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[CP 1.1] Kagura Mutsuki - Combo Thread

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BBCP_Header_Combo_Thread.png

 

 

 

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]

 

 

Mid-screen:

 

:abt:  Starters :

  • 2A>2B>3C>2DC>5DA>6DC/Super 1979DMG/2849DMG
  • 2A>2B>3C>2DC>5DC>[2]8C 2653DMG
  • 2A>2A>5B>2B>3C>2DC>5DA>6DC 1699DMG
  • 6A>[4]1236C 2187DMG
  • 6A>rc>6B>3C>2DC>[4]6A>5B>3C>6DC>2DB 2949DMG
  • 6A>rc>6C>6DA>665B>3C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>(28C/super) 4013 (5113) DMG

:bbt:  Starters :

  • 5B>B>3C>2DC>5DA>dl[4]6A>5B>3C>2DC>6DC/Super/[2]8C 2583DMG/3611DMG/3013DMG DOES NOT WORK ON HAKUMEN
  • 5B>B>3C>2DC>5DA>66>5A>5B>B>[4]6A>5B>3C>2DB 2474DMG HAKUMEN ROUTE
  • 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC 2565DMG
  • 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC>2DA>1DD>3C>6DC>2DB/Super 3210DMG/4157DMG NEAR CORNER ONLY
  • 5B>B>3C>2DC>5DA>dl[4]6A>5A>6B>5C>6DC>2DA>1DD>3C>5DC>[2]8C 3419DMG NEAR CORNER ONLY

:cbt:  Starters :

  • 5C>2DB(1)>rc>2C>5DA>2DA>j.6DA>5B>3C>2DC>5DC>[2]8C 5051DMG

  • 2C>2DB(1)>rc>5DA>2DA>j.6DA>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DB 5226DMG

  • 5C>2DB>rc>6C>6DA>2DA>1DD>dash3C>2DC>6DC/5DC>[2]8C 3963DMG/4766DMG
  • 5C>2DB>rc>6C>6DA>3C>5dA>2DA>6D4D>3C>2DdlB 3935DMG
  • 5C>2DB>rc>6C>6DA>[4]6B>3C>5DA>2DA>6D4D>3C>dl2DdlB 4406DMG
  • 5C>2DB>rc>6C>6DA>2DA>5D6A>66>5A>6B>5C>6DC>dl2DB 4240DMG DOES NOT WORK ON JIN, ARAKUNE, LITCHI, HAZAMA, TERUMI, OR HAKUMEN
  • 5C>2DB>rc>6C>6DA>[4]6B>2DC>[4]6A>5B>3C>2DB 4235DMG
  • 5C>2DB>rc>6C>6DA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5343DMG,(5789DMG/6443DMG) NEAR CORNER ONLY
  • 5C>2DB>rc>6C>6DA>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5406DMG (5577DMG/6506DMG)
  • 5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) 5120DMG/6240DMG

:dbt:  Starters :

  • 5DB>2Ddl6C>6DC/Super 2810DMG/3602DMG
  • 5DB>Super 3304DMG
  • 2DA>dl6DA>5B>3C>2DC>[4]6A>5A>6B>5C>6DC(>2DB/Super) 3499DMG (3681DMG/4599DMG)
  • 2DA>dl6DA>5B>3C>2DC>[4]6A>5B>3C>6DC 3423DMG
  • 5DAfc>66>5C>2DC>[4]6A>5B>B>6C>6DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 4175DMG (5275DMG)
  • 5DAfc>44>6C>6DA>3C>6DC>2DC>[4]6B>2C>5C>6DC>2DA>j.4DD 4262DMG
  • 5DAfc>66>5C>5DC>2DA>dl6DA>dash5A>6B>5C>6DC>2DC>[4]6A>5C>6DC(>Super) 4333DMG (5433DMG)
  • 5DAfc>66>5C>5DC>2DA>dl6DA>dash5A>6B>5C>6DC>2DC>[4]6B>6C>6DC(>Super) 4521DMG (5621DMG)
  • 5DCch(ground)>6DdlB>2DC>[4]6A>5B>3C>2DB 3236DMG 6DB BEFORE THEY HIT WALL
  • 5DC(air)ch>6DdlA>5B>3C>2DC>[4]6A>5B>3C>2DB 3302DMG 6DA WHEN THEY HIT WALL
  • 5DC(air)ch>6DdlA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 5102DMG (6202DMG)

