BBCF/Kagura Mutsuki

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Overview

Overview

Kagura is a stylish, high damage character with huge normals and a unique input system: His Drive attacks use a stance system and all of his specials require charge motions. Kagura has access to 3 stances that make up his Drive attacks. These stance attacks range from a command grab, to crossups, to an overhead. His Projectiles functions as a solid approach and okizeme tool, which help him keep up the momentum. His Overdrive shines as a combo tool and greatly increases his damage potential. It removes many restrictions on his stances and improves some of his attacks.

Kagura does have notable weaknesses, however. His longer ranged normals have notable startup and recovery frames, so whiffing them is dangerous. Kagura's faster normals also lack range and he is also heavily reliant on Dragon's Ascent as his only reversal outside of using Overdrive, which has its own problems. He also lacks safe and reliable mobility tools. This makes it difficult for Kagura to catch slippery opponents. Regardless, if Kagura can properly bulldoze his way in or force his opponents to approach, he can make the most of his tools and easily close out a round. While charge motions may be confusing to pick up for some players, Most of the difficulty in learning Kagura comes from understanding his neutral game.
Playstyle
Kagura Mutsuki is a high-risk, high-reward character that preys upon predictable opponents with large, oppressive buttons and a plethora of call-out options.
Pros Cons
  • Space Control: Massive, sweeping normals coupled with powerful anti-air tools allow Kagura to demand respect from his opponents.
  • Powerful Stances: Many of Kagura's stance attacks have armor or invulnerability properties, allowing him to call out any attack from a predictable opponent.
  • Flashkicks: Kagura's B and C Fafnir work as an excellent anti-air and reversal respectively, with a simple input that cannot be crossed up.
  • Big Muscles: Kagura has above average health and fantastic damage, allowing him more mistakes and his opponents fewer.
  • Potent Mixups: A quick standing overhead, instant overhead, stance high/low, stance left/right, and a command grab means Kagura has many options to open up his opponent.
  • Snowball Potential: High damage, strong mixups, and good defensive options means mounting a comeback against Kagura can be a daunting task.
  • Poor Mobility: Kagura has the slowest run and airdash in the game, while his more mobile attack options carry higher risk.
  • Suffers at Midrange: Kagura's fastest pokes have pitiful range, and his larger attacks have long recovery.
  • Middling Air Conversions: Despite having strong air normals, Kagura's midscreen air-to-air conversions are very limited.
  • Charge Requirements: Kagura cannot perform a reversal or projectile on demand, instead he needs to buffer or predict when he'll need them ahead of time. This is especially apparent in Hard Knockdown situations, where Kagura cannot emegency tech to maintain Flash Kick charge, leaving him with no reversal option outside of Astral.

Drive: Black Gale

Kagura's Drive allows him to enter three different stances; Stances are performed with 5D, 6D, and 2D respectively. Each stance comes with its own set of unique moves that are initiated by pressing A/B/C after entering the stance. Stances and stance attacks can be canceled into each other directly, and stance attacks can be chained together once consecutively (for example, 5D~2D~6D). Stance attacks only chain into each other on hit or on block. Once a stance is used in a D chain, it cannot be used again until coming out of stance (5D~2D~5D does not work). Kagura can press 4D to cancel a stance. All three stances stances are also usable in the air, these drop Kagura to the ground before using the same grounded moves (see more info below).

Kagura's drive moves are considered special moves and thus experience Same Move Proration.

Overdrive: Infinite Coupling

Overdrive greatly increases Kagura's damage potential.

  • Removes the limit on stance cancels in D attack strings.
    • Note that Kagura still cannot cancel a stance attack directly into the same stance.
  • Can dash cancel all C attacks on hit or block, except for 3C.
  • Can special and dash cancel all D attacks on hit or block.
  • 5D~C launches upwards instead of behind.
  • 6D~C slides the opponent across the screen.
  • 2D~B and 2D~C cause hard knockdown.
  • [4]1236C gets an additional follow-up attack.
  • D~28D deal more hits and damage.

Unique: Is a Charge Character

Kagura is the only dedicated charge character in Blazblue. Though some other characters have charge distortion drives or astral finishes, Kagura's special moves are exclusively made up of charge inputs, which may be familiar to players of other fighting games.

Instead of performing motion inputs, Kagura needs to hold a cardinal direction for a certain number of frames before performing the motion and pressing the button, failing to meet the charge requirement will cause the special move to not be performed.

  • Kagura's special moves each have different charge timings.
    • [2]8B/C requires 45 frames.
    • [4]6A/B requires 45 frames.
    • j.[8]2C requires 20 frames.
    • [4]1236C requires 30 frames
  • Kagura can charge at any time, including during hitstun, blockstun, superflash, during other moves, or even before the round starts.
  • Charge inputs can be done with any backwards or downwards direction, depending on what the move requires.
    • Charging is done independently, thus Kagura can charge both [4] and [2] at the same time by holding 1.
    • You can also switch between backwards/downwards directions at will and maintain charge. For example: Kagura can swap from [4] to [1] to block a low, and maintain his charge for [4]6A/B.
    • The final direction can also be any input on the opposite end of the from the original direction, therefore [1]6A, [1]3A, [4]3A and [1]9A are all examples of valid inputs for performing Kagura's [4]6A.
  • After releasing a charge direction, you have 10F to perform the next input, meaning you can walk forward slightly or even perform a microdash.
    • For [4]1236C, it's even more forgiving, after releasing 4, you have 12F to perform each direction input in turn, meaning theoretically you can perform the move 48F after releasing 4.
  • What is defined as forwards and backwards is only checked when a button is pressed, therefore if you were holding [6] before swapping sides (For example, to run underneath them), that will count as charging [4].
  • Charge Partitioning does not exist in Blazblue.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 5 3 9 ±0 B

One of the faster 5As in the game, and Kagura's fastest button. Can be used as an anti-air, but requires precise spacing to do so.

5A can combo into 6C on air CH leading to good damage, making it useful for challenging mixup options that leave the opponent airborne such as Ragna's Gauntlet HadesBBCS Ragna the Bloodedge 214B.pngGuard:
High/Air
Startup:
20
Recovery:
28
Advantage:
-12
, as well as certain aerial approaches like Hazama's Chain followupsBBCS Hazama DFollowup.pngGuard:
-
Startup:
-
Recovery:
22
Advantage:
-
. However, 6C will whiff on normal air hit, making this routing riskier if you aren't certain of the CH.

  • Whiffs on all crouching characters except for Hakumen. Also hits Tager because of his crouching animation, but not always.

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480 Low 8 3 11 ±0 F

A quick, but very short range 5B. Kagura's best option for stagger pressure at ±0 frame advantage.

Sees use as a tech trap in corner oki. 66~5B after a Cfaf>Kad ender can catch an immediate forward roll, back roll, quick rise and no-tech. If it whiffs due to the opponent neutral teching, you can still meaty afterwards thanks to 5B's short recovery.

  • Cancels into 5BB on hit or block, helping Kagura maintain a [4] charge.


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 Mid 19 4 23 -4 B

Huge, but slow swing with the sword. Kagura's best starter, use this for big punishes. Blows opponent away on air hit. On non-CH can confirm into 6D~C and 2D~C from closer ranges, and 2D~B from all ranges.

  • Causes wall bounce on Air Counter Hit.


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 3 10 -1 F

Standard 2A. It can hit crouchers, unlike 5A, at the cost of slightly worst startup and recovery, and being minus on block.


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 Low 10 3 14 -3 F

Has better reach than 5B, but slower startup. Better for certain pickups off the ground than 5B. As a relatively diminutive 2B, this has very little use in neutral. Useful pressure button, adding another low threat to Kagura's blockstrings. Delay gatling between this and 5B to catch Jump attempts, or attempt a dash up button pressure reset on block.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Mid 16 7 23 -9 F

A long ranged thrust. Although it hits mid and has long recovery, it is still a very useful poke and pressure tool. Range is similar to 5C, but 3F faster, making it a slightly better tool at midrange. The entire sword does not have a hitbox on the first two active frames, only about the first 1/4th of it. Can be late canceled into 5C on block and hit.

Due to being a mid with a foot property, 2C interacts with other moves in unique ways, which can be good or bad for Kagura depending on which attribute the opponent's attack cares about. 2C will beat Tager's SledgehammerBBCF Iron Tager 236B Charge.pngGuard:
All
Startup:
35~56
Recovery:
20
Advantage:
-7
armor despite being a mid, lose to Azrael's 3CBBCP Azrael 3C.pngGuard:
Low
Startup:
15
Recovery:
18
Advantage:
-9
despite being a mid, and lose to Hakumen's 5DBBCS Hakumen 5D.pngGuard:
-
Startup:
-
Recovery:
40
Advantage:
-
despite having the foot property. Still a very good and useful move overall, but needs to be used with caution in certain match-ups.

  • Hitbox fully extended at 18F.


6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 19 -3 B

Kagura's very short-ranged overhead in which he attacks his opponent with his elbow, force crouching. Only gatlings out of 5A and 2A, and has no gatlings of its own. Links into 2C on counter hit, can be linked into 5A on normal hit against Tager and Hakumen, and late canceled into [2]8B on everyone. Causes ground bounce on air hit.

  • Bonus Proration 110%.


6B/5BB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 9 4 21 -8 B

Kagura's middle ground between speed and range. A good attack all around; it acts a combo staple, has deceptively long range, and leads to great damage, making it an excellent punish tool and good neutral poke. One of Kagura's few jump cancellable attacks, allowing for an instant overhead with TK j.[8]2C. This also makes it useful for baiting Overdrive since almost all of Kagura's followup options off 6B are gcOD unsafe. This move has fairly high recovery and is gcOD unsafe itself, so don't throw it out too haphazardly.

Due to the nature of its input, you may sometimes get [4]6B when trying to execute this move from downback or out of blockstun. To avoid this, you can drop charge by performing 45456B or 4646B. While cumbersome, this is an important skill to learn.

  • Jump cancelable on block/hit.


6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Mid 22 6 29 -10 B

One of, if not the tallest normal in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used for calling out jumps and chicken blocking. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of follow-ups, notably 6D~A and 2D~A. On CH, causes wall bounce and hard knockdown, allowing for an easy 6D~A or 3C pickup or another 6C for almost fullscreen corner carry. It is also commonly used as a combo tool after CH 5D~C, or after 2D~B(1) RC to convert long-range 2C and 5C hits into full combos.

Very powerful normal for jailing opponents in the corner or controlling space. It's slow speed imposes limitations on its use, but it's long blockstun is fantastic for trapping opponents attempting to jump out of your corner pressure. Stance Cancelling this move with 2/5/6D~4D spaces Kagura out much further and leaves him only -6, making the move much safer. Sees some use as a niche pressure tool due to it's long blockstun creating Drive mixups which are difficult to mash or jump out of.

Frames 20 and 21 of this attack show the sword being fully swung and in the air, but do not have an active hitbox. This creates situations where Kagura's sword appears to go right through the opponent, without actually hitting them.

  • Bonus Proration 110%


3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 14 3 23 -9 F

Kagura's sweep. Launcher, decently fast and useful for ground combos, but has considerable recovery and low reward at mid-screen. Don't try and use this as an anti-air. Has some uses in neutral, but is primarily used as a combo tool.


j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

A fast, forward air poke. Great for fuzzy guards as it can gatling out of j.B. Rising j.A is also great for controlling space in neutral and is a staple tool for stopping reckless approaches from airborne opponents.

Kagura lacks easy ways to convert air strings midscreen, but ending an air string with j.C gives a good knockdown. In the corner can convert a j.A hit into j.B>j.[8]2C for a full combo.


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 High/Air 10 4 15 H

An air poke that hits below and behind Kagura, making it his only jumping cross-up normal. j.B is also Kagura's safest aerial button for when the opponent is directly below him.


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 High/Air 13 5 24 H

Kagura does a huge downward swing with his sword while airborne. Has a good hitbox, making it an ideal aerial defensive tool when properly spaced. Poor as an air-to-air due to being rather slow with very little reward, but fantastic for restricting space and scoring a knockdown. Staggers for a long time on a grounded CH. The part of the sword directly below and behind Kagura's head does not have a hitbox; only the parts from his head and forward do. Can be used as a rising overhead against specific characters.


Drive Moves

Stance

5D/2D/6D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Ground Stance 72
Ground Stance Cancel 21
Air Stance 73
Air Stance Cancel ??
  • Earliest cancel into a drive attack is 10F.
  • Earliest cancel into a drive attack from stance change is 8F.
  • Earliest cancel into Air Drive attack is 8F.
  • Air Stance quickly dives to the ground before using a Drive attack. Kagura has 10F landing recovery before starting the attack.
  • 2D is considered crouching like most crouching normals but none of the moves performed from this stance are.

Kagura enters stance on frame 1. Each stance (5D, 2D and 6D) has a maximum of 3 attacks + his super. Any stance can be canceled into another stance quickly. Any stance attack can be canceled into another one from a different stance (5D~A > 2D~B > 6D~C) for a maximum of 3 chains (except during Overdrive), in any order. The chain is reset when a normal is used between drives.

Air version hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the Drive. Some stance moves will leave Kagura in the air at their earliest cancel point, giving him the air followup versions: Stance Command Throw 5D~B and his Stance Overhead 2D~A both behave like this.

You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks. This is useful for some combos and for surprising opponents with air stances.

