BBCF/Kagura Mutsuki

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Revision as of 14:12, 2 August 2020 by 98.14.98.19 (talk) (→‎j.C)
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Kagura Mutsuki
BBCF Kagura Portrait.png
Play-style
Long reaching, Slow and deliberate

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


Normal Moves

5A
5A
BBCP Kagura 5A.png
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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
BBCP Kagura 5B.png
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Quick, but very short range 5B. Hits low.

5C
5C
BBCP Kagura 5C.png
Swing for the fences, shoot for the stars
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  • 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
2A
BBCP Kagura 2A.png
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Standard 2A. Hits mid.

2B
2B
BBCP Kagura 2B.png
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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
BBCP Kagura 2C.png
You're gonna press this button a lot
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  • 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
6A
BBCP Kagura 6A.png
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  • 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
6B or 5BB
BBCP Kagura 6B.png
The only button that truly matters
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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
BBCP Kagura 6C.png
SOURAIYOU
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  • 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
3C
BBCP Kagura 3C.png
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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
BBCP Kagura jA.png
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Fast, forward air poke.

j.B
j.B
BBCP Kagura jB.png
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  • 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
j.C
BBCP Kagura jC.png
The sword is probably rubber
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  • 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

Stance
Stance
5D/2D/6D, air OK
BBCP Kagura 5D.png
5D
BBCP Kagura 2D.png
2D
BBCP Kagura 6D.png
6D
BBCP Kagura 4D.png
4D to cancel
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Ground
  • 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
  • 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
Air Cancel

Dragon Blast
Dragon Blast
5D~A
BBCP Kagura 5D~A.png
Don't make me punch this sword
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Attack
Forward
Back
  • 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
Dragon's Claw
5D~B
BBCP Kagura 5D~B.png
龍戟爪(りゅうげきそう)
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  • 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
Dragon Slaughter
5D~C
BBCP Kagura 5D~C.png
This is the wheel of fate and it's turning
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  • 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
Dragon Strike
2D~A
BBCP Kagura 2D~A.png
High level IQ, pal-io
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  • 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
Dragon's Blade
2D~B
BBCP Kagura 2D~B.png
Uber? nah brah
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  • 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
Dragon's Dual Strike
2D~C
BBCP Kagura 2D~C.png
臥竜双破(がりょうそうは)
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  • 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
Dragon's Fang
6D~A
BBCP Kagura 6D~A.png
龍牙迅(りゅうがじん)
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  • 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
Dragon's Mirage
6D~B
BBCP Kagura 6D~B 1.png
I said Sike
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  • 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
Sky Dragon's Strike

(Wyvern)
6D~C

BBCP Kagura 6D~C.png
Do you have the balls?
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  • 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

Forward Throw
Forward Throw
5/6B+C
BBCP Kagura ForwardThrow.png
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  • Wall bounces opponents midscreen
  • Wall Splats opponents in the corner

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

Back Throw
Back Throw
4B+C
BBCP Kagura BackThrow.png
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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
Air Throw
j.B+C
BBCP Kagura AirThrow.png
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  • Ground bounces

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

Counter Assault
Counter Assault
6A+B (While Blocking)
BBCP Kagura 6B.png
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Has the same animation as his 6B. Not stance cancelable. Knocks away, short tech time.

Crush Trigger
Crush Trigger
5A+B
BBCP Kagura CT.png
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  • 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

Dragon Spirit
Dragon Spirit
[4]~6A/B
BBCP Kagura 4~6A.png
龍縛旋(りゅうばくせん)
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A
B
  • 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
Dragon's Ascent

(Fafnir)
[2]~8B/C

BBCP Kagura 2~8C.png
Vibe
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B
C
  • 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
Dragon's Dance

(Kadamos)
[8]~2C

BBCF Kagura Ryuurenbu.png
C H E C K
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Normal
Followup

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

Supreme Dragon's Inferno
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)
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Normal
Overdrive Followup
  • 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
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)
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Ground
Air
  • 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

Dark Flame of the Bellowing Dragon
ABCD during Overdrive
BBCF Kagura GenmaRettouzan.png
EPIC GUITAR SOLO
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  • 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

Black Dragon's Sky-Rending Blade
236236C
BBCP Kagura 236236C.png
Swift death and eye candy for everyone!
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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


Navigation

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.