Special Starters :

  • [2]8Cch>[4]1236C 2273DMG

 

Throw Starters :

  • Throw>[4]6A>6C>6DA>2DA>1DD>3C>2DdlB 3126DMG
  • Throw>[4]6A>6C>6DA>2DA>1DD>dash3C>2DC(>Super) 3153DMG (4253DMG)
  • Throw>2C>2DB 2181DMG

  • Throw>6C>6DA>3C>2DC>5DA>[2]8C 3503DMG

  • Throw>6C>6DA>3C>2DC>6DC 2981DMG

  • Throw>6C>6DA>[4]6B>3C>6DC>2DC>Super 4493DMG

 

Overdrive Combos :

 

100%

  • 5C>2DBrc>OD>3C>6DC>2DC>6DA>2DA>Super 5454DMG
  • 5DB>2DBrc>OD>3C>6DC>2DC>6DA>2DA>Super 5161DMG
  • Throw>[4]6A>OD>3C>6DC>2DC>6DA>2DA>Super 4866DMG
  • Airthrow>cOD>6DC>2DA>Super 4186DMG
  • 2DA>rcOD>dash5B>3C>6DC>2DC>2DA>Super 4973DMG
  • 2DA>j.6DA>5B>3C>2DC>[4]6A>5B>3C>ODc>6C>6DA>Super 5210DMG

  • Throw>ODc>6DC>2DA>Super 4196 DMG

  • 6DB>2DC>[4]6A>5B>3C>ODc>6C>6DC>Super 4595DMG

  • j.B>5B>3C>ODc>Dash6B>5C>6DC>66>6B>5C>6DC>2DC>5DA>[4]6B>6C>6DA>2DA 3652DMG

50%

  • 5C>2DB>rcOD>3C>6DC>2DdlA>5D6C>66>2C>5DA>2DC>[4]6B>3C>Super 6857DMG
  • 2DA>rcOD>5B>3C>6DC>5DC>44>dash2C>5DA>2DC>[4]6B>3C>Super 5904DMG
  • 2DA>rcOD>3C>6DC>5DC>44>dash2C>5DA>2DC>[4]6B>6C>6DA>Super 6467DMG
  • 5DB>2DB>rcOD>3C>6DC>2DC>[4]6B>3C>5DC>2DA>Super 5661DMG
  • 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DB>5DC>2DA>j.5DA>Super 5700DMG

  • 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DA>5DC>2DA>j.6DA>5DA>Super 5869DMG

  • 2C>2DB(1)>RCOD>3C>2DC>5DC>[4]6B>5C>6DC>2DA>j.6DA>Super 6401DMG

  • 2C>2DB(1)>RCOD>3C>5DC>[4]6B>6C>6DA>2DA>j.6DA>5DA>Super 6106DMG

  • 5DB>2DB(1)>rcOD>2C>2DC>5DC>[4]6B>6C>6DC>2DA>Super 5698DMG

10%

  • 2C>2DB(1)>rcOD>3C>6DC>2DA>j.5D6C>66>2C>5DA>2DC>[4]6B>6C>6DA>Super 7025DMG

  • 6DB>2DB>rcOD>3C>6DC>2DA>j.5D6C>66>2C>5C>2DC>[4]6B>6C>66>5C>Super 6523DMG

  • 2DA>6DA>rcOD>Dash6B>5C>6DC>5DC>44or66>2C>5C>2DC>[4]6B>6C>6DA>D28D 6720DMG

  • CT>OD>Dash5C>6DC>2DA>j.5D6C>66>2C>5DA>2DC>[4]6B>6C>6DA>Super 7011DMG

 

Corner:

 

 

:abt:  Starters :

  • 2A>2B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 3592DMG (4093DMG/4692DMG)
  • 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>2DB 4429DMG
  • 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>cOD>2C>6DC>super 6018DMG

     

 

:bbt:  Starters :

  • 5B>B>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 3844DMG (4323DMG/4944DMG)
  • 5B>B>3C>6DC>2DC>[4]6B>5C>2DA>j.6DA>5DA>44>>3C>6DC>2DB 3913DMG

