BBCF/Kagura Mutsuki

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Kagura Mutsuki
BBCF Kagura Portrait.png
Health: 11,500

Combo Rate: 65%
Prejump:
Backdash Time 25 / Invul: 1~7


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Charge, Stance, Mixup
  

Overview

Kagura Mutsuki is an NOL General, and the head of the Duodecim's Mutsuki family, who is secretly plotting to overthrow the NOL. He first appeared as an unlockable character in the console version of BlazBlue: Chrono Phantasma, unlocked by beating the true ending in the story mode.

Drive: Black Gale

Kagura's Drive allows him to enter three different stances. Each stance comes with its own set of unique moves that can be chained together once consecutively (5Dx>2Dx>6Dx). Once a stance is used in a D chain, it cannot be used until coming out of stance (5Dx>2Dx>5Dx does not work).

Overdrive: Infinite Coupling

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

Pros/Strengths

  • Massive, sweeping normals
  • Very high average damage
  • Stance cancels provide tricky mixup and mind games
  • Almost all combos can end in fireball okizeme
  • Certain moves have super armor
  • Has one of the best reversals in the game

Cons/Weaknesses

  • Very poor mobility
  • Fastest pokes have pitiful range
  • Is very heavily momentum based. He will either decisively steal a match, or get hopelessly blown up
  • Nearly all high damage combos must be in a corner
  • Has arguably the worst mid range game in the entire roster. Characters with strong footsies give him a very hard time
  • Struggles against fast mixup characters (Taokaka, Valkenhayn, etc...)
Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)


Normal Moves

5A
5A
BBCP Kagura 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 0 B -

Standard 5A. Can be used as an anti-air, but requires very good spacing to do so

5B
5B
BBCP Kagura 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR L 8 3 11 0 F -

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

5C
5C
BBCP Kagura 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 SOR HL 19 4 23 -4 B -

Huge, but slow swing with the sword. Blows opponent away on air hit. Can confirm from all ranges with 2DB.

  • Causes wall bounce on Air Counter Hit.
2A
2A
BBCP Kagura 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 3 10 -1 F -

Standard 2A. Hits mid.

2B
2B
BBCP Kagura 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 12 3 14 -3 F -

Hits low. Has better reach than 5B, but slower startup.

2C
2C
BBCP Kagura 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 SOR HL 18 5 23 -7 F -
  • Staggers on hit
  • Causes ground slide on air hit

Hits mid. Range is similar to 5C, but 1F faster, making it a slightly better tool at midrange. Causes stagger. Can be late canceled into 5C on block and hit. On air hit, causes a slide effect which in the corner can be comboed into 5C. On counter hit, the stagger effect is huge, and can be comboed into 6DA at mid to close ranges.

6A
6A
BBCP Kagura 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR H 22 3 19 -3 B -
  • Forces crouch on hit
  • Causes ground bounce on air hit

Kagura's overhead which has him attacking his opponent with his elbow. Links into 3C on counter hit, and can be linked into 5A on normal hit against Tager and Hakumen. Causes ground bounce on air hit.

6B or 5BB
6B or 5BB
BBCP Kagura 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOJR HL 11 3 24 -10 B -

Not stance cancelable. Jump cancelable on block/hit. Has more range than one would expect and leads to great damage, making it an excellent punish. Can be used to pre-emptively stuff pokes for a CH into 6C, but beware of throwing it out at neutral because it has long recovery on whiff.

6C
6C
BBCP Kagura 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 SOR HL 24 6 29 ~-10 B -
  • Launches on hit
  • Wall bounces and untechable knockdown on CH

Kagura takes a step forward and swings his sword upwards towards his opponent. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of followups, notably 6D~A and 6D~B. On CH, causes wall bounce and hard knockdown, allowing for an easy 6DA or 3C pickup.

3C
3C
BBCP Kagura 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HL 14 3 23 -9 F -

Launcher, decently fast and useful for ground combos. Has a very poor hitbox VS air though, despite its appearance. Goes into a wide range of Drive moves, as well as Crush Trigger only in the corner.

j.A
j.A
BBCP Kagura jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 3 9 - H -

Fast, forward air poke.

j.B
j.B
BBCP Kagura jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOJR HA 10 4 15 - H -

Air poke that hits below and behind Kagura, very large crossup, good hitbox. Safer jump attack used when the opponent is right below Kagura. Has a ton of untechable time on air CH.

  • Huge untechable time on air CH.
j.C
j.C
BBCP Kagura jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 SOR HA ~15 5 24 - H -
  • Ground opponent on air hit
  • Staggers grounded opponent on hit
  • 9F landing lag

Kagura does a huge downward swing with his sword while airborne. Amazing hitbox, good air defensive tool but need to well-spaced due to his recovery. Staggers for a long time on CH.


