Chaos Code/NSC/Kagari: Difference between revisions

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[[image:profile-kagari.jpg|550px|thumb|right|]]
[[image:profile-kagari.png|180px|right|]]
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=Introduction=
==Story==
'''Kagari''' <br>'''『かがり』'''


'''Story'''
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.


''Kagari, a secret agent for the anti Earth-Union organization 'KURENAI', lost her parents when she was a child due to the war the Earth Union had caused. Because of this, she formed a deep hatred for the Earth Union.''
==Playstyle==


''After her parents' deaths she was adopted by Kurenai, who is the leader of the self titled anti-Earth Union organization. Kurenai had given her unconditional love, that of which her parents would have given her.''
'''Health:''' 28000
<br>'''Stun:''' 75
<br>[https://drive.google.com/file/d/0B8gPy-EXmVVbMzFhdk5rS0FxMWM/view?usp=sharing Full hitboxes]


''She decided to work as an agent to repay Kurenai, and to avenge her parents' deaths.''
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.


'''Summary'''
=== Mobility (Run vs. Step) ===


Kagari is a very versatile character, with solid rushdown tactics, many combo powerful options, plenty of mobility, and defensive options that include her DP, her teleport counter, and air shuriken. On top of such, she is an easy character to pick up. Her weakness lies in not being able to be the best at everything, but with the right decision making, she is a very dangerous character.
Kagari's backdash is 20f total regardless of bounce choice


=Run vs Step=
'''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.


'''Run''' - Kagari has a very fast run speed, and seems to be the common choice among Japanese arcade players.
== 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.


'''Step'''
'''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.


= Combos =
'''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.
These combos are not definitive, and can be altered to whatever works best for you. Feel free to omit certain normals if you think it will push you too far. Keep in mind you can add in j.C > j.D > as a starter for extra damage if you don't see the IAD j.C > j.D. Remember, you don't always have to start combos like that!


Remember A and C are punches (P) and B and D are kicks (K). Seeing "f." next to a normal means "far". Seeing "cl." means "close". A "dl." by a normal indicates some sort of delay. A numben parentheses like (2) indicate a number of hits, and something with "x" by it like x3 by it means repeat that many times.
===Recommended Sets===


"W!" is borrowed from Tekken, and used to represent some sort of wallbounce/splat in short.
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.


'''Basic Combos'''
'''Shuriken - Rakurai & Ouji - Harinezumi'''


''If you're just starting with the character, start with these!''
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.


2B > 2A > cl.5C(2) > 2D
'''Shuriken - Rakurai & Kawarimi - Oboro'''


2B > 2A > cl.5C(2) > 2B > f.5C > 2D
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.


2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 214C [> 214214B]
'''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.


* If you start this combo from near to the corner to your back, the 214214B can wallsplat, allowing you to 2A > 2C > j.B(2) > 2D > Airthrow.
== Move List==
''Click on a header to expand that section of the movelist''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Normal Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Normal Moves</font> ===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=Kagari5a.png
|name=5A
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=7f
|active=-
|recovery=-
|frameadv=+2
|cancelable=Yes
|chprop=-
|description = put words here
}}
}}


2B > 2A > cl.5C(2) > 5D > 3B > 236236B
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=Kagari2a.png
|name=2A
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=6f
|active=-
|recovery=-
|frameadv=+4
|cancelable=Yes
|chprop=-
|description = put words here
}}
}}


2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 236236P or 236236K
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=kagari5b.png
|name=5B
|data=
{{AttackData-CC
|damage=
|guard=Low
|startup=7f
|active=-
|recovery=-
|frameadv=+2
|cancelable=Yes
|chprop=-
|description = A pretty quick move, good for catching people when in range.
}}
}}


2B > 2A > cl.5C(2) > 5D > 3B > 214A+C > 214A+C > 214A+C > (corner, ground bounce) > 2B > 5B > 5A > f.5C > sjc > j.B > j.C > j.D > Airthrow or j.214214B
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=Kagari2b.png
|name=2B
|data=
{{AttackData-CC
|damage=
|guard=Low
|startup=6f
|active=-
|recovery=-
|frameadv=+3
|cancelable=Yes
|chprop=-
|description = Fast crouching low kick with decent range.
}}
}}


'''Ryuusei Kyaku Combos'''
====== <font style="visibility:hidden" size="0">cl.C</font> ======
{{MoveData
|image=KagariclC.png
|name=cl.C
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=13f
|active=-
|recovery=-
|frameadv=-2
|cancelable=Yes
|chprop=Stagger
|description = Hits twice, both hits are cancelable.
}}
}}


''These combos involve comboing to 214214K early on, to utilize the wall bounce. The wall bounce occurs at a certain distance.''
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=Kagari5c.png
|name=5C
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=8f
|active=-
|recovery=-
|frameadv=-5
|cancelable=No
|chprop=Stagger
|description = Good range.
}}
}}


