BBCF/Kagura Mutsuki

From Dustloop Wiki
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Kagura Mutsuki
BBCF Kagura Portrait.png
Play-style
Long reaching, Slow and deliberate

Overview[edit]

Kagura Mutsuki is a General in the NOL, and the head of the Duodecim's Mutsuki family. He recognizes how dire the state of the world is under the Imperator's rule and seeks to change how the NOL operates from within.

Drive: Black Gale[edit]

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[edit]

  • Removes the limit on stance cancels in D attack strings
  • Can dash cancel all C and D attacks except for 3C
  • 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

Strengths/Weaknesses[edit]

Playstyle
Pros Cons
  • Massive, sweeping normals
  • Above average health and damage
  • Stance cancels provide tricky mixup and mind games
  • Almost all combos can end in fireball okizeme
  • Has at least one move for each attribute invulnerability, allowing him to basicaly call out any move from a predictable opponent.
  • Very poor mobility
  • Fastest pokes have pitiful range
  • Special moves and distortion drives can't be performed on reaction, each one must be planned for by charging or performed from another move, making him perform badly in chaotic situations.
  • 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...)


Normal Moves[edit]

5A[edit]
5A
BBCP Kagura 5A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 5 3 9 0 B -

One of the faster 5As in the game. Can be used as an anti-air, but requires very good spacing to do so

5B[edit]
5B
BBCP Kagura 5B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
480 Low 8 3 11 0 F -

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

5C[edit]
5C
BBCP Kagura 5C.png
Swing for the fences, shoot for the stars
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1100 Mid 19 4 23 -4 B -
  • Causes wall bounce on Air Counter Hit.

Huge, but slow swing with the sword. Blows opponent away on air hit. On non-CH can confirm into 6DC and 2DC from closer ranges, and 2DB from all ranges.

2A[edit]
2A
BBCP Kagura 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 7 3 10 -1 F -

Standard 2A. Hits mid.

2B[edit]
2B
BBCP Kagura 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 Low 10 3 14 -3 F -

Hits low. Has better reach than 5B, but slower startup. Better for certain pickups off the ground than 5B.

2C[edit]
2C
BBCP Kagura 2C.png
You're gonna press this button a lot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 Mid 16 7 23 -9 F -
  • Causes ground slide
  • Has foot property
  • Hitbox fully extended at 18F

Long ranged thrust. Although it can be blocked with a standing or crouching block, it is still a very useful poke against certain moves. Range is similar to 5C, but 3F faster, making it a slightly better tool at midrange. Causes slide. 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 notably good and/or bad ways, depending on which attribute the opponent's attack cares about. 2C will beat Tager's Sledge 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 care in certain match-ups.

6A[edit]
6A
BBCP Kagura 6A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 High 22 3 19 -3 B -
  • Forces crouch on hit
  • Causes ground bounce on air hit
  • Bonus Proration 110%

Kagura's very short-ranged 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, and late canceled into [2]8B on everyone. Causes ground bounce on air hit.

6B or 5BB[edit]
6B or 5BB
BBCP Kagura 6B.png
The only button that truly matters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 9 4 21 -8 B -

Significantly buffed in 2.0 with better startup, recovery, active frames, and being stance cancelable. Jump cancelable on block/hit. Has more range than one would expect 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.

6C[edit]
6C
BBCP Kagura 6C.png
SOURAIYOU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1300 Mid 22 6 29 -10 B -
  • Launches on hit
  • Wall bounces and untechable knockdown on CH
  • No head invulnerability

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 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 visually sails cleanly through the opponent, without actually hitting them.

3C[edit]
3C
BBCP Kagura 3C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Low 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[edit]
j.A
BBCP Kagura jA.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 7 3 9 - H -

Fast, forward air poke.

j.B[edit]
j.B
BBCP Kagura jB.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
550 High/Air 10 4 15 - H -
  • Huge untechable time on air CH.

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.

j.C[edit]
j.C
BBCP Kagura jC.png
The sword is probably rubber
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 High/Air 13 5 24 - H -
  • Ground opponent on air hit

Buffed in 2.0 with significantly reduced startup and landing recovery. Kagura does a huge downward swing with his sword while airborne. Good hitbox, good air defensive tool but need to well-spaced. Poor as an air-to-air due to being rather slow with very little reward. Staggers for a long time on 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.


Drive Moves[edit]

Stance[edit]
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground - - - - 72 - - -
  • Earliest cancel into a drive attack is 10F (down from 14f in 1.0)
  • Earliest cancel into a drive attack from stance change is 8F


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~A > 6D~A) for a maximum of 3 chains (except during Overdrive), in any order. The chain is reset when a normal is used between drives.

Buffed in 2.0 with significantly faster startup, effectively making all of his drive moves much faster.

Air - - - - 73 - - -
  • Earliest cancel into Drive attack is 8F
  • Lands quickly 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.

Cancel - - - - 12 - - -
Air Cancel - - - - ?? - - -

Dragon Blast[edit]
Dragon Blast
5D~A
BBCP Kagura 5D~A.png
Don't make me punch this sword
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Attack 800 Mid 19 3 31 -14 B 7-21 Guard HBFP
Forward - - - - 22 - - -
Back - - - - 24 - - 1-9 All
  • Staggers opponent on ground hit.
  • On air hit, blows back slightly with wallbounce in corner.
  • Fatal Counter and staggers for 43F
  • Has Super Armor on frames 7-21 against everything but fast lows.
  • Air unblockable

Kagura throws his sword and punches it towards his opponent.

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[edit]
Dragon's Claw
5D~B
BBCP Kagura 5D~B.png
龍戟爪(りゅうげきそう)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 300, 1200 Throw(120) 7 3 38 - T -
  • Ground bounces on second hit
  • Minimum damage 100%

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[edit]
Dragon Slaughter
5D~C
BBCP Kagura 5D~C.png
This is the wheel of fate and it's turning
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700, 1200 Mid 17 3 (14) 3 34 -16 B 1-36 H
  • Wall splats on CH and wall bounds on regular hit in the corner
  • Throws opponent behind Kagura
  • Head invuln from frame 1

Kagura 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[edit]
Dragon Strike
2D~A
BBCP Kagura 2D~A.png
High level IQ, pal-io
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 High/Air 20 7 41 -31 H 4-26 FT
  • 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 5DA. Versitile combo tool and fast start-up for an overhead, but punishable on block.

Dragon's Blade[edit]
Dragon's Blade
2D~B
BBCP Kagura 2D~B.png
Uber? nah brah
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800, 1200 Low/Air, All 13 3 (10) 2 22 -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. Gives hard knockdown on CH, and can be followed up with other Drives. Standard ender, can be cancelled into a Fireball for oki. In 2.0, launches the opponent higher, making it more advantageous and comboable into C Fafnir.

Dragon's Dual Strike[edit]
Dragon's Dual Strike
2D~C
BBCP Kagura 2D~C.png
臥竜双破(がりょうそうは)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 1200 Mid, Low 18 2 (19) 3 27 -9 B, F -
  • 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[edit]
Dragon's Fang
6D~A
BBCP Kagura 6D~A.png
龍牙迅(りゅうがじん)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
850 All 35 3 22 -6 B 1-34 B
  • Fatals on CH
  • Ground bounces on hit
  • Amazing invuln, can go through DPs 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 Body attribute invuln for a lengthy portion of the move allowing it to ignore most standing normals, but beware as it still loses to Foot, Head and Projectile attributes moves, which are normally crouching normals, low hits, jumping moves and any projectile.

Dragon's Mirage[edit]
Dragon's Mirage
6D~B
BBCP Kagura 6D~B 1.png
I said Sike
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 All 42 3 24 -8 B 1-26B
27-39 All
  • Switches sides

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[edit]
Sky Dragon's Strike

(Wyvern)
6D~C

BBCP Kagura 6D~C.png
Do you have the balls?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 All 13~18 6 26 -11 B 7-23 Guard P
  • Blows back opponent on hit
  • Armour against projectiles
  • Wallbounces on counter hit
  • Hitbox fully extended on 20F

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. 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[edit]

Forward Throw[edit]
Forward Throw
5/6B+C
BBCP Kagura ForwardThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 100, 1400 Throw(70) 7 3 23 - T -
  • Wall bounces opponents midscreen
  • Wall Splats opponents in the corner

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

Back Throw[edit]
Back Throw
4B+C
BBCP Kagura BackThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 100, 1400 Throw(70) 7 3 23 - T -

The same as the forward throw, but in reverse. This can be difficult to follow up if throwing an opponent out of the corner.