Drive Moves

Stance
Stance
5D/2D/6D, air OK
BBCP Kagura 5D.png
5D
BBCP Kagura 2D.png
2D
BBCP Kagura 6D.png
6D
BBCP Kagura 4D.png
4D to cancel
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - - - 1 - - - - -
  • Earliest cancel into a drive attack is 14F
  • All of Kagura's stance attacks are air unblockable (Barrier needed)

Kagura enter in stance from frame 1. Each stance (5D, 2D and 6D) have a maximum of 3 attacks + his super. Any stance can be canceled into another stance quickly. Any stance attack can be cancel into another one from a different stance (5D~A > 2D~A > 6D~A) for a maximum of 3 chains (except during Overdrive), no order required. The Chain is reset when a normal is used between drives.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Air - - - 1 - - - - -
  • Earliest cancel into Drive attack is 5F
  • Grounds fastly before using a Drive attack

Air version of any stance. Hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the Drive. Can be followed up after his command throw and his 2D~A.

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Cancel - - - - - ? - - -
Dragon Blast
Dragon Blast
5D~A
BBCP Kagura 5D~A.png
龍破衝(りゅうはしょう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SRDa HL 19 3 31 -14 B -
  • Staggers opponent on ground hit.
  • On air hit, blows back slightly with wallbounce in corner.
  • Fatal Counter and staggers for 43F
  • Has Super Armor against everything but fast lows.
  • Fatal Counter

Kagura throws his sword and punches it towards his opponent. Can be canceled into a forward dash or backdash on hit/block. -3 SD on forward dash cancel, -6 SD on backdash cancel.

Dragon's Claw
Dragon's Claw
5D~B
BBCP Kagura 5D~B.png
龍戟爪(りゅうげきそう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2000 R Throw 7 3 - - T -
  • Ground bounces on second hit

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.

Dragon Slaughter
Dragon Slaughter
5D~C
BBCP Kagura 5D~C.png
屠龍連斬(とりゅうれんざん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750,750 SR HL 17 3(14)3 34 -16 B -
  • Wall bounces on CH and wall bounds on regular hit in the corner
  • Throws opponent behind Kagura
  • Head invuln from frame 1

Kagura ends his stance and swings his sword upwards twice. Huge hitbox and very tight blocksting when it is canceled into 2D~B. The head invulnerability and huge hitbox make it a powerful, but highly situational anti-air. Extremely bad recovery on whiff, so be careful using it at neutral.

Dragon Strike
Dragon Strike
2D~A
BBCP Kagura 2D~A.png
砕龍撃(さいりんげき)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SR HA 20 7 41 -27 B -
  • Ground bounces on hit
  • Cancels into air stances, will cancel into ground stances if done late in the animation

Kagura jumps from his crouching position and slams his sword to the ground. Has a long ground bounce on hit, allowing combos into 5DA. Versitile combo tool and fast start-up for an overhead, but punishable on block.

Dragon's Blade
Dragon's Blade
2D~B
BBCP Kagura 2D~B.png
龍閃剣(りゅうせんけん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500,800 R LA 13 Minimum 3(10)2 26 -7 F -
  • 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. First attack hits low and allowing followup combos by RCing the first hit. Standard ender, can be cancelled into a Fireball for a mix up.

Dragon's Dual Strike
Dragon's Dual Strike
2D~C
BBCP Kagura 2D~C.png
臥竜双破(がりょうそうは)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400,1000 - HL 16 2(20)3 27 -9 B, F -
  • Untechable knockdown on CH
  • Causes spin state when hitting grounded opponent.

Kagura attacks with two downward sword strikes into the ground. First attack hits higher and pulls in and the Second hit is a low but slightly ground bounces the opponent attack. Has a good hitbox, comes out fairly fast, making this an easy move to use to start drive combos with. Can be comboed into from 5C when done on a crouching opponent. Quite safe on block due to the push block of the last hit.

Dragon's Fang
Dragon's Fang
6D~A
BBCP Kagura 6D~A.png
龍牙迅(りゅうがじん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SR All 26-35 5 20 -6 F -
  • Ground bounces on hit
  • Amazing invuln, can go through DP's 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 very strange invuln for a lengthy portion of the move, avoiding mids and overheads, but losing to lows, low mids(2A's) and jumping normals.

