Jump to content

Archived

This topic is now archived and is closed to further replies.

MikelAL93

[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)

Recommended Posts

Some combos picked up from jbbs/streams/arcsys event, it's a little messy, so excuse that and you could probably add things onto a good few of these combos.

2D~A>4charge6B>5C>5D~A>dc>5B>5B>5C>6D~C>2D~C>(5D)28D (5373 DMG)

2D~A>4charge6B>2C>5C>5D~A>dc>5B>5B>5C>6D~C>2D~C>(5D)28D (5619 DMG)

CH6C > 5B > 3C > 2D~C > 4charge6A > 5A > 6B > sj.B > j.C > j.xD (Insert your mixup here) (3168 DMG)

5BC > 6C > 6D~B > 5D~C > 2C > 2D~B (3.4K) (Can go into 5D/6D moves for mixup or use 4charge6A/B for oki)

5BC > 6C > 6D~B > 2D~A > 5D~C > 2C > 2D~B (3.?k)

5B > 2B > 3C > 6D~C > 2D~C > 4charge6B > 5C > 6D~B(1 hit) > stuff (1st hit of 6D~B isn't emergency techable, so you may be able to do a little more at the end here)

(Corner)6A > 5B > 3C > 2D~C > 5D~A > dc > 5BB > 5C > 4charge6B > 6C > 6D~B > 2D~A > 5D~C > 2C > 4charge1236C (4479 DMG)

(Corner) 5D~B > 2D~A > 6D~A > 5B > 3C > 2D~C > 6D~A > 3C > D~28D (5158 DMG)

5Cch>CT>6DA>2DA>4charge6B>6C>6DB>2DC>5DC>2CcOD>5C>4charge1236C (7564 DMG)

CHALLENGE MODE COMBOS

#1 5D~C

#2 2D~A

#3 6D~B

#4 JD~Adc

#5 D>4D

#6 4charge6AorB

#7 2charge8C

#8 D~28D

#9 OD>4charge1236C

#10 AH

#11 2C>2DB

#12 5BB>3C>6DC

#13 6A>6B>5C>2DB

#14 JB>5BB>3C>2DC

#15 6BC>5BB>jc>JB>JC

#16 Airthrow>5BB>5C>4charge1236C

#17 5DB>J6DC

#18 6DA>5B>3C>2DC>2charge8C

#19 (Crouching)2DA>5DC>2charge8C

#20 Combo into AH

#21 (CH)2charge8C>5A>6Bjc>JBjc>JB>JC

#22 (Corner)6A>6B>3C>6DC>2DC>5DC>2charge8C

#23 (Jumping)5DC>6DA>5b>3C>6DC>2DB

#24 (Corner)5DB>J2DA>6DA>5BBjc>JB>JC>JD28D

#25 Do 3000 damage after guard crushing

#26 CT>2DA>6DA>5BBjc>JA>JBjc>JB>JC>JD28D

#27 2C>2DBrc>6C>6DB>5DC>5C>2DA>6DA>5D28D

#28 5DA>6DA>2DA>4charge6B>6C>OD>6DA>2DC>4charge6A>4charge1236C

#29 6DB>5DAdc>5BB>5C>2DA>4charge6B>6C>6DB>5DC>5B>3C>D28D

#30 7000+ damage combo

Share this post


Link to post
Share on other sites

Just 4 quick combos because I'm stupid and haven't been taking notes on all the things I've been trying out.

Near Midscreen overhead

6A > 5B > 3C > 2D~A > 4[]6A > 5BB > 5C > 6D~C > 2D~B (B orb for oki) (3.1k DMG)

Midscreen overhead

2D~A > 6D~A > 5BB > 5C > 6D~C > 2D~B (B orb for oki) (3.3k DMG)

Corner FC 6D~B (50 meter used)

6D~B > 2D~A > 5D~C > 5C > 5D~A > dc > 5BB > 5C > 4[]6B > 6C > 6D~C > 2D~C > 5D~28D (6148 DMG)

Corner overhead

2D~A > 6D~A > 5BB > 5C > 5D~A > dc > 5BB > 5C > 4[]6B > 6C > 6D~C > 2D~C > 5D~28D (5399 DMG)

Share this post


Link to post
Share on other sites

Combo from the Famitsu combo video, improved:

In Corner (50 meter used)

6A > 6B > 3C > 2D~C > 5D~A > dash 5B > 6B > 5C > 4~6B (projectile hit) > 6C > 2D~A > 6D~A > 5D~28D (4791 dmg)

Share this post


Link to post
Share on other sites

Some of the combos from this video: www.nicovideo.jp/watch/sm22113690

2A > 5BB > 3C > 2D~C > 5D~A > 6D~C (2025 DMG)

