Kagura Mutsuki |
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Overview
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
Kagura's Drive allows him to enter three different stances. Each stance comes with its own set of unique moves that can be chained together once consecutively (5Dx>2Dx>6Dx). Once a stance is used in a D chain, it cannot be used until coming out of stance (5Dx>2Dx>5Dx does not work).
Overdrive: Infinite Coupling
- Removes the limit on stance cancels in D attack strings
- Can dash cancel all C and D attacks except for 3C
- 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
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Normal Moves
5A
5A |
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One of the faster 5As in the game. Can be used as an anti-air, but requires very good spacing to do so |
5B
5B |
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Quick, but very short range 5B. Hits low. |
5C
5C |
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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
2A |
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Standard 2A. Hits mid. |
2B
2B |
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Hits low. Has better reach than 5B, but slower startup. Better for certain pickups off the ground than 5B. |
2C
2C |
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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
6A |
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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
6B or 5BB |
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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
6C |
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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
3C |
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Launcher, decently fast and useful for ground combos. Has a very poor hitbox VS air though, despite its appearance. Goes into a wide range of Drive moves, as well as Crush Trigger only in the corner. |
j.A
j.A |
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Fast, forward air poke. |
j.B
j.B |
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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
j.C |
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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
Stance
Stance 5D/2D/6D, air OK |
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Dragon Blast
Dragon Blast 5D~A |
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Dragon's Claw
Dragon's Claw 5D~B |
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Dragon Slaughter
Dragon Slaughter 5D~C |
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Dragon Strike
Dragon Strike 2D~A |
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Dragon's Blade
Dragon's Blade 2D~B |
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Dragon's Dual Strike
Dragon's Dual Strike 2D~C |
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Dragon's Fang
Dragon's Fang 6D~A |
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Dragon's Mirage
Dragon's Mirage 6D~B |
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Sky Dragon's Strike
Sky Dragon's Strike 6D~C |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (While Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Dragon Spirit
Dragon Spirit [4]~6A/B |
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Dragon's Ascent
Dragon's Ascent [2]~8B/C |
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Dragon's Dance
Dragon's Dance [8]~2C |
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Distortion Drives
Supreme Dragon's Inferno
Supreme Dragon's Inferno [4]~41236+C |
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The Dragon Lord's Striking Fang
The Dragon Lord's Striking Fang During a stance, 28D, air OK |
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Exceed Accel
Dark Flame of the Bellowing Dragon ABCD during Overdrive |
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Astral Heat
Black Dragon's Sky-Rending Blade 236236C |
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External References
- Japanese Name: カグラ=ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Kagura Discord
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and the move Full
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •