Chaos Code/NSC/Kagari: Difference between revisions
Crimefighter (talk | contribs) (→Move List: - added universal moves) |
Crimefighter (talk | contribs) (→Move List: - correcting frame data, most was off by 1) |
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{{MoveData | {{MoveData | ||
|image=Kagari5a.png | |image=Kagari5a.png | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=8f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari2a.png | |image=Kagari2a.png | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=7f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=kagari5b.png | |image=kagari5b.png | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-CC | {{AttackData-CC | ||
|damage= | |damage= | ||
|guard= | |guard=Low | ||
|startup= | |startup=8f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari2b.png | |image=Kagari2b.png | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=7f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
Line 132: | Line 128: | ||
{{MoveData | {{MoveData | ||
|image=KagariclC.png | |image=KagariclC.png | ||
|name=cl.C | |name=cl.C | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=14f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari5c.png | |image=Kagari5c.png | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=9f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari2c.png | |image=Kagari2c.png | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=13f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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|cancelable=Yes | |cancelable=Yes | ||
|chprop=Stagger | |chprop=Stagger | ||
|description = | |description = Mouth laser anti-air. Moves Kagari forward a bit. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=KagariclD.png | |image=KagariclD.png | ||
|name=cl.D | |name=cl.D | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=10f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari5D.png | |image=Kagari5D.png | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=11f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameadv=-5 | |frameadv=-5 | ||
|cancelable= | |cancelable=Yes | ||
|chprop=Stagger | |chprop=Stagger | ||
|description = | |description = Whiffs vs crouching but has a good hitbox for anti-air. One of the only cancelable far D normals in the game. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=Kagari2D.png | |image=Kagari2D.png | ||
|name=2D | |name=2D | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=Kagarija.png | |image=Kagarija.png | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
Line 252: | Line 241: | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=7f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagarijb.png | |image=Kagarijb.png | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=7f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagarijc.png | |image=Kagarijc.png | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=11f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=9f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagarijd.png | |image=Kagarijd.png | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=8f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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|damage= | |damage= | ||
|guard=High | |guard=High | ||
|startup= | |startup=9f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari3B.png | |image=Kagari3B.png | ||
|name=Grind Kick | |name=Grind Kick | ||
|input=3B | |input=3B | ||
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|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=12f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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{{MoveData | {{MoveData | ||
|image=Kagari214A.png | |image=Kagari214A.png | ||
|name=Kasumi Nagi | |name=Kasumi Nagi | ||
|input=214P | |input=214P | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=11f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
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|damage= | |damage= | ||
|guard=High/Low, High(third hit) | |guard=High/Low, High(third hit) | ||
|startup= | |startup=17f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameadv=- | |frameadv=-11/-18/-8 | ||
|cancelable= | |cancelable= | ||
|chprop=- | |chprop=- | ||
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|damage= | |damage= | ||
|guard=High/Low | |guard=High/Low | ||
|startup= | |startup=11f | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|frameadv=-8/-5/- | |frameadv=-8/-5/-9 | ||
|cancelable= | |cancelable= | ||
|chprop=- | |chprop=- | ||
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{{MoveData|image=Kagari236A.png |caption= |name=Shuriken |input=236P | {{MoveData|image=Kagari236A.png |caption= |name=Shuriken |input=236P | ||
|data= {{AttackData-CC |version=A |damage= |guard=High/Low | |data= {{AttackData-CC |version=A |damage= |guard=High/Low | ||
|startup= | |startup=11f |active=- |recovery=- |frameadv=-9 |cancelable= |chprop=- | ||
|description = Slower than C version. Pretty classic fireball, good for controlling space. Frame advantage assumes point blank | |description = Slower than C version. Pretty classic fireball, good for controlling space. Frame advantage assumes point blank | ||
}} | }} | ||
{{AttackData-CC |version=C |damage= |guard=High/Low | {{AttackData-CC |version=C |damage= |guard=High/Low | ||
|startup= | |startup=11f |active=- |recovery=- |frameadv=-6 |chprop=- | ||
|description = Faster than A version. | |description = Faster than A version. | ||
}} | }} | ||
{{AttackData-CC |version=EX |damage= |guard=High/Low | {{AttackData-CC |version=EX |damage= |guard=High/Low | ||
