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==Beginner Combos== | ==Beginner Combos== | ||
===<span style="visibility:hidden;font-size:0">Beginner Midscreen Combo</span>=== | |||
{{BeginnerComboDef}} | {{BeginnerComboDef}} | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Beginner Midscreen Combo | | Title = Beginner Midscreen Combo | ||
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| Video = | | Video = | ||
| Size = 384x216 | | Size = 384x216 | ||
| Recipe = Starter > 2C > | | Recipe = Starter > {{clr|C|2C}} > {{clr|D|6D}}{{clr|C|C}} > {{clr|D|2D}}{{clr|B|B}} > {{clr|C|[2]8C}} > {{clr|C|[8]2C}} | ||
| content = | | content = | ||
An | An easy route to convert off of most stray hits you will land. Can be started by any of Kagura's normals besides {{clr|C|5C}}. | ||
<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i> | <i>Reminder you can end the route early by cutting out the {{clr|C|[2]8C}} and instead use {{clr|A|[4]6A}}/{{clr|B|B}} to start your okizeme game.</i> | ||
}} | }} | ||
===<span style="visibility:hidden;font-size:0">Beginner 5DB Combo</span>=== | |||
=== | |||
{{TheoryBox | {{TheoryBox | ||
| Title = Beginner 5DB | | Title = Beginner 5DB Combo | ||
| Oneliner = | | Oneliner = Works anywhere | ||
| Difficulty = {{clr|1|Very Easy}} | | Difficulty = {{clr|1|Very Easy}} | ||
| Anchor = | | Anchor = | ||
| Video = | | Video = | ||
| Size = | | Size = | ||
| Recipe = | | Recipe = {{clr|D|5D}}{{clr|B|B}} > {{clr|D|6D}}{{clr|C|C}} (in air) > {{clr|D|2D}}{{clr|B|B}} > {{clr|C|[2]8C}} > {{clr|C|[8]2C}} | ||
| content = | | content = | ||
A basic extension after your command grab. Will likely be your main way to confirm off | A basic extension after your command grab. Will likely be your main way to confirm off {{clr|D|5D}}{{clr|B|B}} midscreen, but you can get more in the corner. | ||
<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i> | <i>Reminder you can end the route early by cutting out the {{clr|C|[2]8C}} and instead use {{clr|A|[4]6A}}/{{clr|B|B}} to start your okizeme game.</i> | ||
}} | }} | ||
==Core Combos== | ==Core Combos== | ||
===MidScreen=== | ===MidScreen=== |
Revision as of 00:22, 22 June 2022

Combo Notation Guide | Character Name Abbreviations | |||||||||
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Preface
Kagura's combo game is very important as he struggles in neutral and can spend the entire match trying to get that one good hit and get in. Maximizing damage is just as important as minimizing drops to setup more advantage. Important things to note before coninuing on.
- The combos notated will always directly use moves names regardless of what you are meant to be holding. This comes up while trying to charge to get [4]6A/B or [2]8B/C, and also when doing multiple stances in a row, if you are holding a direction and try to enter a stance kagura has already done he will instead enter neutral stance. Example: 2DA > 5DC > [2]8B this is a common extender for kagura to help with the charge rather then pressing 2DA releasing 2 and then pressing 5DC, you can instead simply hold the 2 input and input DC to get a 5DC.
- Most of kagura's routes will end with 2DB > [2]8C > [8]2C, but everytime this occurs rather then going into [2]8C you can instead perform [4]6A (midscreen) or [4]6B (corner) to setup a okizeme situation with the orb pressuring the opponent as they wake up.
Notation | explanation |
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2C/3C > OD > 2C > 2DB > 6DA > 28D/OD | standard string to tack on extra damage with OverDrive, works anywhere. |
Corner OD activation at end of combo | i know you can get more in the corner but i dont remember what specifically it was (at the end of combo) |
2DA/6DC > 28D | Easy points durring combos in which you can end early or tack on the end for big unburstable damage. *Note still requires having free stances to perform the super |
2C > ASTRAL FINISH | unlikely to be used but knowing how you can combo into astral may help to close out a close game when the situation arises |
Beginner Combos
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Basic combos are simple combos with the fewest requirements and conditions possible.
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Starter > 2C > 6DC > 2DB > [2]8C > [8]2C
An easy route to convert off of most stray hits you will land. Can be started by any of Kagura's normals besides 5C.
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 > 6DC (in air) > 2DB > [2]8C > [8]2C
A basic extension after your command grab. Will likely be your main way to confirm off 5DB midscreen, but you can get more in the corner.
Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.
Core Combos
MidScreen
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Core combos balance potency with consistency. They:
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starter > 2C > 2DA > 5C > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
This is your main way to deal damage while midscreen. The 5DC will whiff if you are too far away, usually only if you do max range 6B > 2C or a raw far away 2C.
Do the [2]8B as soon as you can and delay [8]2C heavily.
Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.
6C > 6DA > 2DA > [4]6A > 2C > 2DA > 5DC > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
6C is a big callout anti air that will lead to big damage. This route will have problems if you are too close to the corner.
Do the [4]6A as fast as you can after the 2DA
Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.
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.
Specialized Combos
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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starter > 3C > 5DC > [4]6A > 6C > 6DA > 2DA > [8]2C
An uncommon starter but knowing the situation will allow you to maximize your damage off of stray. Something very important for kagura.
Combo Theory
Notation | Conversation | Full Name |
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[4]6A/B | A or B Orb | Dragon Spirit |
D28 | Zanga | The Dragon Lord's Striking Fang |
Midscreen
Corner
Meter Managment
External References

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