(Changing clr from numbers to letters) |
|||
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|unique_mechanic1_name= Drive: Black Gale | |unique_mechanic1_name= Drive: Black Gale | ||
|unique_mechanic1= | |unique_mechanic1= | ||
Kagura's Drive allows him to enter three different stances. Stances are input with {{clr| | Kagura's Drive allows him to enter three different stances. Stances are input with {{clr|D|5D}}, {{clr|D|6D}}, and {{clr|D|2D}} respectively. Each stance comes with its own set of unique moves that are initiated by pressing {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} after entering the stance. Stances can be canceled into each other directly, and stance attacks can be chained together once consecutively (for example, {{clr|D|5D}}~{{clr|D|2D}}~{{clr|D|6D}}). Stance attacks only chain into each other on hit or on block. Once a stance is used in a {{clr|D|D}} chain, it cannot be used again until coming out of stance ({{clr|D|5D}}~{{clr|D|2D}}~{{clr|D|5D}} does not work). Kagura can press {{clr|D|4D}} to cancel a stance. Stances are also usable in the air (see more info below). | ||
'''Kagura's drive moves suffer from [[BBCF/Damage#Same_Move_Proration|Same Move Proration.]]''' | '''Kagura's drive moves suffer from [[BBCF/Damage#Same_Move_Proration|Same Move Proration.]]''' | ||
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Overdrive greatly increases Kagura's damage potential. | Overdrive greatly increases Kagura's damage potential. | ||
* Removes the limit on stance cancels in {{clr| | * Removes the limit on stance cancels in {{clr|D|D}} attack strings. | ||
** Note that Kagura still cannot cancel a stance attack directly into the same stance. | ** Note that Kagura still cannot cancel a stance attack directly into the same stance. | ||
* Can dash cancel all {{clr| | * Can dash cancel all {{clr|C|C}} attacks on hit or block, except for {{clr|C|3C}}. | ||
* Can special and dash cancel all {{clr| | * Can special and dash cancel all {{clr|D|D}} attacks on hit or block. | ||
* {{clr| | * {{clr|D|5D}}~{{clr|C|C}} launches upwards instead of behind. | ||
* {{clr| | * {{clr|D|6D}}~{{clr|C|C}} slides the opponent across the screen. | ||
* {{clr| | * {{clr|D|2D}}~{{clr|B|B}} and {{clr|D|2D}}~{{clr|C|C}} cause hard knockdown. | ||
* {{clr| | * {{clr|C|[4]1236C}} gets an additional follow-up attack. | ||
* {{clr| | * {{clr|D|D}}~{{clr|D|28D}} deal more hits and damage. | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr| | ===<big>{{clr|A|5A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
* Whiffs on all crouching characters except for Hakumen. | * Whiffs on all crouching characters except for Hakumen. | ||
One of the faster {{clr| | One of the faster {{clr|A|5A}}'s in the game, and Kagura's fastest button. Can be used as an anti-air, but requires precise spacing to do so. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|B|5B}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* Cancels into {{clr| | * Cancels into {{clr|B|5BB}} on hit or block, helping Kagura maintain a [4] charge. | ||
* Hits low. | * Hits low. | ||
Quick, but very short range {{clr| | Quick, but very short range {{clr|B|5B}}. Kagura's best option for stagger pressure at ±0 frame advantage. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|C|5C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
* Causes wall bounce on Air Counter Hit. | * 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 {{clr| | 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 {{clr|D|6D}}~{{clr|C|C}} and {{clr|D|2D}}~{{clr|C|C}} from closer ranges, and {{clr|D|2D}}~{{clr|B|B}} from all ranges. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|A|2A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
* Hits mid. | * Hits mid. | ||
Standard {{clr| | Standard {{clr|A|2A}}. It can hit crouchers, unlike {{clr|A|5A}}, at the cost of slightly worst startup and recovery, and being minus on block. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|B|2B}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
* Hits low. | * Hits low. | ||
Has better reach than {{clr| | Has better reach than {{clr|B|5B}}, but slower startup. Better for certain pickups off the ground than {{clr|B|5B}}. As a relatively diminutive {{clr|B|2B}}, this has very little use in neutral. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|C|2C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Has foot property. | *Has foot property. | ||
*Hitbox fully extended at 18F. | *Hitbox fully extended at 18F. | ||
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 {{clr| | 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 {{clr|C|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 {{clr|C|5C}} on block and hit. | ||
Due to being a mid with a foot property, {{clr| | Due to being a mid with a foot property, {{clr|C|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. {{clr|C|2C}} will beat Tager's Sledgehammer armor despite being a mid, lose to Azrael's {{clr|C|3C}} despite being a mid, and lose to Hakumen's {{clr|D|5D}} despite having the foot property. Still a very good and useful move overall, but needs to be used with caution in certain match-ups. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|A|6A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Bonus Proration 110%. | * Bonus Proration 110%. | ||
Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. Only gatlings out of {{clr| | Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. Only gatlings out of {{clr|A|5A}} and {{clr|A|2A}}, and has no gatlings of its own. Links into {{clr|C|2C}} on counter hit, can be linked into {{clr|A|5A}} on normal hit against Tager and Hakumen, and late canceled into {{clr|B|[2]8B}} on everyone. Causes ground bounce on air hit. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|B|6B}}/{{clr|B|5BB}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Jump cancelable on block/hit. | * Jump cancelable on block/hit. | ||