Due to almost all moves cancelling into Stance, you can 'fake out' stance by performing 2D/5D/6D~4D. This is particularly useful for opponents looking to gcOD your stance moves on reaction, which is one of Kagura's weaknesses. This also can make some moves more safe on block, below is a chart of frame advantage with and without stance cancelling. Some moves also become more spaced and difficult to punish with this (such as 6D~C).

Stance Cancel Framedata
AttackWithout 4D~DWith 4D~D
6B-8-14
3C-9-14
2C-9/-7-10
5C-4-8
6C-10-6
5D~A-6/-3*--9
5D~C-16-8
6D~A-6-10
6D~B-8-10
6D~C-11-8
2D~A-31-3(-16 SD)
2D~B-7-12
2D~C-9-8
Notes: * = Backdash/Forward Dash cancel advantage. ** = Technically -3, but with punishable landing recovery.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Ground Stance - - - - -
Ground Stance Cancel - - - - -4 [-2]
Air Stance - - - - -
Air Stance Cancel - - - - -

Ground Stance:

  • Can cancel into attacks and other stances on frame 10
  • If this is the second or third stance used in a string, can cancel on frame 8


Ground Stance Cancel:

  • onODR data in square brackets is when this is the second or third stance in a string


Air Stance:

  • Can cancel into attacks and other stances on 8

Unique Dash Cancel

66 or 44 after specific moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Forward 22
Backward 25 1~9 All
  • Dash cancel, only available on hit or block after 5D~A normally, however all drive moves and C normals gain this during overdrive.
  • Both dashes are fixed duration and distance and are different to Kagura's normal dashes
  • Backdash can be stance cancelled from Frame 19
  • Forward dash can be stance cancelled from frame 17.
  • Using dash cancels only breaks up the drive chain if their recovery fully completes. Performing 5D~A > 66 > 5D is not possible if using the 5f cancel window for stances before the recovery ends, but will reset the chain if the entire recovery is completed.

A move you'll mostly use to make 5DA have more options when blocked, but in overdrive opens up a few more combo routes by allowing Kagura to reposition slightly between his attacks, most notably after 5D~C and 2D~C. Can also be used during overdrive pressure to do some unexpected movements or bait counterattacks, despite how flawed Drive pressure may be.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Forward - - - - -4
Backward - - - - -1

Forward:

  • Can cancel into Drive 17-22F


Backward:

  • Can cancel into Drive 19-24F

Dragon Blast

5D~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 19 3 31 -14 B 7~21 Guard HBFP
  • Staggers opponent on ground hit.
  • On air hit, blows back slightly with wallbounce in corner.
  • Fatal Counter, staggers longer on CH (43F).
  • Has Super Armor on frames 7-21 against everything but lows.
  • Air unblockable.
  • Only move that can be cancelled into Kagura's unique dash cancels without Overdrive.

Kagura throws his sword into the ground and punches it towards his opponent. Primarily used as a call out for mashing and a safer way to end pressure, but is also situationally useful as an anti-air. Loses to throws and lows. Not the best combo starter, despite being a fatal counter.

Can be canceled into a stance dash on hit/block. While it is -3 (backdash) or -6 (forward dash), Kagura can cancel the last 5F of each dash into Stance. Typically its best to backdash and reset to neutral if they block this move, as smart opponents will recognize that this move signals the end of Kagura's turn, though it is possible to make hard callouts with 6D~A against certain body-attribute attacks.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Normal 80 89 3 -35 [-33]
  • Fatal Counter
  • Forward Dash cancel is -3. Back Dash cancel is -6
  • On Guard Point, hitstop for Kagura is 0F. Opponent hitstop unchanged
  • Can guard point up to 3000 damage

Dragon's Claw

5D~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 300, 1200 Throw(120) 7 3 38 T
  • Ground bounces on second hit.
  • Minimum damage 100%.
  • Has 344 pixel range.

Short-ranged command grab followed by Kagura doing a mid-air spin kick to his opponent. Canceling into drives will put Kagura in air stance. Both the first and second hits can be canceled into specials. Commonly followed up with 6D~C midscreen or [2]8B/[8]2C in the corner. If you have back-charge before activation, you can cancel the first hit of 5D~B into [4]6A which can lead to huge damage. Overall a fantastic tool against conditioned opponents and calling them out on their passivity on defense, but has lengthy recovery on whiff.

Terrifying mixup tool. Leads to some of the highest meterless damage for a command grab in the game (especially in the corner or buffered out of another move to retain A Orb charge), can be used easily in stagger pressure to call out passive opponents, or as a mixup on the opponent's wakeup. Due to its short range, it's advised that you microdash the input in order to make sure it lands. This is typically used in place of Kagura's standard throw due to it's increased range, since Kagura's slow run makes it difficult to use.

5D~B can purple grab opponents if you cancel out of a move into it too quickly. This can be useful in specific cases to Throw Counter some mashes, but typically you'll want to avoid doing this.


Dragon Slaughter

5D~C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700, 1200 Mid 17 3 (14) 3 34 -16 B 1~36 H
  • Wall splats in the corner, and wallbounds midscreen on CH
  • Launches the opponent behind Kagura normally, and directly upwards in OD
  • Head invuln from frame 1.
  • Air unblockable.

Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it's canceled into 2D~B. Commonly used as an anti-air and combo tool. It's easily controllable which side you want the opponent to end up on after 5D~C in combos, giving Kagura access to easy side-swaps.

The frame 1 head invulnerability and huge hitbox make it a powerful anti-air, but it has extremely bad recovery on whiff and its hitbox does not extend behind Kagura unlike what the animation may imply, so be sure to use it wisely. Remember the stance takes a minimum amount of time before you can go into this move, so in reality it's not a proper anti air reversal.

Dragon Strike

2D~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 High/Air 20 7 41 -27 H 4~26 FT
  • Fatals on CH.
  • Ground bounces on hit.
  • Cancels into air stances, will cancel into ground stances if done late in the animation.
  • Foot and throw attribute invulnerable once Kagura leaves the floor.
    • This is also true throw invulnerability, even throws that can catch airborne opponents will fail.
  • Has 30f startup done raw, and 28f startup when canceled into from a different stance attack.

Kagura jumps from his crouching position and slams his sword to the ground. Can be used to beat out low/throw mash attempts to being airborne and foot invulnerable. Has a long ground bounce on hit, allowing combos into 5D~A and [8]2C in corner or [4]6A midscreen. Leads to excellent damage and has good startup for an overhead, but is easily punishable on block. Huge recovery on whiff.

It's possible to make 2D~A safer by stance cancelling it in the air by inputting 6D/5D~4D. This puts Kagura in a falling state where, while he cannot act, he can barrier block. This still has punishable landing recovery which means it remains unsafe, but it can throw off your opponent's punish timing.

There exists an OS to confirm into [8]2C on hit and stance cancel on block, input 2D~A[7]1CDD. Useful in the corner since Kadamos leads to good damage after 2D~A

Dragon's Blade

2D~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 1200 Low/Air, All 13 3 (10) 2 22 -7 F
  • First attack hits low and causes hard knockdown.
  • Second hit is mid and is emergency techable.
  • Second hit causes hard knockdown in OD

Kagura surfs towards his opponent on his sword. Surprisingly quick, and covers a lot of ground. First attack hits low, second hit is a mid. This move can be followed up by RCing the first hit. Gives hard knockdown on CH, and can be followed up with other Drives. Standard ender, can be cancelled into Fafnir or Rindo for damage, or Orbs for oki. This move is punishable, particularly so on IB, so don't use it mindlessly.


Dragon's Dual Strike

2D~C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 1200 Mid, Low 18 2 (19) 3 27 -9 B, F
  • Untechable knockdown on CH.
  • Causes spin state when hitting grounded opponent.
  • Air unblockable.

Kagura attacks with an upwards and then downwards strike. Commonly used as a combo tool, during pressure, and as a way to safely end pressure. The first swing hits mid and vacuums, while the second hits low and with slightly more range.


Dragon's Fang

6D~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 All 26~35 3 22 -6 B 1~(25~34) B
  • Fatal Counter
  • Ground bounces on hit
  • Body Invuln from frame 1~(25~34)

Kagura dashes forward and swings his sword downwards towards the opponent's feet. Hits mid and is relatively safe on block, but its long startup and small vertical hitbox leaves it vulnerable to being jumped. The startup (and therefore the invuln) depends on the distance from the opponent, if they're further away then the startup will be longer as Kagura travels before performing the slash. On hit, groundbounces and can be linked into normals, making it useful for combos despite its scaling.

6D~A can be used as a callout tool for high-recovery Body moves, such as reversals. This is particularly effective since, unlike blocking the move, the opponent can't RC if you invuln through. Unfortunately, 6D~A's proration values aren't the best, so even with it's fatal counter properties it's often going to lead to less damage than a CH 6B or 5C punish starter. The upside to this is that you can callout opponents who are reacting to Stance startup with this move, which many opponents will rely on to deal with Stance mixups such as 2D~A. Alternatively, it can be used as a hard callout on opponents carelessly throwing out large Body moves in neutral such as Es's 5CBBCF Es 5C.pngGuard:
Mid
Startup:
12
Recovery:
21
Advantage:
-7
or even Susano'o's 5BBBCF Susanoo 5B.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-5
.

You may still lose to some very active moves such as Naoto's Inferno CrusaderBBCF Naoto InfernoCrusader D.pngGuard:
Mid
Startup:
9
Recovery:
38+16L
[29+16L]
Advantage:
-45 [-28]
in some situations, due to the Body Invuln on 6D~A not carrying over into it's active frames. It's still possible to beat these moves with the correct timing, but requires extra care in order to do so. Being vulnerable to projectiles also means it will lose to reversals such as Litchi's Tsubame GaeshiBBCS Litchi TsubameGaeshi.pngGuard:
Mid×3, All
Startup:
11
Recovery:
Total: 58
Advantage:
-21
and Lambda's Calamity SwordBBCP Lambda CalamitySword.pngGuard:
High
Startup:
10+(52 Flash)+1
Recovery:
Total: 68
Advantage:
-27
, and 6D~C should be used instead.

While it can be used as a mixup in conjunction with 6D~B, this is not typically recommended due to both moves' slow startup and vulnerability to being mashed or jumped on reaction, leaving this mixup with questionable applications when Kagura has so many other fantastic ways to open opponents up.

Dragon's Mirage

6D~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 33-42 3 24 -8 B 1~(8-16) B
27~39 All
  • Switches sides, but does not go fullscreen.
  • Body invuln from frame 1~(8-16), full invuln from frames 27~39 distance depending.

Kagura slides through his opponent and attacks them from behind. Crosses up. Typically used as a means of switching sides mid-combo. Has some invuln mid way into the move (some being used loosely), but notably less than 6D~A . This attack has a maximum range it can travel, and Kagura will always teleport during this move even if he is too far to switch sides with his opponent.

This move is extremely slow and leads to average reward on hit when compared to Kagura's other mixups. Should only be used if you really think your opponent is going to respect you, and even then 5D~B is usually better for calling out respect. This move's issues are exacerbated by the fact that both 6D~A and 6D~B lose to jumping, which can be done reliably on reaction to either move's startup, so relying on this as your primary mixup tool is ill-advised. It's invuln is quite wonky as well, which means 6D~A is preferred for the purpose of callouts. Use this at your own discretion.

Sky Dragon's Strike

6D~C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All 13~18 6 26 -11 B 7~23 Guard P
  • Blows back opponent on hit.
  • Armored against projectiles from frames 7~23
  • Wallbounces on counter hit.
  • Hitbox fully extended on 20F.

Kagura charges and thrusts his sword forward towards his opponent. Blows back on hit, but can usually be followed up with 2D~B midscreen. Very good combo tool and corner carry. Does not hit crouching opponents at max range and does not go fullscreen. Inexplicably has a hurtbox all around the sword starting at 20F, leading to some very silly looking interactions. Can be low-profiled by many characters, so try to avoid being too predictable with it.

Counterhit leads to great damage midscreen. Usually safe on block when performed from a distance thanks to 2D/6D~4D making it safer on block and spacing Kagura further out. Be careful of whiffing it due to it's fairly long recovery. Amazing callout tool for opponents using projectiles or setup moves, but it's fairly easy to call out if they see it coming. Avoid autopiloting this in pressure since it's very unsafe to gcOD and low-profile attacks often completely pass under it. While Wyvern is a very powerful tool to have, always be mindful of its shortcomings.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Normal 80 84 5 -27~32 [-25~30]
  • Hitbox fully extended on 3rd active frame
  • On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged


Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 1400 Throw(70) 7 3 23 T

Due to Kagura's poor mobility and general gameplan, it can be difficult to use his normal throw effectively in pressure. Nonetheless, it leads to decent reward and good corner carry anywhere on the screen. Has a kara throw input using 6B~C


Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 1400 Throw(70) 7 3 23 T
  • Functions the same as Foward Throw before it hits.

The same as Kagura's forward throw, but in the other direction. This can occasionally be difficult to follow up if throwing an opponent out of the corner.


Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 200, 800 Throw(120) 7 3 23+3L T

Slams the opponent down to the ground. Gives Kagura very consistent followups because he always falls to the ground with his opponent. The fourth hit causes ground bounce. Easy to follow up with [4]6A.

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 5 28 -14 B 1~20 All

Has the same animation as his 6B. Not stance cancelable. Knocks away, short tech time. Not the best Counter Assault, but not the worst either.


Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Costs 25% Heat.
  • Chargable.
  • 180F Heat Gauge cooldown.
  • Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit.

Fairly short range Crush Trigger. Can be easily used in corner combos to increase combo damage. Can combo into [4]1236C from a level 1 charge for a cheeky, albeit expensive way to open someone up.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5A+B Normal 80 60 - -19
5[A+B] Long 80 100 - -29~60
Placeholder Description


Specials

Dragon Spirit

[4]6A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
A Dragon Spirit 700/600×2/600×3 All 18 Total: 36 -3 P1
B Dragon Spirit 650×2/500×4/500×6 All 40 Total 51 10 P1
  • 45F charge.
  • A version starts up faster and goes full screen. Gains more hits the further it travels, from 1 to 3.
  • B version takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage. Gains more hits the further it travels, from 2 to 6.

Orbs! Both will dissipate rapidly if Kagura is hit. You can use both in combos, A Orb as a neutral, pressure, and okizeme tool, or B Orb for okizeme with more frame advantage. A Orb is more effective in neutral, as B Orb carries a much higher risk with its longer startup. Both versions vacuum the opponent.

As both versions gain multiple hits as they travel, they can negate other projectiles while still being active themselves. Despite this, Kagura will still likely lose fireball wars due to the necessary charge time to throw one.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
A Dragon Spirit Normal 80 94×1/×2/×3 2 -10
B Dragon Spirit Normal 80 94×2/×4/×6 2 -25

A Dragon Spirit:

  • Does more hits the further it travels (max 3)


B Dragon Spirit:

  • Does more hits the further it travels (max 6)

Dragon's Ascent

[2]8B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
B Dragon's Ascent 700, 300×2 Mid 13 3,2,2 20+12L -18 B 1~19 H
C Dragon's Ascent 900, 200×5 Mid, All×5 9 2 (3) 2,2,2,2,2 29+20L -45 B 1~23 All
  • 45F charge.
  • B version is anti-air, C version is a full reversal.
  • Both can follow up into Kadamos on hit, without needing a charge.
  • B version has frame 1 head invulnerability.
  • B version is air unblockable, C version is not.

In anti-air and reversal flavors. B Fafnir is a powerful antiair that only has head invuln and is air unblockable, while C Fafnir is a completely invuln reversal but is not air unblockable. B Fafnir is safe on air block in most situations. C Fafnir deals slightly more damage, makes Kagura jump much higher in the air, and has a ton of untech time on CH, at the cost of being extremely unsafe on block. Both are frequently used as combo enders with their follow up attack, Kadamos. Damage also scales well in combos.

Due to having no invulnerable distortion drives he can use at neutral, Kagura is reliant on the C version of this move as his only practical reversal move, meaning it is extremely important to be charging this move whenever possible. Beware that Kagura cannot safely use Fafnir after a tech from hard knockdown as this requires Kagura to stop holding downwards in order to start a neutral tech, and the neutral tech animation is too short to fully charge this move in time, (Simply holding down and pressing a button to tech after a hard knockdown will result in a quick tech or roll rather than a neutral tech). This means Kagura is left without a wakeup reversal option in many situations so many characters can safely run their okizeme on Kagura without fear. However it is still possible to perform Fafnir after any other kind of tech roll or after an emergency tech if charged as normal.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
B Dragon's Ascent Very Short 90 79 3 -25
C Dragon's Ascent Very Short 60 82 4 -46

C Dragon's Ascent:

  • On hit, can cancel into followup on 24
  • reversal

Dragon's Dance

j.[8]2C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Dragon's Dance 1200 High/Air 13 3 Until L+8 H
Followup Dragon's Dance 1200 High/Air 14 5 Until L+8 H
  • 20F charge.
  • Hard Knockdown on hit.

Hits overhead. Is frequently used as a hard knockdown combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. The charging requirement otherwise prevents you from using it immediately after jumping or double jumping, but this can be mitigated by using a jump cancellable move like a 6B or j.A to delay the jump while still holding upwards hitstop. Unsafe on block, but is difficult for most characters to punish reliably due to its reach and pushback.

Can be used in many more places that it may initially seem. Despite lacking jump cancels, Kadamos is quick enough to make distinguishing between it and a delayed button or frametrap difficult, so it is realistic to use off of 5B or even 2B. Use this as a conditioning tool and a scary mixup tool in the corner.

Grants a full combo with RC or on CH, as well as some very specific heights on normal hit. Leads to good damage in the corner if these conditions are met, but can be somewhat tricky to convert midscreen.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Dragon's Dance Normal 90 82 4 -
Followup Dragon's Dance Normal 90 92 4 -
Placeholder Description


Distortion Drives

Supreme Dragon's Inferno

[4]1236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
[4]1236C 1100×3 All 1+(62 Flash)+3 P(13)P(13)P Total 59 -8 P2
[4]1236C OD Followup 380×3, 380×3 All 7+(51 Flash)+9 P(24)P Total: 7+(51 Flash)+92 P2*
  • 30F charge.
  • 180F Heat Gauge cooldown.
  • Each flame lasts for 12F.
  • Minimum damage: 495 OD: 951
  • No invulnerability whatsoever.

Kagura drags his sword through the ground and creates three pillars of purple flame that travel forward and grow in size. Projectile. Very fast get-off-me move that is only unsafe on block from very close. Has very poor minimum damage, and is frequently outclassed by Zanga as a damage super. In OD, the third hit causes a hard knockdown, and can be followed up with an RC. As this move has no invulnerability it cannot be used as a traditional reversal super, and is better used to try and catch your opponent in their recovery.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
[4]1236C Normal 80 92×3 4 -33
[4]1236C OD Followup Normal - 92×6 4 -

[4]1236C:

  • Minimum Damage 15%: 495
  • Each P in active frames represents a projectile spawned
  • Each flame is active for 12F


[4]1236C OD Followup:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 20%: 456

The Dragon Lord's Striking Fang

28D during Stance (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
xD~28D 500, 5000
[500×19, 3000]
Mid 1+(48 Flash)+10 3 51 -33 B 1~12 All
j.xD~28D 500, 5000
[500×19, 3000]
Mid 1+(48 Flash)+Until L+5 3 51 -33 B 1~Until L+7 All
  • Air OK.
  • Air unblockable.
  • 180F Heat Gauge cooldown.
  • Minimum Damage 1100 (1450 OD).

Kagura raises his sword and slams it to the ground, creating a gigantic, explosive pillar of purple flame beneath his opponent. Can be done either on the ground or in the air. The OD version has the chance to whiff the follow up at max range, but this doesn't usually happen. Has very little to no usefulness as a reversal super, as you need to be in a stance to activate it.

In the air version, Kagura does a small hop before slamming into the ground. However, the hitbox is not active during the descent, so opponents can jump out of it outright.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
xD~28D Long 80 84,50 [94×19, 50] 5 -47
j.xD~28D Normal 80 84,50 [94×19, 50] 5 -

xD~28D:

  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%×18, 15%]: 1100 [1975]


j.xD~28D:

  • Values in [] are during OD
  • Depending on height, Kagura can land during super flash, effectively making the startup post-super flash faster
  • Minimum Damage 20% [20%, 10%×18, 15%]: 1100 [1975]


Exceed Accel

Dark Flame of the Bellowing Dragon

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 250×4, 1500
{600, 250×4, 500×7}
All 20 [10] 3 34 -10 B 1~22 All
[1~22 All]

Kagura jumps from his crouching position and slams his sword to the ground. On hit, he slashes the opponent several times before finishing with a giant black flame. Has the same attack animation as 2D~A, but does not have the same hitbox.

This EA is another reversal option. The pushback on this move is rather strong, so it's difficult to punish outside of IB.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Long 100 100 - -30 [-20]
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {510+49}


Astral Heat

Black Dragon's Sky-Rending Blade

236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
31000 All 7+(42 Flash)+15 5 40 -24 B 1~32 All

Kagura ensnares his opponent between two slashes of black and purple lightning, and points his sword heavensward as it pierces the clouds with a gigantic pillar of black energy. He opens his eyes and delivers the final blow by crashing his sword down on his helpless opponent.

Somehow, Kagura's only metered reversal. It's a bit on the slow side, but is still quite practical thanks to it's large hitbox and easy combo potential.

Combos From:

  • Throw in the corner.
  • Air throw.
  • All C normals.
  • All stance attacks except for
    • 5D~B outside of the corner.
    • 5D~C outside of the corner or OD.
    • 2D~B outside of OD.
    • 6D~C outside of the corner.


Colors

BBCF Kagura color 1.png
BBCF Kagura color 2.png
BBCF Kagura color 3.png
BBCF Kagura color 4.png
BBCF Kagura color 5.png
BBCF Kagura color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Kagura color 7.png
BBCF Kagura color 8.png
BBCF Kagura color 9.png
BBCF Kagura color 10.png
BBCF Kagura color 11.png
BBCF Kagura color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Kagura color 13.png
BBCF Kagura color 14.png
BBCF Kagura color 15.png
BBCF Kagura color 16.png
BBCF Kagura color 17.png
BBCF Kagura color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Kagura color 19.png
BBCF Kagura color 20.png
BBCF Kagura color 21.png
BBCF Kagura color 22.png
BBCF Kagura color 23.png
BBCF Kagura color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

Kagura Mutsuki
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