under the impression that you had to be in 5D stance for the super. Thanks much. Share this post Link to post Share on other sites
-Seo Report post Posted November 6, 2013 Oh, sick. For some reason I was under the impression that you had to be in 5D stance for the super. Thanks much. 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 Share this post Link to post Share on other sites
Bill307 Report post Posted November 6, 2013 In my experience, you can actually just mash 2828282828 and DDDDD at the same time to get the super reliably whenever you need it, EXCEPT after j.C where it can miss if you don't time it asap. Share this post Link to post Share on other sites
RedTag14 Report post Posted November 13, 2013 Just started messing around with Kagura, and I've come to like him enough that I may sub him. Unfortunately, I can't seem to complete challenge #28. Everything is easy except for the OD super. Not sure how I'm supposed to charge 46A then charge for the super. He's my first charge character, so I may be missing some fundamental aspect of charge moves. Can someone describe how they completed this challenge? Thanks in advance! xD Share this post Link to post Share on other sites
Koozebanian Fazoob Report post Posted November 13, 2013 Basically you just need to start charging ASAP then do the super ASAP. The super fireball has less charge time than the normal ones, only 30F. The A.Fireball has 36F total time so you have enough time to charge and finish the motion for the super before you even recover. Just takes some practice to get the timing right on it. Share this post Link to post Share on other sites
grove03 Report post Posted November 13, 2013 Just started messing around with Kagura, and I've come to like him enough that I may sub him. Unfortunately, I can't seem to complete challenge #28. Everything is easy except for the OD super. Not sure how I'm supposed to charge 46A then charge for the super. He's my first charge character, so I may be missing some fundamental aspect of charge moves. Can someone describe how they completed this challenge? Thanks in advance! xD you need to know how to charge buffer. in other words, to get [4]6A [4]1236C to come out, you need to release the A-orb while holding (4), so your input motion will look like the following: [4]64A, so that you can charge the super during the A-orb animation and that should give you enough time (IIRC 30f) to allow super to connect. Share this post Link to post Share on other sites
Bill307 Report post Posted November 14, 2013 (edited) Not sure how I'm supposed to charge 46A then charge for the super. To add to the other replies, when I did that challenge, the specific timing I used was like: - hold [1] - do 2DC (1DC) - first hit of 2DC connects - input 6A - hold [4] - second hit of 2DC connects - 46A comes out because I buffered it - 46A starts to hit - input 1236C Edit: [4]64A This works too. In both cases, you start holding [4] slightly before your 46A comes out. Edited November 14, 2013 by Bill307 Share this post Link to post Share on other sites
RedTag14 Report post Posted November 14, 2013 Thank you, Fazoob, grove, and Bill! All advice was helpful for me to understand how to do it. I kinda treated it as a "link" instead of a "super cancel" and buffered the charge during the 46A animation and waited just a tad bit longer than usual. Came out easy and clean. I now have all of his challenges finished! :D Share this post Link to post Share on other sites
LoVeBirD- Report post Posted November 15, 2013 For some reason 6DB crosses up and I'm ending up on the same side. This was in training mode. No kidding. I have a recording of it. Anyone know what's going on, or if there's a way to control it? I don't have time to really test why this is happening due to school and work. Share this post Link to post Share on other sites
Bill307 Report post Posted November 15, 2013 Were they far away? 6DB has a (not very far) maximum distance it will travel before going into the cross-up animation, so he might do the animation before reaching them, hence hit without cross-up. Share this post Link to post Share on other sites
LoVeBirD- Report post Posted November 15, 2013 Were they far away? 6DB has a (not very far) maximum distance it will travel before going into the cross-up animation, so he might do the animation before reaching them, hence hit without cross-up. I will upload when I get home from work. Hope I got a point and it's not just something retarded. I was not max distance. Basic combo into j6DB for a crossup and end up on same side..I know Im not crazy..Will post. Share this post Link to post Share on other sites
Bill307 Report post Posted November 15, 2013 Maybe they got pushed out of the cross-up by an orb? Will be interesting to see the video. I'd also like to know if it had to be blocked non-cross-up... Share this post Link to post Share on other sites
LoVeBirD- Report post Posted November 15, 2013 Okay never mind. I finally got a chance to sit down with the game and I figured out what's causing it. Basically I was holding 3 after the J6DB, so in the corner, Kagura will land on the other side of the opponent (due to you holding 3 or 1 depending on what side of the stage you're on) and cross back to the same side. Don't think it's necessary to post video but will still post if you like Share this post Link to post Share on other sites
Bill307 Report post Posted November 15, 2013 Ohhh. Yeah, there's examples of that in some of the combo videos. Share this post Link to post Share on other sites
Stellarcircle5 Report post Posted November 19, 2013 Hey charge people, I've decided to start messing around with Kagura as my sub. I have some basic combos down, but my big question is how does Kagura play neutral? I understand throwing sonic booms works well enough, but what would you say are his ideal pokes and gameplan in neutral? Help a wolfman out. Share this post Link to post Share on other sites