PropertyValue
rdfs:label
  • Kagura Mutsuki/Move List
rdfs:comment
  • However, Kagura does have some flaws. First off, he is rather a bit sluggish via his poor mobility (despite his fairly quick backdash) and that some of his longer ranged normals are rather slow, making them difficult to chain into off of most normal attacks. He also lacks solid pokes that are far enough ranged to deal with most characters with solid footsies, and adding to that happens to be his difficulty in dealing with faster mixup characters. What's more, his combos are more effective in the corner than out in the open. It is due to this, Kagura is mainly a very heavy momentum-based character; either he maintains his very pressuring-mindgame lead, or he may get helplessly blown up should he fail to recover.
dcterms:subject
Literal Translation
  • Stance Break
  • Black Dragon Heaven Soaring Thunder Blade
  • Dragon Binding Whirl
  • Dragon Blade Soar
  • Dragon Blast Piercer
  • Dragon Emperor: Slashing Fang European Piercer
  • Dragon Fang Swift
  • Dragon Flash Sword
  • Dragon Halberd Claw
  • Dragon Shadow Swift
  • Dragon Supremacy: Prison Blaze Dust
  • Flying Dragon Tipped Strike
  • Slaughtering Dragon Chain Slash
  • Sleeping Dragon Twin Crusher
  • Smashing Dragon Strike
  • Vehemence Edge
dbkwik:blazblue/property/wikiPageUsesTemplate
English Name
  • Release
  • Dragon Spirit
  • Dragon's Claw
  • Dragon's Fang
  • Dragon Blast
  • Black Dragon's Sky-Rending Blade
  • Black Gale
  • Dragon Slaughter
  • Dragon Strike
  • Dragon's Ascent
  • Dragon's Blade
  • Dragon's Dual Strike
  • Dragon's Mirage
  • Infinite Coupling
  • Sky Dragon's Strike
  • Supreme Dragon's Inferno
  • The Dragon Lord's Striking Fang
Description
  • 1.100000
  • Ground bounces on second hit, and has a decent hitbox making it a solid move for combos.
  • Grabs the opponent with leading hand and flings them up to bat them away with a two-handed lifting slash turn. Can be followed up with Drive.
  • Grounds foe on ground hit, and can wallbounce on counter hit. Does a flinging knockdown during OD, and has Super Armor against projectiles and is air unblockable.
  • Kagura surfs on his sword to whip at his foe for two strikes. The first hit hits low and does not allow emergency tech. The second hit hits mid and can allow emergency tech.
  • CP 2.0/EX: The ground bounce effect no longer counts as a hard knockdown.
  • Strikes with his following leg in a hooking inward kick horizontally. Rather awkward for a j.B, but has a large crossup hitbox.
  • As of 1.1, when Kagura will be put into an airborne state if this move is cancelled into another stance.
  • Counter Assault which cannot be Stance cancelled. Otherwise, has short tech time. Uses his 6B/BB animation.
  • CP 2.0/EX: Can no longer be emergency teched on counter hit.
  • A rather slow move, but can be a very solid frame trap and mindgame tool.
  • Kagura warps via a flaming shadow behind the opponent after a dash forward but a twirl , then slashes downward and outward at their back .
  • A forward low-following handed-thrust with the weapon at the legs. Stagger on hit. Hits mid despite the low angle, and can be Stance cancelled.
  • Swings his arm outward to toss a dark ball of whirling energy forward. Projectile attack.
  • Crouch stance. Same as neutral, but in a crouching position.
  • The Overdrive version added in 1.1 deals more hits. Both versions as of that patch now auto-correct Kagura's facing direction.
  • Allows him to enter four different stances. Each stance comes with its own set of unique moves that can be chained together.
  • Has a fair amount of untech time, and a difficult move to punish on air hit. Has some invincibility. Can scale well in combos as you can combo off a counter hit after landing.
  • Can be done by pressing 6B or inputting 5B two times . Kagura leans while balancing on his sword for a forward following leg-knee strike in a recovering inward turn. Cannot be Stance cancelled but is jump cancellable on hit or block.
  • Grabs his opponent, then immediately crushes them down with a two-handed slash drop. Ground bounces, easy to follow up with multiple normals or specials.
  • In 1.1, its P2 rating changes from 60% total to 52% total.
  • Standard forward jab with a slightly bent arm. Can also be used as an anti-air. Many characters can duck under this, or go under it with moves.
  • Neutral stance. Kagura brings his sword back in a battōjutsu stance with his sword angled up a bit high.
  • Turns to the background as he leans and smashes his following elbow downward in a recovering turn. Hits overhead. Will force crouch the opponent. Cancellable mainly into a special, Rapid Cancel or Overdrive.
  • Midair stance of any of the three stances. When a followup is used from here, Kagura drops quickly to the ground to perform the attack to the pertaining stance.
  • Cannot combo into most moves without use of a Rapid Cancel.
