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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Kagura's neutral is subpar; his pokes are sluggish, his movement is gimpy, and his one-note gameplan can struggle to stop characters from exploiting his weaknesses. Every hit has to count. Kagura's combo theory is all about making him as consistent and as stable a character as he can be, reserving packing a punch for when it hits the hardest - the corner.
In short, Kagura's combo theory consists of launching the opponent, juggling them with his normals and stances for as long as possible before going for a hard knockdown, then going for an OTG extension when he can and ending the combo with 2DB.
Midscreen
Kagura has one goal, and only one goal, when he hits the opponent midscreen: reach the corner. It is a bit counterintuitive for damage to come second, but waiting to cash out until he reaches the corner pays him back dividends. Thankfully, his stances are full of fantastic tools for corner carry, and he can leverage them with two primary routes.
When Kagura needs a lot of corner carry, he wants to use the 2DC > 5DA > 66 route. This lets him link into 6B and chain into a juggle that gives him lots of corner carry.
If Kagura doesn't need as much corner carry (half screen or less), he can use 2DA > j5DC > [2]8B > dlj[2]8C instead. This juggle sacrifices corner carry for quite a bit of extra damage. After the hard knockdown from the [8]2C, Kagura can OTG with 3C (easy) or 2C (harder but more damage) and extend a little bit more.
Some of Kagura's starters don't give him access to these routes, such as a spaced 2C. However, Kagura can combo a spaced 5C, 2C, or 3C into 2DB, then RC the first hit, which causes a hard knockdown, and then OTG for a full combo. An optimized combo gives Kagura well over 4k damage and full corner carry from anywhere on the screen, making it a very strong way to spend 50 Heat.
Ideally, Kagura wants to end all of his combos with a [2]8C j[8]2C hard knockdown, but this doesn't give him okizeme midscreen. He can, however, keep his turn by canceling 2DB into [4]6A so that it hits the opponent meaty, but he sacrifices a bit of damage.
Corner
In the corner, the goal of Kagura's combos naturally shifts into pouring on as much damage as possible, and a couple new challenging but very damaging routes open up. 2DC has a new use deep in the corner - it can be canceled into [4]6A or 5DA to once again pop the opponent up for a juggle. Likewise, 2DA can be canceled into j[8]2C or delay canceled into 5DA to accomplish the same. Kagura can go on to loop his highly damaging 5C in his staple corner route, or he can go for a double sideswap with 2DA > j5(6)DC > 6DA if he's deeper in the corner. Both options deal competitive damage and are worth knowing.
Another thing that Kagura has to think about in the corner is Same Move Proration, which affects all of his drives and special moves. If Kagura chooses to use the same drive or special move twice in the combo, SMP tanks its damage so badly that it's practically never worth going for. Optimizing his damage is much less about flowcharting with practiced chunks of combos and more about tweaking those chunks and rearranging them to crank the combo's damage as much as possible. Depending on the starter, especially if the starter is a stance move or Kagura wants to use Overdrive, this can get quite complicated at times - but the results are worth it.
Resource Management
TBW
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Midscreen
2A > 5B > 2B > 6B > 3C > 6DC > 2DB > [2]8C > j.[8]2C (2.3k-2.5k)
- Works anywhere
- 1/4 screen corner carry
This is the easiest knockdown that Kagura has. He can do it off of any normal starter, no matter how long or short. A longer starter will scale the combo more, though, so naturally it is better to confirm the hit quickly to avoid that.
2A > 5B > 2B > 6B > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 3c > 2DB > [2]8C > j.[8]2C (2.8k-3.2k)
- Works midscreen
- 1/2 screen corner carry
- Works off any starter so long as Kagura is close enough to hit 2DA
- Delay the dl.j[8]2C as long as possible, i.e, until Kagura just barely falls beneath the bottom border of the screen.
This is the BnB. The 2DA > j5DC route strikes a balance between corner carry and damage, earning Kagura a solid amount of both. Note the use of 2C instead of 3C - 3C makes this route drop.
2A > 5B > 2B > 6B > 2C > 2DC > 5DA > 66 > 6B > 5C > 6DC > 2DB > [2]8C > j.[8]2C (2.8k-3.2k)
- Works 5/8 screen
- Works off any starter
This route is for when Kagura needs a little bit of extra corner carry to get all the way to the corner. It deals slightly less damage than the BnB as a tradeoff.
2C > 2DB > [2]8C > j.[8]2C (2966)
- Works anywhere
Kagura doesn't get anything more than this off of his C buttons at max range unless he spends a resource.
2C > 2DB(1) > RC > 6C > 6DA > 2C > 6DC > 2DB > [2]8C > j.[8]2C (3570)
- Works anywhere
- 3/4 screen corner carry
Here's an easy combo that allows Kagura to capitalize off of 2DB(1) RC for a huge amount of corner carry.
6T > 2C > 2DB > [2]8C > j.[8]2C (2969)
- Works anywhere except back to corner
- 1/4 screen corner carry
An easy conversion from any throw, front or back, ground or air.
5DB > j.6DC > 2DB > [2]8C > j.[8]2C (2969)
- Works anywhere
- Corner carry from round start
Kagura's basic command grab combo midscreen.
2DA > j.5DC > [2]8B > dl.j[8]2C > 3C > 2DB > [2]8C > j.[8]2C (3887)
- Works anywhere
- Sideswaps in corner or if the 2DA hits too close
2DA is a little bit finicky to convert without charge, and without it, this is about all there is to get.
CH 6DC > 66C > 6DA > 2C > 6DC > 2DB > [2]8C > j[8]2C (3393)
- Works midscreen
- 3/4 screen corner carry
Another basic combo, this one from a 6DC counterhit, that prioritizes corner carry off of the opening.
Corner
2A > 5B > 2B > 6B > 2C > 5C > [4]6A > 6B > 5C > dl.6DC > 2DB > [2]8C > j[8]2C (2.8k-3.2k)
- Works in the corner
- Works off any starter
In the corner, Kagura's routing opens up a little bit, allowing him to make use of the 2C > 5C gatling. Note that in the corner, 6DC has to be delayed so that the opponent has time to fall into it.
5B > 2B > 6B > 2C > 2DC > 5DA > 44 > 6B > 5C > 2DA > dl.j[8]2C > 3C > 6DC > 2DB > [2]8C > j[8]2C (3.2k-3.4k)
- Works in the corner
- Works off any starter except an A starter
Learning to confirm Kagura's B normals is important since they, being Long starters, can be optimized further.
2DA > j.[8]2C > 6B > 5C > dl.6DC > 2DB > [2]8C > j.[8]2C (3812)
- Works in the corner
A combo off of 2DA that keeps the corner and still deals decent damage.
j.[8]2C > RC > 6B > 5C > dl.5DA > 2DA > dl.j.[8]2C > 3C > 6DC > 2DB > [2]8C > j.[8]2C (3731)
- Works in the corner
Instant j.[8]2C clocks in at a quick 19 frames, and RC conversions off of it are another great way for Kagura to spend 50 Heat.
Core Combos
Core combos balance potency with consistency. They:
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MidScreen
2A > 5B > 2B > 6B > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (2.9k-3.3k)
- Works midscreen
- 5/8 screen corner carry
It's the same BnB that you already learned, but with a microdash 3C > 6DC. It doesn't add much damage, but the corner carry makes it more than worth to know. Once again, the [2]8B can be delayed to make this combo sideswap. If Kagura is farther out than 5/8 screen and goes for this route, he can sideswap instead and still reach the corner.
2C > 2DB(1) > RC > 66C > 6DA > 2DA > [4]6A > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (4441)
- Works 1/2 screen or farther
- Full screen corner carry
Now, we're cooking with gas. This 2DB(1) > RC combo delves well into the 4K damage range. Happy poking!
6C > 6DA > 2DA > [4]6A > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (4512)
- Works round start or farther
- 3/4 screen corner carry
This combo should look familiar! 6C is a risky move to fish for, especially midscreen, but if it happens to hit, the reward is very good. Use sparingly, but use well.
6T/4T > [4]6A > 66C > 6DA > 662C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (3615)
- Works 1/2 screen or farther
- 3/4 screen corner carry
Kagura's ground throw, truth be told, doesn't see much use because of 5DB. This combo works off of his air throw as well, however (though it's more finicky), and is quite a bit more rewarding than the 5DB anywhere combo, so it's worth knowing in the occasional event of Kagura landing a ground throw. The 6DA > 662C is a bit tricky at first, but it is worth it. It glues the route together since Throw is a Normal starter.
2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (4045)
- Tendency to sideswap, no consistent corner carry
- Carries to opposite corner at 5/8 screen or further
- Doesn't work on Fatal Counter
2DA is actually a very finicky starter midscreen, and universal routes off of it are not exactly ubiquitous. The primary use of this route is to actually force a sideswap (which, again, is done by delaying [2]8B) for when Kagura is too far for the midscreen to corner route to work.
CH 6DC > 66C > 6DA > 662C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 2DB > [2]8C > dl.j.[8]2C (4047)
- Works 5/8 screen or farther
- 3/4 screen corner carry
6DA > 662C makes its second and only appearance here, since it is Kagura's other consistent Normal starter.
CH 6B > 6C > 6DA > 2DA > [4]6A > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 663C > 6DC > 2DB > [2]8C > j.[8]2C (4532)
- Works round start or further
- 3/4 screen corner carry
Great damage and corner carry with which to punish reversals, including blocked Exceed Accels. 5C punishes deal more damage, but they are more situational midscreen.
AA CH 5A > 6C > 6DA > 2DA > [4]6A > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 3C > 2DB > [2]8C > j.[8]2C (3733)
- Works 3/8 screen or further
- 5/8 screen corner carry
5A has a decent enough hitbox to beat some jump buttons and hits at a great angle for antiairs. On CH, Kagura can link into 6C for strong corner carry and damage.
AA [2]8B > 66B > jc > j.[8]2C > 3C > 2DB > [2]8C > j.[8]2C (2922)
- Works anywhere
- 1/4 screen corner carry
This is Kagura's best antiair. Converting off of it can be finicky and require some delays depending on the height and distance at which the [2]8B hits, but this is the most reliable confirm off of it and Kagura uses it constantly.
Midscreen to Corner
5B > 2B > 6B > 2C > 2DA > j.5DC > [2]8B > dl.j.[8]2C > 66B > 5C > 6DC > 2DB > [2]8B > [2]8C > j.[8]2C (3294)
- Works at 5/8 screen or closer
- Works with any starter except an A starter
The ender of this combo requires the 2DB to hit airborne to pop the opponent up high enough for the [2]8B to hit. Microdashing the 6B makes this very consistent. The combo timer is also unkind to this route if the 2B is used to hitconfirm. The j.[8]2C doesn't need to be delayed as long here, since OTG 6B is faster than OTG 3C. Tarrying too long causes the 66B > 5C to drop.
Once again, the [2]8B can be delayed to make this combo sideswap. If Kagura is farther out than 5/8 screen and goes for this route, he can sideswap instead and still reach the corner. This puts another burden on the combo timer, though, so save it for well-confirmed hits.
5B > 2B > 6B > 2C > 2DC > 5DA > 66 > 66B > 5C > 6DC > 2DB > [2]8B > 2B > 6B > jc > j.B > j.[8]2C > 3C > [2]8C > j.[8]2C (3235)
- Works slightly farther than 5/8 screen or closer
- Works with any starter except an A starter
Similarly to the BnB, the corner carry route can also be optimized from a long starter. The combo timer and screen position are quite a bit more forgiving at the cost of a bit of damage.
2C > 2DB(1) > RC > 66C > 6DA > 2DA > [4]6A > dl.66B > 5C > dl.6DC > 2DC > 5DA > [2]8B > j.[8]2C > [2]8C > j.[8]2C (4588)
- Works at 1/2 screen or closer
From 2DA > [4]6A, Kagura can do a 6B > 5C extension when he is close to the corner to avoid having to deal with the 2DA > j.5DC sideswap if he is too close for that route to work. Here, the 6DC > 2DC > 5DA route is used because ending the combo 6DC > 2DB hurts the damage so much that if the extra carry is necessary, it's better to have used the midscreen route instead.
66C > 6DA > 2DA > [4]6A > dl.66B > 5C > dl.6DC > 2DC > 5DA > [2]8B > j.[8]2C > [2]8C > j.[8]2C (4541)
- Works at 3/8 screen or closer
2DA > [4]6A > 3C > 2DC > 5DA > 66 > 66B > 5C > 6DC > 2DB > [2]8B > [2]8C > j.[8]2C (4219)
- Works at 5/8 screen or closer
- Doesn't work on Fatal Counter
This is the other useful 2DA combo for when Kagura isn't able to sideswap and reach the corner.
2DA > j.5(4)DC > [2]8B > dl.j.[8]2C > 66B > 5C > 6DC > 2DB > [2]8C > j.[8]2C (4291)
- Works at 5/8 screen or closer
- Doesn't work on Fatal Counter
This combo actually deals more damage than the midscreen route and the midscreen to corner route, combining 5DC's high base damage early in the combo with 6B > 5C afterward. Here, the second [2]8B is omitted due to SMP since it appears earlier in the combo.
6DA > 2DA > [4]6A > 2C > 2DC > 5DA > 66 > 66B > 5C > 6DC > 2DB > [2]8B > [2]8C > j.[8]2C (4219)
- Works at 3/4 screen or closer
6DA is a pretty rare starter to hit, but the route is the same as 2DA except for the 2C. Because the DDA launches the opponent, Kagura can do [4]6A > 2C instead of [4]6A > 3C on everyone.
6DA > 2DA > j.5(4)DC > [2]8B > dl.j.[8]2C > 66B > 5C > 6DC > 2DB > [2]8B > [2]8C > j.[8]2C (4291)
- Works at 3/4 screen or closer
Oddly enough, it is slightly better to leave the second [2]8B in the combo here as opposed to the 2DA starter. There is no harm in omitting it, though, save for a meager 12 points of damage.
CH 6DC > 66C > 6DB > 5DC > 2DA > dl.j.[8]2C > 663C > 2DB > [2]8C > j.[8]2C (4036)
- Works between round start and 1/4 screen
- 3/8 screen corner carry
CH 6DC is such a finicky starter. This combo actually deals less damage than the midscreen route, but it's so difficult to match that route's damage that even breaking 4K is enough to be happy about. This is because 6DC is an essential part of any damaging corner carry route, and using it a second time would trigger SMP and ruins the combo's damage, which severely limits Kagura's routing.
CH 6B > 6C > 6DA > 2DA > [4]6A > 66B > 5C > 6DC > 2DB > [2]8B > 2B > 6B > jc > j.B > j.[8]2C > {3C > [2]8C > j.[8]2C (4630)
- Works at 5/8 screen or closer
AA CH 5A > 6C > 6DA > 2DA > [4]6A > dl.66B > 5C > dl.6DC > 2DC > 5DA > [2]8B > j.[8]2C > [2]8C > j.[8]2C (3840)
- Works at 1/2 screen or closer
AA [2]8B > 66 > 6B > 5C > 6DC > 2DB > [2]8C > j.[8]2C (3212)
- Works at round start or closer
This conversion from [2]8B is quite a bit more difficult, but the value of getting the corner off of it cannot be overstated. It does require a low hit, or the 6B has to be delayed. Off CH, the untech is much higher and Kagura can convert this way from much higher hits.
Corner
starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
Your main confirm in the corner and leads to big damage.
The 6B > 5C > [4]6A > 5C section will lead to a lot of drops early on. Its all about just starting the charge as soon as you hit the 6B button
Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.
5DB > [2]8B > dl.[8]2C > 6B > 5C > [4]6A > 5C > 5DA > 2DA > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
The inital [8]2C delay has an akward timing because if you delay too much it will also drop so you must practice to get a specific timing.
5DB as a starter has pretty poor scaling so its not reccomended to spend resources unless you can get the kill
Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.
Throw > [4]6A > 6C > 6DA > 2C > 2DC > 5DC > [2]8C > [8]2C
The 6C at the start may require a dash before hand to connect, but also dashing make it whiff depending on distance from the wall. Experiment with screen positioning to help get a understanding of when you need to or don't need to.
There is a better combo you can do off of throw listed later but requires a micro dash.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Throw > [4]6A > 6C > 6DA > 662C > 2DA > j.5DC > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
May require j.5D(4)C to stop the combo from side switch, but if done when the combo would not side switch the combo will drop.
5DB > 2DB > [2]8B > 66 > 6B > 5C > 6DC > 2DC > 5DA > [2]8C > [8]2C
Only works on Azrael and Tager, but very useful for its corner carry and extra damage.
External References