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[CP1.1] Kagura Mutsuki - Gameplay Discussion (Discuss Gameplay/Videos/Combos/etc.)


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Posted (edited)

BBCP_Header_Gameplay_Discussion.png


Kagura Gameplay/Discussion
  • Remember to stay on topic and keep it related to Kagura and his gameplay only.
  • The wiki (CURRENTLY BEING WORKED ON) contains useful information about Kagura, such as his normals, specials, frame data, etc., so check there often!
  • Discussion related to matches, players, and combos are allowed. Questions are asked in this thread -> Kagura Mutsuki Q&A/FAQ thread
  • Take story discussion here -> BBCP Story Discussion
  • Take all off-topic Kagura discussion to the Kagura Mutsuki group here -> Kagura Mutsuki General


Kagura balance changes in BBCP v1.1 (which marks his debut in the arcade version)
  • Counter Assault – Improved attack hitbox
  • 5C, 2C – Damage, recovery, blockstun, and hitstun have all been reduced
  • 3C – Now causes knockback
  • 6A – Can no longer be normal canceled, decreased recovery
  • Ground Throw – Now wall bounces
  • Toryu Renzan (C during 5D) – The second hit now has a better hitbox, the attack also moves forward slightly. The untechable time during the Overdrive version has been increased
  • Sairingeki (A during 2D) – When stance canceled, it now cancels into the air stances isntead of grounded ones
  • Ryusenken (B during 2D) – Now moves faster. The second hit is now a level 5 attack
  • Ryujinsho ([2] then 8C) – Combo starter time has been decreased. Causes wall stick on counter hit in the corner
  • Ryuo Zangaosho (28D during any stance) – Now has an Overdrive version. Both versions now autocorrect the direction towards the opponent

Source: http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/

Edited by MikelAL93
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Posted (edited)

Damage/P2/P1 values for normals from jbbs. P1/2 values could be inaccurate, so take with a grain of salt.

Combo rate: 65%

5A 300 77 100

5B 400 85 85

5C 1100 92 100

2A 300 77 100

2B 500 85 90

2C 1000 92 100

3C 700 89 90

6A 800 92 80

6B 600 89 100

6C 1300 84 100 SMP Has head invuln frames

JA 300 85 90

JB 450 89 90

JC 750 92 90

aaand D moves.

5D

A 700 89 80 SMP Bonus 110% proration. Can dash cancel on hit (backdash and forward dash)

B 0.2000 60 100

C 750.750 94.94 90,90

2D

A 1400 94 80 SMP

B 500.800 89.89 90.90

C 400.1000 94.94 100.100  SMP

6D

A 800 92 90

B 800 92 90

C 1200 94 80

Ryuubakusen

A 450.450  85once 90 SMP

B 400x5 85once   60 SMP

Edited by -Seo
Posted
Besides altered supers what else is known about kagura's Od?

He can chain Drive follow-ups, more easily, IIRC.

Posted (edited)
Besides altered supers what else is known about kagura's Od?

6D~C launches opponents upwards in OD

5D~C launches them upwards too, rather than behind you

2D~C cannot be emergency teched.

That's about all the differences I've picked up on, but I've honestly not messed around with OD too much.

Edited by -Seo
Posted

OMFG, 4K after a midscreen grab? This is official, we have a damaging meterless Character, let olay the game.

Do we already know how much health he has? For sure, at least 11k.

Posted
OMFG, 4K after a midscreen grab? This is official, we have a damaging meterless Character, let olay the game.

Do we already know how much health he has? For sure, at least 11k.

Just tested his health. Took 11 5C's and one 2B from Kagura to kill, so that's 11.5k health.

Posted

Pro-tip: you can do his stance moves by mashing D+A/B/C in combos. :P

Posted
Pro-tip: you can do his stance moves by mashing D+A/B/C in combos. :P

We are actually well aware of that since TGS came along. :P

Posted (edited)
He can chain Drive follow-ups, more easily, IIRC.

In OD, it looks like you're no longer limited to 1 use of each of 5D/2D/6D in a chain. E.g. you can do 2D~C 5D~C 2D~C.

Edit:

We are actually well aware of that since TGS came along. :P

Aaaand apparently you just have to hold the follow-up button. <_<

Edited by Bill307
Posted (edited)

A couple of notes I got from twitter and discussion with others:

6C= head inv

5D>C= head inv 1F?

6D>B= full inv during the cross up

2D>A= foot inv, 1F?

[2]>8C= Full body Inv

Kagura's 5D > A and his 6D > C has projectile armor, you still take light damage so it's not projectile invulnerable (I tested this on Tager's Spark Bolt).

Just a few notes I took and sharing.

Edited by Shinsyn
Posted
A couple of notes I got from twitter and discussion with others:

6C= head inv

5D>C= head inv 1F?

6D>B= full inv during the cross up

2D>A= foot inv, 1F?

[2]>8C= Full body Inv

Kagura's 5D > A and his 6D > C has projectile armor, you still take light damage so it's not projectile invulnerable (I tested this on Tager's Spark Bolt).

Just a few notes I took and sharing.

Great information. I noticed that with 6D~C while in a netplay match against a Mu-12 player. As for 6C, I use it as my anti-air sometimes, but its mostly better used in combos after you rapid cancel 2D~B.

Posted

Brand new to BlazBlue, got the game but dont speak Japanese. I want to main Kagura. To get him I assume I keep hitting X during story mode and fight whatever matches come up? How long does this take? Thanks!

Posted

It'll probably take you quite a few hours, sorry to say.

Didn't anyone post his U. Distortion? If not, here it is.

2(Charge)-8D. It's a powered up version of Fafnir. (2(Charge)-8C) Deals 3008 damage and hits 18 times spread across 3 swings.

Think Dudley's Super/Guile's Ultra in SSFIV.

Posted

Thanks, I see I'm at 27% after over an hour. Speaking of Guile, that's who I've mained in the past as an off and on SF player, hence my interest in Kagura.

Posted
How are his drive moves on block? also can you cancel whiffed D moves into other D moves

Pretty negative for the most part. Some things like 2D~B and 5D~A are safe, but the rest can be punished by either 2A mash or certain supers from what I've tested. Can't cancel into other D moves on whiff unfortunately.

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