Kagura Mutsuki is an NOL General, and the head of the Duodecim's Mutsuki family, who is secretly plotting to overthrow the NOL. He is an unlockable character in the console version of BlazBlue: Chrono Phantasma, unlocked by beating the true ending in the story mode.
Combo Rate: 65%
Jump Startup: 4
Backdash Time: 25
Backdash Invincibility: 1~7
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
Kagura's drive allows him to enter three different stances. Each stance comes with its own set of unique moves that can be chained together once consecutively (5Dx>2Dx>6Dx), once a stance is used in a D chain, it cannot be used until coming out of stance (5Dx>2Dx>5Dx does not work).
- Removes the limit on stance cancels in D attack strings
- Can dash cancel all C and D attacks except for 3C and 5DB
- 5DC launches upwards instead of behind
- 6DC slides the opponent across the screen
- 2DC causes untechable knockdown
- 1236C gets a additional follow-up attack
- 28D deal more hits and damages
|Health||100 - 90%||89 - 80%||79 - 70%||69 - 60%||59 - 50%||49 - 40%||39 - 30%||29 - 20%||19 - 10%||9 - 0%|
|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)|
Hits mid. Range is similar to 5C, but 1F faster, making it a slightly better tool at midrange. Causes stagger. Can be late canceled into 5C on block and hit. On air hit, causes a slide effect which in the corner can be comboed into 5C. On counter hit, the stagger effect is huge, and can be comboed into 6DA at mid to close ranges.
- Staggers on hit
- Causes ground slide on air hit.
Kagura's overhead which has him attacking his opponent with his elbow. Links into 3C on counter hit, and can be linked into 5A on normal hit against Tager and Hakumen. Causes ground bounce on air hit.
- Forces crouch on hit
- Causes ground bounce on air hit
6B or 5BB
Not stance cancelable. Jump cancelable on block/hit. Has more range than one would expect and leads to great damage, making it an excellent punish. Can be used to pre-emptively stuff pokes for a CH into 6C, but beware of throwing it out at neutral because it has long recovery on whiff.
Kagura takes a step forward and swings his sword upwards towards his opponent. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of followups, notably 6D~A and 6D~B. On CH, causes wall bounce and hard knockdown, allowing for an easy 6DA or 3C pickup.
- Launches on hit
- Wall bounces and untechable knockdown on CH
Air poke that hits below and behind Kagura, very large crossup, good hitbox. Safer jump attack used when the opponent is right below Kagura. Has a ton of untechable time on air CH.
- Huge untechable time on air CH.
Kagura does a huge downward swing with his sword while airborne. Amazing hitbox, good air defensive tool but need to well-spaced due to his recovery. Staggers for a long time on CH.
- Ground opponent on air hit
- Staggers grounded opponent on hit
- 9F landing lag
5D/2D/6D, air OK
- Ground Stance earliest cancel into a drive attack is 14F
- Air Stance earliest cancel into Drive attack is 5F
- Grounds fastly before using a Drive attack
- All Kagura stance attacks are air unblockables (Barrier needed)
Kagura enter in stance from frame 1. Each stance (5D, 2D and 6D) have a maximun of 3 attacks + his super. Any stance can be cancelled into another stance quickly. Any stance attack can be cancel into another one from a different stance (5D~A > 2D~A > 6D~A) for a maximun of 3 chains (except during Overdrive), no order required. The Chain is reset when a normal is used between drives.
Air version of any stance. Hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the drive. Can be followed up after his command throw and his 2D~A.
You can adjust the direction of the dive by holding 4 (and 3) or 6 (and 1) when activating the drive attack.
Kagura throws his sword and punches it towards his opponent. Can be canceled into a forward dash or backdash on hit/block. -3 SD on forward dash cancel, -6 SD on backdash cancel.
- Staggers opponent on ground hit.
- On air hit, blows back slightly with wallbounce in corner.
- Fatal Counter and staggers for 43F
- Has Super Armor against everything but fast lows.
Kagura ends his stance and swings his sword upwards twice. Huge hitbox and very tight blocksting when it is canceled into 2D~B. The head invulnerability and huge hitbox make it a powerful, but highly situational anti-air. Extremely bad recovery on whiff, so be careful using it at neutral.
- Wall bounces on CH and wall bounds on regular hit in the corner
- Throws opponent behind Kagura
- Head invuln from frame 1
Kagura jumps from his crouching position and slams his sword to the ground. Has a long ground bounce on hit, allowing combos into 5DA. Versitile combo tool and fast start-up for an overhead, but punishable on block.
- Ground bounces on hit
- Cancels into air stances, will cancel into ground stances if done late in the animation
Kagura uses his sword to surf and attack the opponent. First attack hits low and allowing followup combos by RCing the first hit. Standard ender, can be cancelled into a Fireball for a mix up.
- First attack hits low and causes hard knockdown
- Second hit is mid and is emergency techable
Dragon's Dual Strike
Kagura attacks with two downward sword strikes into the ground. First attack hits higher and pulls in and the Second hit is a low but slightly ground bounces the opponent attack. Has a good hitbox, comes out fairly fast, making this an easy move to use to start drive combos with. Can be comboed into from 5C when done on a crouching opponent. Quite safe on block due to the push block of the last hit.
- Untechable knockdown on CH
- Causes spin state when hitting grounded opponent.
Kagura dashes forward and swings his swords downwards towards the opponent's feet. Hits mid. Startup depends on distance from the opponent. On hit, groundbounces and can be linked into normals without canceling. Has very strange invuln for a lengthy portion of the move, avoiding mids and overheads, but losing to lows, low mids(2A's) and jumping normals.
- Ground bounces on hit
- Amazing invuln, can go through DP's or supers.
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 nothing too amazing.
- Side switches
Sky Dragon's Strike
Kagura charges his sword forward towards his opponent. Blows back on hit, but can be followed up in corner with various drive moves, notably 2D~C and 2D~B. Very good combo tool and corner carry. Does not hit crouching opponent at max range and does not go Fullscreen. Has armour against projectiles.
- Blows back opponent on hit
- Armour against projectiles
- Wallbounces on counter hit
6A+B (While Blocking)
Fairly short range Crush Trigger. Can be easily used in corner combos to greatly increase combo damage.
- Costs 25% Heat
- Possible to charge
- 180F Heat Gauge cooldown
- Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit.
|B||550×N (Short) 400×N(Long)||-||All||40||-||Total 54||+7 (Short)||BP*||-|
Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool, the B version starts as the A version, but the further it travels, the more hits it gets (Min 2, Max 5). Has Vacuum effect, which is negated if the opponent IB barriers. Grants small frame advantage on A version, massive frame advantage on B version if it travles far enough. Can be used for both: a combo extender and for okizeme.
- 45F charge
- A version starts up faster and goes half-stage. B version takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage, but number of hits varies per distance traveled (From 2 to 5)
- Both have SMP, but it is not shared
|B||(1)700 (2-3)350||R||HL||9||-||-||-13 (-26)||B||1-17 Head Inv.|
Uppercut, B version has only head invuln and must be barrier blocked in the air, while C version is completely invuln but can be regular blocked in the air. Damage scales well in combos. B version knocks the opponent very far away, in the corner on counter hit can comboed from, and is also safe on air block in most situations. C version launches them directly up, and is untechable untill knockdown on CH. Incredibly unsafe on block.
- 45F charge
- B version is anti-air, C version is reversal
Supreme Dragon's Inferno
Kagura swings his sword and causes three pillars that travel forward towards his opponent. Projectile. Very fast get away move and safe on block.
- 30F charge
- 180F Heat Gauge cooldown
- Minimum damage: 471 (927 OD)
The Dragon Lord's Striking Fang
During a stance, 28D, air OK
Kagura raises his sword and slams it to the ground, creating a vertical pillar below his opponent. Can be done either on the ground or in the air depending on the stance used.
- Air OK
- 180F Heat Gauge cooldown
- Minimum Damage 1100 (1400 OD)
Black Dragon's Sky-Rending Blade
Kagura attacks the opponent with two slashes as black and purple lightning courses around his sword. He points his sword toward the sky and a cinematic occurs where his sword emits a large pillar of black energy. There is a zoomed in shot on Kagura's face which pans out as he delivers the final blow by crashing his sword down on the downed opponent. Incredibly easy to combo into from moves such as 3C, and just about any stance move, most notably 2DC.
- Japanese Name: カグラ＝ムツキ
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