Air Throw[edit]
Air Throw
j.B+C
BBCP Kagura AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 500, 200, 800 Throw(120) 7 3 23+3L - T -
  • Ground bounces

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

Counter Assault[edit]
Counter Assault
6A+B (While Blocking)
BBCP Kagura 6B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0 All 13 5 28 -14 B 1-20 All

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

Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Kagura CT.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 Guard Break 32/Barrier 20 1 25 0 B -
1000 Guard Break 60/Barrier 30~61 1 25 0 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 increase combo damage.


Specials[edit]

Dragon Spirit[edit]
Dragon Spirit
[4]~6A/B
BBCP Kagura 4~6A.png
龍縛旋(りゅうばくせん)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
A 700/600*3 All 18 - Total: 36 -3 P1 -
B 650*2/500*4/500*6 All 40 - Total 51 10 P1 -
  • 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 6)

Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool. The further the B version travels, the more hits it gets (Min 2, Max 6). Has Vacuum effect, which is negated if the opponent IB barriers. Grants frame disadvantage on A version, good to massive frame advantage on B version if it travels far enough. Can be used for both a combo extender and for okizeme.

Dragon's Ascent[edit]
Dragon's Ascent

(Fafnir)
[2]~8B/C

BBCP Kagura 2~8C.png
Vibe
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
B 600*3 Mid 13 3,2,2 Until L+12 -18 B 1-19 H
C 900, 200*5 Mid, All*5 9 2 (3) 2,2,2,2,2 Until L+20 -45 B 1-23 All
  • 45F charge
  • B version is anti-air, C version is reversal
  • Can be canceled into Ryuurenbu
  • B version has frame 1 head invulnerability

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 is safe on air block in most situations. C version launches them directly up, and is untechable until knockdown on CH. Ridiculously unsafe on block.

Dragon's Dance[edit]
Dragon's Dance

(Kadamos)
[8]~2C

BBCF Kagura Ryuurenbu.png
C H E C K
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Normal 1200 High/Air 13 3 Until L+8 - H -
Followup 1200 - 14 5 Until L+8 - H -

Overhead. Can be used as a follow-up to Dragon's Ascent. In 2.0, both are untechable and can be followed up at the right heights.


Distortion Drives[edit]

Supreme Dragon's Inferno[edit]
Supreme Dragon's Inferno

(Rindo)
[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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Normal 1100*3 All 1+(62 Flash)+3 12(1)12(1)12 Total 59 -8 P2 -
Overdrive Followup 380*3, 380*3 All 7+(51 Flash)+9 Until Offscreen Total: 99 - P2* -
  • 30F charge
  • 180F Heat Gauge cooldown
  • Flames appear on 5, 18, 31
  • Minimum damage 15%
  • No invulnerability whatsoever.

Kagura swings his sword and causes three pillars that travel forward towards his opponent. Projectile. Very fast get-away move and only unsafe on block from very close. Has very poor minimum damage. In OD, the follow up attack has the chance to whiff in the corner if done in a particular spot, so be careful using it there. Do not use this as a reversal in panic situations since it has no invulnerability, use dragon's ascent instead and rapid cancel it if you need to.

The Dragon Lord's Striking Fang[edit]
The Dragon Lord's Striking Fang

(Zanga)
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)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 500, 5000
[500*19, 3000]
Mid 1+(48 Flash)+10 3 51 -33 B 1-12 All
Air 500, 5000
[500*19, 3000]
Mid 1+(48 Flash)+Until L+5 3 51 -33 B 1-Until L+7 All
  • Air OK
  • 180F Heat Gauge cooldown
  • Minimum Damage 1100 (1450 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. 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.


Exceed Accel[edit]

Dark Flame of the Bellowing Dragon
ABCD during Overdrive
BBCF Kagura GenmaRettouzan.png
EPIC GUITAR SOLO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 250*4, 1500
{600, 250*4, 500*7}
All 20 [10] 3 34 -10 B 1-22 All
[1-22 All]
  • Does not cost Heat, but immediately 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. Has the same attack animation as 2DA, but does not have the same hitbox. Puts Kagura in Active Flow if he hasn't already been in it already.


Astral Heat[edit]

Black Dragon's Sky-Rending Blade
236236C
BBCP Kagura 236236C.png
Swift death and eye candy for everyone!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
31000 All 7+(42 Flash)+15 5 40 -24 B 1-32 All

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[edit]


Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Kagura Mutsuki/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc