BBCP/Kagura Mutsuki: Difference between revisions

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{{MoveData-P4M
{{MoveData-P4M
|image=BBCP_Kagura_6D~B.png
|image=BBCP_Kagura_6D~B_1.png
|caption=龍影迅(りゅうえいじん)
|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

Kagura Mutsuki

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:


Move List

See also: Kagura Full Frame Data

Normal Moves

5A
BBCP Kagura 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- J All 5 - - - - - 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
BBCP Kagura 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - L 8 - - 0 - - Click!

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

5C
BBCP Kagura 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HL 19 - - - - - Click!
  • Staggers opponent on hit


Kagura does a giant swing with his sword. Causes the opponent to stagger when hit.

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

Hits mid

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

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

2C
BBCP Kagura 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HL 18 - - - - - Click!

Hits mid

6A
BBCP Kagura 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - H 22 - - - - - Click!
  • Overhead


Kagura's overhead which has him attacking his opponent with his elbow. Can chain into 6B/BB. Is not stance cancelable.

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

Not stance cancelable. Jump cancelable on block/hit. Forward poke.

6C
BBCP Kagura 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HL 24 - - - - - Click!

Kagura takes a step forward and swings his sword upwards towards his opponent.

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

Launcher, decently fast and useful for ground combos. Has a very poor hitbox VS air though, despite its appearance.

j.A
BBCP Kagura jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HA - - - - - - Click!

Fast, forward air poke.

j.B
BBCP Kagura jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HA - HA - - - - Click!

Air poke that hits below Kagura, very large crossup, good hitbox.

j.C
BBCP Kagura jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - HA ~15 - - - - - Click!
  • Grounds opponent on air hit
  • Staggers grounded opponent on hit

Hits high. Has 9f of landing recovery (though 5 of those frames might be default bbcp jumping system recovery frames. minimum 4 more landing recovery frames than his other jumping moves.)
Kagura does a huge downward swing with his sword while airborne.

Counter Assault
6A+B (While Blocking)
BBCP Kagura 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - 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
5A+B
BBCP Kagura CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • Costs 25% Heat
  • Possible to charge
  • 180F Heat Gauge cooldown

neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit.
Placeholder


Drive Moves

Neutral Stance
5D
BBCP Kagura 5D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16 - - - - - Click!

Enters Neutral stance. Earliest cancel is 17 frames.

Ryuuhashou
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
- - HL 19 - - -19 - - Click!
  • Staggers opponent on hit
  • Fatal Counter
  • Has Super Armor against everything but lows.


Kagura throws his sword and punches it towards his opponent. Can be canceled into a forward dash or backdash on hit or block. -3 SD on forward dash cancel, -11 SD on backdash cancel.

Ryuugekisou
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
- - Throw 7 - - - - - Click!
  • Ground Bounce on second hit

Short-ranged command grab followed by Kagura doing a mid-air spin kick to his opponent.

Toryuurenzan
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
- - HL 17 - - -16 - - Click!
  • Wallbound on second hit
  • Throws opponent behind Kagura on hit


Kagura ends his stance and swings his sword upwards twice.

Crouch Stance
2D
BBCP Kagura 2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16 - - - - - Click!

Enters Crouch Stance. Earliest cancel is 17 frames.

Sairengeki
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
- - HA 17 - - -27 - - Click!
  • Overhead
  • Cannot emergency tech

At least -8 SD.
Kagura jumps from his crouching position and slams his sword to the ground.

Ryuusenken
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
- - LA 13 Minimum - - -9 - - Click!

Kagura uses his sword to surf and attack the opponent. First attack hits low, second attack hits mid. At least -8. \

Garyuusouyabu
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
- - HL 16 - - -9 - - Click!

Kagura attacks with two downward sword strikes into the ground. Second hit is a low attack.at least -5.

Forward Stance
6D
BBCP Kagura 6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16 - - - - - Click!

Enters Forward Stance. Earliest cancel is at 17 frames.

Ryuugajin
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
- - All 24 - - -10 - - Click!

Kagura dashes forward and swings his swords downwards towards the opponent's feet. Hits mid and can be used as a combo extender. It can also be followed up after 2D~A. Is at least -7 on block.

Ryuueijin
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
- - All 33 Minimum - - -11 - - Click!

Kagura slides through his opponent and attacks them from behind. Hits low. At least -7.

Hiryuusengeki
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
- - HL 15 - - -9 - - Click!
  • Grounds opponent on air hit
  • Super Armor against Projectiles


Kagura charges his sword forward towards his opponent. Can be effective in the air as it forcibly grounds the opponent. At least -8.

Air Stance
j.D, j.2D, j.6D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16? - - - - - Click!

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.
You can adjust the direction of the dive by holding 4 or 6 when activating the drive attack.

Stance Cancel
4D During Stance
BBCP Kagura 4D.png
構え中断
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - ? - - - Click!

Allows Kagura to cancel the stance he entered.
If used during an Air Stance, he will begin to fall very rapidly.


Throws

Forward Throw
5/6B+C
BBCP Kagura ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,100,1400 - - - - - - - - Click!
  • 100% minimum damage


Can be followed up with 5C.

Back Throw
4B+C
BBCP Kagura BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 100% minimum damage


Placeholder

Air Throw
j.B+C
BBCP Kagura AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - - - - - Click!
  • 100% minimum damage


Placeholder


Specials

Ryuubakusen
[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 - - - 19 - - - - - Click!
B - - - 40 - - - - - Click!

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.

Ryuujinshou
[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
~1700 - - 8 - - - - - Click!

Uppercut, invincible startup. Damage scales very well in combos, but normal hit leaves them free to tech in the air. On CH, you can combo off of it for free.


Distortion Drives

Ryuuha Gokuenjin
[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 - - - - - - - - - Click!
Overdrive - - - - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown


Kagura swings his sword and causes two pillars that travel forward towards his opponent. Projectile.

Ryuuou Zangaoushou
During a stance, 28D
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
- - - - - - - - - Click!
  • Air OK
  • Costs 50% Heat
  • 180F Heat Gauge cooldown


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

Kokuryuu Tenshouraijin
236236C
BBCP Kagura 236236C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Death - - - - - - - - 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

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:
> = 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.

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.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc