BBCP/Kagura Mutsuki: Difference between revisions

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[[Category:BlazBlue]]
[[Category:BlazBlue: Chrono Phantasma]]
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Characters]]
[[Category:Kagura Mutsuki]]
[[Category:Kagura Mutsuki]]

Revision as of 01:50, 13 March 2018

Kagura Mutsuki
BBCP Kagura Portrait.png

Health: 11,500

Combo Rate: 65%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1~7

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Charge, Stance, Mixup
Full Frame Data
Kagura_Frame_Data_(BBCP)

Overview

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
  • [4]1236C gets a additional follow-up attack
  • 28D deal more hits and damages


Pros/Strengths:

  • 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


Cons/Weaknesses:

  • 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.


External References:


Move List

Normal Moves

5A
5A
BBCP Kagura 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 5 3 9 0 B - Click!

A standard jab. Can also be used as an anti-air. Many characters can duck under this, or go under it with moves.

5B
5B
BBCP Kagura 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 SOR L 8 3 11 0 F - Click!

Short ranged diagonally downward kick. Hits low and can be used to help extend combos.

5C
5C
BBCP Kagura 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 SOR HL 19 4 23 -4 B - Click!
  • Wallbounces on Air Counter hit


Kagura does a giant swing with his sword. Blows back on air hit. Typically goes into 2D~B on ground hit or 6D~A on an air counter hit.

2A
2A
BBCP Kagura 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR All 7 3 10 -1 F - Click!

Hits mid.

2B
2B
BBCP Kagura 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOR L 12 3 14 -3 F - Click!

Low hit, has more range than 5B but also a fair bit more startup.

2C
2C
BBCP Kagura 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
900 SOR HL 18 5 23 -7 F - Click!
  • Staggers on hit
  • Slides down on air hit


Hits mid. Range is pretty much the same but 1F faster, making it better suited for catching tech, combo filler and neutral poking. Can late cancel into 5C on block/hit. On air hit, causes slide down and can be linked into 5C in the corner. The stagger on counter hit allows for comboing into 6D~A even at max range, which leads to decent damage mid-screen and huge damage near the corner.

6A
6A
BBCP Kagura 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOR H 22 3 19 -3 B - Click!
  • Overhead
  • Forces opponent to crouch on hit


Kagura's overhead which has him attacking his opponent with his elbow. Can be rapid canceled into 6C, linked into 3C on counter hit, and linked into 5A on normal hit against Tager and Hakumen.

6B or 5BB
6B or 5BB
BBCP Kagura 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 SOJR HL 13 3 24 -10 B - Click!

Not stance cancelable. Jump cancelable on block/hit. Has more range than one would expect and leads to great damage, making it an excellent punish. Can be used to pre-emptively stuff pokes for a CH into 6C, but beware of throwing it out at neutral because it has long recovery on whiff.

6C
6C
BBCP Kagura 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1200 SOR HL 24 6 29 ~-10 B - Click!
  • Launches on hit


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 midscreen CH, it is easy to pick up with 2D~A

3C
3C
BBCP Kagura 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOR HL 14 3 29 -15 F - Click!

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 3 9 - H - Click!

Fast, forward air poke.

j.B
j.B
BBCP Kagura jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450 SOJR HA 10 4 15 - H - Click!
  • can be reverse-canceled into jA.

Air poke that hits below and behind Kagura, very large crossup, good hitbox. Safer jump attack used when the opponent is right below Kagura.

j.C
j.C
BBCP Kagura jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
750 SOR HA ~15 5 24 - H - Click!
  • Grounds opponent on air hit
  • Staggers grounded opponent on hit
  • 9F landing recovery


Kagura does a huge downward swing with his sword while airborne. Amazing hitbox, good air defensive tool but need to well-spaced due to his recovery. Staggers for a long time on CH.


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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground - - - 1 - - - - - Click!
  • Earliest cancel into a drive attack is 14F
  • All Kagura stance attacks are air unblockables (Barrier needed)


Kagura enter in stance from frame 1. Each stance (5D, 2D and 6D) have a maximun of 3 attacks + his super. Any stance can be cancelled into another stance quickly. Any stance attack can be cancel into another one from a different stance (5D~A > 2D~A > 6D~A) for a maximun of 3 chains (except during Overdrive), no order required. The Chain is reset when a normal is used between drives.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Air - - - 1 - - - - - Click!
  • Earliest cancel into Drive attack is 5F
  • Grounds fastly 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.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Cancel - - - - - ? - - - Click!

Allows Kagura to cancel the stance he entered before the long stance recovery finishes.
Ground Stance cancel is pretty fast while the earliest possible air stance cancel is 34F and forces Kagura to hang in the air.

Dragon Blast
Dragon Blast
5D~A
BBCP Kagura 5D~A.png
龍破衝(りゅうはしょう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SRDa HL 19 - - -19 B - Click!
  • Staggers opponent on ground hit.
  • On air hit, blows back slightly with wallbounce in corner.
  • Fatal Counter and staggers for 43F
  • Has Super Armor against everything but fast lows.


Kagura throws his sword and punches it towards his opponent. Can be canceled into a forward dash or backdash on hit/block. -3 SD on forward dash cancel, -6 SD on backdash cancel.

Dragon's Claw
Dragon's Claw
5D~B
BBCP Kagura 5D~B.png
龍戟爪(りゅうげきそう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
2000 R Throw 7 3 - - T - Click!
  • Ground Bounces on second hit

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.

Dragon Slaughter
Dragon Slaughter
5D~C
BBCP Kagura 5D~C.png
屠龍連斬(とりゅうれんざん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
750,750 SR HL 17 - - -16 B - Click!
  • Wallbounces on second hit in the corner or midscreen (on counter hit only)
  • Throws opponent behind Kagura on hit
  • Throws opponent in upwards on hit during overdrive
  • Has head invulnerability


Kagura ends his stance and 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
砕龍撃(さいりんげき)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1400 SR HA 20 - - -27 B - Click!
  • Overhead
  • Cannot emergency tech
  • Ground bounces on hit
  • Cancels into Air stances


Kagura jumps from his crouching position and slams his sword to the ground. Has a long ground bounce on hit, allowing combos into a wide variety of moves. Can combo into 3C on very high air hit or after going into an air stance and canceling the stance with 4D. 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
龍閃剣(りゅうせんけん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500,800 R LA 13 Minimum - - -5 F - Click!
  • First attack hits low and causes Hard knockdown
  • Second attack hits mid and allows emergency tech

Kagura uses his sword to surf and attack the opponent. First attack hits low and allowing followup combos by RCing the first hit. Good combo ender, can be cancelled into a Fireball for a mix up.

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)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400,1000 - HL 16 - - -9 B, F - Click!
  • Untechable knockdown during OD and Counter-hit


Kagura attacks with two downward sword strikes into the ground. First attack hit higher and pulls in and the Second hit is a low but slightly ground bounces the opponent attack. Has a good hitbox, 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)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SR All 24 - - -10 F - Click!
  • Groundbounces on hit


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.

Dragon's Mirage
Dragon's Mirage
6D~B
BBCP Kagura 6D~B 1.png
龍影迅(りゅうえいじん)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SR All 33 Minimum - - -11 F - Click!
  • Fatal Counter
  • Switches side


Kagura slides through his opponent and attacks them from behind. Crosses up. Typically used as a means of switching sides mid-combo after a 2D~A (in the corner only) or 6C.

Sky Dragon's Strike
Sky Dragon's Strike
6D~C
BBCP Kagura 6D~C.png
飛龍尖撃(ひりゅうせんげき)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1200 SR HL 15 - - -9 B - Click!
  • Blows back the opponent on hit
  • Super Armor against Projectiles (can absorb a max of 1500 dmg)
  • Causes wallbounce on counter-hit
  • Aerial spinning knockdown on hit during OD


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 (no SMP except in OD) and corner carry. Does not hit crouching opponent at max range and does not go Fullscreen.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Kagura ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,100,1300 -, SOR - 7 3 19 - T - Click!
  • 100% minimum damage
  • 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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,100,1300 -, SOR - 7 3 19 - T - Click!
  • 100% minimum damage
  • Same characteristics as Forward throw


The same as the forward throw, but in reverse.

Air Throw
Air Throw
j.B+C
BBCP Kagura AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500,200,700 -, SOR - 7 3 15 - T - Click!
  • 100% minimum damage
  • Ground bounces


Fourth hit causes ground bounce, easy to follow up with a Fireball.

Counter Assault
Counter Assault
6A+B (While Blocking)
BBCP Kagura 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 13 2 31 -14 B 1-20 All Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown


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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30 1 26 +2 B - Click!
  • Costs 25% Heat
  • Possible to charge
  • 180F Heat Gauge cooldown
  • Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit.


Placeholder


Specials

Dragon Spirit
Dragon Spirit
[4]~6A/B
BBCP Kagura 4~6A.png
龍縛旋(りゅうばくせん)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 450,450 - All 19 64 Total 36 +4 BP* - Click!
B 400 X N - All 40 - Total 54 +25 BP* - Click!
  • 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 5 to 1)
  • A version is a good starter (P1 = 90) while B version is a bad starter (P1 = 60). B version has a high minimum damage in combos.


Dissipates rapidly after Kagura is hit. You can use the projectile as an okizeme tool, the B version can hit the opponent out of the forward roll. Has Vacuum effect, which is negated if the opponent IB barriers. Grants small frame advantage on A version, massive frame advantage on B version. Can be used for both: a combo extender and for okizeme.

Dragon's Ascent
Dragon's Ascent
[2]~8C
BBCP Kagura 2~8C.png
龍刃翔(りゅうじんしょう)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
~1520 R HL 8 2(3)1*5 21 (+12 when landing) -13 (-26) B 1-17 Click!
  • 45F Charge
  • Causes soft knockdown on CH.
  • Wall splats on corner Counter hit.