  • CP 2.0/EX: All specials from the stances can now can be cancellable into a Crush Trigger, Overdrive, Ryūha: Gokuenjin and his Astral Heat. Can also cancel into another different stance whenever a multi-hitting stance-based special's first hit connects.
  • Kagura swings his sword forward in reverse grip to flick forward spires shaped like dark spear-heads of energy along the ground. Projectile attack. Carries the opponent via knockdown to the end of the attack.
  • Can be reverse-cancelled into j.A as of 1.1.
  • Allows Kagura to cancel the stance he entered. If done in the air, he'll rapidly fall to the ground.
  • Causes ground bounce on air hit in CP 2.0/EX.
  • Crosses up and hits low. Can Fatal Counter.
  • Has a more downwards hitbox as of Patch 1.1.
  • Has less ending lag in CP 2.0/EX.
  • Has less untech time as of 1.1.
  • Despite its appearance, it can go into a wide variety of Drive moves.
  • Less ending lag in CP 2.0/EX.
  • The second hit throws the foe behind Kagura, as well as wallbouncing. The Overdrive version can throw foes in front of Kagura instead.
  • Kagura attacks the opponent with two crossing-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.
  • Kagura lifts his sword up with both hands and swings it in a multi-hitting arc while rising off the ground. Anti-air special.
  • The initial slash must connect to make the energy pillar appear.
  • Can also cancel into a forward or backward dash on hit or block.
  • Kagura rushes forward with a stepping wide turning slash aimed low. Hits mid despite appearance.
  • Has reduced recovery in CP 2.0/EX, as well as increased invulnerability before the attack comes out.
  • Kagura turns then dashes forward with a one-handed thrust with his weapon, then briefly halts himself to return to neutral position.
  • Short ranged diagonally downward low kick, akin to a standing low light kick. Hits low and can be used to help extend combos, but tends to be not as good of a B-type medium kick poke like most others. It's best used as nice mixup tool and/or OTG pickup tool however.
  • The Overdrive version has Kagura switch hands for another slash, instantly followed by a two-handed slash as both slashes are done criss-cross fashion. The projectiles fired from there are dark rings that slice through for multiple hits and cause wallbounce. This second portion can only activate when the first part of the attack connects on hit.
  • A midair jab, much like his 5A and 2A. Can be cancelled.
  • As of 1.1, it has less recovery, hitstun, damage , blockstun, blowback on air hit and untech time. It no longer staggers the opponent on grounded hit.
  • As of 1.1, it has less recovery, but at a cost it also has less hitstun, damage and blockstun.
  • Can be used as a powerful zoning, wakeup and pressure tool.
  • Hits overhead with ground bounce, and can combo into a huge variety of moves.
  • CP 2.0/EX: No longer ground bounces and causes only a normal knockdown on hit.
  • Forward stance. Kagura leans forward with sword behind him pointed up, on the ready.
  • As of 1.1, the opponent is launched lower, but is knocked back further.
  • Has less recovery as of 1.1, but less frame advantage on block and can no longer cancel into a 6B or specials.
  • Has increased stagger on counter hit by 3 frames in Patch 1.1.
  • CP 2.0/EX: Now has a B version added with the C version. B version leaps up a small amount with only head invulnerability while the C version files up fairly high with full invincibility.
  • Steps forward to launch-slash the opponent with both hands on weapon. Launches on hit. Allows for a huge range of followups. Has some slight head invincibility.
  • More range than 5B , and tends to be a decent pressure and combo tool.
  • Ground bounces on second hit, and can cancel into his air stance, as well as the midair version of his Dragon Lord's Striking Fang.
  • Rather slow poke that doesn't chain well from his normals.
  • CP 2.0/EX: Now deals more hits the further it flies forward.
  • Swings down his weapon via the bandage on the hilt while ending in a turn. A bit slow, but has an amazing hitbox and is thus a good air defensive tool. Will plummet on air hit and stagger on ground hit.
  • Travels faster as of 1.1 with increased attack level and improved frame advantage by 4 frames.
  • As of 1.1, Kagura moves forward during the attack and the second hit has a larger hitbox. The Overdrive's version untech time also has been increased by 8 frames.
  • In CP 2.0/EX, the Overdrive version no longer has a Same Move Proration penalty and now ground slides on hit. Now has full guard against projectiles with no damage taken, but is no longer air unblockable. Can now link-combo into Ryūsenken at midscreen as well.
  • Short-ranged command grab where Kagura grabs his foe and flings him up like with his ground throw animations, then follows up with a vaulting mid-air spin kick to his opponent .
  • Has a more minor wallbounce effect in CP 2.0/EX, though it gets amplified enough on counter hit to the point where even a 6C followup is possible.
  • Removes the cooldown of stance follow-ups, so you can chain any of the follow-ups together as long as they're different.
  • Starter Rating worsened from Fast to Very Fast in Patch 1.1, and launches opponent lower on hit with a wall-stick on counter-hit.
  • Kagura places his sword forward in reverse grip and draws it back via an inward slash much like his 3C. Can be charged up. Neutral on Barrier Guard, will launch on air hit. Possible to charge; 180F cooldown.
  • A forward back-turning low sweep-kick with the following leg. Low hit, has more range than 5B but more startup.
  • A version goes half-screen but has faster startup. B version starts up slow with Kagura gathering energy in his hand, but increases in speed as hit travels. Projectile rapidly dissipates as Kagura gets hit, and number of hits vary depending on how far it travels.
  • In CP 2.0/EX, on counter hit it launches diagonally with an untechable hard knockdown with a wallbounce.
  • Identical to forward throw with the exception of changing sides.
  • Kagura swings his sword upwards twice, with the first strike being a two-handed lifting spin followed by Kagura kicking his sword into a wide upward slash.
  • As of 1.1, it launches opponents lower with less damage and its head invincibility being removed. However it now has less startup and increased blockstun.
  • A crouching version of his 5A somewhat. Hits mid like most crouching light punch-type moves, despite the low angle. Decent hit confirm.
  • CP 2.0/EX: Second hit causes spinning stagger on ground hit.
  • Only the follow-up hits can KO the opponent as of Patch 1.1.
  • However, as of 1.1 it can now only withstand 1500 damage from projectiles during the attack rather than any amount.
  • Kagura attacks with an outward slash followed by a downward thrust. Second hit is a low attack.
  • Kagura does a turning jump and slams his sword to the ground. Kagura then vaults and tumbles himself back into place after the move.
  • Originally with stance specials being usable after 17 frames, patch 1.1 allows them to be used as soon as 14 frames afterward.
  • Kagura charges his blade with dark energy as he brings it over his shoulder, then slams it down on the ground to cause an energy pillar to launch his opponent. Can legitimately be done in midair where unlike all his other stance attacks, Kagura activates the super flash in and falls from the air.
  • Does a reverse grip inward crouching turn to sweep-slash the opponent. Has a bit of a slight height for a launcher-type use. Has decent speed and useful in ground combos unlike most of his other C normals, as it can chain very well from his B attacks.
  • Kagura throws his sword in front of him and hook-punches it towards his opponent.Staggers on ground hit, and has a chance of wallbounce on air hit. Has super armor against anything that's not a low attack and can Fatal Counter.
  • Does a turning two-handed slash from the background that sweeps around him in one step. Long range and can control quite a bit of space, but is a bit slow to chain into from other normals. Counter Hit causes wallbounce. Blowback on air hit.
  • As of Patch 1.1, it now wallbounces midscreen and will wall-stick in the corner.
  • Sends the opponent a fair distance via ground bounce, making it more suited in the corner, but can otherwise link into a variety of moves.
Input
  • or
  • Any direction +
  • CP: EX: Hold then /
  • CP: Hold then
  • Hold then
  • Hold then /
Damage
  • 0
  • 300
  • 400
  • 450
  • 500
  • 600
  • 700
  • 750
  • 780
  • 800
  • 1000
  • 1200
  • 1001300
  • 500200700
  • --
Japanese name
  • 構え中断 Kamae Chūdan
  • ブラックゲイル Burakku Geiru
  • ヴィエメンスエッジ Viemensu Ejji
  • 屠龍連斬 Toryūrenzan
  • 砕龍撃 Sairingeki
  • 臥龍双破 Garyūsōha
  • 飛龍尖撃 Hiryūsengeki
  • 黒龍天翔雷刃 Kokuryū Tenshōraijin
  • 龍刃翔 Ryūjinshō
  • 龍影迅 Ryūeijin
  • 龍戟爪 Ryūgekisō
  • 龍牙迅 Ryūgajin
  • 龍皇・斬牙欧衝 Ryūō: Zangaōshō
  • 龍破衝 Ryuhashō
  • 龍縛旋 Ryūbakusen
  • 龍覇・獄焔塵 Ryūha: Gokuenjin
  • 龍閃剣 Ryūsenken
Heat Gain
  • 0
  • --
abstract
  • However, Kagura does have some flaws. First off, he is rather a bit sluggish via his poor mobility (despite his fairly quick backdash) and that some of his longer ranged normals are rather slow, making them difficult to chain into off of most normal attacks. He also lacks solid pokes that are far enough ranged to deal with most characters with solid footsies, and adding to that happens to be his difficulty in dealing with faster mixup characters. What's more, his combos are more effective in the corner than out in the open. It is due to this, Kagura is mainly a very heavy momentum-based character; either he maintains his very pressuring-mindgame lead, or he may get helplessly blown up should he fail to recover. His Overdrive is Infinite Coupling/Vehemence Edge, which grants him the ability to infinitely perform multiple Drive stance transitions/cancels for the duration, as well as granting new hit effects on some of his stance-based moves (some of his normals also gain new properties as well). As of Patch 1.1, Kagura has a taller hurtbox when getting hit by high-level attacks via his upper hitstun animation, and has increased Negative Penalty resistance by 2. His backdash cancels also have less duration from 30 frames to 25 frames.