Chaos Code/NSC/Kagari: Difference between revisions
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'''Combo Videos''' | '''Combo Videos''' | ||
Combo Tutorial | |||
http://www.youtube.com/watch?v=YLPR4CqG9rs&feature=youtu.be | |||
*Highly recommended video. | |||
Basic Combos | Basic Combos |
Revision as of 19:29, 6 January 2013
Introduction
Run vs Step
Run - Kagari has a very fast run speed, and seems to be the common choice among Japanese arcade players.
Step
Combos
These combos are not definitive, and can be altered to whatever works best for you. Keep in mind you can add in j.C > j.D > etc. for extra damage.
Midscreen
2B > 2A > cl.5C(2) > 2D
2B > 2A > cl.5C(2) > 2B > f.5C > 2D
2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 214C
2B > 2A > cl.5C(2) > 5D > 3B > 236236B
2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 236236A/C
2B > 2A > cl.5C(2) > 5D > 3B > 214A+C > 214A+C > 214A+C > (corner, ground bounce) > 2B > 2C > sjc > j.B > j.D > Airthrow
2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 214C > j.214214B
- If you start this combo from near to the corner to your back, the 214214B can wallsplat, allowing you to 2A > 2C > j.B(2) > 2D > Airthrow.
2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 2C > sjc > j.B(2) > j.D > Airthrow
2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 214C > 214C > 214C > (j.214214B)
2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 214C > 214C > 236236A/C
2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 236B > 236236A/C (or 236236B)
2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > 5D > j.B(1) > j.C > j.D > Airthrow
2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > 5D > j.B(1) > j.C > j.D > rejump j.A > j.B > j.C > j.D > j.A > j.B > j.C > j.D
Corner Carry
IAD > jC > jD > 5A > 5B > 5C(2) > 3B > 2141236C > 214B > IAD > jC > jD > 5A > 5B > 5C(2) > 214AC > 214C > 214C > (corner, ground bounce) > 2B > 5B > 5A > 5C > Super Jump Cancel > jB(1) > jC > jD > Airthrow
(IAD > jC > jD > 5A > 5B > 5C(2) > 3B > 2141236C > 214B)x2 > IAD > jC > jD > ender combo (depending on meter)
Corner
2B > 2A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 2C > sjc > j.B > j.D > Airthrow
IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 214C > 214C > 214C (stun)
Throw Combos
Throw > whiff 2A > 3B > sjc > j.A > j.C > j.D > land > jump > j.A > j.B > j.C > j.D > sj > j.B > j.C > j.D > Airthrow
- Example [1].
Combo Videos
Combo Tutorial
http://www.youtube.com/watch?v=YLPR4CqG9rs&feature=youtu.be
- Highly recommended video.
Basic Combos
http://www.youtube.com/watch?v=BDuvzlxvhwg
Advanced Stun Combo
http://www.youtube.com/watch?v=BDuvzlxvhwg
Basic Combo Extensions
http://www.youtube.com/watch?v=-79omFdmhQE
Corner Carry Combos
http://www.youtube.com/watch?v=V-mo6OjnHWc
Chaos Shift and Exceed Chaos Examples
http://www.youtube.com/watch?v=cqM5lJ3Wt3Q
Move List
Normal Moves
5A - Mid. Cancelable. Standing chop.
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2A - Mid. Cancelable. Crouching chop.
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cl.B - Low. Cancelable. Side kick.
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5B - Mid. Cancelable. Side kick.
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2B - Low. Cancelable. Fast crouching low kick with decent range.
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cl.C - Mid. Cancelable. Two hit sword slash and stab. Can be jump and special cancelled after either hit.
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5C - Mid. Cancelable. Sword thrust, seems to have good range.
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2C - Mid. Cancelable. Sword swipe anti-air. Moves Kagari forward a bit.
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cl.D - Mid. Cancelable. Standing knee attack.
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5D - Mid. Not cancelable. Kagari leans to the floor and angles a kick up high. Anti-air looking move.
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2D - Low. Not cancelable. Standard sweep.
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j.A - High. Cancelable. Jumping horizontal chop like 2/5A.
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j.B - High. Cancelable. Two hit jumping move, one kick goes straight and the other slightly up.
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nj.C - High. Cancelable. Sword slash below.
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j.C - High. Cancelable. When jumping away or towards j.C becomes a sword stab move. Strong move, seems to be active a very long time.
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nj.D - High. Cancelable. Kagari does the jumping splits.
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j.D - High. Cancelable. When jumping away or towards j.D becomes a standard horizontal kick.
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Command Normals
3B - Low. Cancelable. Kagari scoots up a bit then does the splits.
A+C - Airthrow. Combo ender, and can leave you in a knockdown position in the corner.
Special Moves
Kasumi Nagi - 214A/C (follow up two more times)
This is her three part rekka series. Very useful in combos, and your go to meterless combo tool. If you have a stock of meter, you can follow up the last hit with j.214214B.
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Shuriken - Senkou - 236A/C
The ever useful shuriken. Useful for zoning/spacing and general annoyance. Builds a bit of meter when it hits, and a tiny bit on block.
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Mugen - 236B/D (hold K for low attack for D ver)
Kagari runs forward and either swipes or hops with her sword. Builds meter on whiff but risky doing so. Could be useful for whiff punishing.
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Mugen - Utsuroi - 214B/D
This is Kagari's command dash which helps her make up space, and useful for mixup on opponents who respect it. Does not build meter.
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Genjin - 623A/C
Typical Shoryuken attack. Does good bits of damage and good combo ender as well. Don't mash this out too much. Both versions build roughly the same amount of meter.
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Extra Specials
Shuriken - Rakurai - j.236A/C
A very useful special move to pick at character select do to the fact it gives Kagari more spacing control, and helping her build meter on hit while doing so.
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Kawarimi - Oboro - 22A/C
This is a counter move. When hit during the animation Kagari will teleport above with a random object she leaves behind on the ground.
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Ultimate Chaos
Ougi - Rasen - 236236B/D
Kagari dashes forward to kick the opponent up in the air, following up with the beloved Izuna drop. Both versions seem to do the same amount of damage.
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Ougi - Manji Senkou Ha - 2141236A/C
Kagari creates a wave of energy with her sword. This super is a good combo extender. This move almost goes full screen. Both versions seem nearly identical. |
Extra Ultimate Chaos
Ougi - Harinezumi - 236236A/C
One of the selectable supers. This one Kagari uses her "robo dreads" to pierce and punch the opponent and inflicting poison. A good combo ender as it deals a lot of damage.
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Ougi - Ryuusei Kyaku - 214214B/D (midair also)
Probably the more popular super to choose, due to the fact that it's a great combo ender and when it wallsplats at a certain distance, Kagari can continue a small pickup combo afteward. Both versions seem to go the same distance, unless done in the air.
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Destruction Chaos
Hi Ougi - Ura Rasen - 2363214A+C
Her most powerful super, it uses all three bars of meter. Kagari turns around and back bumps the opponent, and a seal appears while her armor disappears. She carries the opponent up and slams them against the walls for eight hits before coming down again. This super is a very good punish at close range, and very easy to combo into. Don't be afraid to use it to get ahead and win. |
Gameplay
Defense and Spacing
Offense, Mixup, and Knockdown
On knockdown, Kagari can try something like this [2]. When the opponent is knocked down, whiff a 2A to help with the timing. Immediately after, instant airdash and then hit j.A to stop your momentum. If you time it right, you will pass through the character and land on the opposite side. Try adjusting the timings to keep your opponent off guard. Not sure if its completely safe, but worth a try.
Also on knockdown, something as simple as jumping over/instant air dashing with the A Shuriken can be effective, since it too crosses up.
Colors
Notes:
- PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- A Button: Normal version.
- B Button: Eva Unit 02 (Neon Genesis Evangelion)
- D Button: Nirvash (Eureka Seven)
- R1+B Buttons: Hyaku Shiki (Zeta Gundam)