Uppercut, long invincible startup and active frames. Damage scales very well in combos, but normal hit leaves them free to tech in the air. Safe on air hit, making it an excellent anti-air tool (large hitbox in the air) if the charge is already buffered. Beats many other reversals of the game and recovers faster than them on whiff.


Distortion Drives

Supreme Dragon's Inferno
Supreme Dragon's Inferno
[4]~41236+C
BBCP Kagura 4~41236C.png
龍覇・獄焔塵(りゅうは・ごくえんじん)
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1050, 501, 461 - - 1+1 6(7)6(7)6 24 -3 - - Click!
Overdrive 1050, 501, 461, 153, 141, 130, 119, 109, 100 (2764) - - - - - - - - Click!
  • 30F Charge
  • 180F Heat Gauge cooldown


Kagura swings his sword and causes three pillars that travel forward towards his opponent. Projectile. Very fast get away move and safe on block.

The Dragon Lord's Striking Fang
The Dragon Lord's Striking Fang
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)
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500,1747 - - - - - - - - Click!
  • Air OK
  • 180F Heat Gauge cooldown
  • 1100 minimum damage (normal version)
  • 1658 minimum damage (OD version)


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.


Astral Heat

Black Dragon's Sky-Rending Blade
236236C
BBCP Kagura 236236C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - All 7+15 5 40 -24 B 1-32 Click!
  • Costs 100% Heat
  • 180F Heat Gauge cooldown


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.


Strategy

Offense

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.

Blockstrings

  • 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.


Okizeme
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.





Defense

Your primary tools to use when put on the defensive are going to be [2]8C, [4]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. [4]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.


Neutral

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.

Combos

  • For more combos and information, please visit this thread:

http://www.dustloop.com/forums/showthread.php?17718-CP-Kagura-Mutsuki-Combo-thread

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
  • 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)]

Midscreen

5BB Starter

  • 5BB > 3C > 2D~C > [4]~6A > 5A > 6B > jc > j.B > jc > j.B > j.C
  • 5BB > 3C > delay 5D~C > delay 2D~A > [4]~6B > 6C > 6D~B > 2D~C > [4]~6B (oki)
  • 5BB > 3C > CT > 66 3C > delay 5D~C > delay > 2D~A > [4]~6B > 6C > 6D~B > 2D~C > 5D~A > [2]~8C
  • 5BB > jc > j.B > j.C > 66 5BB > jc > j.B > j.C > 66 5BB > 3C > 2D~C > 5D~A > 6D~C

6C Starter

  • 6C > 6D~B > 2D~A > [4]~6B > 5BB > jc > j.B > jc > j.B > j.C

Special Starter

  • [2]~8C [CH] > 66 5BB > jc > j.B > jc > j.B > j.C

Midscreen to Corner

2A Starter

  • 2A > 2B > 5BB > 3C > 6D~C > delay 2D~B
  • 2A > 2B > 5BB > 3C > 2D~C > 5D~A > 6D~C

5BB Starter

  • 5BB > 3C > 2D~C > 5D~A > 6D~C
  • 5BB > 3C > CT > 66 3C > 2D~C > [4]~6A > 5BB > 5C > 6D~C > 2D~A > 5D~A
  • 5BB > 3C > CT > 66 3C > 2D~C > [4]~6A > 5BB > 5C > 6D~C > 5D~A > 2D~A


6C Starter

  • 6C > 6D~B > 2D~A > [4]~6B > 5BB > 5C > 6D~C

Drive Starter

  • 2D~B (first hit) > RC > 66 6C > 6D~B > 5D~C > 66 5C > 2D~A > [4]~6B > 3C > 2D~C > 6D~C
  • 5D~A [FC] > 66 6A > 6B > 3C > 2D~C > [4]~6A > 5BB > 5C > 6D~C > 2D~A > [4]~6B (oki)

Special Starter

  • [2]~8C [CH] > 66 5B > 3C > 2D~C > 5D~A > 6D~C

Corner

2A Starter

  • 2A > 2B > 5BB > 3C > 2D~C > 6D~A > 6C > 6D~C > 2D~B > [4]~6B (oki)

5BB Starter

  • 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 > [4]~6B > 6C > 6D~B > 2D~A > 5D~C > 2C > [4]~6B (oki)
  • 5BB > 3C > 2D~C > delay 5D~A > 5BB > 5C > [4]~6B > 6C > 6D~B > 2D~A > 5D~C > [4]~6B (oki)
  • 5BB > 3C > CT > 5C > 6D~C > 2D~A > [4]~6B > 6C > 6D~B > 2D~C > 5D~C > 2C > [4]~6B (oki)
  • 5BB > 3C > 6D~C > 2D~C >[4]~6B > 2C > 5C > 2D~A > 6D~A > 5D~A 44 > 3C > D6~C > 2D~B > [4]~6B (oki)

Special Starter

  • [2]~8C [CH] > 5BB > 5C > 5D~A > 6D~A > 3C > 2D~C > 6D~C

BlazBlue: Chrono Phantasmae
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System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc