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.
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 launches upwards instead of away
- 2DC causes untechable knockdown
- 1236C gets a additional follow-up attack
- 28D deal more hits and damages
- 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
- 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...)
- Distortion Drives are below-average in terms of damage output.
- Japanese Name: カグラ＝ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Staggers on hit
- Slides down on air hit
Hits mid. Range is pretty much the same but 1F faster, making it better suited for catching tech, combo filler and neutral poking. Can late cancel into 5C on block/hit. On air hit, causes slide down and can be linked into 5C in the corner. The stagger on counter hit allows for comboing into 6D~A even at max range, which leads to decent damage mid-screen and huge damage near the corner.
- Forces opponent to crouch on hit
Kagura's overhead which has him attacking his opponent with his elbow. Can be rapid canceled into 6C, linked into 3C on counter hit, and linked into 5A on normal hit against Tager and Hakumen.
6B or 5BB
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.
- Launches on hit
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 midscreen CH, it is easy to pick up with 2D~A
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.
- Grounds opponent on air hit
- Staggers grounded opponent on hit
- 9F landing recovery
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.
6D, air OK
- Ground Stance
- 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.
- Air Stance
- 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.
- Stance Cancel
Allows Kagura to cancel the stance he entered before the long stance recovery finishes.
Ground Stance cancel is pretty fast while the earliest possible air stance cancel is 34F and forces Kagura to hang in the air.
- 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.
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.
- Wallbounces on second hit in the corner or midscreen (on counter hit only)
- Throws opponent behind Kagura on hit
- Throws opponent in upwards on hit during overdrive
- Has head invulnerability
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.
- Cannot emergency tech
- Ground bounces on hit
- Cancels into Air stances
Kagura jumps from his crouching position and slams his sword to the ground. Has a long ground bounce on hit, allowing combos into a wide variety of moves. Can combo into 3C on very high air hit or after going into an air stance and canceling the stance with 4D. Versitile combo tool and fast start-up for an overhead, but punishable on block.
- First attack hits low and causes Hard knockdown
- Second attack hits mid and allows emergency tech
Kagura uses his sword to surf and attack the opponent. First attack hits low and allowing followup combos by RCing the first hit. Good combo ender, can be cancelled into a Fireball for a mix up.
Dragon's Dual Strike
- Untechable knockdown during OD and Counter-hit
Kagura attacks with two downward sword strikes into the ground. First attack hit 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. Quite safe on block due to the push block of the last hit.
- Groundbounces on hit
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.
- Fatal Counter
- Switches side
Kagura slides through his opponent and attacks them from behind. Crosses up. Typically used as a means of switching sides mid-combo after a 2D~A (in the corner only) or 6C.
Sky Dragon's Strike
- Blows back the opponent on hit
- Super Armor against Projectiles (can absorb a max of 1500 dmg)
- Causes wallbounce on counter-hit
- Aerial spinning knockdown on hit during OD
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 (no SMP except in OD) and corner carry. Does not hit crouching opponent at max range and does not go Fullscreen.
6A+B (While Blocking)
|B||400 X N||-||All||40||-||Total 54||+25||BP*||-||Click!|
- 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 5 to 1)
- A version is a good starter (P1 = 90) while B version is a bad starter (P1 = 60). B version has a high minimum damage in combos.
Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool, the B version can hit the opponent out of the forward roll. Has Vacuum effect, which is negated if the opponent IB barriers. Grants small frame advantage on A version, massive frame advantage on B version. Can be used for both: a combo extender and for okizeme.
|~1520||R||HL||8||2(3)1*5||21 (+12 when landing)||-13 (-26)||B||1-17||Click!|
- 45F Charge
- Causes soft knockdown on CH.
- Wall splats on corner Counter hit.
Uppercut, long invincible startup and active frames. Damage scales very well in combos, but normal hit leaves them free to tech in the air. Safe on air hit, making it an excellent anti-air tool (large hitbox in the air) if the charge is already buffered. Beats many other reversals of the game and recovers faster than them on whiff.
Supreme Dragon's Inferno
|Normal||1050, 501, 461||-||-||1+1||6(7)6(7)6||24||-3||-||-||Click!|
|Overdrive||1050, 501, 461, 153, 141, 130, 119, 109, 100 (2764)||-||-||-||-||-||-||-||-||Click!|
- 30F Charge
- 180F Heat Gauge cooldown
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
During a stance, 28D, air OK
- Air OK
- 180F Heat Gauge cooldown
- 1100 minimum damage (normal version)
- 1658 minimum damage (OD version)
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.
Black Dragon's Sky-Rending Blade
- Costs 100% Heat
- 180F Heat Gauge cooldown
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.
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.
- 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.
- 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 - frame tight blockstring that leads into a drive move, safe on block but negative. 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 fatal counters. 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.
- 2D~B 2B 46A - a blocked 2D~B puts you at the perfect distance to tag them with a 2B 46A If they choose to just block after a 2D~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.
- 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.
Kagura's oki revolves around getting a knockdown and then throwing either 46A or 46B and having them wake up into it. You wont get real mixup off 46A but a blocked 46B gives you huge frame advantage where you can pretty much do whatever you want. Depending on the character, you will want to delay 46B on oki to prevent or allow certain options. Kagura has a lot of options so dont get predictable.
Here are some options you have following a knockdown into 46B IF they tech or are in the corner.
- 5B/2B - Low attacks. Leads into good damage.
- 5B 5D~B - Command grab, hard to combo off midscreen but leads into big damage in the corner. Good corner carry.
- 6A - Ambiguous overhead that can be chained into from 2A. Its rather slow and doesnt really lead into anything on block so use this sparingly.
- 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 6D~A for an overhead, 5D~A 2D~C or 2D~B for a low. Only the second hit of 2D~C is a low so the first hit kinda gives you away but you get a much better reward if it hits. If they try to jump after the 5D~A you can do 2D~C which will hit them out of jump startup and you get a combo.
- 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.
- IAD j2D/5D/6D - Using stances in the air lead into some crazy mixup and damage. The initial IAD puts you right above them so after inputting the stance you can dive either left or right and into whatever stance move you want. 2D~A, 6D~A 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.
Your oki options are going to change depending on the character if they choose not to tech. Large and normal sized characters will be hit OTG by 46B if you do it immediately after 2D~C, while small characters wont. Normal sized characters wont get hit immediately by 46B when slightly delayed after 2D~C but if they choose not to tech, it will pick them back up for a new combo.
- Large: Arakune, Hakumen, Rachel, Ragna, Tager, and Taokaka
- Small: Platinum, Kokonoe, Kagura
- Normal: Everyone else
Against small characters, you cant really do anything solid if they decide to roll backwards but you can instead go for corner carry by ending combos in 6D~C 2D~B 46A.
If a large character doesnt tech immediately and tries to roll backwards, an immediate 46B will OTG them and you can start a blue beat combo or go for mixup while theyre being hit by 46B.
For normal characters, slightly delay your 46B if you dont want it to OTG. If you do this they can roll backwards though.
If theyre cornered they cant back roll away so no matter what they do, theyll have to deal with getting hit by or blocking 46B and youll get good oki.
Your primary tools to use when put on the defensive are going to be 8C, 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. 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.
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.
- For more combos and information, please visit this thread:
- 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)]|
- 5BB > 3C > 2D~C > ~6A > 5A > 6B > jc > j.B > jc > j.B > j.C
- 5BB > 3C > delay 5D~C > delay 2D~A > ~6B > 6C > 6D~B > 2D~C > ~6B (oki)
- 5BB > 3C > CT > 66 3C > delay 5D~C > delay > 2D~A > ~6B > 6C > 6D~B > 2D~C > 5D~A > ~8C
- 5BB > jc > j.B > j.C > 66 5BB > jc > j.B > j.C > 66 5BB > 3C > 2D~C > 5D~A > 6D~C
- 6C > 6D~B > 2D~A > ~6B > 5BB > jc > j.B > jc > j.B > j.C
- ~8C [CH] > 66 5BB > jc > j.B > jc > j.B > j.C
Midscreen to Corner
- 2A > 2B > 5BB > 3C > 6D~C > delay 2D~B
- 2A > 2B > 5BB > 3C > 2D~C > 5D~A > 6D~C
- 5BB > 3C > 2D~C > 5D~A > 6D~C
- 5BB > 3C > CT > 66 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 2D~A > 5D~A
- 5BB > 3C > CT > 66 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 5D~A > 2D~A
- 6C > 6D~B > 2D~A > ~6B > 5BB > 5C > 6D~C
- 2D~B (first hit) > RC > 66 6C > 6D~B > 5D~C > 66 5C > 2D~A > ~6B > 3C > 2D~C > 6D~C
- 5D~A [FC] > 66 6A > 6B > 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 2D~A > ~6B (oki)
- ~8C [CH] > 66 5B > 3C > 2D~C > 5D~A > 6D~C
- 2A > 2B > 5BB > 3C > 2D~C > 6D~A > 6C > 6D~C > 2D~B > ~6B (oki)
- 5BB > 3C > 2D~C > 5D~A > 6D~A > 5BB > jc > j.B > jc > j.B > j.C
- 5BB > 3C > 2D~C > 6D~A > 5BB > 5C > ~6B > 6C > 6D~B > 2D~A > 5D~C > 2C > ~6B (oki)
- 5BB > 3C > 2D~C > delay 5D~A > 5BB > 5C > ~6B > 6C > 6D~B > 2D~A > 5D~C > ~6B (oki)
- 5BB > 3C > CT > 5C > 6D~C > 2D~A > ~6B > 6C > 6D~B > 2D~C > 5D~C > 2C > ~6B (oki)
- 5BB > 3C > 6D~C > 2D~C >~6B > 2C > 5C > 2D~A > 6D~A > 5D~A 44 > 3C > D6~C > 2D~B > ~6B (oki)
- ~8C [CH] > 5BB > 5C > 5D~A > 6D~A > 3C > 2D~C > 6D~C