  • 5B>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>5DA>2DA>[2]8C 5026DMG

  • 5B>3C>6DC>2DC>[4]6B>2C>5C>2DA>j.6DA>5DA>44>3C>6DC>2DB 4166 DMG

  • 5B>3C>6DC>2DC>[4]6B>6C>2DA>j.4DD>2C>5C>6DC>5DA>2DB 4063 DMG

  • 5B>3C>6DC>2DC>[4]6B>2C>5C>2DA>j.6DA>5DA>44>3C>CT>3C>6DC 4349 DMG

  • 5B>3C>6DC>2DC>[4]6B>5C>6DC>5DA>66>3C>5DC>6C>2DA>j.6DC 4303DMG

  • 6B>3C>CT>2C>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC>Super 7230DMG

 

:cbt:  Starters :

  • 5C>2DB>rc>2C>5C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) 5749DMG (6330DMG/6854DMG)
  • 2C>2DB(1)>RC>6C>2DA>j.4DD>2C>5C>6DC>2DC>[4]6B>5C>6DC>5DA>Super 6396DMG
  • 2C(ch)>6DA>5DA>44>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>Super 7542DMG
  • j.C>rc>j.C>3C>6DC>2DC>[4]6B>5C>2DA>j.6DA>5DA>44>3C>6DC>2DB 4516DMG
  • 6C>CT>2C>5C>6DC>2DC>5DA>B Orb>5C>6DC>2DA>j.1DD>3C>6DC>Super 7714DMG

 

 

:dbt:  Starters :

  • 2DA>1DD>5B>B>5C>6DC>2DC>5DA>[4]6B>2C>5C>6DC>2DB/Super 4612DMG/5488DMG
  • 2DA>1DD>5B>B>5C>6DC>2DC>[4]6B>5C>2DA 4085DMG
  • 5DB>6DdlC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>Super) 4446DMG (5546DMG)
  • 5DB>j.4DD>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>Super 5028DMG

  • 6DB>5DC>2DA>[4]6A>5B>3C>6DC>2DC>[4]6B>5C>6DC>5DA>Super 5757DMG
  • 6DB>2DC>5DC>5C>2DA>6DA>5DA>44>3C>6DC>2DB 4599DMG

 

Special Starters :

  • CH[2]8C>3C>6DC>2DB 2241DMG
  • CH[2]8C>3C>cOD>5C>6DC>2DA>j.6DA>Super 4276DMG

 

Throw Starters :

  • Throw>5C>6DC>2DC>[4]6B>6C>2DdlA>1DD>3C>6DC(>Super) 4120DMG (5240DMG)
  • Throw>5C>2DC>[4]6B>6C>2DA>j.4DD>3C>6DC>Super 4936DMG

  • Throw>2C>5C>6DC>2DC>[4]6B>6C>2DA>j.6DC>Super 5266DMG

Overdrive Combos:

 

100%

  • 6B>3C>CT>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>Super 7144DMG

  • j.C>6B>3C>CT>2C>5C>6DC>2DC>[4]6B>5C>ODc>6C>6DA>Super 6126DMG

  • 5BB>3C>6DC>2DC>[4]6B>OD>6B>5C>5DC>66>6C>2DA>Super 5231 DMG

  • 6B>3C>CT>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>cOD>3C>6DC>Super 7802DMG

  • 2C(ch)>6DA>5DA>44>3C>CT>5C>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>6C>Super 8215DMG

90%

  • CHc.5C>CT>3C>6DC>2D>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>5C>6D~C>5D~A>Super 8304DMG

50%

  • 2C>2DB(1)>RCOD>5B>3C>6DC>2DC>6DB>5DC>2DA>j.5DA>Super 5700DMG

  • 2C>2DB(1)>RC>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>2DA>Super 6959DMG

  • 5C>2DB(1)>RC>2C>5C>6DC>2DC>[4]6B>2C>5C>ODc>6C>6DA>2DA>Super 7059DMG

  • 5C>2DB>rcOD>3C>6DC>5DA>2DA>5DC>66>2C>5C>2DC>[4]6B>5C>Super 7197DMG

  • 2DA>6DA>rcOD>2C>5C>6DC>5DA>5DC>44>5C>2DC>[4]6B>5C>Super 6827DMG

  • 2DA>rcOD>3C>6DC>5DA>5DC>66>2C>5C>2DC>[4]6B>5C>Super 6527DMG

  • 6A>rcOD>5B>3C>6DC>5DA>2DA>5DC>44>5C>2DC>[4]6B>5C>Super 5721DMG

  • 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>Super 6980DMG

  • 5DB>rcOD>3C>6DC>dl2DC>5DC>[4]6B>6C>2DA 5821DMG TAGER ONLY

40%

  • 2DA>6DA>rcOD>2C>5C>6DC>5DA>5DC>44>5C>2DC>[4]6B>6C>66>5C>Super  7041DMG
  • 5C>2DB>rcOD>3C>6DC>5DA>2DA>5DC>66>2C>5C>2DC>[4]6B>6C>66>5C>Super   7416DMG
  • 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>6DA>Super  7125DMG
  • 2DA>rcOD>3C>6DC>5DA>5DC>66>2C>5C>2DC>[4]6B>6C>66>5C>Super  6746DMG

10%

  • 6DB>5DC>rcOD>2C>5C>6DC>5DA>44>2C>5C>2DC>[4]6B>6C>2DA>6DA>Super 7126DMG

  • 2DA>6DA>rcOD>2C>5C>6DC>5DA>6D>5DC>44>5C>2DC>[4]6B>6C>66>5C>Super 7311DMG

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In corner

 

4276 dmg

CH Flashkick > 3C > cOD > 5C > 6D~C > 2D~A > j.6D~A > Zangaoushou

 

lol

 

also rip double super link

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In corner

 

8304 dmg

CH c.5C > CT > 3C > 6D~C > 2D~C > B Orb > 5C > 6D~C > 2D~A > j.1DD > 3C > cOD > 5C > 6D~C > 5D~A > Zangaoushou

 

I swear this is more damage than we were easily able to do before

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if you want some quick knockdown/setplay in the corner:

5B>5BB>3C>6DC>2DC>B orb> 5C> A orb> 5C> 6DC>2DA> [5DA>B orb] or [j.1DD>3C>6DC>2DB> A orb] 

 

once they block the orb you can go again with 5B and repeat or use [6A>RC>3C] and repeat
if you dont have the meter, i think its better to go for B orb ender so you can jump and get a high/low mixup.

 

Damage should be about 4k for 5B starter and ~4.3k 6A RC starter
feel free to upgrade this corner setplay.

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In corner

 

8304 dmg

CH c.5C > CT > 3C > 6D~C > 2D~C > B Orb > 5C > 6D~C > 2D~A > j.1DD > 3C > cOD > 5C > 6D~C > 5D~A > Zangaoushou

 

I swear this is more damage than we were easily able to do before

This particular combo seems to be character specific. I have been trying to do it to complete challenge 30 and can't get it to Azrael

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This particular combo seems to be character specific. I have been trying to do it to complete challenge 30 and can't get it to Azrael

 

6C>CT>5C>5DA>6DC>2DC>[4]6B>5C>6DC>2DA>j.1DD>3C>cOD>3C>6DC>Super is 8.3k if you're after a challenge mode combo.

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5C>2DB>rc>6C>6DA>6B>5C>6DC>2DC>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super)

 

rather than this,

 

5C>2DB>rc>6C>6DA>3C>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC(>[2]8C/Super) does more, forgot how much and am not near my game.

 

If you are too far for this to corner carry

 

5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) is the max I've found. Between these two combos, you cover all ranges, rc 6a will corner carry from around 3/4 screen which is nice.

 

It would appear 6c ct is his new optimal corner punish unless someone can find something off 5c. Max range 2c counterhit still goes into 6da but it doesnt seem like there is much damage potential there, will really have to spend the bar to rc for big damage unless someone can find something. Optimal off Stinger if it can corner carry appears to be 6c into the combo I listed above, but I'm still trying to find an optimal side switch for when I'm further away. New 2da is pretty garbage for regular pressure but if you have meter it kind of confirms itself into mixups which is cool I suppose. j.b>j.a is a nice fuzzy, going to be a staple of his mixup even if j.a is a shitty starter. Finally, I couldn't seem to get 5DB>rcOD>3C>6DC>dl2DC>5DC>[4]6B>6C>dl5DA>2DA to work when I tried it, the boom would never hit for all the hits and 6c would whiff, so I'm wondering what the timings are.

