# BBCF/Kagura Mutsuki/Combos

Combo Notation GuideCharacter Name Abbreviations
 7 8 9 4 5 6 1 2 3
Numbers represent direction on a keyboard numpad. For example, + becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = the previous move into the following move.
->/~ = the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =
AR =
AZ =
BG =
BU =
CR =
CE =
ES =
HK =
HZ =
HI =
TG =
IN =
IZ =
JI =
JU =
KG =
KO =
LA =
LI =
MA =
MK =
MU =
NA =
NI =
NO =
NU =
PL =
RC =
RG =
RE =
SU =
TK =
TS =
VK =
TE =

## 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.

TBW

## Beginner Combos

 Basic combos are simple combos with the fewest requirements and conditions possible. They: Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple

### Midscreen

The First Step
Very Easy

`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.

The Midscreen BnB
Easy

`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.

The Midscreen Corner Carry
Very Easy

`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.

Max Range 2C Anywhere
Very Easy

`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 Anywhere
Easy

`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.

Throw Anywhere
Very Easy

`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 Anywhere
Very Easy

`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 Anywhere
Very Easy

`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 Midscreen
Easy

`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

The Corner BnB
Easy

`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.

Corner Long Starter
Easy

`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 Corner
Easy

`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.2[8]C RC Conversion
Easy

`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: Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character

### MidScreen

Medium

`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.

xC 2DB(1) RC BnB
Medium

`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 Midscreen
Medium

`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.

Throw Midscreen
Medium

`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 Midscreen
Medium

`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 Midscreen
Medium

`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 Midscreen
Medium

`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 Midscreen
Medium

`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 Anywhere
Medium

`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

Long Starter Midscreen to Corner
Normal

`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.

Long Starter Corner Carry Route
Easy

`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.

xC 2DB(1) RC Midscreen to Corner
Medium

`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.

6C Midscreen to Corner
Medium

`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 Midscreen to Corner
Medium

`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 Sideswap to Corner
Normal

`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 Midscreen to Corner
Normal

`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 Sideswap to Corner
Normal

`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 Midscreen to Corner
Normal

`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 Midscreen to Corner
Normal

`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 Midscreen to Corner
Normal

`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 CH [2]8B Midscreen to Corner
Normal

`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.

### The Corner BnB

"The Corner BnB"The big hurdle
Tricky

`starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C`

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.

### Corner 5DB route

Corner 5DB route
Medium

`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.

### Midscreen Grab

Midscreen Grab Route
Medium

`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: Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

### Optimal Midscreen Grab

Optimal midscreen grab route
Hard

`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.

Vs Tager and Azrael 5DB combo.
Medium

`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.