|startup= | |startup=11f |active=- |recovery=- |frameadv=+8 |cancelable= |chprop=- | ||
|description = Faster than C version. Hits 3 times and launches, can be comboed off of in the corner. | |description = Faster than C version. Hits 3 times and launches, can be comboed off of in the corner. | ||
}} | }} | ||
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{{MoveData |image=Kagari236B.png |caption= |name=Mugen |input=236K (hold D for low) | {{MoveData |image=Kagari236B.png |caption= |name=Mugen |input=236K (hold D for low) | ||
|data= {{AttackData-CC |version=B |damage= |guard=High/Low | |data= {{AttackData-CC |version=B |damage= |guard=High/Low | ||
|startup= | |startup=16f |active=- |recovery=- |frameadv=-7 |cancelable= |chprop=- | ||
|description = Run up slash. Useful to cancel from since the first hit keeps the opponent grounded. | |description = Run up slash. Useful to cancel from since the first hit keeps the opponent grounded. | ||
}} | }} | ||
{{AttackData-CC |version=D |damage= |guard=High | {{AttackData-CC |version=D |damage= |guard=High | ||
|startup= | |startup=30f |active=- |recovery=- |frameadv=-10 |chprop=- | ||
|description = Has some use in combos and can be used for resets. | |description = Has some use in combos and can be used for resets. | ||
}} | }} | ||
{{AttackData-CC |version=[D] |damage= |guard=Low | {{AttackData-CC |version=[D] |damage= |guard=Low | ||
|startup= | |startup=44f |active=- |recovery=- |frameadv=-1 |chprop=- | ||
|description = Fake the overhead and go low. Not the best as a mix-up, but only being -1 is pretty good. | |description = Fake the overhead and go low. Not the best as a mix-up, but only being -1 is pretty good. | ||
}} | }} | ||
{{AttackData-CC |version=EX |damage= |guard=High/Low, High(last hit) | {{AttackData-CC |version=EX |damage= |guard=High/Low, High(last hit on tap), Low (last hit on hold) | ||
|startup= | |startup=14f |active=- |recovery=- |frameadv=-12(tap), -4(hold) |cancelable= |chprop=- | ||
|description = Launches if it hits an airborne opponent which is very useful for picking someone up off a ground bound or OTG and then carrying them to the corner. Hold the input to go low. | |description = Launches if it hits an airborne opponent which is very useful for picking someone up off a ground bound or OTG and then carrying them to the corner. Hold the input to go low. | ||
}} | }} | ||
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{{MoveData |image=Kagari623C.png |caption= |name=Genjin |input=623P | {{MoveData |image=Kagari623C.png |caption= |name=Genjin |input=623P | ||
|data= {{AttackData-CC |version=A |damage= |guard=High/Low | |data= {{AttackData-CC |version=A |damage= |guard=High/Low | ||
|startup= | |startup=5f |active=- |recovery=- |frameadv=-21 |cancelable= |chprop=- | ||
|description = Invun until first active frame. Gives combos on trade. Does have a lot of horizontal reach but will tag opponents directly above Kagari. | |description = Invun until first active frame. Gives combos on trade. Does have a lot of horizontal reach but will tag opponents directly above Kagari. | ||
}} | }} | ||
{{AttackData-CC |version=C |damage= |guard=High/Low | {{AttackData-CC |version=C |damage= |guard=High/Low | ||
|startup= | |startup=9f |active=- |recovery=- |frameadv=-25 |chprop=- | ||
|description = Invun through active. Hits further horizontally but can miss opponents directly above. | |description = Invun through active. Hits further horizontally but can miss opponents directly above. | ||
}} | }} | ||
{{AttackData-CC |version=EX |damage= |guard=High/Low | {{AttackData-CC |version=EX |damage= |guard=High/Low | ||
|startup= | |startup=6f |active=- |recovery=- |frameadv=-18 |cancelable= |chprop=- | ||
|description = not invun on startup. Applies Poison | |description = not invun on startup. Applies Poison | ||
}} | }} | ||
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{{MoveData |image=Kagarij236A.png |caption= |name=Shuriken - Rakurai |input=j.236P | {{MoveData |image=Kagarij236A.png |caption= |name=Shuriken - Rakurai |input=j.236P | ||
|data= {{AttackData-CC |damage= |guard=High/Low | |data= {{AttackData-CC |damage= |guard=High/Low | ||
|startup= | |startup=19f |active=- |recovery=- |frameadv=- |cancelable= |chprop=- | ||
|description = Air fireball. A version goes at a very steep angle. C version has a wider angle. You can have an air fireball and a ground fireball out at the same time. Doing this move also restores your airdash if you've used one already. | |description = Air fireball. A version goes at a very steep angle. C version has a wider angle. You can have an air fireball and a ground fireball out at the same time. Doing this move also restores your airdash if you've used one already. | ||
}} }} | }} }} |
Revision as of 20:44, 8 January 2022
Story
Kagari
『かがり』
Kagari is a secret agent for Kurenai, a clan of ninjas that hate the earth-union military and raised Kagari. Her parents and brother were killed in war, now she fights to honor their memory and to repay Kurenai, her adoptive family.
Playstyle
Health: 28000
Stun: 75
Full hitboxes
Kagari is an all-round character with a good fireball and DP, she's the closest thing to a traditional shoto in Chaos Code. She has strong space control and movement which she can use to control the pace of a match. Her mix-up is dangerous too thanks to being able to combo off throw anywhere on screen. Her damage leaves a bit to be desired, but she makes up for it with strong reset options thanks to her teleports. She's relativly simple to learn, but thanks to having such a wide array of tools she has a really high ceiling.
Mobility (Run vs. Step)
Kagari's backdash is 20f total regardless of bounce choice
Run: Kagari has a very fast run speed, making it a good choice for tech chasing and aggressive styles of play.
Step: Supplies faster meter gain and evades lows/throws. Kagari is committed to the step for 16 frames.
Extra Move Selection
Shuriken - Rakurai: Air fireball, the angles are very good for controlling space. Probably Kagari's best neutral tool, but also has uses in combos either for special to super cancels or turn an air throw knockdown into an air tech for tech chase/air reset options.
Kawarimi - Oboro: Teleport counter, it typically doesn't actually punish things because of it's recovery, but it gets Kagari close and activates on projectiles. It's utility is a little more matchup specific than kagari's other extra moves, but it's never useless.
Ouji - Harinezumi: Poison Super, Does pretty good damage if you get all the poison ticks. Kagari has some pretty high damage exceeds using this move to stack on poison. A good choice for the resource dumps, but also good if you plan on running away and zoning out.
Ougi - Ryuusei Kyaku: Divekick super, works as an ender for air combos and for exceed routes. Not as high damage as Harinezumi but because it can be used from air combos the chances to use this super are higher, and since it's damage is all upfront rather than poison it can be a better choice if you want to go in more than run away.
Recommended Sets
Kagari is pretty mix and match, all of her options are strong so it comes down more to what you value and what the matchup calls for.
Shuriken - Rakurai & Ouji - Harinezumi
This pairing is pretty common. It's one of the most straight-forward Kagari sets since Shuriken helps her control space and it's very easy to find times when Harinezumi will combo. This set also has some nice synergy since Shuriken is an air special that Kagari can cancel into Harinezumi, her only air super. It will work with basically any kagari playstyle.
Shuriken - Rakurai & Kawarimi - Oboro
This pairing gives kagari the most neutral tools, but limits her damage output. That limit on her damage output isn't necessarily a huge deal however, as Kagari can get by using her default supers.
Shuriken - Rakurai/Kawarimi Oboro & Ouji - Harinezumi Harinezumi's draw is mostly the damage, to that end it doesn't really matter which other extra move you take.
Move List
Click on a header to expand that section of the movelist
Universal Mechanics
Normal Throw
Normal Throw
A+C |
---|
Guard Break
Guard Break
6CD |
---|
C+D
Tactical Guard
CD |
---|
A+B
Roll
AB |
---|
Combos
for all combos ending in airthrow > 236A you can buffer a 5A afterwards to catch no tech. If the opponent doesn't no tech you can jump up to chase their tech. If you don't want this tech trap and would rather have more standard oki you can just ignore the ending 236A and take the knockdown off air throw.
Meterless
2A > 2B > cl.C > cl.D > 3B > 214C > 214C > 214C
Confirm into rekka, the string of normals before the rekka isn't super important, but you need to confirm that you're close enough for the rekka to connect.
2A > 2B > 2A > 2B > 2A > 2B > 5C > 236B
236B will work when you push yourself out in the confirm, or if you just start a string far away.
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > Air throw
Throw combo, use the whiff to make it easier to get the 3B to hit (don't forget that chaos code has an infinite buffer for held normals). Also, the first air series needs to be delayed a bit so that the opponent doesn't get floated too high for the rejump.
Throw > 236D > 2C > cl.D > sjc > j.B(1) > j.C > D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > j.236A > air throw > 236A
Corner only throw combo. The j.236A isn't needed, so just ignore it and go straight into airthrow if you didn't take that extra move.
CH 623A(1) > 2B > 2C > j.B(1) > j.C > j.D > air throw
Combo off DP. The situation may seem unlikely, but A DP will trade in a lot of situations and most trades will lead to this combo.
EX combos
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236B
simple confirm into EX rekka, will carry to the corner and let the opponent air tech out.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236BD > jump > j.A > j.C > j.D > double jump > j.B(1) > j.C > j.D > 236A > air throw > 236A
ex rekka into ex mugen, full screen corner carry for 1 bar into an air throw.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 236A > air throw > 236A
Corner combo off ex rekka
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A
Corner combo using ex rekka and ex mugen, bit more damage for 50 more meter, also easier since it avoids the rejump.
Super combos
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > 214214D > land > 2A > 2C > sjc > j.A > j.B(1) > j.C > j.D > air throw
throw combo into divekick super.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 214214B > oki
after the super you can jump and input an air shuriken to meaty the opponent back into the corner.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A > 214214D
for damage, it doesn't really matter what you start with, just know that you can cancel air shuriken into divekick super to kill for 2 bars
Colors
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.