 

Once I'm back near a copy of the game I'll try to remember what else I found, I think most of the corner routes are fairly optimal but I think there's a lot to learn midscreen.

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Finally, I couldn't seem to get 5DB>rcOD>3C>6DC>dl2DC>5DC>[4]6B>6C>dl5DA>2DA to work when I tried it, the boom would never hit for all the hits and 6c would whiff, so I'm wondering what the timings are.

 

Mistake on my part. It's Tager only. That being said, I can't seem to get the 2DA>Super to work, he techs right after the 2DA. I've changed it to exclude the 5DA for now though. The B orb needs to be delayed a slight bit still.

 

 

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My combo with 2db rc 5dc appears to be character specific, I just finished school for the year so in the coming weeks I'll probably be able to grind and test stuff out before starting work. I want to make sure we get rid of clutter lol.

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My combo with 2db rc 5dc appears to be character specific, I just finished school for the year so in the coming weeks I'll probably be able to grind and test stuff out before starting work. I want to make sure we get rid of clutter lol.

 

Seems like there's a lot more character specific stuff this time around. I'll go through each and every combo tomorrow to get some extra details on everything and cut out some of the clutter.

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Midscreen Throw > 6C doesn't seem to work on everyone, the only ones I can say for certain right now that it doesn't is Hazama and Terumi. I'll go through the cast to see if it's only those two nerds or what.

 

Does not work on Relius, Hazama, Terumi, Hakumen, Tager, Azrael, Valkenhayn, Bang, and Nu.

 

Works on Mu, but not Nu? ArcSys pls

 

Anyways, as far as midscreen throw routes go, you're probably better off going for the Throw > A Orb one.

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Seems like there's a lot more character specific stuff this time around. I'll go through each and every combo tomorrow to get some extra details on everything and cut out some of the clutter.

Let me know if you need any assistance with testing.

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Midscreen Throw > 6C doesn't seem to work on everyone, the only ones I can say for certain right now that it doesn't is Hazama and Terumi. I'll go through the cast to see if it's only those two nerds or what.

 

 

Yea, 6C even whiffs on Tager, Is it character specific?

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Alright, so I found a neat meterless midscreen route, but it's pretty damn finicky and has a fair amount of execution to it. This combo can be done off essentially any hit you get midscreen and is obviously more stable if you nail a better starter, such as 6D~B.

 

2927 dmg

5BB > 3C > 2D~C > 5D~A > A Orb > 5B > 3C > 5D~C > 2D~A > 6D~A 

 

You can do B Orb right after 6D~A for the oki that we all know and love.

 

The problem is that this doesn't strictly work on everyone. For a good portion of the cast, you will need to delay the 2D~C > 5D~A > A Orb almost as much as possible. If you delay it so much that 5B OTGs them, you delayed it for too long. Some character also require the A Orb > 5B to be microdashed. Even with all of this, the timing on the 2D~A is strict, and maybe even impossible on larger characters like Tager and Haku. On other characters such as Terumi and Amane, there's barely any delay required at all.

 

Nontheless, with the right execution this works on pretty much everyone, is purely midscreen and meterless, and gives good oki. It's simple in design, but we're running on empty for meterless midscreen combos that aren't lame as hell. I'll keep working on this concept to see if I can't find anything better, but I think this is pretty good for now.

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  • 5DB>j.4DD>5B>3C>6DC>2DC>[4]6B>5C>6DC>2DA>Super 5028DMG to this combo you can add a 3c after 2DA for 5130.

  • 5C>2DB>rc>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>(2C>2DB/5C>6DC>Super) 5120DMG/6240DMG  you can do 6c 6dc super instead for 6263(i swear there are situations when 5c 6dc super does more than 6c but I can't remember a specific one, any event might as well test the two every time)

 

  6DC CH>6C>6DA>3c>6DC>2DC>5DA>[4]6B>5C>6DC>2DA>1DD>3C>6DC>Super does 6073 . works from a little farther than starting positions

 

6DC CH>dash 3C>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>6C>6DC>Super does 5795 and words from all ranges the above does not, however I believe the side switch is character specific. EDIT: this side switch with the 3c before the 5dc seems to work on the characters the 2db rc 5dc did not but I have not tested everyone.

