-Seo Report post Posted May 14, 2014 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: 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 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 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 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: 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 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 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 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 Share this post Link to post Share on other sites
Harukasan Report post Posted May 14, 2014 In corner 4276 dmg CH Flashkick > 3C > cOD > 5C > 6D~C > 2D~A > j.6D~A > Zangaoushou lol also rip double super link Share this post Link to post Share on other sites
Harukasan Report post Posted May 14, 2014 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 Share this post Link to post Share on other sites
grove03 Report post Posted May 14, 2014 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. Share this post Link to post Share on other sites
evid3nts Report post Posted May 14, 2014 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 Share this post Link to post Share on other sites
-Seo Report post Posted May 14, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 14, 2014 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. Share this post Link to post Share on other sites
NecroTheReaper Report post Posted May 14, 2014 Midscreen to corner 6A>RC>6C>6DA>665B>3C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>(28C/super) 4013 (5113) DMG Share this post Link to post Share on other sites
-Seo Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
-Seo Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Harukasan Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
BlackYakuzu94 Report post Posted May 15, 2014 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? Share this post Link to post Share on other sites
Harukasan Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
FatalCounter Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
grove03 Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
FatalCounter Report post Posted May 15, 2014 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..... Share this post Link to post Share on other sites
Danke Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
NecroTheReaper Report post Posted May 16, 2014 Corner 6A 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>6DC>2DB 4429 6A>rc>6C>6DC>2DC>[4]6B>5C>5DA>2DA>6D1D>3C>cOD>2C>6DC>super 6018 Share this post Link to post Share on other sites
Danke Report post Posted May 16, 2014 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. Share this post Link to post Share on other sites
Solless Report post Posted May 19, 2014 Question: What are these dl2DdlB meaning? specifically the dl Share this post Link to post Share on other sites