BBCF/Kagura Mutsuki/Combos

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Kagura Mutsuki
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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. = Jump
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
WS = Wall Stick/Wall Splat
[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 / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Kagura's combo game is very important as he struggles in neutral and can spend the entire match trying to get that one good hit and get in. Maximizing damage is just as important as minimizing drops to setup more advantage. Important things to note before coninuing on.

  • The combos notated will always directly use moves names regardless of what you are meant to be holding. This comes up while trying to charge to get [4]6A/B or [2]8B/C, and also when doing multiple stances in a row, if you are holding a direction and try to enter a stance kagura has already done he will instead enter neutral stance. Example: 2DA > 5DC > [2]8B this is a common extender for kagura to help with the charge rather then pressing 2DA releasing 2 and then pressing 5DC, you can instead simply hold the 2 input and input DC to get a 5DC.
  • Most of kagura's routes will end with 2DB > [2]8C > [8]2C, but everytime this occurs rather then going into [2]8C you can instead perform [4]6A (midscreen) or [4]6B (corner) to setup a okizeme situation with the orb pressuring the opponent as they wake up.
Modular concepts
Notation explanation
2C/3C > OD > 2C > 2DB > 6DA > 28D/OD standard string to tack on extra damage with OverDrive, works anywhere.
Corner OD activation at end of combo i know you can get more in the corner but i dont remember what specifically it was (at the end of combo)
2DA/6DC > 28D Easy points durring combos in which you can end early or tack on the end for big unburstable damage. *Note still requires having free stances to perform the super
2C > ASTRAL FINISH unlikely to be used but knowing how you can combo into astral may help to close out a close game when the situation arises

Beginner Combos

Beginner Midscreen Combo

Beginner.png 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
Beginner Midscreen ComboIt only goes up from here
Very Easy

Starter > 2C > 6DC > 2DB > [2]8C > [8]2C

An easy route to convert off of most stray hits you will land. Can be started by any of Kagura's normals besides 5C.

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Beginner 5DB Combo

Beginner 5DB ComboWorks anywhere
Very Easy

5DB > 6DC (in air) > 2DB > [2]8C > [8]2C

A basic extension after your command grab. Will likely be your main way to confirm off 5DB midscreen, but you can get more in the corner.

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Core Combos


Intermediate.png 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


"The BnB"Potent, but a bit finnicky

starter > 2C > 2DA > 5C > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C

This is your main way to deal damage while midscreen. The 5DC will whiff if you are too far away, usually only if you do max range 6B > 2C or a raw far away 2C.

Do the [2]8B as soon as you can and delay [8]2C heavily.

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 6C BnB'

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

6C is a big callout anti air that will lead to big damage. This route will have problems if you are too close to the corner.

Do the [4]6A as fast as you can after the 2DA

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.



"The Corner BnB"The big hurdle
starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C

Your main confirm in the corner and leads to big damage.

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'

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.

Specialized Combos

Advanced.png 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


In Corner 3C confirm'

starter > 3C > 5DC > [4]6A > 6C > 6DA > 2DA > [8]2C

An uncommon starter but knowing the situation will allow you to maximize your damage off of stray. Something very important for kagura.

Combo Theory

Move Names in Notation and Conversation
Notation Conversation Full Name
[4]6A/B A or B Orb Dragon Spirit
D28 Zanga The Dragon Lord's Striking Fang



Meter Managment

External References


Kagura Mutsuki