2D > 623A(1) > 214214D > Ending Combo
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=Kagari2c.png
|name=2C
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=12f
|active=-
|recovery=-
|frameadv=-6
|cancelable=Yes
|chprop=Stagger
|description = Sword swipe anti-air. Moves Kagari forward a bit.
}}
}}


IAD > j.C > j.D > 2A > 2B > f.5C(2) > 5D > 3B > 236B(2) > 214214D > W! > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow
====== <font style="visibility:hidden" size="0">cl.D</font> ======
{{MoveData
|image=KagariclD.png
|name=cl.D
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=9f
|active=-
|recovery=-
|frameadv=-3
|cancelable=Yes
|chprop=Stagger
|description = put words here
}}
}}


====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=Kagari5D.png
|name=5D
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=10f
|active=-
|recovery=-
|frameadv=-5
|cancelable=No
|chprop=Stagger
|description = Good anti-air.
}}
}}


'''Manji Senkou Ha Combo Paths'''
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=Kagari2D.png
|name=2D
|data=
{{AttackData-CC
|damage=
|guard=Low
|startup=11f
|active=-
|recovery=-
|frameadv=-2
|cancelable=No
|chprop=Launch
|description = Sweep.
}}
}}


''Manji Senkou Ha at midscreen will carry your opponent to the corner, allowing some really powerful combos, and at the very least get you some corner carry.''
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=Kagarija.png
|name=j.A
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=6f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=-
|description = put words here
}}
}}


IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2B > 2A > cl.5C(2) > 214C > 214C > 214C > (j.214214B)
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=Kagarijb.png
|name=j.B
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=6f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=-
|description = Hits twice.
}}
}}


IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2A > 2B > cl.5C(2) > 214C > 214C > 236236A/C
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=Kagarijc.png
|name=j.C
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=10f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=Stagger
|description = Lots of active frames, good jump-in
}}
}}


IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 2C > sjc > j.B(2) > j.D > Airthrow
====== <font style="visibility:hidden" size="0">nj.C</font> ======
{{MoveData
|image=Kagarinjc.png
|name=Neutral jump C
|input=nj.C
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=8f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=Stagger
|description = put words here
}}
}}


IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2A > 2B > cl.5C(2) > 236B > 236236P (or 214214K)
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=Kagarijd.png
|name=j.D
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=7f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=Stagger
|description = put words here
}}
}}


IAD > j.C > j.D > 5A > 5B > 5C(2) > 3B > 2141236C > 214B > 214B > IAD > j.C > j.D > combo path of choice
====== <font style="visibility:hidden" size="0">nj.D</font> ======
{{MoveData
|image=Kagarinjd.png
|name=neutral jump D
|input=nj.D
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=8f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=Stagger
|description = put words here
}}
}}
</div>
</div>


IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 214C > 214C > 214C
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Normals</b></font></center></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">Command Normals</font>===
====== <font style="visibility:hidden" size="0">3B</font> ======
{{MoveData
|image=Kagari3B.png
|name=Grind Kick
|input=3B
|data=
{{AttackData-CC
|damage=
|guard=Low
|startup=11f
|active=-
|recovery=-
|frameadv=-3
|cancelable=Yes
|chprop=-
|description = Combo extender, good for picking up off of throw and wall bounces
}}
}}


*This is a stun combo.
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=KagariAirThrow.png
|name=Air Throw
|input=j.A+C
|data=
{{AttackData-CC
|damage=
|guard=Throw
|startup=5f
|active=-
|recovery=-
|frameadv=-
|cancelable=Yes
|chprop=-
|description = Combo ender. You can either take the knockdown or cancel it into an air shuriken for a little extra damage and the ability to super cancel.
}}
}}


'''Corner Carry'''
</div> </div>


''These combos will usually utilize EX Rekkas for corner carry. Remember that the final hit causes groundbounce, and in the corner, do take advantage of that.''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Universal Mechanics</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Universal Mechanics</font> ===
====== <font style="visibility:hidden" size="0">Normal Throw</font> ======
{{MoveData
|image=KagariThrow.png
|name=Normal Throw
|input=A+C
|data=
{{AttackData-CC
|damage=
|guard=Throw
|startup=5f
|active=-
|recovery=-
|frameadv=-
|cancelable=
|chprop=-
|description = Kagari teleports you to the sky and lets you fall. Buffer and whiff a 5A or 2A to frame kill and then buffer a 3B to catch them falling and super jump cancel from there into combo stuff.
}}
}}
====== <font style="visibility:hidden" size="0">Guard Break</font> ======
{{MoveData|image=CC_KA_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC
|damage= |guard=Guard Break |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Guard Break
}} }}


2B > 2A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 5B > 5A > f.5C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214B
====== <font style="visibility:hidden" size="0">C+D</font> ======
{{MoveData|image=CC_KA_CD.png|name=Tactical Guard|input= CD|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Parry
}} }}


   
====== <font style="visibility:hidden" size="0">A+B</font> ======
'''Corner'''
{{MoveData|image=CC_KA_AB.png|name=Roll|input= AB|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
  |startup=- |active=- |recovery=- |frameadv=-
|description= Roll
}} }}</div>
</div>


''These combos can only be done in the corner.''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">Special Moves</font>===
====== <font style="visibility:hidden" size="0">214P</font> ======
{{MoveData
|image=Kagari214A.png
|name=Kasumi Nagi
|input=214P
|data=
{{AttackData-CC
|version=A
|damage=
|guard=High/Low
|startup=10f
|active=-
|recovery=-
|frameadv=-10/-12/-6
|cancelable=
|chprop=-
|description = ends in a teleport, safer on block
}}
{{AttackData-CC
|version=C
|damage=
|guard=High/Low, High(third hit)
|startup=10f
|active=-
|recovery=-
|frameadv=-10/-12/-8
|cancelable=
|chprop=-
|description = ends with an overhead, more damage on hit
}}
{{AttackData-CC
|version=EX
|damage=
|guard=High/Low
|startup=10f
|active=-
|recovery=-
|frameadv=-8/-5/-15
|cancelable=
|chprop=-
|description = Ends with a ground bound and is Kagari's primary combo extender. Doesn't fully blockstring for the final hits.
}}
}}


IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 2B > 5A > 5B > 5C > 236A > 3B > 214C > 214C > 214C [> 214214K]
====== <font style="visibility:hidden" size="0">236P</font> ======
{{MoveData|image=Kagari236A.png |name=Shuriken |input=236P
|data= {{AttackData-CC |version=A |damage= |guard=High/Low
|startup=10f |active=- |recovery=- |frameadv=-9 |cancelable= |chprop=-
|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
|startup=10f |active=- |recovery=- |frameadv=-6 |chprop=-
|description = Faster than A version.
}}
{{AttackData-CC |version=EX |damage= |guard=High/Low
|startup=10f |active=- |recovery=- |frameadv=+8 |cancelable= |chprop=-
|description = Faster than C version. Hits 3 times and launches, can be comboed off of in the corner.
}}
}}
====== <font style="visibility:hidden" size="0">236K</font> ======
{{MoveData |image=Kagari236B.png |name=Mugen |input=236K (hold D for low)
|data= {{AttackData-CC |version=B |damage= |guard=High/Low
|startup=15f |active=- |recovery=- |frameadv=-7 |cancelable= |chprop=-
|description = Run up slash. Useful to cancel from since the first hit keeps the opponent grounded.
}}
{{AttackData-CC |version=D |damage= |guard=High
|startup=29f |active=- |recovery=- |frameadv=-10 |chprop=-
|description = Has some use in combos and can be used for resets.
}}
{{AttackData-CC |version=[D] |damage= |guard=Low
|startup=43f |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.
}}
{{AttackData-CC |version=EX |damage= |guard=High/Low, High(last hit)
|startup=13f |active=- |recovery=- |frameadv=-6 |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.
}}
}}
====== <font style="visibility:hidden" size="0">214K</font> ======
{{MoveData |image=Kagari214B.png|name=Mugen - Utsuroi|input=214K
|data= {{AttackData-CC |version=B |damage= |guard=
|startup=24f |active=- |recovery=- |frameadv=- |cancelable= |chprop=-
|description = Command dash, good for mix-ups and resets when you have respect. Stays grounded
}}
{{AttackData-CC |version=D |damage= |guard=
|startup=26f |active=- |recovery=- |frameadv=- |chprop=-
|description = Goes into the air
}}
{{AttackData-CC |version=EX |damage= |guard=
|startup=23f |active=- |recovery=- |frameadv=- |cancelable= |chprop=-
|description = can cross through cornered opponents. Stays grounded
}} }}
====== <font style="visibility:hidden" size="0">623P</font> ======
{{MoveData |image=Kagari623C.png |name=Genjin |input=623P
|data= {{AttackData-CC |version=A |damage= |guard=High/Low
|startup=4f |active=- |recovery=- |frameadv=-20 |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.
}}
{{AttackData-CC |version=C |damage= |guard=High/Low
|startup=8f |active=- |recovery=- |frameadv=-25 |chprop=-
|description = Invun through active. Hits further horizontally but can miss opponents directly above.
}}
{{AttackData-CC |version=EX |damage= |guard=High/Low
|startup=5f |active=- |recovery=- |frameadv=-18 |cancelable= |chprop=-
|description = not invun on startup. Applies Poison
}}
}}
</div>
</div>


IAD > j.C > j.D > 2A > 2B > cl.5C(2) > 2A > 2B > 2B > 2B > f.5C > 236A > 3B > 214C > 214C > 214C [> 214214K]
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center></div>
<div class="mw-collapsible-content">


IAD > j.C > j.D > cl.5C(2) > 2B > f.5C > 236A+C > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow
===<font style="visibility:Hidden" Size="0">Extra Specials</font>===
====== <font style="visibility:hidden" size="0">j.236P</font> ======
{{MoveData |image=Kagarij236A.png |name=Shuriken - Rakurai |input=j.236P
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=18f |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.
}} }}


IAD > j.C > j.D > 2B > cl.5C(2) > 2B > dl.cl.5D > dl.236A+C > 2C > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow
====== <font style="visibility:hidden" size="0">B+D</font> ======
{{MoveData |image=KagariBD.png |name=Kawarimi-Oboro |input=B+D
|data= {{AttackData-CC |damage= |guard=
|startup=5f |active=- |recovery=- |frameadv=- |cancelable= |chprop=-
|description = Teleport counter, hit invun before active. Has a lot of recovery so it typically doesn't punish things, but it's good to get past projectiles or get out of really bad situations.
}} }}
</div>
</div>


*Bravo specific combo?
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos</b></font></center></div>
<div class="mw-collapsible-content">
===<font Style="visibility:hidden" Size="0">Ultimate Chaos</font>===
====== <font style="visibility:hidden" size="0">236236K</font> ======
{{MoveData |image=Kagari236236K.png |name=Ougi - Rasen |input=236236K
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=- |active=- |recovery=- |frameadv=-13 |cancelable= |chprop=-
|description = D version dashes up further, but both do the same amount of damage.
}} }}
====== <font style="visibility:hidden" size="0">2141236P</font> ======
{{MoveData |image=Kagari2141236P.png |name=Ougi - Manji Senkou Ha |input=2141236P
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=- |active=- |recovery=- |frameadv=+12 |cancelable= |chprop=-
|description = Energy wave that pushes the opponent back. It's good for corner carry since you can dash up afterwards and keep a combo going. It's also good for pressure.
}} }}
</div>
</div>


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos</b></font></center></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">Extra Ultimate Chaos</font>===
====== <font style="visibility:hidden" size="0">236236P</font> ======
{{MoveData |image=Kagari236236P.png |name=Ougi - Harinezumi |input=236236P
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=- |active=- |recovery=- |frameadv=-11 |cancelable= |chprop=-
|description = Hair stabs that do alright damage and apply 3 stacks of poison. It's a lot of poison if you can run away and let it all tick down.
}} }}
====== <font style="visibility:hidden" size="0">214214K</font> ======
{{MoveData |image=Kagari214214B.png |name=Ougi - Ryuusei Kyaku |input=214214K (air okay)
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=- |active=- |recovery=- |frameadv=-24 |cancelable= |chprop=-
|description = DiveKick super, B version works better in combos, D version travels further in neutral.
}} }}
</div>
</div>


'''Throw Combos'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">Destruction Chaos</font>===
====== <font style="visibility:hidden" size="0">2363214A+C</font> ======
{{MoveData |image=Kagarilvl3.png |name=Hi Ougi - Ura Rasen |input=2363214A+C
|data= {{AttackData-CC |damage= |guard=High/Low
|startup=- |active=- |recovery=- |frameadv=-11 |cancelable= |chprop=-
|description = Level 3. Easy to combo into and can be a good punish. Exceeds do better damage, but not too much better, if it's early in a match and an exceed wont kill it's probably better to use this so you can build back meter afterwards.
}} }}
</div>
</div>


''Throws are an integral part of your game. Your throw alone won't do you much good, learn to combo from it.''
== Combos ==


Throw > f.5C > 623C
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.


Throw > f.5C > Super of choice
===Combo Videos===
[https://www.nicovideo.jp/watch/sm19767947 Extensive Combo Video], the combos below & more with notation & timing!


Throw > f.5C > 2363214A+C
[https://www.youtube.com/watch?v=_WHr70F59PM Some more combos]!


Throw > 2A > 2C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214K
[https://youtu.be/6t-Wp8dgMPs Combo video from Ocelot]


Throw > j.A > j.B(1) > j.C > j.D > sjc > j.A > j.B (1) > j.C > j.D > Airthrow or 214214K
===Meterless===


Throw > 214D > j.B(2) > j.D > 2C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214K
[https://www.youtube.com/watch?v=iPgBAwhzdtQ video example]


Throw > whiff 2A > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow
'''2A > 2B > cl.C > cl.D > 3B > 214C > 214C > 214C'''


*Example [http://youtu.be/oA4Phh9bVUU?t=3m46s].
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.


'''Chaos Cancel and Exceed Chaos Combos'''
'''2A > 2B > 2A > 2B > 2A > 2B > 5C > 236B'''


''These are the more advanced combos, and utilize Chaos Cancel (A+B cancel) and Exceed Chaos (B+C burst) to extend combos for a lot of damage. Exceed Chaos combos need three bars of meter. Chaos Cancel by itself uses a bar.''
236B will work when you push yourself out in the confirm, or if you just start a string far away.


