BBCF/Kagura Mutsuki/Frame Data

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System Data[edit]

Health:11,500
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Kagura 5A.png 300 All 5 3 9 0 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Kagura 5B.png 480 Low 8 3 11 0 F - SR 90 85 Long 2 13 14 17 + GBounce 18 29 + GBounce 10 +0 +1 Click!
5CBBCP Kagura 5C.png 1100 Mid 19 4 23 -4 B - SR 100 92 Long 4 22 28 36 33 51 15 +0 +5 Click!
2ABBCP Kagura 2A.png 300 All 7 3 10 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Kagura 2B.png 500 Low 10 3 14 -3 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCP Kagura 2C.png 1000 Mid 16 7 23 -9 F - SR 82 92 Long 4 20 Launch 35 + Slide 40 Launch 40 + Slide 45 15 +0 +5 Click!
6ABBCP Kagura 6A.png 800 High 22 3 19 -3 B - SR 100 92 Normal 4 18 25 33 + GBounce 30 48 + GBounce 12 +0 +5 Click!
  • Bonus Proration 110%
6BBBCP Kagura 6B.png 600 Mid 9 4 21 -8 B - SJR 100 89 Long 3 16 17 21 22 35 11 +0 +2 Click!
6CBBCP Kagura 6C.png 1300 Mid 22 6 29 -10 B - SR 90 84 Long 5 24 Launch 55 Launch 71 + Down 23 15 +0 +8 Click!
3CBBCP Kagura 3C.png 900 Low 14 3 23 -9 F - SR 90 79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
j.ABBCP Kagura jA.png 300 High/Air 7 3 9 - H - CSJR 80 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
j.BBBCP Kagura jB.png 550 High/Air 10 4 15 - H - SJR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
j.CBBCP Kagura jC.png 1000 High/Air 13 5 24 - H - SR 90 84 Long 5 18 19 29 24 44 12 +0 +5 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
D StanceBBCP Kagura 5D.png
5D/2D/6D
- - - - 72 - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks and other stances on 10
Stance Cancel
D > 4D
- - - - 12 - - - - - - - - - - - - - - - - Click!
Air StanceBBCP Kagura 5D.png
j.D/j.2D/j.6D
- - - - 73 - - - - - - - - - - - - - - - - Click!
  • Can cancel into attacks and other stances on 8
Air Stance Cancel
j.D > j.4D
- - - - ?? - - - - - - - - - - - - - - - - Click!
Dragon BlastBBCP Kagura 5D~A.png
5D~A
800 Mid 19 3 31 -14 B 7~21 Guard HBFP Dr(S)RDa 80 89 Normal 3 19 Crumple 24 33 + WBounce 36 Crumple 46 50 + WBounce 36 11 +0 +2 Click!
  • Fatal Counter
  • Forward Dash cancel is -3. Back Dash cancel is -5
  • On Guard Point, hitstop for Kagura is 0F. Opponent hitstop unchanged
  • Can guard point up to 3000 damage.
Dragon's ClawBBCP Kagura 5D~B.png
5D~B
0, 300, 1200 Throw(120) 7 3 38 - T - DrSR 100 100, 90, 60 Normal 0*2, 3 - Launch 50 + GBounce - - - 0*2, 12 +0 Click!
  • Minimum Damage 100%
Dragon SlaughterBBCP Kagura 5D~C.png
5D~C
700, 1200 Mid 17 3 (14) 3 34 -16 B 1~36 H R, Dr(S)R 90 84 Long 5 20 Launch 30, 37 + WStick 17
[30, 50]
Launch 46, 53 + WBounce 50 + WStick 35
[46, 66]
7, 13 +0 +8 Click!
Dragon StrikeBBCP Kagura 2D~A.png
2D~A
1000 High/Air 20 7 41 -31 H 4~26 FT Dr(S)R 90 94 Normal 5 20 Launch 45 + GBounce Launch 64 + GBounce + Down 23 13 +0 +8 Click!
  • Fatal Counter
  • On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged
Dragon's BladeBBCP Kagura 2D~B.png
2D~B
800, 1200 Low/Air, All 13 3 (10) 2 22 -7 F - R, Dr(S)R 90 84 Long 3 16 Launch 22 + Down 33, 22 [+ Down 23] Launch 36 + Down 33, 36 [+ Down 23] 11 +0 +2 Click!
Dragon's Dual StrikeBBCP Kagura 2D~C.png
2D~C
600, 1200 Mid, Low 18 2 (19) 3 27 -9 B, F - R, Dr(S)R 100, 90 84 Long 5 25, 20 21, Spin Fall 36 + Down 10 35, 40 + Down 23 27, Spin Fall 42 + Down 10 51, 56 + Down 23 7, 13 +0 +8 Click!
Dragon's FangBBCP Kagura 6D~A.png
6D~A
850 All 35 3 22 -6 B 1~34 B Dr(S)R 90 82 Long 4 18 Launch 45 + GBounce Launch 63 + GBounce 12 +0 +5 Click!
  • Fatal Counter
Dragon's MirageBBCP Kagura 6D~B 1.png
6D~B
900 All 42 3 24 -8 B 1~26 B
27~39 All
Dr(S)R 90 82 Normal 4 18 Launch 19 + Down 25 Launch 34 + Down 23 12 +0 +5 Click!
Sky Dragon's StrikeBBCP Kagura 6D~C.png
6D~C
1200 All 13~18 6 26 -11 B 7~23 Guard P Dr(S)R 80 84 Normal 5 20 Launch 30 [32 + Slide 12] Launch 46 + WBounce 40 [48 + WBounce 40 + Slide 12] 13 +0 +8 Click!
  • Hitbox fully extended on 3rd active frame
  • On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCP Kagura ForwardThrow.png 0, 100, 1400 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 30 Launch 60 + WBounce 50 + WStick 30 - - - 0*2, 15 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Kagura BackThrow.png 0, 100, 1400 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 30 Launch 60 + WBounce 50 + WStick 30 - - - 0*2, 15 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Kagura AirThrow.png 0, 500, 200, 800 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0*2, 4*2 - - 60 + GBounce - - - 0*2, 6, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Kagura 6B.png 0 All 13 5 28 -14 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Forward Dash Cancel - - - - 22 - - - - - - - - - - - - - - - - Click!
  • Can cancel into Drive 17-22F
Back Dash Cancel - - - - 24 - - 1~9 All - - - - - - - - - - - - - Click!
  • Can cancel into Drive 19-24F
Crush TriggerBBCP Kagura CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Dragon SpiritBBCP Kagura 4~6A.png
[4]6A
700/600*3 All 18 - Total: 36 -3 P1 - R 80 94 Normal 2 13 Launch 25 Launch 37 0/+2 +2 +3 Click!
  • Does more hits the further it travels (max 3)
  • When 2 or 3 hits, each hit has base damage 600
B Dragon SpiritBBCP Kagura 4~6A.png
[4]6B
650*2/500*4/500*6 All 40 - Total 51 10 P1 - - 80 94 Normal 2 13 14 19 - - - 0/+2 - Click!
  • Does more hits the further it travels (max 6)
B Dragon's AscentBBCP Kagura 2~8C.png
[2]8B
600*3 Mid 13 3,2,2 Until L+12 -18 B 1~19 H R 90 79 Very Short 3 20 Launch 48 Launch 50 2 +0 +2 Click!
C Dragon's AscentBBCP Kagura 2~8C.png
[2]8C
900, 200*5 Mid, All*5 9 2 (3) 2,2,2,2,2 Until L+20 -45 B 1~23 All R 60 82 Very Short 4 18 Launch 35 Launch 50 15, 1*5 +0 +0 Click!
  • On hit, can cancel into followup on 24
Dragon's DanceBBCF Kagura Ryuurenbu.png
[8]2C
1200 High/Air 13 3 Until L+8 - H - R 90 82 Normal 4 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 Click!
Followup Dragon's DanceBBCF Kagura Ryuurenbu.png
[2]8C > [8]2C
1200 - 14 5 Until L+8 - H - R 90 92 Normal 4 18 Launch 40 + GBounce + Down 23 Launch 55 + GBounce + Down 23 12 +0 +5 Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
The Dragon Lord's Striking FangBBCP Kagura 28D.png
Stance > 28D
500, 5000
[500*19, 3000]
Mid 1+(48 Flash)+10 3 51 -33 B 1~12 All R 80 84,50 Long 5 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2*18, 40]
+30, +0 [*19] Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Air The Dragon Lord's Striking FangBBCP Kagura 28D.png
Air Stance > 28D
500, 5000
[500*19, 3000]
Mid 1+(48 Flash)+Until L+5 3 51 -33 B 1~Until L+7 All R 80 84,50 Normal 5 20 Launch 90 + Down 23 Launch 90 + 23 Down 13 13/+30, 2
[13, 2*18, 40]
+30, +0 [*19] Click!
  • Values in [] are during OD
  • Minimum Damage 20% [20%, 10%*18, 15%]: 1100 [1975]
Supreme Dragon's InfernoBBCP Kagura 4~41236C.png
[4]1236C
1100*3 All 1+(62 Flash)+3 12(1)12(1)12 Total 59 -8 P2 - R 80 92 Normal 4 18 Launch 30 Launch 45 0/+3 +3 +8 Click!
  • Minimum Damage 15%: 495
  • Flames appear on 5, 18, 31
Supreme Dragon's InfernoBBCP Kagura 4~41236C.png
OD Followup
380*3, 380*3 All 7+(51 Flash)+9 Until Offscreen Total: 99 - P2* - - - 92 Normal 4 18 Launch 40 + WBounce 50 Launch 55 + WBounce 50 0/+3 +3 +8 Click!
  • Second shot appears 24F after first
  • Minimum Damage 20%: 456

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Dark Flame of the Bellowing DragonBBCF Kagura GenmaRettouzan.png
ABCD during OD
600, 250*4, 1500
{600, 250*4, 500*7}
All 20 [10] 3 34 -10 B 1~22 All
[1~22 All]
- 100 100 Long - 26 Launch 60 [60 + WBounce] - - 20 20, 3*4 [*10], 15 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {510+49}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Black Dragon's Sky-Rending BladeBBCP Kagura 236236C.png
236236C
31000 All 7+(42 Flash)+15 5 40 -24 B 1~32 All - - - Long 5 20 - - - - 13 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] - 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - - Yes Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B - 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 5C[*] Yes Special
6A - - - - Special
6B - - 5C, 2C, 6C, 3C Yes Jump, Special
6C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Throw, Jump, Special
j.B j.A - j.C Yes Jump, Special
j.C - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Kagura Mutsuki/Data.