BBCF/Kagura Mutsuki

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Overview
Overview
Lore:Kagura Mutsuki is a General in the NOL, and the head of the Duodecim's Mutsuki family. He recognizes how dire the state of the world is under the Imperator's rule and seeks to change how the NOL operates from within.


Kagura Mutsuki
BBCF Kagura Mutsuki Portrait.png


Drive: Black Gale
Kagura's Drive allows him to enter three different stances. Stances are input with 5D, 6D, and 2D respectively. 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).

Overdrive greatly increases Kagura's damage potential.

  • Removes the limit on stance cancels in D attack strings
  • Can dash cancel all C and D attacks except for 3C
  • 5DC launches upwards instead of behind
  • 6DC slides the opponent across the screen
  • 2DC causes untechable knockdown
  • [4]1236C gets a additional follow-up attack
  • 28D deal more hits and damage

Normal Moves

5A

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One of the faster 5As in the game. Can be used as an anti-air, but requires very good spacing to do so. Whiffs on most crouching characters.

5B

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

Quick, but very short range 5B. Hits low.

5C

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  • Causes wall bounce on Air Counter Hit.

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 6DC and 2DC from closer ranges, and 2DB from all ranges.

2A

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Standard 2A. Hits mid.

2B

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Hits low. 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.

2C

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  • Causes ground slide
  • Has foot property
  • Hitbox fully extended at 18F

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. Causes slide. 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 notably good and/or bad ways, depending on which attribute the opponent's attack cares about. 2C will beat Tager's Sledge armor despite being a mid, lose to Azrael's 3C despite being a mid, and lose to Hakumen's 5D despite having the foot property. Still a very good and useful move overall, but needs to be used with care in certain match-ups.

6A

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  • Forces crouch on hit
  • Causes ground bounce on air hit
  • Bonus Proration 110%

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 or 5BB

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Kagura's middle ground between speed and range. Jump cancelable on block/hit. Has more range than one would expect and leads to great damage, making it an excellent punish and neutral poke. Basic combo staple as most of his C moves only combo off this. Has sizeable recovery, so don't throw this out haphazardly.

6C

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  • Launches on hit
  • Wall bounces and untechable knockdown on CH
  • Air unblockable
  • No head invulnerability

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 as a jump call-out. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of followups, notably 6DA and 2DA. On CH, causes wall bounce and hard knockdown, allowing for an easy 6DA or 3C pickup or another 6C for almost fullscreen corner carry. 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 visually sails cleanly through the opponent, without actually hitting them.

3C

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Kagura's idea of a sweep. Launcher, decently fast and useful for ground combos, but has considerable recovery and low reward midscreen. 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

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Fast, forward air poke. Great for fuzzy guards as it can be gatlinged out of j.B.

j.B

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  • Huge untechable time on air CH.

Air poke that hits below and behind Kagura, making it his only jumping crossup normal. Safer jump attack used when the opponent is right below Kagura. Has a ton of untechable time on air CH.

j.C

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  • Grounds opponent on air hit

Kagura does a huge downward swing with his sword while airborne. Good hitbox, good air defensive tool but need to well-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)

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Ground
Air
Cancel
Air 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 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 (5DA > 2DA > 6DA) 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. Can be followed up after his command throw and his 2DA.

You can adjust the direction of the dive by holding 4 (and 3) or 6 (and 1) when activating air Drive attacks.

Dragon Blast

5D~A

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Attack
Forward
Back

  • 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 and punches it towards his opponent. Primarily used a call out for mashing, 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

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  • Ground bounces on second hit
  • Minimum damage 100%

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.

Dragon Slaughter

5D~C

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  • Wall splats on CH and wall bounds on regular hit in the corner
  • Launches the opponent behind Kagura
  • Head invuln from frame 1

Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it is canceled into 2DB. Commonly used as a combo tool to send the opponent back towards the corner. The head invulnerability and huge hitbox make it a powerful anti-air, but it has extremely bad recovery on whiff, so be sure to use this wisely.

Dragon Strike

2D~A

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  • 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

Kagura jumps from his crouching position and slams his sword to the ground, can be used to beat out low/throw mixups due to being invulnerable to both during much of the startup. 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. Huge recovery on whiff.

Dragon's Blade

2D~B

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  • First attack hits low and causes hard knockdown
  • Second hit is mid and is emergency techable

Kagura uses his sword to surf and attack the opponent. 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 a flashkick for damage or a fireball for oki. This move is punishable, particularly so on IB, so don't use it mindlessly.

Dragon's Dual Strike

2D~C

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  • Untechable knockdown on CH
  • Causes spin state when hitting grounded opponent.

Kagura attacks with an upwards and then downwards strike. First attack hits mid and vacuums and the second hit is a low and hits slightly farther. Has a good hitbox and comes out fairly fast, making this an easy move to use to start drive combos with. Quite safe on block due to the push block of the last hit.

Dragon's Fang

6D~A

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  • Fatals on CH
  • Ground bounces on hit
  • Amazing invuln, can go through DPs or supers

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 Body attribute invuln for a lengthy portion of the move allowing it to ignore most standing normals, but still loses to foot property attacks, lows, aerial attacks, projectiles, and throws.

Dragon's Mirage

6D~B

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  • Switches sides

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.

Sky Dragon's Strike

6D~C

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  • Blows back opponent on hit
  • Armour against projectiles
  • Wallbounces on counter hit
  • Hitbox fully extended on 20F

Wyvern! Kagura charges his sword forward towards his opponent. Blows back on hit, but can usually be followed up with 2DB midscreen. Very good combo tool and corner carry. Does not hit crouching opponent 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.


Universal Mechanics

Forward Throw

5/6B+C

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  • 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

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The same as the forward throw, but in reverse. This can be difficult to follow up if throwing an opponent out of the corner.

Air Throw

j.B+C

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  • 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

When blocking 6A+B

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Has the same animation as his 6B. Not stance cancelable. Knocks away, short tech time.

Crush Trigger

5A+B (Chargeable)

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  • Costs 25% Heat
  • Possible to charge
  • 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.


Specials

Dragon Spirit

[4]~6A/B

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A
B

  • 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 6)

Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool. The further the B version travels, the more hits it gets (Min 2, Max 6). Has Vacuum effect, which is negated if the opponent IB barriers. Grants frame disadvantage on A version, good to massive frame advantage on B version if it travels far enough. Can be used for both a combo extender and for okizeme.

Dragon's Ascent (Fafnir)

[2]~8B/C

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B
C

  • 45F charge
  • B version is anti-air, C version is reversal
  • Can be canceled into Ryuurenbu
  • B version has frame 1 head invulnerability

Kagura's idea of a flashkick. 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. B version is safe on air block in most situations. The C version deals more damage and makes Kagura jump much higher in the air. C version also launches them directly up, and is untechable until knockdown on CH. The C version is also Ridiculously unsafe on block.


In combos, generally used to set up Dragon's Dance. Damage scales well in combos.

Dragon's Dance (Kadamos)

[8]~2C

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Normal
Followup

Overhead. Can be used as a follow-up to Dragon's Ascent. In 2.0, both are untechable and can be followed up at the right heights.


Distortion Drives

Supreme Dragon's Inferno (Rindo)

[4]~41236+C

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Normal
Overdrive Followup

  • 30F charge
  • 180F Heat Gauge cooldown
  • Flames appear on 5, 18, 31
  • Minimum damage 15%
  • No invulnerability whatsoever.

Kagura swings his sword and causes three pillars that travel forward towards his opponent. Projectile. Very fast get-away move and only unsafe on block from very close. Has very poor minimum damage. In OD, the follow up attack has the chance to whiff in the corner if done in a particular spot, so be careful using it there. Do not use this as a reversal in panic situations since it has no invulnerability.

The Dragon Lord's Striking Fang (Zanga)

During Stance 28D (air OK)

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Ground
Air

  • Air OK
  • 180F Heat Gauge cooldown
  • Minimum Damage 1100 (1450 OD)

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. 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

ABCD during Overdrive

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  • Does not cost Heat, but immediately ends Overdrive if used.
  • Behaves like all other Exceed Accels.
  • Becomes stronger and flashier with Active Flow.

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 black flame pillar. Has the same attack animation as 2DA, but does not have the same hitbox. Puts Kagura in Active Flow if he hasn't already been in it already.

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


Astral Heat

Black Dragon's Sky-Rending Blade

236236C

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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.

Combos From:

  • All stance attacks except for
    • 5DB outside of the corner
    • 5DC outside of the corner
    • 2DB
    • 6DC outside of the corner
  • 3C


External References


Navigation

To edit frame data, edit values in BBCF/Kagura Mutsuki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.