 

with this in mind

 

5C>2DB>rc>3C>5DC>2DA>6DA>5B>3C>6DC>2DC>[4]6B>6C>6DC>Super does 6206 and side switches the characters that 2db rc 5dc does not

 

With this in mind, unless we find a character that cannot be sideswitched in said way, between these two combos we should be able to corner off all 2dbrc and 6dc ch starters.

 

6DC CH>6C>6DA>[4]6B>dash 3C>5DA>2DA>6D4D>3C>2DB does 4055 and is a theoretical alternative for those we can't side switch, but I'm not sure how character specific it is.

 

If your opponents back is literally in the corner

 

6DC CH>3C>6DC>2DC>[4]6B>5C>6DC>5DA>66>3C>5DC>6C>2DA>6DC>Super does 6362

 

 

 

2DA rapid is a route i want to look into, including situations where you just autopilot some airdash normals, that move is way too unsafe to throw out right now without meter. Also 6c anti air sideswitch combos for when we are too far to corner carry.

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I don't get somethind, why are you going with 5DB > 4DD > 5B.... When it is way easier to do 5DB > 6DC > 2DC > B orb > wait a bit 2C > 5C > 6DC > 2DA > super for 5355 dmg. Don't work that much for less damage xD. 

 

I don't bother myself anymore with midscreen optimal combos. My route is simple and works on everyone. 2C > 2DB > RC > 5DA < 2DA > 6DA > ..... Normal route. 

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I don't get somethind, why are you going with 5DB > 4DD > 5B.... When it is way easier to do 5DB > 6DC > 2DC > B orb > wait a bit 2C > 5C > 6DC > 2DA > super for 5355 dmg. Don't work that much for less damage xD. 

 

I don't bother myself anymore with midscreen optimal combos. My route is simple and works on everyone. 2C > 2DB > RC > 5DA < 2DA > 6DA > ..... Normal route. 

Because sometimes you might not have 6d left, like after 6dc 5db. Also, optimal midscreen combos give much better corner carry and damage, you are crippling yourself massively by doing that combo especially with a character that relies entirely on getting to the corner.

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I don't get somethind, why are you going with 5DB > 4DD > 5B.... When it is way easier to do 5DB > 6DC > 2DC > B orb > wait a bit 2C > 5C > 6DC > 2DA > super for 5355 dmg. Don't work that much for less damage xD. 

 

I don't bother myself anymore with midscreen optimal combos. My route is simple and works on everyone. 2C > 2DB > RC > 5DA < 2DA > 6DA > ..... Normal route. 

 

you wanna optimize your combos so that when/if you do land a hit you wanna make it hurt. Kagura may have a better neutral game then prepatch kagura, but its still not the best.  

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midscreen: 5DB>2D6C>[4]6A>Dash 5aa>j.A>j.B>j.C seems optimal here as the 2dc hits way too far for b orb oki to be a good idea.

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Because sometimes you might not have 6d left, like after 6dc 5db. Also, optimal midscreen combos give much better corner carry and damage, you are crippling yourself massively by doing that combo especially with a character that relies entirely on getting to the corner.

What? I still understand your point, you combo started with 5DB....... O_o Also, if you use 5DB, you can't cancel it anymore into 4DD, maybe 1DD or 3DD but eh, people do stuffs so..... 

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What? I still understand your point, you combo started with 5DB....... O_o Also, if you use 5DB, you can't cancel it anymore into 4DD, maybe 1DD or 3DD but eh, people do stuffs so..... 

 

If you do 6dc and then cancel it on block into 5d stance then then do 5db, you will grab them but be unable to cancel back into a 6d stance as you never technically left rekka state. As for the other point, yes you would do 1DD which os's either down or neutral stance depending on which has already been used in these situations.

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Turns out for 6dc counter hit and 6a rc 6c starters using my midscreen to corner combo you can use 6b5c instead of 3c, even though it wont work in 5c 2db rc combos.

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