Kagura's middle ground between speed and range. Has deceptively long range and leads to great damage, making it an excellent punish and neutral poke. Basic combo staple as most of his {{clr| | Kagura's middle ground between speed and range. Has deceptively long range and leads to great damage, making it an excellent punish and neutral poke. Basic combo staple as most of his {{clr|C|C}} moves only combo off this. Has sizeable recovery, so don't throw this out haphazardly. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|C|6C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Bonus Proration 110% | * Bonus Proration 110% | ||
One of, if not the tallest, normals in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used as for calling out jumps. 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 {{clr| | One of, if not the tallest, normals in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used as for calling out jumps. 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 {{clr|D|6D}}~{{clr|A|A}} and {{clr|D|2D}}~{{clr|A|A}}. On CH, causes wall bounce and hard knockdown, allowing for an easy {{clr|D|6D}}~{{clr|A|A}} or {{clr|C|3C}} pickup or another {{clr|C|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 appears to go right through the opponent, without actually hitting them. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|C|3C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|A|{{clr|A|j.A}}}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
A fast, forward air poke. Great for fuzzy guards as it can gatling out of {{clr| | A fast, forward air poke. Great for fuzzy guards as it can gatling out of {{clr|B|j.B}}. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|B|{{clr|B|j.B}}}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|C|{{clr|C|j.C}}}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Drive Moves== | ==Drive Moves== | ||
===<big>Stance</big>=== | ===<big>Stance</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|5D}}/{{clr|D|2D}}/{{clr|D|6D}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Kagura_5D.png |{{clr| | BBCP_Kagura_5D.png |{{clr|D|5D}} | ||
BBCP_Kagura_2D.png |{{clr| | BBCP_Kagura_2D.png |{{clr|D|2D}} | ||
BBCP_Kagura_6D.png |{{clr| | BBCP_Kagura_6D.png |{{clr|D|6D}} | ||
BBCP_Kagura_4D.png |{{clr| | BBCP_Kagura_4D.png |{{clr|D|4D}} to cancel. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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* Air Stance quickly dives to the ground before using a Drive attack. | * Air Stance quickly dives to the ground before using a Drive attack. | ||
Kagura enters stance on frame 1. Each stance ({{clr| | Kagura enters stance on frame 1. Each stance ({{clr|D|5D}}, {{clr|D|2D}} and {{clr|D|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 ({{clr|D|5D}}~{{clr|A|A}} > {{clr|D|2D}}~{{clr|B|B}} > {{clr|D|6D}}~{{clr|C|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. Can be followed up after his command throw and his {{clr| | 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 {{clr|D|2D}}~{{clr|A|A}}. | ||
You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks. | You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks. | ||
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===<big>Dragon Blast</big>=== | ===<big>Dragon Blast</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|5D}}~{{clr|A|A}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Dragon's Claw</big>=== | ===<big>Dragon's Claw</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|5D}}~{{clr|B|B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Dragon Slaughter</big>=== | ===<big>Dragon Slaughter</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|5D}}~{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Head invuln from frame 1. | *Head invuln from frame 1. | ||
Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it's canceled into {{clr| | Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it's canceled into {{clr|D|2D}}~{{clr|B|B}}. 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. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Dragon Strike</big>=== | ===<big>Dragon Strike</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|2D}}~{{clr|A|A}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Foot attribute invulnerable once Kagura leaves the floor. | *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 {{clr| | 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 {{clr|D|5D}}~{{clr|A|A}}. Versitile combo tool and fast start-up for an overhead, but punishable on block. Huge recovery on whiff. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Dragon's Blade</big>=== | ===<big>Dragon's Blade</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|2D}}~{{clr|B|B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Dragon's Dual Strike</big>=== | ===<big>Dragon's Dual Strike</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|2D}}~{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Dragon's Fang</big>=== | ===<big>Dragon's Fang</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|6D}}~{{clr|A|A}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Dragon's Mirage</big>=== | ===<big>Dragon's Mirage</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|6D}}~{{clr|B|B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Sky Dragon's Strike</big>=== | ===<big>Sky Dragon's Strike</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|6D}}~{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Wallbounces on counter hit. | *Wallbounces on counter hit. | ||
*Hitbox fully extended on 20F. | *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 {{clr| | Wyvern! Kagura charges his sword forward towards his opponent. Blows back on hit, but can usually be followed up with {{clr|D|2D}}~{{clr|B|B}} 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. | ||
</div> | </div> | ||
