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-Seo

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  1. She has pretty awkward movement, a reversal that is only available when magic is stocked, which then removes said magic, her backdash isn't frame 1 invuln and she has difficulties mashing out of things. She has tools yes, but they're not tools that are always available to her.
  2. It's just one players opinion.
  3. Yup, though I'm not sure at which point she's able to block again during this, I'd assume it'd be when the bits return behind her.
  4. You can fire the bits at people while in that mode with 6D, 2D or 4D. They each fire them a bit differently, can't remember which is which though. An important thing to note about her drive mode is that it removes her "casting" animation for her D specials, so the spinning blade and three bits circling then firing at someone become a lot more useful.
  5. -Seo

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    5DA>2DC beats people trying to upback out of stance pressure, and once they start respecting that you can run 5DA>2DA or 5DA>2DB for a high/low mixup, or the occasional 5DA>66 to catch them off guard.
  6. InformationIf 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: Starters : 2A>5BB>3C>6DC>2DB 1803 Damage2A>5BB>3C>2DC>5DA>6DC 2025 Damage6A>5A>6B>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3112 Damage TAGER AND HAKUMEN ONLY6A>rc>6B>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3617 Damage6A>rc>6C>6DB>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3530 Damage6A>rc>6C>6DA>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3584 Damage6A>rc>5C>2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3646 Damage6A>rc>5C>2DC>6DA>6B>5C>6DC>2DB 3390 Damage NEAR CORNER ONLY6A>rc>5C>2DC>6DA>[4]6A>5B>3C>6DC>[2]8C>2C>6DC>2DB 4378 Damage NEAR CORNER ONLY 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 Damage6B(ch)>6C>6DA>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3970 Damage Starters : 5C>2DB(1)>rc>6C>6DA>5B>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 4400 Damage6C>6DA>2DA>[4]6A>dash5B>3C>6DC>2DC 3986 Damage6C>6DA>2DA>[4]6A>dash5B>3C>2DC>5DA>6DC 4208 Damage6C>6DA>2DA>CT>dash3C>2DC>[4]6A>5B>3C>6DC>2DB[>[4]1236C] 5250 Damage [5856 Damage] Starters : 2DA>[4]6A>6B>5C>6DC>[2]8C>2C>5C>6DC>2DB 5063 Damage NEAR CORNER ONLY2DA>[4]6A>3C>5DA>66>5A>6B>5C>6DC>2DB NEAR CORNER ONLY2DC>6DA>5DA>[4]6A>5B>3C>6DC>2DB 3645 Damage5DA(fc)>66or44>6C>6DA>3C>2DC>[4]6A>5B>3C>6DC>2DB 3471 Damage5DB>6DC>2DB 2789 Damage5DB>2DC>[4]6A>5B>3C>6DC>2DB 3493 Damage5DC(groundCH)>dash3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3809 Damage5DC(airCH)>6C>6DA>dash3C>6DC>[2]8C>2C>5C>6DC>2DC 4818 Damage6DA>5B>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3356 Damage6DA>2DA>CT>3C>2DC>5DA>[4]6A>5B>3C>6DC>2DB 4923 Damage6DB>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3477 Damage6DB>2DC>5DA>[4]6A>5B>3C>6DC>2DB 3477 Damage6DC(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 DamageAirthrow>[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>Super5C>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: Starters : 5A/2A(xN)>5BB>3C>2DC>6DC>[2]8C>2C>2DB ~3000 Damage5A/2A(xN)>5BB>3C>6DC>[2]8C>2C>6DC>2DC 2567 Damage6A>rc>5C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 5060 Damage6A>rc>5C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 4921 Damage6A>5A>3C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4012 Damage TAGER AND HAKUMEN ONLY Starters : 5BB>3C>2DC>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4168 Damage5BB>3C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 4086 Damage5B>2B>6B>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB 3597 Damage5BB>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB 3888 Damage5BB>3C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DB 4028 Damage5BB>3C>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 4055 Damage5BB>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 Damagej.B>5BB>3C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 3718 Damagej.B>5BB>3C>2DC>6DC>[2]8C>2C>5DA>6DA>3C>6DC>2DB Starters : 5C>2DB(1)>rc>2C>5C>2DC>6DC>[2]8C>2C>5C>6DC>2DB 5532 Damage5C>2DB(1)>rc>5C>6DC>[2]8C>5C>2DA>5DA>6DA>3C>6DC>2DB 5929 Damage5C>2DB(1)>rc>2DA>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 6189 Damage2C>6DA>6B>5C>2DA>6DC>[2]8C>2C>5C>6DC>2DC 5699 Damage5Cor2C>6DC>[2]8C>2C>5C>2DA>5DA>6DA>3C>6DC>2DC 6275 DamageCH5C(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 Damage6C>6DC>5DA>CT>5C>2DA>6DC>[2]8C>2C>6DC>2DC 6805 Damage Starters : 5DA(fc)>44or66>3C>2DC>6DC>[2]8C>6C>2DA>j.5D6C>6DA>2C>6DC>2DB 5113 Damage5DB>2DC>6DC>[2]8C>2C>6DC>2DB 4260 Damage5DB>j.6DC>[2]8C>2C>6DC>2DC 4078 Damage6DA>5DA>44>6B>5C>6DC>[2]8C>2C>5C>6DC>2DB 4886 Damage6DA>5DA>44>6B>5C>2DA>6DC>[2]8C>2C>6DC>2DB 5053 Damage6DB>2DC>5DC>5C>2DA>6DC>[2]8C>2C>6DC>2DB 5366 Damage2DA>6DC>[2]8C>2C>5C>6DC>5DA>66>3C>6DC>2DC 5453 Damage2DB(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 DamageThrow>2C>5C>6DC>[2]8C>2C>2DB 3811 DamageThrow>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 DamageCH5C(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)
  7. -Seo

