JukeBoxHaru (talk | contribs) m (→Dragon's Fang) |
|||
Line 874: | Line 874: | ||
{{clr|D|6D}}~{{clr|A|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, {{clr|D|6D}}~{{clr|A|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 {{clr|B|6B}} or {{clr|C|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 {{clr|D|2D}}~{{clr|A|A}}. Alternatively, it can be used as a hard callout on opponents carelessly throwing out large Body moves in neutral such as {{Character Label|BBCF|Es|label=Es's}} {{MiniMoveCard|game=BBCF|chara=Es|input=5C|label=5C}} or even {{Character Label|BBCF|Susanoo|label=Susano'o's}} {{MiniMoveCard|game=BBCF|chara=Susano'o|input=5B|label=5B}}. | {{clr|D|6D}}~{{clr|A|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, {{clr|D|6D}}~{{clr|A|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 {{clr|B|6B}} or {{clr|C|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 {{clr|D|2D}}~{{clr|A|A}}. Alternatively, it can be used as a hard callout on opponents carelessly throwing out large Body moves in neutral such as {{Character Label|BBCF|Es|label=Es's}} {{MiniMoveCard|game=BBCF|chara=Es|input=5C|label=5C}} or even {{Character Label|BBCF|Susanoo|label=Susano'o's}} {{MiniMoveCard|game=BBCF|chara=Susano'o|input=5B|label=5B}}. | ||
You may still lose to some very active moves such as {{Character Label|BBCF|Naoto|label=Naoto's}} {{MiniMoveCard|game=BBCF|chara=Naoto Kurogane|input=623D|label=Inferno Crusader}} in some situations, due to the Body Invuln on {{clr|D|6D}}~{{clr|A|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 {{Character Label|BBCF|Litchi|label=Litchi's}} {{MiniMoveCard|game=BBCF|chara=Litchi Faye Ling|input= | You may still lose to some very active moves such as {{Character Label|BBCF|Naoto|label=Naoto's}} {{MiniMoveCard|game=BBCF|chara=Naoto Kurogane|input=623D|label=Inferno Crusader}} in some situations, due to the Body Invuln on {{clr|D|6D}}~{{clr|A|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 {{Character Label|BBCF|Litchi|label=Litchi's}} {{MiniMoveCard|game=BBCF|chara=Litchi Faye Ling|input=623Dm|label=Tsubame Gaeshi}} and {{Character Label|BBCF|Lambda|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=632146D|label=Calamity Sword}}, and {{clr|D|6D}}~{{clr|C|C}} should be used instead. | ||
While it can be used as a mixup in conjunction with {{clr|D|6D}}~{{clr|B|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. | While it can be used as a mixup in conjunction with {{clr|D|6D}}~{{clr|B|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. | ||
{{CloseCard}} | {{CloseCard}} | ||
===<big>Dragon's Mirage</big>=== | ===<big>Dragon's Mirage</big>=== |
Revision as of 17:45, 27 July 2022
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 Sonic Boom 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. 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, his inputs are easy to execute and combos give you plenty of time to cancel into each move. Most of the difficulty in learning Kagura comes from understanding his neutral game.
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 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.
Health | |
11,500 | |
Prejump | |
4F | |
Backdash | |
25F (1~7F Inv All) | |
Fastest Attack | |
Reversals | |
Fatal Starters | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5A (5F whiffs crouchers) 2A (7F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | [2]8C (9F) |
Fatal Starters: | 5D~A 2D~A 6D~A |
Normal Moves
5A
- BBCP Kagura 5A Hitbox.png
A surprisingly competent jab.
- Whiffs on all crouching characters except for Hakumen.
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 HadesGuardHigh/AirStartup20Recovery28Advantage-12, as well as certain aerial approaches like Hazama's Chain followups. However, 6C will whiff on normal air hit, making this routing riskier if you aren't certain of the CH.
5B
- Cancels into 5BB on hit or block, helping Kagura maintain a [4] charge.
- Hits low.
- Air unblockable.
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.
5C
- Causes wall bounce on Air Counter Hit.
- Air unblockable.
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.
2A
- Hits mid.
Standard 2A. It can hit crouchers, unlike 5A, at the cost of slightly worst startup and recovery, and being minus on block.
2B
- Hits low.
- Air unblockable.
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
- Causes ground slide.
- Has foot property.
- Hitbox fully extended at 18F.
- Air unblockable.
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 SledgehammerGuardAllStartup35~55Recovery20Advantage-7 armor despite being a mid, lose to Azrael's 3CGuardLowStartup15Recovery18Advantage-9 despite being a mid, and lose to Hakumen's 5DGuardStartupRecovery40Advantage- despite having the foot property. Still a very good and useful move overall, but needs to be used with caution in certain match-ups.
6A
- Forces crouch on hit.
- Causes ground bounce on air hit.
- Bonus Proration 110%.
- Air unblockable.
Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. 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.
6B/5BB
- Jump cancelable on block/hit.
- Air unblockable.
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.
6C
- Launches on hit.
- Wall bounces and untechable knockdown on CH.
- Air unblockable.
- No head invulnerability.
- Bonus Proration 110%
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.
3C
- Launches on hit.
- Air unblockable.
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
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
- Huge untechable time on air CH.
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
- Grounds opponent on air hit.
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)
- 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.
- 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).
Attack | Without 4D~D | With 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.
Dragon Blast
5D~A
- 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.
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 forward dash or backdash on hit/block. While it is -3 or -6, Kagura can cancel the last 5F of each dash into Stance.
Dragon's Claw
5D~B
- 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
- 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 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.
Dragon Strike
2D~A
- Fatals on CH.
- Ground bounces on hit.
- Cancels into air stances, will cancel into ground stances if done late in the animation.
- Foot attribute invulnerable once Kagura leaves the floor.
- 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 block 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
- 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
- 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
- Fatal Counter
- Ground bounces on hit
- Body Invuln from frame 1~(25~34)
Dahaka! 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 5CGuardMidStartup12Recovery21Advantage-7 or even Susano'o's 5BGuardMidStartup9Recovery16Advantage-5.
You may still lose to some very active moves such as Naoto's Inferno CrusaderGuardMid, All [Mid]Startup9Recovery38+16
[29+16]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 GaeshiGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21 and Lambda's Calamity SwordGuardHighStartup10+(52 Flash)+1RecoveryTotal: 68Advantage-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
- 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
- Blows back opponent on hit.
- Armored against projectiles from frames 7~23
- Wallbounces on counter hit.
- Hitbox fully extended on 20F.
Wyvern! 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.
Universal Mechanics
Forward Throw
5B+C
- Functions the same as every other throw.
- Wall bounces opponents midscreen.
- Wall Splats opponents in the corner.
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
- 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
- Functions the same as every other throw.
- Ground bounces.
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
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)
- 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.
Specials
Dragon Spirit
[4]6A/B
- 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.
Dragon's Ascent
[2]8B/C
- 45F charge.
- B version is anti-air, C version is 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.
Fafnir! 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.
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.
Dragon's Dance
j.[8]2C
- 20F charge.
- Hard Knockdown on hit.
Kadamos! 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.
Distortion Drives
Supreme Dragon's Inferno
[4]1236C
- 30F charge.
- 180F Heat Gauge cooldown.
- Each flame lasts for 12F.
- Minimum damage: 495 OD: 951
- No invulnerability whatsoever.
Rindo! 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.
The Dragon Lord's Striking Fang
28D during Stance (Air OK)
- Air OK.
- Air unblockable.
- 180F Heat Gauge cooldown.
- Minimum Damage 1100 (1450 OD).
Zanga! 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.
Exceed Accel
Dark Flame of the Bellowing Dragon
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 310/671 Minimum Damage
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.
Astral Heat
Black Dragon's Sky-Rending Blade
236236C
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
External References
- Flak Maniak's Kagura Notes
- Kagura Normals Guide
- Japanese Name: カグラ=ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Color Palettes on https://blazblue.wiki
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State