Dragon's Mirage
Dragon's Mirage
6D~B
BBCP Kagura 6D~B 1.png
龍影迅(りゅうえいじん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SR All 33-42 3 24 -8 F -
  • Switches sides
  • Fatal Counter

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
Sky Dragon's Strike
6D~C
BBCP Kagura 6D~C.png
飛龍尖撃(ひりゅうせんげき)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 SR HL 15-20 4 26 -9 B -
  • Blows back opponent on hit
  • Armour against projectiles
  • Wallbounces on counter hit

Kagura charges his sword forward towards his opponent. Blows back on hit, but can be followed up in corner with various drive moves, notably 2D~C and 2D~B. Very good combo tool and corner carry. Does not hit crouching opponent at max range and does not go fullscreen. Has armour against projectiles.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Kagura ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,100,1300 -, SOR - 7 3 19 - T -
  • Wall bounces opponents midscreen
  • Wall Splats opponents in the corner

Can be followed up with [4]~6A to extend combos midscreen.

Back Throw
Back Throw
4B+C
BBCP Kagura BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,100,1300 -, SOR - 7 3 19 - T -

The same as the forward throw, but in reverse.

Air Throw
Air Throw
j.B+C
BBCP Kagura AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500,200,700 -, SOR - 7 3 15 - T -
  • Ground bounces

Fourth hit causes ground bounce, easy to follow up with [4]6A

Counter Assault
Counter Assault
6A+B (While Blocking)
BBCP Kagura 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 2 31 -14 B 1-20 All

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

Crush Trigger
Crush Trigger
5A+B
BBCP Kagura CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30 1 26 +2 B -
  • 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 greatly increase combo damage.


Specials

Dragon Spirit
Dragon Spirit
[4]~6A/B
BBCP Kagura 4~6A.png
龍縛旋(りゅうばくせん)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 450,450 - All 19 64 Total 36 +4 BP* -
B 550xN (Short) 400xN(Long) - All 40 - Total 54 +7 (Short) BP* -
  • 45F charge
  • A version starts up faster and goes half-stage. B version takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage, but number of hits varies per distance traveled (From 2 to 5)
  • Both have SMP, but it is not shared

Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool, the B version starts as the A version, but the further it travels, the more hits it gets (Min 2, Max 5). Has Vacuum effect, which is negated if the opponent IB barriers. Grants small frame advantage on A version, massive frame advantage on B version if it travles far enough. Can be used for both a combo extender and for okizeme.

Dragon's Ascent
Dragon's Ascent
[2]~8B/C
BBCP Kagura 2~8C.png
龍刃翔(りゅうじんしょう)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B (1)700 (2-3)350 R HL 9 - - -13 (-26) B 1-17 Head Inv.
C (1)1000 (2-6)300 R HL 13 2(3)2x5 49 -40 B 1-27
  • 45F charge
  • B version is anti-air, C version is reversal
  • Can be canceled into Ryuurenbu

Uppercut, B version has only head invuln and must be barrier blocked in the air, while C version is completely invuln but can be regular blocked in the air. Damage scales well in combos. B version knocks the opponent very far away, in the corner on counter hit can comboed from, and is also safe on air block in most situations. C version launches them directly up, and is untechable until knockdown on CH. Incredibly unsafe on block.

Dragon's Dance
Dragon's Dance
[8]~2C
BBCF Kagura Ryuurenbu.png
龍憐舞(りゅうれんぶ)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R - - - - - - -
  • 45F charge

Overhead. Can be used as a follow-up to Dragon's Ascent.


Distortion Drives

Supreme Dragon's Inferno
Supreme Dragon's Inferno
[4]~41236+C
BBCP Kagura 4~41236C.png
龍覇・獄焔塵(りゅうは・ごくえんじん)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2012 - - 1+1 6(7)6(7)6 24 -3 - -
Overdrive 2764 - - - - - - - -
  • 30F charge
  • 180F Heat Gauge cooldown
  • Minimum damage: 471 (927 OD)

Kagura swings his sword and causes three pillars that travel forward towards his opponent. Projectile. Very fast get-away move and safe on block.

The Dragon Lord's Striking Fang
The Dragon Lord's Striking Fang
During a stance, 28D, air OK
BBCP Kagura 28D.png
龍皇・斬牙欧衝(りゅうおう・ざんがおうしょう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500,1747 - - - - - - - -
  • Air OK
  • 180F Heat Gauge cooldown
  • Minimum Damage 1100 (1400 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.


Exceed Accel

Dark Flame of the Bellowing Dragon
ABCD during Overdrive
BBCF Kagura GenmaRettouzan.png
哮龍・幻魔烈刀嶄(こうりゅう・げんまれっとうざん)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - All - - - - - -
Active Flow 4020 - All - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • 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. Puts Kagura in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Black Dragon's Sky-Rending Blade
236236C
BBCP Kagura 236236C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All 7+15 5 40 -24 B 1-32

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.


External References