BBCPE/Kagura Mutsuki: Difference between revisions

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  |invul=1-17  
  |invul=1-17  
  |hitbox=Kagura/2~8C
  |hitbox=Kagura/2~8C
  |description=Uppercut, B version has only head invuln and must be barrir 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, and in the corner on counter hit can comboed from, is also safe on air block. C version launches them directly up, and is untechable untill knockdown on CH. Incredibly unsafe on block.
  |description=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, and in the corner on counter hit can comboed from, is also safe on air block. C version launches them directly up, and is untechable untill knockdown on CH. Incredibly unsafe on block.
*45F charge
*45F charge
*B version is anti-air, C version is reversal
*B version is anti-air, C version is reversal

Revision as of 19:13, 1 August 2015

Kagura Mutsuki
BBCP Kagura Portrait.png

Health: 11,500

Combo Rate: 65%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1~7

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Charge, Stance, Mixup
Full Frame Data
BBCPE/Kagura Mutsuki/Frame Data

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 is 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 damages


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...)


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 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 -

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.

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

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.

  • Forces crouch on hit
  • 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 13 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 -

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.

  • Launches on hit
  • Wall bounces and untechable knockdown on CH
  • SMP
3C
3C
BBCP Kagura 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HL 14 3 29 -15 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 -

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.

  • Ground opponent on air hit
  • Staggers grounded opponent on hit
  • 9F landing lag


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 Kagura stance attacks are air unblockables (Barrier needed)


Kagura enter in stance from frame 1. Each stance (5D, 2D and 6D) have a maximun of 3 attacks + his super. Any stance can be cancelled 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 maximun 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 - - -19 B -

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.

  • 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.
  • Fatals
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 -

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.

  • Ground bounces on second hit
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 - - -16 B -

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.

  • Wall bounces on CH and wall bounds on regular hit in the corner
  • Throws opponent behind Kagura
  • Head invuln from frame 1
  • SMP
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 - - -27 B -

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.

  • Ground bounces on hit
  • Cancels into air stances, will cancel into ground stances if done late in the animation
  • SMP
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 - - -5 F -

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.

  • First attack hits low and causes hard knockdown
  • Second hit is mid and is emergency techable
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 - - -9 B, F -

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.

  • Untechable knockdown on CH
  • Causes spin state when hitting grounded opponent.
  • SMP
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 24 - - -7 F -

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.

  • Ground bounces on hit
  • Amazing invuln, can go through DP's or supers.
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 Minimum - - -11 F -

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, but nothing too amazing.

  • Side switches
  • Fatals
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 - - -9 B -

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.

  • Blows back opponent on hit
  • Armour against projectiles
  • Wallbounces on counter hit


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 -

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

  • Wall bounces opponents midscreen
  • Wall Splats opponents in the corner
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 -

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

  • Ground bounces
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 -

Fairly short range Crush Trigger. Can be easily used in corner combos to greatly increase combo damage.

  • Costs 25% Heat
  • Possible to charge
  • 180F Heat Gauge cooldown
  • Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit.


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 400 X N - All 40 - Total 54 +25 BP* -

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.

  • 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
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)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
~1520 R HL 8 2(3)1*5 21 (+12 when landing) -13 (-26) B 1-17

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, and in the corner on counter hit can comboed from, is also safe on air block. C version launches them directly up, and is untechable untill knockdown on CH. Incredibly unsafe on block.

  • 45F charge
  • B version is anti-air, C version is reversal


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 - - - - - - - -

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

  • 30F charge
  • 180F Heat Gauge cooldown
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 - - - - - - - -

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.

  • Air OK
  • 180F Heat Gauge cooldown


Astral Heat

Black Dragon's Sky-Rending Blade
236236C
BBCP Kagura 236236C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - 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.


Strategy

Offense

Kagura can start his ideal offense when he gets within 2A or 5B range. Keep in mind when doing anything into a C normal as you can easily be reversaled out of the startup. They also have a lot of pushback on block so avoid doing C normals in general but if they are blocked you can go into some rewarding mixups, or cover yourself with an A orb, to help yourself get back in, or force the opponent into the air, where you can continue to pressure them with a j.B>j.AxN blockstring, or bring them right back down with a well spaced 6C.

Blockstrings

  • 2A 2B 5BB 46A - basic blockstring that gives you enough time to charge an orb. Frame advantage on block, vacuums them in a bit so you can go for another rep or a mixup. If you get a hit, go into 3C 2D~C 46B oki instead of ending in 46A. Try not to be too predictable with this, as there is gaps between 5BB>[4]6A and the opponent can jump out of the 2A after blocking [4]6A. Be aware of this and shutdown their attempt to jump out with a dash 5A, or 6C if they get too predictable themselves.


  • 5B delayed B 46A - Alternate blockstring that starts with 5B. Even if they block this, they're still in 5B range so you can do another rep of this without the delay because you have more time to charge. If they block a jB jump in, it puts you at the perfect distance to start this blockstring without the delay if you start charging while you're jumping in.


  • 5C 2D~B - A very risky blockstring that can potentially lead into some drive mixup once you have conditioned your opponent enough, safe on block but negative. If they instant block the 2DB, you can be punished by any 8 frame normal, but there is a counter for this. If they If they block a 2D~B you have a couple options to keep pressure up, however they all lose most reversals so just doing nothing after a 2D~B and blocking is a pretty good option too.
    • 5D~A will armor through everything but lows and will catch mashing with a fatal. Also catches jumping allowing you to continue pressure if they barrier blocked it.
    • 6D~C counter hits low attempts, leads to big damage. Unsafe on block unless you cancel into 5D~A or 5D~C. 6D~C into 5D~C is a frame trap.
    • 6D~B/A is a bad option because you can easily be hit out of the start up, they can jump or they can reversal. 6DA will go through mids however, but will lose to 2A's.
    • 5D~B is the counter to the opponent instant blocking your 2D~B, as doing so will put you in the range to command throw them. It is however a pink grab, meaning at best they don't tech, but more often than not, you prevent yourself from being punished by going back to neutral. Do take note however, that if they Barrier Instant Block your 2DB, you WILL NOT be in range for 5D~B
    • 2D~B RC 5BB 46A - An expensive option but lets you start your 46A pressure easily. 2D~B RC 5B is frame tight. If 2D~B hits, cancel into 46A for oki or RC 6C into combo.
    • 2D~B(1) RC 5DB - Another expensive option, but RC'ing the first hit of 2D~B, microdash 5D~B will catch a lot of people expecting to block all of 2DB. If your opponent expects this, they can jump out to escape, in which case you can tag them with a 5DC.


  • 5C 5D~A - A risky blockstring that isnt frame tight and only works at close ranges. 5C has enough blockstun that forces them to block the 5D~A which allows you to go into other drive moves for mixup. Even if they jump back barrier guard after blocking 5C, they still have to block the 5D~A and because they blocked it in the air, you get enough frame advantage to dash cancel forward and catch them landing with a 5B for more pressure. If they block 5D~A on the ground you can go into any of the 2D moves or dash cancel it. If they catch on to you doing 5D~A after 5C and interrupt you with a low, you can go into 2D~A which crushes lows for a big combo.


  • 5C [4]6A/B - A great way to annoy your opponent by safely poking at them with 5C, and canceling it into an A or B orb. Doing so will most likely force your opponent into the air, or in some cases simply block the orb, giving you frame advantage. How the opponent acts in the air gives you a few options to catch them. Those being a rising j.A if they attempt to airdash into you, 5D~C if they also attempt to airdash into you and you're confident in your posistioning,airthrow if they attempt to double jump to keep themselves away from you and the orb, or 6C if they simply airdash away from you and the orb. How you deal with this simple depends on your opponent, so react accordingly!

Okizeme
Kagura's oki revolves around getting a knockdown and then throwing either 46A or 46B and having them wake up into it. Depending on the move you used to end your combo, or how the opponent techs, you want to switch up which orb you use on oki. If the opponent delay techs, your options are to either throw your A orb a bit later than usual, or do an immediate B orb instead. In general, a delayed A orb is the better option, as if they choose to emergency tech when you use a B orb, you can be DP'd or hit by a wakeup 5A. There's no real difference to [4]6A and B at the ranges you will be using them for oki in terms of frame advantage. Kagura has a lot of options with his oki, despite it being weaker then previous itterations, so dont get predictable.

Here are some options you have following a knockdown into 46A/B IF they tech or are in the corner.

  • 5B/2B - Low attacks. Leads into good damage.
  • 5BB>IAD j.B>j.A - A quick way to reset pressure, and keep your opponent ready for some highs. If you begin charging immediately after you do the IAD, you can land and instantly throw an A orb after the j.A, or do a quick 5B>A orb, to keep your pressure going.
  • 5B 5D~B - Command grab, great corner carry midscreen and leads into big damage in the corner.
  • 5B Throw - Simple 5B tick throw setup, nothing amazing but never count the option out!
  • 5B 6A - While 6A does not gatling from 5B, thanks to 5B's quick recovery, this can be difficult to see coming. Only use this if you've condiditoned you opponent to block after your oki.
  • 6A - Ambiguous overhead that can be chained into from 2A. Against the vast majority of the cast, you can't combo off of this overhead without meter (Tager and Hakumen being the exception), but it doesn't hurt to throw it out regardless, to keep the opponent on tilt.
  • forward jump jC RC jC - double overhead at the cost of meter. jC works as instant overhead versus some of the bigger characters. Mix this up with empty jump 5B/2B.
  • 5D~A - Forcing them to block 5D~A gives you a lot of good options. 5D~A 2D~A [4]6A for an overhead combo midscreen, 5D~A 2D~A 6D~C etcin the corner. 5D~A 2D~C to catch people trying to upback after the 5DA or 2D~B for a low.
  • 6D~B/A - Kind of a weak mixup because its easy to see coming. Leads to good damage just don't overuse because its honestly not that difficult to block and unsafe. If they do block it though, you can go into 5D~B to make it safe. Stick a 2D~A or a 5D~A at the end to punish them pushing buttons.
  • j2D/5D/6D - Using stances in the air lead into some crazy mixup and damage. 2D~A, 5D~C and 2D~C all lead into good damage but 2D~C is the fastest. 5D~B is also a really good option here but it leads into bad damage if they aren't in the corner.


2DC Corner Okizeme
In general, Kagura's 2DC is used very early in his combos but is best saved for the ender to his combos rather than 2DB. While this oki does suffer from the same problems 2DB oki does, it does however help you cover some options that 2DB oki wouldn't. There are two different ending routes for this oki:

  • 2C>6DC>2DC>delay [4]6B
  • 2C>2DC>(optional delay) [4]6B

2C>6DC>2DC Oki, allows you to setup a slightly delayed B orb against the opponent safely, while also allowing you to catch people looking to delay tech the orb all together. After you set the B orb, inputting 4B>4AB>4BC will catch people either rolling, or delay teching for too long, and pick them up for an airborne 5BB>5C combo, leading to huge damage. If they emergency tech, you whiff a 5B, but as soon as they can input moves again, you get a very brief barrier, protecting you from wakeup DP. A proper delay tech from the opponent will put you into the same situation as a delayed tech from 2DB oki, which is the downfall to this oki.

2C>2DC Oki again lets you setup a B orb, but this time, depending on if you do or don't delay the orb, it will effect whether or not the orb goes straight past the opponent, or if they are again forced to block the B orb. An immediate B orb will see the orb just go past the opponent, letting you do an immediate grab or 5DB on their wakeup, if they're expecting to block the orb. A slightly delayed B orb will put you into a similar spot to the 2C>6DC>2DC oki, which is a good way to stop DP happy players on wakeup.

This oki is unfortunately useless on the larger characters such as Tager or Hakumen, as the B orb will hit them while grounded if they choose to not tech, resulting in a blue beat combo, with already very heavy proration.


Defense

Your primary tools to use when put on the defensive are going to be [2]8C, [4]1236C, and counter assault. 28C is safe on air block and has an amazing hitbox. Theyll be looking for this move so don't rely on it to get out of every situation. [4]1236C has a short charge time, is only -3 on block and comes out extremely fast at 2 frames of startup. It covers a lot of distance in front of kagura but wont really hit air opponents unless theyre descending from their jump.

Your fastest pokes have shit range but combined with your other defensive options, they get the job done. Use 2A/5B to poke out of pressure. 2A is 1 frame faster but 5B has a better hitbox and a better reward on hit. 5A is your fastest normal with 5 frames of startup and is good for stuffing standing normals or jump ins.


Neutral

Your go to normals in neutral are going to be 2A, 5B, 6B, jB, and 5/2C. 2A and 5B are your primary starters for 46A pressure while your C normals are great when spaced well, use them to hit people trying to run or iad at you or punish whiffed normals. 6B has nice range and is jump cancelable, its rather slow though so be careful where you throw it out. jB is a good jump in attack that has a good hitbox and can also be used in crossups.


46A and 46B projectiles are nice to throw out at a distance. 46A is fast but doesnt go full screen and trades with most other projectiles, very useful in blockstrings. 46B has slow startup and is kinda slow when it comes out but speeds up as it travels. Eats through a lot of projectiles and causes a lot of blockstun. Most people will just jump over it so be ready to anti air them with something like 6C, jA or 5D~C.


5A, 6C and 28C are going to be your anti airs. 5A is fast and should be used when you dont have a charge for 28C. Otherwise, just use 28C as its safe if they barrier block it in the air. 6C is difficult to hit with as its very slow but it does have a nice hitbox for controlling space if they're trying to avoid an orb and can lead into huge damage meterless if hitconfirmed.


Drive moves are terrible on whiff so try to use them in neutral sparingly. 6D~C has projectile armor so its nice for getting through predictable zoning. 5D~C can be used as a preemptive anti-air as it has a lot of active frames. 5D~A can be used to armor through midrange pokes if you use it early enough as well as for anti-air.

Combos

  • For more combos and information, please visit this thread:

http://www.dustloop.com/forums/showthread.php?17718-CP-Kagura-Mutsuki-Combo-thread

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
  • The following combos come from this video (Ordered based on what move was used first):
BBCP・カグラ適当基礎コン・簡易コン [By: 若葉如月(Wakaba Kisaragi)]

Midscreen

5BB Starter

6C Starter

Special Starter

Midscreen to Corner

2A Starter

5BB Starter


6C Starter

Drive Starter

Special Starter

Corner

2A Starter

5BB Starter

Special Starter


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc