Kagura is a stylish, high damage character with huge normals and a unique input system: His Drive attacks use a stance system and all of his specials require charge motions. Kagura has access to 3 stances that make up his Drive attacks. These stance attacks range from a command grab, to crossups, to an overhead. His fireball functions as a solid approach and okizeme tool, which help him keep up the momentum. His Overdrive shines as a combo tool and greatly increases his damage potential. It removes many restrictions on his stances and improves some of his attacks.
Kagura does have notable weaknesses, however. His longer ranged normals have notable startup and recovery frames, so whiffing them is dangerous. Kagura's faster normals also lack range. He also lacks safe and reliable mobility tools. This makes it difficult for Kagura to catch slippery opponents. Regardless, if Kagura can properly bulldoze his way in or force his opponents to approach, he can make the most of his tools and easily close out a round. While charge motions may be confusing to pick up for some players, most of the difficulty in learning Kagura comes from understanding his neutral.
|Lore:||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.|
|Kagura Mutsuki is a high-risk, high-reward character that preys upon predictable opponents with large, oppressive buttons and a litany of call-out options.|
- Removes the limit on stance cancels in D attack strings
- Note that Kagura still cannot cancel a stance attack directly into the same stance
- Can dash cancel all C and D attacks except for 3C
- 5DC launches upwards instead of behind
- 6DC slides the opponent across the screen
- 2DB and 2DC cause hard knockdown
- 1236C gets an additional follow-up attack
- 28D deal more hits and damage
One of the faster 5As in the game. Can be used as an anti-air, but requires very good spacing to do so. Whiffs on most crouching characters.
- Cancels into 5BB on hit or block, helping Kagura maintain a  charge
Quick, but very short range 5B. Hits low. Kagura's best option for stagger pressure at ±0 frame advantage.
- Causes wall bounce on Air Counter Hit.
Huge, but slow swing with the sword. Kagura's best starter, use this for big punishes. Blows opponent away on air hit. On non-CH can confirm into 6DC and 2DC from closer ranges, and 2DB from all ranges.
Standard 2A. Hits mid.
Hits low. Has better reach than 5B, but slower startup. Better for certain pickups off the ground than 5B. As a relatively diminutive 2B, this has very little use in neutral.
- Causes ground slide
- Has foot property
- Hitbox fully extended at 18F
Long ranged thrust. Although it hits mid and has long recovery, it is still a very useful poke and pressure tool. Range is similar to 5C, but 3F faster, making it a slightly better tool at midrange. 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.
- Forces crouch on hit
- Causes ground bounce on air hit
- Bonus Proration 110%
Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. Only gatlings out of 5A and 2A, and has no gatlings of its own. Links into 2C on counter hit, can be linked into 5A on normal hit against Tager and Hakumen, and late canceled into 8B on everyone. Causes ground bounce on air hit.
6B or 5BB
- Jump cancelable on block/hit
Kagura's middle ground between speed and range. 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. Has sizeable recovery, so don't throw this out haphazardly.
- Launches on hit
- Wall bounces and untechable knockdown on CH
- Air unblockable
- No head invulnerability
One of, if not the tallest normal in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used as a jump call-out. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of followups, notably 6DA and 2DA. 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.
Kagura's idea of a sweep. Launcher, decently fast and useful for ground combos, but has considerable recovery and low reward midscreen. Don't try and use this as an anti-air. Has some uses in neutral, but is primarily used as a combo tool.
Fast, forward air poke. Great for fuzzy guards as it can be gatlinged out of j.B.
- Huge untechable time on air CH.
Air poke that hits below and behind Kagura, making it his only jumping crossup normal. Safer jump attack used when the opponent is right below Kagura. Has a ton of untechable time on air CH.
- Grounds opponent on air hit
Kagura does a huge downward swing with his sword while airborne. Has a good hitbox, making it an ideal aerial defensive tool when properly spaced. Poor as an air-to-air due to being rather slow with very little reward, but fantastic for restricting space and scoring a knockdown. Staggers for a long time on a grounded CH. The part of the sword directly below and behind Kagura's head does not have a hitbox; only the parts from his head and forward do. Can be used as a rising overhead against specific characters.
5D/2D/6D (air OK)
- Earliest cancel into a drive attack is 10F
- Earliest cancel into a drive attack from stance change is 8F
- Earliest cancel into Air Drive attack is 8F
- Air Stance quickly dives to the ground before using a Drive attack
Kagura enters stance on frame 1. Each stance (5D, 2D and 6D) has a maximum of 3 attacks + his super. Any stance can be canceled into another stance quickly. Any stance attack can be canceled into another one from a different stance (5DA > 2DA > 6DA) for a maximum of 3 chains (except during Overdrive), in any order. The chain is reset when a normal is used between drives.
Air version hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the Drive. Can be followed up after his command throw and his 2DA.
You can adjust the direction of the dive by holding 4 (and 3) or 6 (and 1) when activating air Drive attacks.
- Staggers opponent on ground hit.
- On air hit, blows back slightly with wallbounce in corner.
- Fatal Counter, staggers longer on CH (43F)
- Has Super Armor on frames 7-21 against everything but lows.
- Air unblockable
Kagura throws his sword and punches it towards his opponent. Primarily used a call out for mashing, but is also situationally useful as an anti-air. Loses to throws and lows. Not the best combo starter, despite being a fatal counter.
Can be canceled into a forward dash or backdash on hit/block. While it is -3 or -6, Kagura can cancel the last 5F of each dash into Stance.
- 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.
- Wall splats on CH and wall bounds on regular hit in the corner
- Launches the opponent behind Kagura
- Head invuln from frame 1
Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it is canceled into 2DB. Commonly used as a combo tool to send the opponent back towards the corner. The head invulnerability and huge hitbox make it a powerful anti-air, but it has extremely bad recovery on whiff, so be sure to use this wisely.
- 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. Huge recovery on whiff.
- First attack hits low and causes hard knockdown
- Second hit is mid and is emergency techable
Kagura uses his sword to surf and attack the opponent. Surprisingly quick, and covers a lot of ground. First attack hits low, second hit is a mid. This move can be followed up by RCing the first hit. Gives hard knockdown on CH, and can be followed up with other Drives. Standard ender, can be cancelled into a flashkick for damage or a fireball for oki. This move is punishable, particularly so on IB, so don't use it mindlessly.
Dragon's Dual Strike
- 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.
- 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 still loses to foot property attacks, lows, aerial attacks, projectiles, and throws.
- Switches sides, but does not go fullscreen.
Kagura slides through his opponent and attacks them from behind. Crosses up. Typically used as a means of switching sides mid-combo. Has some invuln mid way into the move (some being used loosely), but nothing too amazing. This attack has a maximum range it can travel, and Kagura will always teleport during this move even if he is too far to actually switch sides with his opponent.
Sky Dragon's Strike
- Blows back opponent on hit
- Armour against projectiles
- Wallbounces on counter hit
- Hitbox fully extended on 20F
Wyvern! Kagura charges his sword forward towards his opponent. Blows back on hit, but can usually be followed up with 2DB midscreen. Very good combo tool and corner carry. Does not hit crouching opponent at max range and does not go fullscreen. Inexplicably has a hurtbox all around the sword starting at 20F, leading to some very silly looking interactions. Can be low-profiled by many characters, so try to avoid being too predictable with it.
- Wall bounces opponents midscreen
- Wall Splats opponents in the corner
Due to Kagura's poor mobility and general gameplan, it can be difficult to use his normal throw effectively in pressure. Nonetheless, it leads to decent reward and good corner carry anywhere on the screen. Has a kara throw input using 6B~C
The same as Kagura's forward throw, but in the other direction. This can occasionally be difficult to follow up if throwing an opponent out of the corner.
- Ground bounces
Slams the opponent down to the ground. Gives Kagura very consistent followups because he always falls to the ground with his opponent. The fourth hit causes ground bounce. Easy to follow up with 6A.
When blocking 6A+B
Has the same animation as his 6B. Not stance cancelable. Knocks away, short tech time. Not the best Counter Assault, but not the worst either.
- 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. Can combo into 1236C from a level 1 charge for a cheeky, albeit expensive way to open someone up.
- 45F charge
- A version starts up faster and goes full screen. Gains more hits the further it travels, from 1 to 3
- B version takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage. Gains more hits the further it travels, from 2 to 6
Orbs! Both will dissipate rapidly if Kagura is hit. You can use both in combos, A Orb as a neutral, pressure, and okizeme tool, or B Orb for okizeme with more frame advantage. A Orb is more effective in neutral, as B Orb carries a much higher risk with its longer startup. Both versions vacuum the opponent.
As both versions gain multiple hits as they travel, they can negate other projectiles while still being active themselves. Despite this, Kagura will still likely lose fireball wars due to the necessary charge time to throw one.
- 45F charge
- B version is anti-air, C version is reversal
- Both can follow up into Kadamos on hit, without needing a charge
- B version has frame 1 head invulnerability
Kagura's flashkick, Fafnir! In anti-air and reversal flavors. B Fafnir is a powerful antiair that only has head invuln and is air unblockable, while C Fafnir is a completely invuln reversal but is not air unblockable. B Fafnir is safe on air block in most situations. C Fafnir deals more damage and makes Kagura jump much higher in the air, and has a ton of untech time on CH. C Fafnir is Ridiculously unsafe on block. Both are frequently used as a combo ender with its follow up attack, Kadamos. Damage also scales well in combos.
It is impossible for Kagura to flashkick after a neutral tech from hard knockdown, meaning very many characters can safely run their okizeme on Kagura unhindered.
- 20F charge
Kadamos! Hits overhead. Is frequently used as a combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. Can be done immediately after a 6B jump cancel if properly charged. Unsafe on block, but is difficult for most characters to punish reliably. Grants a combo on CH or with meter to RC.
Supreme Dragon's Inferno
- 30F charge
- 180F Heat Gauge cooldown
- Each flame lasts for 12F
- Minimum damage 15%
- No invulnerability whatsoever
Rindo! Kagura drags his sword through the ground and creates three pillars of purple flame that travel forward and grow in size. Projectile. Very fast get-off-me move that is only unsafe on block from very close. Has very poor minimum damage, and is frequently outclassed by Zanga as a damage super. In OD, the third hit causes a hard knockdown, and can be followed up with an RC. As this move has no invulnerability it cannot be used as a traditional reversal super, and is better used to try and catch your opponent in their recovery.
The Dragon Lord's Striking Fang
During Stance 28D (air OK)
- Air OK
- 180F Heat Gauge cooldown
- Minimum Damage 1100 (1450 OD)
Zanga! Kagura raises his sword and slams it to the ground, creating a gigantic, explosive pillar of purple flame beneath his opponent. Can be done either on the ground or in the air. The OD version has the chance to whiff the follow up at max range, but this doesn't usually happen. Has very little to no usefulness as a reversal super, as you need to be in a stance to activate it.
In the air version, Kagura does a small hop before slamming into the ground. However, the hitbox is not active during the descent, so opponents can jump out of it outright.
Dark Flame of the Bellowing Dragon
ABCD during Overdrive
- Does not cost Heat, but immediately ends Overdrive if used.
- Behaves like all other Exceed Accels.
- 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 giant black flame. 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.
This EA is another reversal option. The pushback on this move is rather strong, so outside of Instant Blocking it is difficult to punish
Black Dragon's Sky-Rending Blade
Kagura ensnares his opponent between two slashes of black and purple lightning, and points his sword heavensward as it pierces the clouds with a gigantic pillar of black energy. He opens his eyes and delivers the final blow by crashing his sword down on his helpless opponent.
Somehow, Kagura's only metered reversal. It's a bit on the slow side, but is still quite practical thanks to it's large hitbox and easy combo potential.
- Throw in the corner
- Air throw
- All C normals
- All stance attacks except for
- 5DB outside of the corner
- 5DC outside of the corner or OD
- 2DB outside of OD
- 6DC outside of the corner
- Flak Maniak's Kagura Notes
- Kagura Pressure Guide
- Kagura Basic Combo Guide
- Kagura Safejump Corner Routes
- Kagura Normals Guide
- JP Combo Doc by Hikomaru
- Japanese Name: カグラ＝ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
|To edit frame data, edit values in BBCF/Kagura Mutsuki/Data.|
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