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|image=BBCP_Kagura_6D~ | |image=BBCP_Kagura_6D~B_1.png | ||
| | |image2=BBCP_Kagura_6D~B_2.png | ||
|caption2=龍影迅(りゅうえいじん) | |||
|name=Ryuueijin | |name=Ryuueijin | ||
|input=6D~B | |input=6D~B |
Revision as of 23:57, 29 October 2013
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 set to appear in the console version of BlazBlue: Chrono Phantasma as a playable character.
Health: 11,500
Play-style: Balanced, Charge, Stance, Footsies
Movement Options: 1 Double Jump/Airdash, run-dash
Drive: Black Gale (ブラックゲイル)
Kagura's drive allows him to enter four different stances. Each stance comes with its own set of unique moves that can be chained together.
Overdrive: Vehemence Edge (ヴィエメンスエッジ)
Removes the cooldown of stance follow-ups, so you can chain any of the follow-ups together as long as they're different
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
- High health
Cons/Weaknesses:
- Very poor mobility
- Fastest pokes have pitiful range
- Struggles against fast mixup characters (Taokaka, Valkenhayn, etc...)
External References:
- Japanese Name: カグラ=ムツキ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Kagura Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B or 5BB |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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Counter Assault 6A+B (While Blocking) |
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Crush Trigger 5A+B |
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Drive Moves
Neutral Stance 5D |
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Ryuuhashou 5D~A |
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Ryuugekisou 5D~B |
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Toryuurenzan 5D~C |
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Crouch Stance 2D |
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Sairengeki 2D~A |
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Ryuusenken 2D~B |
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Garyuusouyabu 2D~C |
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Forward Stance 6D |
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Ryuugajin 6D~A |
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Ryuueijin 6D~B |
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Hiryuusengeki 6D~C |
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Air Stance j.D, j.2D, j.6D |
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Stance Cancel 4D During Stance |
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Throws
Forward Throw 5/6B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Specials
Ryuubakusen [4]~6A/B |
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Ryuujinshou [2]~8C |
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Distortion Drives
Ryuuha Gokuenjin [4]~41236+C |
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Ryuuou Zangaoushou During a stance, 28D |
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Astral Heat
Kokuryuu Tenshouraijin 236236C |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.