Kagura Mutsuki is an NOL General, and the head of the Duodecim's Mutsuki family, who is secretly plotting to overthrow the NOL. He is an unlockable character in the console version of BlazBlue: Chrono Phantasma, unlocked by beating the true ending in the story mode.
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.
Overdrive: Infinite Coupling
- Removes the limit on stance cancels in D attack strings
- Can dash cancel all C and D attacks except for 3C and 5DB
- 5DC launches upwards instead of behind
- 6DC launches upwards instead of away
- 2DC causes untechable knockdown
- 1236C gets a additional follow-up attack
- 28D deal more hits and damages
- Massive, sweeping normals
- Very high average damage
- Stance cancels provide tricky mixup and mind games
- Almost all combos can end in fireball okizeme
- Certain moves have super armor
- Has one of the best reversals in the game
- Very poor mobility
- Fastest pokes have pitiful range
- 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...)
- Distortion Drives are below-average in terms of damage output.
- Japanese Name: カグラ＝ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
6B or 5BB
|6B or 5BB|
5D/2D/6D, air OK
Dragon's Dual Strike
|Dragon's Dual Strike
Sky Dragon's Strike
|Sky Dragon's Strike
6A+B (While Blocking)
Supreme Dragon's Inferno
|Supreme Dragon's Inferno
The Dragon Lord's Striking Fang
|The Dragon Lord's Striking Fang
During a stance, 28D, air OK
|Black Dragon's Sky-Rending Blade
Kagura can start his ideal offense when he gets within 2A or 5B range. Keep in mind when doing anything into a C normal as you can easily be reversaled out of the startup. They also have a lot of pushback on block so avoid doing C normals in general but if they are blocked you can go into some rewarding mixups.
- 2A 2B 5BB 46A - basic blockstring that gives you enough time to charge an orb. Frame advantage on block, vacuums them in a bit so you can go for another rep or a mixup. If you get a hit, go into 3C 2D~C 46B oki instead of ending in 46A.
- 5B delayed B 46A - Alternate blockstring that starts with 5B. Even if they block this, they're still in 5B range so you can do another rep of this without the delay because you have more time to charge. If they block a jB jump in, it puts you at the perfect distance to start this blockstring without the delay if you start charging while you're jumping in.
- 5C 2D~B - frame tight blockstring that leads into a drive move, safe on block but negative. If they block a 2D~B you have a couple options to keep pressure up, however they all lose most reversals so just doing nothing after a 2D~B and blocking is a pretty good option too.
- 5D~A will armor through everything but lows and fatal counters. Also catches jumping allowing you to continue pressure if they barrier blocked it.
- 6D~C counter hits low attempts, leads to big damage. Unsafe on block unless you cancel into 5D~A or 5D~C. 6D~C into 5D~C is a frame trap.
- 6D~B/A is a bad option because you can easily be hit out of the start up, they can jump or they can reversal.
- 2D~B 2B 46A - a blocked 2D~B puts you at the perfect distance to tag them with a 2B 46A If they choose to just block after a 2D~B.
- 2D~B RC 5BB 46A - An expensive option but lets you start your 46A pressure easily. 2D~B RC 5B is frame tight.
If 2D~B hits, cancel into 46A for oki or RC 6C into combo.
- 5C 5D~A - A risky blockstring that isnt frame tight and only works at close ranges. 5C has enough blockstun that forces them to block the 5D~A which allows you to go into other drive moves for mixup. Even if they jump back barrier guard after blocking 5C, they still have to block the 5D~A and because they blocked it in the air, you get enough frame advantage to dash cancel forward and catch them landing with a 5B for more pressure. If they block 5D~A on the ground you can go into any of the 2D moves or dash cancel it. If they catch on to you doing 5D~A after 5C and interrupt you with a low, you can go into 2D~A which crushes lows for a big combo.
Kagura's oki revolves around getting a knockdown and then throwing either 46A or 46B and having them wake up into it. You wont get real mixup off 46A but a blocked 46B gives you huge frame advantage where you can pretty much do whatever you want. Depending on the character, you will want to delay 46B on oki to prevent or allow certain options. Kagura has a lot of options so dont get predictable.
Here are some options you have following a knockdown into 46B IF they tech or are in the corner.
- 5B/2B - Low attacks. Leads into good damage.
- 5B 5D~B - Command grab, hard to combo off midscreen but leads into big damage in the corner. Good corner carry.
- 6A - Ambiguous overhead that can be chained into from 2A. Its rather slow and doesnt really lead into anything on block so use this sparingly.
- forward jump jC RC jC - double overhead at the cost of meter. jC works as instant overhead versus some of the bigger characters. Mix this up with empty jump 5B/2B.
- 5D~A - Forcing them to block 5D~A gives you a lot of good options. 5D~A 2D~A 6D~A for an overhead, 5D~A 2D~C or 2D~B for a low. Only the second hit of 2D~C is a low so the first hit kinda gives you away but you get a much better reward if it hits. If they try to jump after the 5D~A you can do 2D~C which will hit them out of jump startup and you get a combo.
- 6D~B/A - Kind of a weak mixup because its easy to see coming. Leads to good damage just don't overuse because its honestly not that difficult to block and unsafe. If they do block it though, you can go into 5D~B to make it safe. Stick a 2D~A or a 5D~A at the end to punish them pushing buttons.
- IAD j2D/5D/6D - Using stances in the air lead into some crazy mixup and damage. The initial IAD puts you right above them so after inputting the stance you can dive either left or right and into whatever stance move you want. 2D~A, 6D~A and 2D~C all lead into good damage but 2D~C is the fastest. 5D~B is also a really good option here but it leads into bad damage if they aren't in the corner.
Your oki options are going to change depending on the character if they choose not to tech. Large and normal sized characters will be hit OTG by 46B if you do it immediately after 2D~C, while small characters wont. Normal sized characters wont get hit immediately by 46B when slightly delayed after 2D~C but if they choose not to tech, it will pick them back up for a new combo.
- Large: Arakune, Hakumen, Rachel, Ragna, Tager, and Taokaka
- Small: Platinum, Kokonoe, Kagura
- Normal: Everyone else
Against small characters, you cant really do anything solid if they decide to roll backwards but you can instead go for corner carry by ending combos in 6D~C 2D~B 46A.
If a large character doesnt tech immediately and tries to roll backwards, an immediate 46B will OTG them and you can start a blue beat combo or go for mixup while theyre being hit by 46B.
For normal characters, slightly delay your 46B if you dont want it to OTG. If you do this they can roll backwards though.
If theyre cornered they cant back roll away so no matter what they do, theyll have to deal with getting hit by or blocking 46B and youll get good oki.
Your primary tools to use when put on the defensive are going to be 8C, 1236C, and counter assault. 28C is safe on air block and has an amazing hitbox. Theyll be looking for this move so don't rely on it to get out of every situation. 1236C has a short charge time, is only -3 on block and comes out extremely fast at 2 frames of startup. It covers a lot of distance in front of kagura but wont really hit air opponents unless theyre descending from their jump.
Your fastest pokes have shit range but combined with your other defensive options, they get the job done. Use 2A/5B to poke out of pressure. 2A is 1 frame faster but 5B has a better hitbox and a better reward on hit. 5A is your fastest normal with 5 frames of startup and is good for stuffing standing normals or jump ins.
Your go to normals in neutral are going to be 2A, 5B, 6B, jB, and 5/2C. 2A and 5B are your primary starters for 46A pressure while your C normals are great when spaced well, use them to hit people trying to run or iad at you or punish whiffed normals. 6B has nice range and is jump cancelable, its rather slow though so be careful where you throw it out. jB is a good jump in attack that has a good hitbox and can also be used in crossups.
46A and 46B projectiles are nice to throw out at a distance. 46A is fast but doesnt go full screen and trades with most other projectiles, very useful in blockstrings. 46B has slow startup and is kinda slow when it comes out but speeds up as it travels. Eats through a lot of projectiles and causes a lot of blockstun. Most people will just jump over it so be ready to anti air them with something like 6C, jA or 5D~C.
5A, 6C and 28C are going to be your anti airs. 5A is fast and should be used when you dont have a charge for 28C. Otherwise, just use 28C as its safe if they barrier block it in the air. 6C is difficult to hit with as its very slow but it does have a nice hitbox for controlling space if they're trying to avoid an orb and can lead into huge damage meterless if hitconfirmed.
Drive moves are terrible on whiff so try to use them in neutral sparingly. 6D~C has projectile armor so its nice for getting through predictable zoning. 5D~C can be used as a preemptive anti-air as it has a lot of active frames. 5D~A can be used to armor through midrange pokes if you use it early enough as well as for anti-air.
- For more combos and information, please visit this thread:
- The following combos come from this video (Ordered based on what move was used first):
|BBCP・カグラ適当基礎コン・簡易コン [By: 若葉如月(Wakaba Kisaragi)]|
- 5BB > 3C > 2D~C > ~6A > 5A > 6B > jc > j.B > jc > j.B > j.C
- 5BB > 3C > delay 5D~C > delay 2D~A > ~6B > 6C > 6D~B > 2D~C > ~6B (oki)
- 5BB > 3C > CT > 66 3C > delay 5D~C > delay > 2D~A > ~6B > 6C > 6D~B > 2D~C > 5D~A > ~8C
- 5BB > jc > j.B > j.C > 66 5BB > jc > j.B > j.C > 66 5BB > 3C > 2D~C > 5D~A > 6D~C
- 6C > 6D~B > 2D~A > ~6B > 5BB > jc > j.B > jc > j.B > j.C
- ~8C [CH] > 66 5BB > jc > j.B > jc > j.B > j.C
Midscreen to Corner
- 2A > 2B > 5BB > 3C > 6D~C > delay 2D~B
- 2A > 2B > 5BB > 3C > 2D~C > 5D~A > 6D~C
- 5BB > 3C > 2D~C > 5D~A > 6D~C
- 5BB > 3C > CT > 66 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 2D~A > 5D~A
- 5BB > 3C > CT > 66 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 5D~A > 2D~A
- 6C > 6D~B > 2D~A > ~6B > 5BB > 5C > 6D~C
- 2D~B (first hit) > RC > 66 6C > 6D~B > 5D~C > 66 5C > 2D~A > ~6B > 3C > 2D~C > 6D~C
- 5D~A [FC] > 66 6A > 6B > 3C > 2D~C > ~6A > 5BB > 5C > 6D~C > 2D~A > ~6B (oki)
- ~8C [CH] > 66 5B > 3C > 2D~C > 5D~A > 6D~C
- 2A > 2B > 5BB > 3C > 2D~C > 6D~A > 6C > 6D~C > 2D~B > ~6B (oki)
- 5BB > 3C > 2D~C > 5D~A > 6D~A > 5BB > jc > j.B > jc > j.B > j.C
- 5BB > 3C > 2D~C > 6D~A > 5BB > 5C > ~6B > 6C > 6D~B > 2D~A > 5D~C > 2C > ~6B (oki)
- 5BB > 3C > 2D~C > delay 5D~A > 5BB > 5C > ~6B > 6C > 6D~B > 2D~A > 5D~C > ~6B (oki)
- 5BB > 3C > CT > 5C > 6D~C > 2D~A > ~6B > 6C > 6D~B > 2D~C > 5D~C > 2C > ~6B (oki)
- 5BB > 3C > 6D~C > 2D~C >~6B > 2C > 5C > 2D~A > 6D~A > 5D~A 44 > 3C > D6~C > 2D~B > ~6B (oki)
- ~8C [CH] > 5BB > 5C > 5D~A > 6D~A > 3C > 2D~C > 6D~C