5BB > 3C > 2D~C > 4[]6A > 5BB > 5C > 6D~C > 2D~B (2680 DMG)

(Corner) 5A > 5BB > 3C > 6D~C > 2D~C > 4[]6B > 3C > 6D~C > 2D~B (2990 DMG)

(Corner) 5BB > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C > 2D~A > 6D~B > 5D~C (3929 DMG)

(Corner) 5BB > 3C > CT > 5C > 4[]6A > 5C > 2D~A > 4[]6B > 6C > 6D~B > 2D~C > 5D~C > j.C (4315 DMG)

(While Cornered) 6D~B > 2D~C > 5D~A > 2C > CT > 5C > 4[]6A > 5C > 2D~A > 4[]6B > 6D~C > 28D (6721 DMG)

CH6D~C ~ 2D~A > 4[]6B > 6C > 6D~B > 2D~C > 5D~C > 2C (4482 DMG)

Share this post


Link to post
Share on other sites

Quick overhead combo in the corner

6A > 5B > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C >2 2D~A > 6D~B > 5D~C (4397 DMG)

The second 5C is a little difficult to hit, have to do it as early as possible. You can ommit that and the A orb to keep it simpler though.

Share this post


Link to post
Share on other sites

I dont think i saw this route posted.

(corner)

2D~A > 6D~B > 5D~C> 5BB> 5C > 4[]6B > 6C > 6D~B > 2D~C > 5D > 28D (5417 DMG)

Share this post


Link to post
Share on other sites
I dont think i saw this route posted.

(corner)

2D~A > 6D~B > 5D~C> 5BB> 5C > 4[]6B > 6C > 6D~B > 2D~C > 5D > 28D (5417 DMG)

If from 6C you go 5D~C > 2D~C > 5D~28D you get 5502 DMG and keep them in the corner. You can do a delayed B orb too if you don't want to spend the meter :3

Share this post


Link to post
Share on other sites
If from 6C you go 5D~C > 2D~C > 5D~28D you get 5502 DMG and keep them in the corner. You can do a delayed B orb too if you don't want to spend the meter :3

They flip out since its is the second 5D~C though, am i missing something?

Or instead of doing 5d~C after 6C you can do 6C < 6D~A < 2D~C < orb oki/ super

Share this post


Link to post
Share on other sites
They flip out since its is the second 5D~C though, am i missing something?

Or instead of doing 5d~C after 6C you can do 6C < 6D~A < 2D~C < orb oki/ super

Oh woops, ment 6D~C, my bad haha.

Share this post


Link to post
Share on other sites

I dunno if anyone has had much use for his 5D~B grab yet, but i've found that with a tiny delay on the B of the 2D~B , you can do 5D~B 2D~B RC 6C 6D~B 5D~C 2,8C from midscreen.

Share this post


Link to post
Share on other sites

Just gonna copy paste some of my notes in case they are useful to anyone, not really organized yet because I'm not positive about optimal routes.

Collapsed: notes:
5b corner: 3.8k into oki 5bb3c, 6dc2dc, 5da, dash bbc b boom, 6c 6db 2dc 5dc 2c

5b ct in corner: 4.3k into oki 55b3c CT, 5c a boom, 5c 2da b boom, 6c 6db 2dc 5dc 2c

2a in corner: 3k no oki 2a5bb3c, 6dc 2dc b boom, 3c 6dc 2db

throw in corner: 3.9k into oki 5c b boom, 6c, 6db 2da 5dc 2c

midscreen 5b: 2.3k into oki 5bb3c 2dc a boom 5b3c 2dc

midscreen 5b carry: 2.7 k no oki 5bb3c 2dc a boom 5bbc 6dc 2db

6DC counterhit midscreen: 6dc 2da b boom, then choose carry oki or if close to corner crossup and 2c corner oki

5da fatal counter midscreen: 6.7 with od,5.2 oki without, 5da dash 5c CT 6da 2da b boom, 6c ender

6db crossup recorner: 6721 super ender, 6db 2dc 5da dash 2c CT, 5c a boom 5c 2da b boom, 5c 6dc super

6db crossup uncorner: 6706 super ender, 6db 2dc 5dc, 2c CT, same as above

2da corner: 5498 into oki 2da 5da 6da 3c CT, 5c b boom, 6c ender

corner command grab: 5db 2da 6da 5b3c 2dc 6da 3c 6dc (2db or super)

Share this post


Link to post
Share on other sites
(Corner) 5BB > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C > 2D~A > 6D~B > 5D~C (3929 DMG)

6A > 5B > 3C > 6D~C > 2D~C > 4[]6B > 2C > 5C > 4[]6A > 5C >2 2D~A > 6D~B > 5D~C (4397 DMG)

Just checked something with these two combos, and it turns out they don't work on Makoto, Relius, Terumi, Hazama, Platinum and Valk. You can just take out the 5C > 4[]6A though and do 2C > 5C > 2D~A etc and only lose about 200 dmg.

Share this post


Link to post
Share on other sites
Interesting notes there, Danke. :)

Oh, and another Kagura combo with D~28D as the ender again, but this time near corner.

2D~A > [4]6B > 5B > 3C > 2D~C > 6D~C > 5D~28D (4549 DM, 24% HG)

For the same hit near the corner you can do similar damage for no meter. 2D(A) 46B 6C 6D(B) 2D© 5D© 2C and then oki. In fact, the combo I posted is the main corner combo that I can figure out.

Also this is nice damage off command throw in the corner.

5D(B) 2D(4D) 5C 2D(A) 46B 6C 6D(B) 2D© 5D© 2C 4kish. Can end in super for 5k+

Airthrow and ground throw BnBs are the same, after the second hit of throw do 46B 6C 6D(B) 2D© and either 46B for oki or 5D© 28C for max meterless damage.

Throws into the corner can do 5C 2D(A) 46B 6C 6D(B) 2D© 5D© to leave them still in the corner with 4kish damage.

Nice that this character has big corner game. Too bad all his followup D moves are unsafe except punch. :<

(From JP Twitter account)

5DA -19

5DAdc -3 (Forward I assume)

5DAbdc -11 (Backwards I assume)

6DA -10

2DA(中段) -27

5DA(コマ投げ) 発生23全体63 (Guard Point f23-63 maybe? Just assuming)

6DB -8(自動でギリガになり-11)

2DB(初段下段) -9

5DC -16

6DC -9

2DC(2段目下段) -9

Share this post


Link to post
Share on other sites

Idk if this has been posted yet but after a blocked 6db if you wait a lilttle bit you can do 5db afterward. It's risky since you can get mashed out of it but it's something I was messing around with.

Share this post


Link to post
Share on other sites
Idk if this has been posted yet but after a blocked 6db if you wait a lilttle bit you can do 5db afterward. It's risky since you can get mashed out of it but it's something I was messing around with.

Correction in the corner you can delay it a bit midscreen it's not possible you would have to do 5db right after the 6db but that counts as a combo'd which can be easily broken unless the oppoment is slow on the tech. :/

Share this post


Link to post
Share on other sites

2da corner: 5498 into oki 2da 5da 6da 3c CT, 5c b boom, 6c ender

I had trouble doing 6da 3c consistently (vs Noel) so I came up with this alternative:

(edit: apparently this is the same combo without 6da)

2da in corner, 25/75 meter, 5409 into oki / 6509:

2da 5da 66 3c CT 5c 46b 6c 6db 2dc 5dc 2c (46b or 528d)

(For damage comparison) No CT alternative, same ender:

2da in corner, 0/50 meter, 4616 into oki / 5716:

2da 5da 6da 5b 6b 5c 46b 6c ender

Near corner alternative, mashable on block, same ender:

2da near corner, 0/50 meter, 4332 into oki / 5432:

2da 6da 5b 6b 5c 46b 6c ender

Share this post


Link to post
Share on other sites

Been trying to find some uses for OD, and I think I've come across something which could lead to decent combos, but as of now it'd just be for unburstable kills.

(corner) 6A > 5B > 3C > 6D~C > 2D~C > 4[]6B > (raw)OD > 5BB > 5C > 5D~A > 6D~B > 2D~A > 6D~C > 4[]1236 (4949 DMG, 28 heat)

*EDIT* You can do 28D super at the end for 5122 DMG. Ideally you want to let the 6D~C go through them first so it puts them back into the corner, but the timing can be a little tricky.

Works with all OD% except 100-90 (the super won't be the OD version, but it's still 4K unburstable). Two tricks to this I suppose are doing OD ASAP after the B orb so you can get 5BB, the timing isn't too bad on it, and the last 6D~C into super. Because 6D~C goes through them in OD, you need to hold the 6 as you swap sides then link the super. They'll be real close to the ground, but it should hit. Works from 5BB > 3C starter but is a bit finicky with j.C jump ins (I could get j.C>3C>combo consistently, but j.C>5/2/6B>3C were real inconsistent). Again, damage isn't much, but it's unburstable so meh. I definitely think this could be optimized.

*EDIT2* Seems you can do a similar route off a command grab in corner. 5D~B > 2D(4D) > (raw)OD > 5BB > 5C > 5D~A > 6D~B > 2D~A > 6D~B > 28D (4800 DMG). You need a microdash 5B after you land from the command grab, and you need to do 5C > 5D~A > 6D~B as quick as possible or 2D~A won't hit. You can replace 2D~A with 2D~C if you can't get the 2D~A to hit consistenly enough, does 4763 DMG, so it's no real loss.

Share this post


Link to post
Share on other sites

×