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    No worries, thanks for the heads up about the wiki too! Had no idea stuff was shifted over for an Extend wiki. I've updated it, albeit being a bit basic, but it's better than it being empty.
  8. -Seo

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    His drives work like a more limited version of Noel's drive system. There's 5D, 2D and 6D stance, and you can only chain them together consecutively once (2Dx>6Dx>5Dx, you can't do 2Dx>6Dx>2Dx). They're NOT limited to once per combo however, only when they're used after each other. For which are punishable, most all of them are really, some requiring IB to punish for certain characters however. The only drive that could really be considered safe would be 2DC, as it pushes Kagura a good distance away on block. Where you can push buttons is kind of a tricky one, you just need to get used to common drive blockstrings as there's a decent amount of pressure and mixup with them. In pressure though, the most common drives you'll see are 5DA,2DB,2DC,6DC. Remembering what these are and what they do is honestly the quickest way to dealing with Kagura. Goes without saying you should learn what the other drives do too. A very common blockstring would be 2DB>5DA, 2DB gets Kagura in really quick with a low and 5DA has guard point and fatals, if you mash after 2DB, you'll get hit hard, but if you have a fast enough low (9 frames IIRC) you'll hit him out of 5DA because it loses to lows. Kagura can counter this and do 2DB>6DC as a frametrap to catch mashing though, so you have to be cautious of that. In general, it's not worth mashing at all during this string, as after blocking 5DA, Kagura is -3 if he dash cancels forward or -6 on baskdash, so his pressure effectively ends.
  9. Kagura Normals: 5C: Startup is faster, range is shorter. Can't combo into 6DA on air CH 2C: Startup is faster, can combo into it from 6B. Causes slide effect on ground hit 6C: Startup is faster. Range feels shorter(?). Doesn't seem to have head invuln 3C: Floats lower on hit, so you can't combo into 5DC,2DC or 6DC j.C: Startup is slower, landing lag has been reduced (Almost 0!) No changes to jump cancels and no additional gatlings added. Drive: 5DA: Midscreen air hit knocks them further away. Can't tech it until you hit the ground 5DB: Damage up to 2200dmg. Blows them further away on hit. 5DC: Invuln doesn't seem changed. Hitbox behind you might be a tiny bit extended. Although you still don't turn around if the opponent passes by overhead. 6DC: On air hit, floats them like 1.1 OD, but a little lower. Wall bounds on CH Specials: Ryuubakusen: A orb moves faster, goes full screen. Knocksdown on ground hit. Starts of as 1 hit, after travelling a bit becomes 2 hits. B Fafnir: Startup increased, recovery increased C Fafnir: No longer wallsticks, Extend Cfafnir combos not possible. New move: Hits overhead! Knockdown is similar to Jin's Hazansen. No height limit. Charge time is short 5B(8)B>j.2C will work for quick overhead. Minus on block, but seems hard to be punished for because of the distance it opens up. Can't be followed up on midscreen CH In the corner, rc>5B will always hit, regardless of CH Exceed Accel: The deadly art, the Kagura-Copter! Combos: Midscreen: 5BB>2C>2DC>5DA. You can 6DA after the 5DA, but it seems character specific Corner: 5BB>2C>5C>A orb>6B>5C>2DA>6DC>Cfaf(followup) Midscreen: 2DA>5DA>6DA. Again, the 6DA feels character specific> Misc: Feels like a completely different character. They got rid of his painful neutral + one-shot comeback damage playstyle, and he's become a character that sort of grinds you down in little increments by throwing out 5C willy-nilly and getting knockdowns from even anti-air Fafner/A mash ground hits. The new overhead move especially... (if I say more Mori will notice, so rest is omitted). It's like playing an entirely different character, and strong/weak talk aside, fun. thanks to hakimiru for helping with translations!
  10. Kagura Changes on Evernote, need a little help with some translations. https://www.evernote.com/shard/s356/sh/0db5e3e4-544f-4193-9c71-9ed6d38081a0/2fb307fe1b0d1b39e60cf5a5cd4c464f Normals: 5C: Startup is faster, range is shorter. Can't combo into 6DA on air CH 2C: Startup is faster, can combo into it from 6B. Causes slide effect on ground hit 6C: Startup is faster. Range feels shorter(?). Doesn't seem to have head invuln 3C: Floats lower on hit, so you can't combo into 5DC,2DC or 6DC j.C: Startup is slower, landing lag has been reduced (Almost 0!) No changes to jump cancels and no additional gatlings added. Drive: 5DA: Midscreen air hit knocks them further away. Can't tech it until you hit the ground 5DB: Damage up to 2200dmg. Blows them further away on hit. (hit時の更に横へ吹き飛ぶようになった(?)) 5DC: Invuln doesn't seem changed. 若干裏への判定が伸びた気がする. 相変わらず相手が頭上通り過ぎても振り向いてくれないです 6DC: On air hit, floats them like 1.1 OD, but a little lower. Wall bounds on CH Specials: Ryuubakusen: A orb moves faster, goes full screen. Knocksdown on ground hit(?) (地上hit時相手ダウンに変更). Starts of as 1 hit, after travelling a bit becomes 2 hits. B Fafnir: Startup increased, recovery increased C Fafnir: No longer wallsticks, Extend Cfafnir combos not possible. New move: Hits overhead! Knockdown is similar to Jin's Hazansen. No height limit. Charge time is short 5B(8)B>j.2C will work for quick overhead. Bad on block, so needs good spacing (Unsure here: ガードされると不利だが距離が開くので確反が取り辛そう) Can't be followed up on midscreen CH In the corner, rc>5B will always hit, regardless of CH Exceed Accel: The deadly art, the Kagura-Copter! Combos: Midscreen: 5BB>2C>2DC>5DA. You can 6DA after the 5DA, but it seems character specific Corner: 5BB>2C>5C>A orb>6B>5C>2DA>6DC>Cfaf(followup) Midscreen: 2DA>5DA>6DA. Again, the 6DA feels character specific> Misc: Feels like a completely different character. 立ち回り苦しくてワンチャン火力が撤廃されて 5Cがぶんぶん振り回せて対空ファフナーからもダウン取れたり A縛地上hitでダウン等、ちまちまダメージ取るキャラになった 何より新技の中段が…(これ以上言うと森に気付かれるので省略) 本当に別キャラ動かしてるようで強い弱い関係なく楽しいです
  11. Ahh cheers, clears things up nicely, thank you!. Famitsu has an article with brief descriptions on some characters changes too. http://www.famitsu.com/news/201507/19083777.html
  12. Could I ask for some help translating these Kagura changes? ・2DA新技繋がる、ガード時試し忘れ ・空中構え時に新技やるとJ2DC出たので無理 ・A縛空中hitでも相手下に落ちて高度低いとダウン取れる ・5BB2C2DCは密着気味じゃないと2DC当たらない
  13. Naoto normals: http://imgur.com/a/98ybh Unsure what the command is for his overhead, but I'm pretty confident in the rest.
  14. Kagura stuff gathered from twitter 3C floats lower, can only be followed up by 2DB 6DC hit effect changed, now works like OD version (causes slide) j.C is VERY slow, doesn't cause stagger on ground hit 5C/2C/6C are MUCH faster 2C causes slide effect on ground hit Knockdown on [8]2C is short, similar to hizansen A ryuubakusen is faster, might go further A ryuubakusen hit effect changed, 5DA>[4]6A>5B doesn't work 5DA wallstick reduced C fafnir no longer causes wallstick B fafnir is slower, more recovery 6B>2C>2DC works No 6A gatlings
  15. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    It's a bug that's been around for a little while. I can't remember the exact details, but it's something along the lines of OD'ing the same frame a projectile hits, which will lock them in a hitstun state for a few seconds. Can't remember if it has to be a multi hitting projectile or not though.
  16. Just gonna throw it out there that if it was a command grab, shouldn't this say "Throw Counter" http://i.imgur.com/2BNNB7T.png?1
  17. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    Just do microdash 5B after the [4]6A.
  18. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    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.
  19. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    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
  20. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    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.
  21. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

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

    [CPEX] Kagura Mutsuki - Combo Thread

    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.
  23. -Seo

    [CPEX] Kagura Mutsuki - Combo Thread

    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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