</div> | </div> | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Forward Throw</big>=== | ===<big>Forward Throw</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Wall Splats opponents in the corner. | *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 {{clr| | 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 {{clr|B|6B}}~{{clr|C|C}} | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Back Throw</big>=== | ===<big>Back Throw</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|B|{{clr|B|j.B}}}}+{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Ground bounces. | *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 {{clr| | 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 {{clr|A|[4]6A}}. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Counter Assault</big>=== | ===<big>Counter Assault</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
Has the same animation as his {{clr| | Has the same animation as his {{clr|B|6B}}. Not stance cancelable. Knocks away, short tech time. Not the best Counter Assault, but not the worst either. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Crush Trigger</big>=== | ===<big>Crush Trigger</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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*Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit. | *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 {{clr| | Fairly short range Crush Trigger. Can be easily used in corner combos to increase combo damage. Can combo into {{clr|C|[4]1236C}} from a level 1 charge for a cheeky, albeit expensive way to open someone up. | ||
</div> | </div> | ||
</div> | </div> | ||
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==Specials== | ==Specials== | ||
===<big>Dragon Spirit</big>=== | ===<big>Dragon Spirit</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|A|[4]6A}}/{{clr|B|B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,048: | Line 1,048: | ||
==== ==== | ==== ==== | ||
*45F charge. | *45F charge. | ||
*{{clr| | *{{clr|A|A}} version starts up faster and goes full screen. Gains more hits the further it travels, from 1 to 3. | ||
*{{clr| | *{{clr|B|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, {{clr| | Orbs! Both will dissipate rapidly if Kagura is hit. You can use both in combos, {{clr|A|A}} Orb as a neutral, pressure, and okizeme tool, or {{clr|B|B}} Orb for okizeme with more frame advantage. {{clr|A|A}} Orb is more effective in neutral, as {{clr|B|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. | 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. | ||
Line 1,058: | Line 1,058: | ||
===<big>Dragon's Ascent</big>=== | ===<big>Dragon's Ascent</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|B|[2]8B}}/{{clr|C|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,086: | Line 1,086: | ||
==== ==== | ==== ==== | ||
*45F charge. | *45F charge. | ||
*{{clr| | *{{clr|B|B}} version is anti-air, {{clr|C|C}} version is reversal. | ||
*Both can follow up into Kadamos on hit, without needing a charge. | *Both can follow up into Kadamos on hit, without needing a charge. | ||
*{{clr| | *{{clr|B|B}} version has frame 1 head invulnerability. | ||
Fafnir! In anti-air and reversal flavors. {{clr| | Fafnir! In anti-air and reversal flavors. {{clr|B|B}} Fafnir is a powerful antiair that only has head invuln and is air unblockable, while {{clr|C|C}} Fafnir is a completely invuln reversal but is not air unblockable. {{clr|B|B}} Fafnir is safe on air block in most situations. {{clr|C|C}} Fafnir deals more damage, makes Kagura jump much higher in the air, and has a ton of untech time on CH, at the cost of being unsafe on block. Both are frequently used as combo enders with its follow up attack, Kadamos. Damage also scales well in combos. | ||
Kagura '''cannot''' use Fafnir after a neutral tech from hard knockdown, meaning very many characters can safely run their okizeme on Kagura without issue. | Kagura '''cannot''' use Fafnir after a neutral tech from hard knockdown, meaning very many characters can safely run their okizeme on Kagura without issue. | ||
Line 1,097: | Line 1,097: | ||
===<big>Dragon's Dance</big>=== | ===<big>Dragon's Dance</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|C|j.[8]2C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,130: | Line 1,130: | ||
==== ==== | ==== ==== | ||
*20F charge. | *20F charge. | ||
Kadamos! Hits overhead. Is frequently used as a combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. Can be done immediately after a {{clr| | Kadamos! Hits overhead. Is frequently used as a combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. Can be done immediately after a {{clr|B|6B}} jump cancel if properly charged. Unsafe on block, but is difficult for most characters to punish reliably. Grants a combo on CH or with meter to RC. | ||
</div> | </div> | ||
</div> | </div> | ||
Line 1,137: | Line 1,137: | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Supreme Dragon's Inferno</big>=== | ===<big>Supreme Dragon's Inferno</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|C|[4]1236C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,180: | Line 1,180: | ||
===<big>The Dragon Lord's Striking Fang</big>=== | ===<big>The Dragon Lord's Striking Fang</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|D|28D}} during Stance (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,225: | Line 1,225: | ||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Dark Flame of the Bellowing Dragon</big>=== | ===<big>Dark Flame of the Bellowing Dragon</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,254: | Line 1,254: | ||
*310/671 Minimum Damage | *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 {{clr| | 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 {{clr|D|2D}}~{{clr|A|A}}, but does not have the same hitbox. Puts Kagura in Active Flow if he hasn't already been in it already. In active flow, this is one of the most damaging Exceed Accels. | ||
This EA is another reversal option. The pushback on this move is rather strong, so it's difficult to punish outside of IB. | This EA is another reversal option. The pushback on this move is rather strong, so it's difficult to punish outside of IB. | ||
Line 1,263: | Line 1,263: | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Black Dragon's Sky-Rending Blade</big>=== | ===<big>Black Dragon's Sky-Rending Blade</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|C|236236C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 1,296: | Line 1,296: | ||
*Throw in the corner. | *Throw in the corner. | ||
*Air throw. | *Air throw. | ||
*All {{clr| | *All {{clr|C|C}} normals. | ||
*All stance attacks ''except for'' | *All stance attacks ''except for'' | ||
**{{clr| | **{{clr|D|5D}}~{{clr|B|B}} outside of the corner. | ||
**{{clr| | **{{clr|D|5D}}~{{clr|C|C}} outside of the corner or OD. | ||
**{{clr| | **{{clr|D|2D}}~{{clr|B|B}} outside of OD. | ||
**{{clr| | **{{clr|D|6D}}~{{clr|C|C}} outside of the corner. | ||
Revision as of 00:10, 18 May 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, most of the difficulty in learning Kagura comes from understanding his neutral.
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 are initiated by pressing A/B/C after entering the stance. Stances 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. Stances are also usable in the air (see more info below).
Kagura's drive moves suffer from 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.
Normal Moves
5A
- BBCP Kagura 5A Hitbox.png
A surprisingly competent jab.
- Whiffs on all crouching characters except for Hakumen.
One of the faster 5A's in the game, and Kagura's fastest button. Can be used as an anti-air, but requires precise spacing to do so.
5B
- Cancels into 5BB on hit or block, helping Kagura maintain a [4] charge.
- Hits low.
Quick, but very short range 5B. Kagura's best option for stagger pressure at ±0 frame advantage.
5C
- 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 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.
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
- Causes ground slide.
- Has foot property.
- Hitbox fully extended at 18F.
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 Sledgehammer 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 caution in certain match-ups.
6A
- 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/5BB
- Jump cancelable on block/hit.
Kagura's middle ground between speed and range. Has deceptively long range 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
- Launches on hit.
- Wall bounces and untechable knockdown on CH.
- Air unblockable.
- No head invulnerability.
- Bonus Proration 110%
One of, if not the tallest, normals in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used as for calling out jumps. 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. 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
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.
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. Safer jump attack used when the opponent is right below Kagura.
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.
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. Can be followed up after his command throw and his 2D~A.
You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks.
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 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
- 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.
Dragon Slaughter
5D~C
- 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's canceled into 2D~B. 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
- 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 5D~A. Versitile combo tool and fast start-up for an overhead, but punishable on block. Huge recovery on whiff.
Dragon's Blade
2D~B
- 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 Fafnir for damage or Orb 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.
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
- Fatals on CH.
- Ground bounces on hit.
- Amazing invuln, can go through DPs or supers.
Dahaka! 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
- Switches sides, but does not go fullscreen.
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. This attack has a maximum range it can travel, and Kagura will always teleport during this move even if he is too far to actually switch sides with his opponent.
Do note that both 6D~A and 6D~B lose to jumping, which can be done reliably on reaction, so relying on this as your primary mixup tool is ill-advised.
Sky Dragon's Strike
6D~C
- Blows back opponent on hit.
- Armored 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 2D~B 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
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.
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 more damage, makes Kagura jump much higher in the air, and has a ton of untech time on CH, at the cost of being unsafe on block. Both are frequently used as combo enders with its follow up attack, Kadamos. Damage also scales well in combos.
Kagura cannot use Fafnir after a neutral tech from hard knockdown, meaning very many characters can safely run their okizeme on Kagura without issue.
Dragon's Dance
j.[8]2C
- 20F charge.
Kadamos! Hits overhead. Is frequently used as a combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. Can be done immediately after a 6B jump cancel if properly charged. Unsafe on block, but is difficult for most characters to punish reliably. Grants a combo on CH or with meter to RC.
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.
- 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. Puts Kagura in Active Flow if he hasn't already been in it already. In active flow, this is one of the most damaging Exceed Accels.
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 Pressure Guide
- Kagura Basic Combo Guide
- Kagura Safejump Corner Routes
- Kagura Normals Guide
- JP Combo Doc by Hikomaru
- 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
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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