''CC is for Chaos Cancel and EC is for Extend Chaos. Recall that you can change the trajectory or Kagari by holding a direction, like [6] for example. Looking at these combos really show how important the 214214K super is.''
'''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.


''Chaos Cancel Combos''
'''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'''


IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > (2A > 2C) > 5D > j.B(1) > j.C > j.D > Airthrow
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.


IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > 5D > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow
'''CH 623A(1) > 2B > 2C > j.B(1) > j.C > j.D > air throw'''


[Corner] IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B(1st hit) > A+B > 214B > 236[D] > 5D > sjc > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow
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===


----
[https://www.youtube.com/watch?v=tXT_auEPvfg video example]


''Exceed Chaos Combos''
'''2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236B'''


IAD j.C > j.D > 2A > 2B > cl.5C(2) > 5D > 3B > 214C x3 > EC > j.236C > 214214D > CC > 214214D > j. 236C > 214214B > CC [6] > 623C(1) > 214214D > W! > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow
simple confirm into EX rekka, will carry to the corner and let the opponent air tech out.


IAD j.C > j.D > 2A > 2B > cl.5C(2) > 5D > 3B > 236B(1) > EC > 2D > 623C(2) > 214214D > W! > 214A > 236236D(2) > CC > cl.5D > 236B(2) > 214214D > W! > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow
'''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'''


IAD j.C > j.D > 2A > 2B > cl.5C(2) > 2A > 2B > 5A > 5B > f.C > 236A > EC > 236D > 214214B > CC > W! > 214A > 236236B(2) > CC > cl.5D > 236B(1) > 236236B
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'''


'''Tactical Guard Combos'''
Corner combo using ex rekka and ex mugen, bit more damage for 50 more meter, also easier since it avoids the rejump.


''Tactical Guard is C+D, your "parry". This costs half a meter, so make it worth it by practicing these combos.''
===Super combos===


TG > 5B > IAD > j.C > j.C > cl.5D > sjc > j.B(1) > j.C > j.D > Airthrow
[https://www.youtube.com/watch?v=W57kXe2TWdc video example]


TG > cl.5C(1) > 236[D] > 2A > f.5C > 623C
'''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'''


'''Counterhit Combos'''
throw combo into divekick super.


''Counterhits happen quite often in the game and give quite a bit of time to react and do things you normally can't. Make sure you're prepared with these.''
'''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'''


CH 623A(1) > 2B > 2C > j.B > j.C > j.D > Airthrow or 214214K
after the super you can jump and input an air shuriken to meaty the opponent back into the corner.


CH 2D > 2B > 2C > j.B > j.C > j.D > Airthrow or 214214K
'''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'''


= Combo Videos =
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.


''Any videos contain the above combos can be found here. If you are a visual learner, watch these, especially the Combo Tutorial by the top Kagari player Manji.''
== Colors ==
 
* '''Console Versions''': You can hold R1 button while selecting a character to get an alternative color.
Combo Tutorial
* '''Arcade Version''': You can hold START button while selecting a character to get an alternative color.
 
{{ColorGallery | filePrefix=Kagari | textHeights=3.2em | colors=
http://www.youtube.com/watch?v=YLPR4CqG9rs&feature=youtu.be
  {{ColorGallery/Color|A| text= A Button }}
 
  {{ColorGallery/Color|B| text= B Button<hr>{{Small|Eva Unit 02<hr>(Neon Genesis Evangelion)}} }}
*Highly recommended video.
  {{ColorGallery/Color|C| text= C Button }}
 
  {{ColorGallery/Color|D| text= D Button<hr>{{Small|Nirvash<hr>(Eureka Seven)}} }}
Basic Combos
}}
 
{{ColorGallery | filePrefix=Kagari | textHeights=3.2em | colors=
http://www.youtube.com/watch?v=s4TTBrdNTQg
{{ColorGallery/Color|SA| text= R1 + A Button }}
 
{{ColorGallery/Color|SB| text= R1 + B Button<hr>{{Small|Hyaku Shiki<hr>(Zeta Gundam)}} }}
Advanced Stun Combo
{{ColorGallery/Color|SC| text= R1 + C Button }}
 
{{ColorGallery/Color|SD| text= R1 + D Button }}
http://www.youtube.com/watch?v=BDuvzlxvhwg
}}
 
Basic Combo Extensions
 
http://www.youtube.com/watch?v=-79omFdmhQE
 
Corner Carry Combos
 
http://www.youtube.com/watch?v=V-mo6OjnHWc
 
Chaos Shift and Exceed Chaos Examples
 
http://www.youtube.com/watch?v=cqM5lJ3Wt3Q
 
= Move List =
 
==Normal Moves==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable. Standing chop.
 
 
|-
| width="" | ''' <font size = "3">2A - </font>  ''' Mid. Cancelable. Crouching chop. Appears to be faster than 5A.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.B - </font>  ''' Low. Cancelable. Side kick.
 
 
|-
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable. Side kick. A pretty quick move, good for catching people when in range.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable. Fast crouching low kick with decent range.
 
 
|-
| width="" | ''' <font size = "3">cl.C - </font>  ''' Mid. Cancelable. Two hit sword slash and stab. Can be jump and special cancelled after either hit.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font>  '''  Mid. Cancelable. Sword thrust, seems to have good range.
 
 
|-
| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable. Sword swipe anti-air. Moves Kagari forward a bit.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.D - </font>  ''' Mid. Cancelable. Standing knee attack.
 
 
|-
| width="" | ''' <font size = "3">5D - </font> ''' Mid.  Not cancelable. Kagari leans to the floor and angles a kick up high. Anti-air looking move.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font>  ''' Low. Not cancelable. Standard sweep.
 
 
|-
| width="" | ''' <font size = "3">j.A - </font> ''' High. Cancelable. Jumping horizontal chop like 2/5A.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font> ''' High. Cancelable. Two hit jumping move, one kick goes straight and the other slightly up.
 
 
|-
| width="" | ''' <font size = "3">nj.C - </font>  ''' High. Cancelable. Sword slash below.
 
 
|-
| width="" | ''' <font size = "3">j.C - </font> ''' High. Cancelable. When jumping away or towards j.C becomes a sword stab move. Strong move, seems to be active a very long time.
 
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">nj.D - </font>  ''' High. Cancelable. Kagari does the jumping splits.
 
 
|-
| width="" |''' <font size = "3">j.D - </font>  ''' High. Cancelable. When jumping away or towards j.D becomes a standard horizontal kick.
 
 
|-
|}
 
==Command Normals==
 
''' <font size = "3">3B - </font> ''' Low. Cancelable. Kagari scoots up a bit then does the splits. Combo extender, and can pick up wallbounces as well.
 
''' <font size = "3">A+C - </font>  ''' Airthrow. Combo ender, and can leave you in a knockdown position (or rather close to one) in the corner.
 
==Special Moves==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">Kasumi Nagi - 214A/C (follow up two more times)</font>  '''
This is her three part rekka series. Very useful in combos, and your go to meterless combo tool. If you have a stock of meter, you can follow up the last hit with j.214214B.
 
*'''A ver''' - travels the shortest distance.
 
*'''C ver''' - travels longer than the A version.
 
*'''EX ver (EX)''' - travels further and faster than both versions, and each part hits twice. Also allows for followups in the corner with its ground bounce.
 
|-
| width="" | ''' <font size = "3">Shuriken - Senkou - 236A/C</font>  '''
The ever useful shuriken. Useful for zoning/spacing and general annoyance. Builds a bit of meter when it hits, and a tiny bit on block.
 
*'''A ver''' - slower projectile.
 
*'''C ver''' - a little faster than the A version.
 
*'''EX ver (EX)''' - shoots three shurikens, the last one knocks the opponent in the air, which is useful for corner combo extensions. Speed seems to be in between A and C versions.
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Mugen - 236B/D (hold D for low attack for D ver)</font>  '''
Kagari runs forward and either swipes or hops with her sword. Builds meter on whiff but risky doing so. Could be useful for whiff punishing.
 
*'''B ver''' - Kagari runs forward and swipes upward. Builds a fair amount of meter on whiff. Two hits and builds lots of meter on hit, and less on block.
 
*'''D ver''' - Kagari runs forward and hops with a j.C attack. Builds lots of meter on whiff, and a lot on hit. Holding D will make her go low. On counterhit, the high will lead to an easy combo. The low version on counterhit will lead to a small pickup for a combo.
 
|-
| width="" | ''' <font size = "3">Mugen - Utsuroi - 214B/D</font>  '''
This is Kagari's command dash which helps her make up space, and useful for mixup on opponents who respect it. Does not build meter.
 
*'''B ver''' - Kagari dashes on the ground and can go through the opponent.
 
*'''D ver''' - Kagari dashes on the ground and can pass through the opponent, but jumps straight up at the end. Doesn't cover as much distance as the B version.
 
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Genjin - 623A/C</font>  '''
Typical Shoryuken attack. Does good bits of damage and good combo ender as well. Don't mash this out too much. Both versions build roughly the same amount of meter.
 
*'''A ver''' - Kagari jumps straight up with her sword, good anti-air. Two hits.
 
*'''C ver''' - Kagari steps forward and jumps up with her sword. Three hits.
 
|-
|}
 
==Extra Specials==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Shuriken - Rakurai - j.236A/C</font>  '''
A very useful special move to pick at character select do to the fact it gives Kagari more spacing control, and helping her build meter on hit while doing so.
 
*'''A ver''' - Kagari throws the shuriken almost straight below her, at a very slight angle. Can be used for oki setups as it can cross up easily.
 
*'''C ver''' - Kagari throws the shuriken at about a 45 degree angle.
 
|-
| width="" |''' <font size = "3">Kawarimi - Oboro - 22A/C</font>  '''
This is a counter move. When hit during the animation Kagari will teleport above with a random object she leaves behind on the ground.
 
*'''A ver''' - When Kagari is hit she will teleport above the opponent.
 
*'''C ver''' - When Kagari is hit she will dash through the opponent.
 
|-
|}
 
==Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Ougi - Rasen - 236236B/D</font>  '''
Kagari dashes forward to kick the opponent up in the air, following up with the beloved Izuna drop. Both versions seem to do the same amount of damage.
 
*'''B ver''' A shorter dash than the D version.
 
*'''D ver''' Kagari will dash a bit more forward that the B version.
 
|-
| width="" |''' <font size = "3">Ougi - Manji Senkou Ha - 2141236A/C</font>  '''
Kagari creates a wave of energy with her sword. This super is a good combo extender. This move almost goes full screen. Both versions seem nearly identical.
 
|-
|}
 
==Extra Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">Ougi - Harinezumi - 236236A/C</font> '''
One of the selectable supers. This one Kagari uses her "robo dreads" to pierce and punch the opponent and inflicting poison. A good combo ender as it deals a lot of damage.
 
*'''A ver'''
 
*'''C ver'''
 
|-
| width="" |''' <font size = "3">Ougi - Ryuusei Kyaku - 214214B/D (midair also)</font>  '''
Probably the more popular super to choose, due to the fact that it's a great combo ender and when it wallsplats at a certain distance, Kagari can continue a small pickup combo afteward. Both versions seem to go the same distance, unless done in the air.
 
*'''B ver''' - This version works more in combos.
 
*'''D ver''' - This version when done in the air travels further and can hit full screen.
|-
|}
 
==Destruction Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">Hi Ougi - Ura Rasen - 2363214A+C</font>  '''
Her most powerful super, it uses all three bars of meter. Kagari turns around and back bumps the opponent, and a seal appears while her armor disappears. She carries the opponent up and slams them against the walls for eight hits before coming down again.
 
This super is a very good punish at close range, and very easy to combo into. Don't be afraid to use it to get ahead and win.
 
|-
|}
 
=Gameplay=
 
'''Defense and Spacing'''
 
'''Offense, Mixup, and Knockdown'''
 
On knockdown, Kagari can try something like this [http://youtu.be/wOojaukTmKE?t=50s]. When the opponent is knocked down, whiff a 2A to help with the timing. Immediately after, instant airdash and then hit j.A to stop your momentum. If you time it right, you will pass through the character and land on the opposite side. Try adjusting the timings to keep your opponent off guard. Not sure if its completely safe, but worth a try.
 
Also on knockdown, something as simple as jumping over/instant air dashing with the A Shuriken can be effective, since it too crosses up.


=Colors=
{{Navbox-CC}}
Notes:
[[Category: Chaos Code]]
*PS3 Version:    You can hold R1 button while selecting a character to get an alternative color.
[[Category: Kagari]]
*Arcade Version: You can hold START button while selecting a character to get an alternative color.
{{CCColors
|Character= Kagari
}}
*A Button: Normal version.
*B Button: Eva Unit 02 (Neon Genesis Evangelion)
*D Button: Nirvash (Eureka Seven)
*R1+B Buttons: Hyaku Shiki (Zeta Gundam)
{{CC}}
[[Category:Chaos Code]]

Latest revision as of 02:21, 3 December 2023

Profile-kagari.png

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

Normal Moves

Normal Moves

5A
5A
Kagari5a.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - +2 Yes -

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2A
2A
Kagari2a.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f - - +4 Yes -

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5B
5B
Kagari5b.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 7f - - +2 Yes -

A pretty quick move, good for catching people when in range.

2B
2B
Kagari2b.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 6f - - +3 Yes -

Fast crouching low kick with decent range.

cl.C
cl.C
KagariclC.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 13f - - -2 Yes Stagger

Hits twice, both hits are cancelable.

5C
5C
Kagari5c.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 8f - - -5 No Stagger

Good range.

2C
2C
Kagari2c.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -6 Yes Stagger

Sword swipe anti-air. Moves Kagari forward a bit.

cl.D
cl.D
KagariclD.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - -3 Yes Stagger

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5D
5D
Kagari5D.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -5 No Stagger

Good anti-air.

2D
2D
Kagari2D.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 11f - - -2 No Launch

Sweep.

j.A
j.A
Kagarija.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f - - - Yes -

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j.B
j.B
Kagarijb.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f - - - Yes -

Hits twice.

j.C
j.C
Kagarijc.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 10f - - - Yes Stagger

Lots of active frames, good jump-in

nj.C
Neutral jump C
nj.C
Kagarinjc.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes Stagger

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j.D
j.D
Kagarijd.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 7f - - - Yes Stagger

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nj.D
neutral jump D
nj.D
Kagarinjd.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes Stagger

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Command Normals

Command Normals

3B
Grind Kick
3B
Kagari3B.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 11f - - -3 Yes -

Combo extender, good for picking up off of throw and wall bounces

Air Throw
Air Throw
j.A+C
KagariAirThrow.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - Yes -

Combo ender. You can either take the knockdown or cancel it into an air shuriken for a little extra damage and the ability to super cancel.

Universal Mechanics

Universal Mechanics

Normal Throw
Normal Throw
A+C
KagariThrow.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - - -

Kagari teleports you to the sky and lets you fall. Buffer and whiff a 5A or 2A to frame kill and then buffer a 3B to catch them falling and super jump cancel from there into combo stuff.

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
AB
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

214P
Kasumi Nagi
214P
Kagari214A.png
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 10f - - -10/-12/-6 - -

ends in a teleport, safer on block

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low, High(third hit) 10f - - -10/-12/-8 - -

ends with an overhead, more damage on hit

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 10f - - -8/-5/-15 - -

Ends with a ground bound and is Kagari's primary combo extender. Doesn't fully blockstring for the final hits.

236P
Shuriken
236P
Kagari236A.png
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 10f - - -9 - -

Slower than C version. Pretty classic fireball, good for controlling space. Frame advantage assumes point blank

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 10f - - -6 - -

Faster than A version.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 10f - - +8 - -

Faster than C version. Hits 3 times and launches, can be comboed off of in the corner.

236K
Mugen
236K (hold D for low)
Kagari236B.png
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 15f - - -7 - -

Run up slash. Useful to cancel from since the first hit keeps the opponent grounded.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High 29f - - -10 - -

Has some use in combos and can be used for resets.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
[D] - - Low 43f - - -1 - -

Fake the overhead and go low. Not the best as a mix-up, but only being -1 is pretty good.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low, High(last hit) 13f - - -6 - -

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.

214K
Mugen - Utsuroi
214K
Kagari214B.png
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - - 24f - - - - -

Command dash, good for mix-ups and resets when you have respect. Stays grounded

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - - 26f - - - - -

Goes into the air

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - - 23f - - - - -

can cross through cornered opponents. Stays grounded

623P
Genjin
623P
Kagari623C.png
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 4f - - -20 - -

Invun until first active frame. Gives combos on trade. Does have a lot of horizontal reach but will tag opponents directly above Kagari.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 8f - - -25 - -

Invun through active. Hits further horizontally but can miss opponents directly above.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 5f - - -18 - -

not invun on startup. Applies Poison

Extra Special Moves

Extra Specials

j.236P
Shuriken - Rakurai
j.236P
Kagarij236A.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 18f - - - - -

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.

B+D
Kawarimi-Oboro
B+D
KagariBD.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - 5f - - - - -

Teleport counter, hit invun before active. Has a lot of recovery so it typically doesn't punish things, but it's good to get past projectiles or get out of really bad situations.

Ultimate Chaos

Ultimate Chaos

236236K
Ougi - Rasen
236236K
Kagari236236K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - -13 - -

D version dashes up further, but both do the same amount of damage.

2141236P
Ougi - Manji Senkou Ha
2141236P
Kagari2141236P.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - +12 - -

Energy wave that pushes the opponent back. It's good for corner carry since you can dash up afterwards and keep a combo going. It's also good for pressure.

Extra Ultimate Chaos

Extra Ultimate Chaos

236236P
Ougi - Harinezumi
236236P
Kagari236236P.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - -11 - -

Hair stabs that do alright damage and apply 3 stacks of poison. It's a lot of poison if you can run away and let it all tick down.

214214K
Ougi - Ryuusei Kyaku
214214K (air okay)
Kagari214214B.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - -24 - -

DiveKick super, B version works better in combos, D version travels further in neutral.

Destruction Chaos

Destruction Chaos

2363214A+C
Hi Ougi - Ura Rasen
2363214A+C
Kagarilvl3.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - -11 - -

Level 3. Easy to combo into and can be a good punish. Exceeds do better damage, but not too much better, if it's early in a match and an exceed wont kill it's probably better to use this so you can build back meter afterwards.

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.

Combo Videos

Extensive Combo Video, the combos below & more with notation & timing!

Some more combos!

Combo video from Ocelot

Meterless

video example

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

video example

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

video example

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.
A Button
B Button Eva Unit 02 (Neon Genesis Evangelion)
C Button
D Button Nirvash (Eureka Seven)
R1 + A Button
R1 + B Button Hyaku Shiki (Zeta Gundam)
R1 + C Button
R1 + D Button


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus