Under Night In-Birth/UNI2/Kaguya: Difference between revisions

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=====236X=====
=====236X=====
{{MoveData-UNI2
{{MoveData-UNI2
|input=236A, 236A~X, 236AX~X, 236B, 236B~X, 236C
|versioned=input
|input=236A, 236A~X, 236A~X~X, 236B, 236B~X, 236C
|description=Kaguya kicks forwards. Good rebeat whiff normal due to its short total duration.
|description=Kaguya kicks forwards. Good rebeat whiff normal due to its short total duration.
}}
{{MoveDataCargo
| title    = A Fleeting Beam of Light: Moonlight Flash
| subtitle =
| input    = {{#invoke:InputsUNI|toIcons|236X}}
| images  =
{{MoveDataCargoImage|kg_236A|caption=236A, close range}}
{{MoveDataCargoImage|kg_236A~X|caption=236A~A}}
{{MoveDataCargoImage|kg_236AX~X|caption=236A~A~A}}
{{MoveDataCargoImage|kg_236B|caption=236B, fullscreen}}
{{MoveDataCargoImage|kg_236B~X|caption=236B~B}}
| hitboxes =
{{MoveDataCargoImage|kg_236A|caption=|hitbox=yes}}
{{MoveDataCargoImage|kg_236A~X|caption=|hitbox=yes}}
{{MoveDataCargoImage|kg_236AX~X|caption=|hitbox=yes}}
{{MoveDataCargoImage|kg_236B|caption=|hitbox=yes}}
{{MoveDataCargoImage|kg_236B~X|caption=|hitbox=yes}}
{{MoveDataCargoImage|kg_236C|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-UNI2/Query|kg_236A|note=236A}}
{{AttackDataCargo-UNI2/Query|kg_236A~X|note=236AA}}
{{AttackDataCargo-UNI2/Query|kg_236AX~X|note=236AAA}}
Three-hit rekka series. Only the muzzle flash has a hitbox.
{{AttackDataCargo-UNI2/Query|kg_236B|note=236B}}
Kaguya's other full screen beam attack.
* Whiffs against crouching opponents.
{{AttackDataCargo-UNI2/Query|kg_236B~X|note=236BB}}
Follow-up that hits crouching opponents.
* Wallbounces on hit.
{{AttackDataCargo-UNI2/Query|kg_236C|note=236C}}
}}
}}



Revision as of 08:54, 7 February 2024

Uni2 profile kaguya.png

She watches. She watches her target as her bullet penetrates it. Her killing instinct is the
very reaper that disperses life to the winds. Her mind is etched with disturbing memories
of childhood. The time for farewells shall eventually come.

Story

Due to her exceptional combat prowess, Licht Kreis sends Kaguya on various missions all over the world.

Her next destination? Japan, where her best friend Orie is currently stationed.

Kaguya discovers that many other Licht Kreis commanding officers are gathered there, too, and becomes even more determined to protect her friends and the world.

I will fight my own fight. I will not back down.
Nobody will take my precious life away again.

Gameplay

Kaguya is a character.


Strengths Weaknesses
  • Coming soon
  • Coming soon

Character Stats

Health Smart Steer Route
10300 5A > 5B~B > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -970 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 1800 200 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 31 -57158 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
Vorpal Trait

Force Function followups startup decreased by 2 frames.

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
190 Mid 6 2 13 -3
Kaguya kicks forwards. Good rebeat whiff normal due to its short total duration.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B 490 Mid 8 2 20 -6
Kaguya fires both pistols.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5BB 490 Mid 17 3 30 -8
Kaguya hops forward and shoots both pistols.
  • 5B > 5BB is a natural frame trap on block
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 29 /Data#5B
5BB 49 /Data#5BB
5B :

5BB :

  • Airborne during frames 4 to 14
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
680 Mid 10 3 22 -7
Kaguya steps backwards and fires both pistols. Surprisingly large vertical hitbox and good hitstun make for an effective whiff punish and corner control tool, especially when combined with its slight evasive properties.
  • Shifts Kaguya's hurtbox back.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
34 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 Low 6 2 12 -2
A low horizontal kick.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
450x2 Mid 8 5 24 -10
Kaguya thrusts her pistol upwards, then fires a shot, followed by another.
  • Hits twice, both are cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
260, 430 Low, Low 9 3 (10) 3 25 -10
Kaguya thrusts her pistol upwards, then fires a shot, followed by another.
  • Hits twice, both are cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
48 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 High, Air Shield 8 3 15
[2 on landing]
Varies
Aerial kick poke. Kaguya thrusts her foot forward.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jB 420 High, Air Shield 9 2 28
[3 on landing]
Varies
Kaguya fires both her pistols to either side.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jBB 610 High, Air Shield 16 3 16
[3 on landing]
Varies
Kaguya switches sides before firing again.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 38 /Data#jB
jBB 34 /Data#jBB
jB :

jBB :

j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
590 High, Air Shield 12 3 35
[4 on landing]
Varies
Kaguya does a melee swing with her pistol.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
770 High, Air Shield 19 3 35
[4 on landing]
Varies
Charged j.C. Causes a knockdown on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
49 /Data#jC
56 Knockdown /Data#j[C]
jC :

j[C] :

Command Normals

4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 8 2 26 -8 N, SP, EX, CS Strike 6~9 Head
Add a description to this move using the |description= field, or a field with name equal to its corresponding input. Do not use |description= in conjunction with the last input entry.
Example use:
{{MoveData-UNI2 | versioned=input | input=4B
| 4B = A description for 4B
}}

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 /Data#4B
4B :
  • Airborne during frames 8 to 18
6C
6C
6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 18 8 15 -5 ~ +2 8~25 Foot
Kaguya does a flip while kicking downward, knocking down her opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 Knockdown /Data#6C
6C :
  • Airborne during frames 5 to 25
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 14 2 26 -6
Combat roll with 3 follow-ups depending on if A, B, or C is pressed.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 /Data#3C
3C :
  • Airborne during frames 9 to 23
3C~A
3C~A
3C~A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
710 Mid 4 3 23 -10
Kaguya rolls forward once more and shooting behind her. Causes a side switch.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 Chip Damage /Data#3C~A
3C~A :
3C~B
3C~B
3C~B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
260, 430 Low, Low 8 3 (11) 4 20 -6
Basically the same as 2C, but faster. Both hits are cancellable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Chip Damage /Data#3C~B
3C~B :
3C~C
3C~C
3C~C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
598 Mid 21 2 39
Kaguya jumps forward and drops two grenades. Easily her worst way of setting up grenades, as Kaguya will always be punishable on hit if she ever presses 3C~C at the end of her combos.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Chip Damage /Data#3C~C
3C~C :
3C~66/44
3C~66/44
3C~66/(44)
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Total 29 -20 1~2 Throw
Add a description to this move using the |description= field, or a field with name equal to its corresponding input. Do not use |description= in conjunction with the last input entry.
Example use:
{{MoveData-UNI2 | versioned=input | input=3C~66/44
| 3C~66/44 = A description for 3C~66/44
}}

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 No Collision /Data#3C~66/44
3C~66/44 :
  • Airborne during frames 3 to 12
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 High, Air Shield 13 4 31
[4 on landing]
Varies
Add a description to this move using the |description= field, or a field with name equal to its corresponding input. Do not use |description= in conjunction with the last input entry.
Example use:
{{MoveData-UNI2 | versioned=input | input=j2C
| j2C = A description for j2C
}}

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
670 Low 10 12 14 -8 ~ +3
Advancing low slide with long active frames.
  • Special cancelable.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Knockdown /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
380*3 Mid 24 Total 35 +9
Unusual dash attack, Kaguya uses both of her pistols to fire a beam. Slow to start up, but hits the entire screen.
  • Wallbounces on hit.
  • Deals chip damage on block
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Wall Bounce, Chip Damage /Data#66C
66C :

Universal Mechanics

Force Function
Dance Without Rest: Flower of Overflowing Light
5B+C
UNI Kaguya BC.png
This is the stance
UNI Kaguya 5C.png
~5X
UNI Kaguya BC6X.png
~6X
UNI Kaguya BC hb.png
UNI Kaguya 5C hb.png
UNI Kaguya BC6X hb1.png
Hitboxes Off
Hitboxes On
B+C
Dance Without Rest: Flower of Overflowing Light
Damage Guard Cancel Property Cost Attribute
- - - No Collision, Counter State 1 GRD -
Startup Active Recovery Overall Advantage Invul
- - - 44 - 3~22 Strike

Kaguya strikes a pose and dodges incoming attacks. Successful dodges allow her to use a follow-up beam attack by pressing a button.

Damage Guard Cancel Property Cost Attribute
880 Mid CS Knockdown 1 GRD -
Startup Active Recovery Overall Advantage Invul
11 [9] 3 31 44 -16 -

Shares its animation with 5C, and maintains its evasive properties. If Kaguya has Vorpal, she can cancel that follow-up with CS and get a full combo afterwards.

Damage Guard Cancel Property Cost Attribute
950 Mid CS Knockdown 1 GRD -
Startup Active Recovery Overall Advantage Invul
12 [10] - - - -18 -
  • Placeholder
Throw
Throw
投げ
5A+D
UNI Kaguya AD.png
UNI Kaguya AD hb.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 3 20 26 - -
  • Wallbounces in the corner for a combo.
Smart Steer
Smart Steer
Requires 1 GRD on longer combos
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1618 Mid 9 3 (8) 3 (17) 3 19 -4 (EX) (only IW or IWEXS), CS Strike
* Placeholder
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Knockdown /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
ガードスラスト
6+A+B+C
UNI Kaguya Guardthrust.png
UNI Kaguya Guardthrust hb.png
Hitboxes Off
Hitboxes On
6A+B+C
Guard Thrust
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, All GRD Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Kaguya ABC.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full

No results Universal reversal that blows the opponent back on hit.

  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
A Fleeting Beam of Light: Moonlight Flash
射し込む光のいとはかなき「月閃~一閃」
236A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 698 Mid 11 2 28 -6
236A~X 698 Mid 10 2 31 -7
236A~X~X 898 Mid 20 2 36 -15
236B 798 All 17 3 29 -9
236B~X 950 All 19 3 35 -15
236C
100 EXS
1990 All 4+8 Total 112 (hit), 63 (block) +9
Kaguya kicks forwards. Good rebeat whiff normal due to its short total duration.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 41 /Data#236A
236A~X 41 /Data#236A~X
236A~X~X 57 /Data#236A~X~X
236B 48 /Data#236B
236B~X 56 /Data#236B~X
236C 112 (hit), 63 (block) /Data#236C
236A :

236A~X :

236A~X~X :

  • Airborne during frames 3 to 16

236B :

236B~X :

  • Airborne during frames 5-12

236C :

623X
Lack Leaves a Hole in the Heart: Rising Crescent
623X
UNI Kaguya 623X.png
UNI Kaguya 623X hb1.png
Hitboxes Off
Hitboxes On
623A
Lack Leaves a Hole in the Heart: Rising Crescent
Damage Guard Cancel Property Cost Attribute
1553 Mid - - - -
Startup Active Recovery Overall Advantage Invul
5 4 (2) 7 29 (Whiff, Block) 46 (Whiff, Block) -16 1~14 Head, 1~14 Dive
623B
Lack Leaves a Hole in the Heart: Rising Crescent
Damage Guard Cancel Property Cost Attribute
1677 - - - - -
Startup Active Recovery Overall Advantage Invul
10 3 (2) 10 32 (Whiff, Block) 56 (Whiff, Block) -16 3~24 Dive, 5~24 Head
623C
Lack Leaves a Hole in the Heart: Rising Crescent
Damage Guard Cancel Property Cost Attribute
2055 - - - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+2 3 (2) 10 32 52 (Whiff, Block) -23 1~16 Full
214X
A Bloom in the Darkness: Lunar Blossom
214X
UNI Kaguya 214A.png
214A
UNI Kaguya 214B.png
214B
UNI Kaguya 214C.png
214C
UNI Kaguya 214A hb.png
UNI Kaguya 214A hbA.png
j214A specifically has a bigger hitbox for some reason
UNI Kaguya 214B hb.png
UNI Kaguya 214A hb.png
Hitboxes Off
Hitboxes On
214A
A Bloom in the Darkess: Lunar Blossom
Damage Guard Cancel Property Cost Attribute
598 (702x2) - - - - -
Startup Active Recovery Overall Advantage Invul
22 (88) 2 (15) 35 58 - -

Kaguya drops two grenades and jumps backwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. This is the safer of the two to use in neutral, but doing so gives up space.

  • Grenades stay out when Kaguya blocks, but not when she gets hit.
  • Cannot be used if any grenades are on the screen already.
214B
A Bloom in the Darkess: Lunar Blossom
Damage Guard Cancel Property Cost Attribute
598 (702x2) - - - - -
Startup Active Recovery Overall Advantage Invul
32 (85) 2 (15) 34 67 +35 ~ +56 -

Kaguya drops two grenades and jumps forwards. One grenade explodes where she was, and the second explodes where she is when the animation ends. 214B is better for combos as it leaves Kaguya closer to the opponent, but it has a long total duration and a very obvious animation that makes using it in neutral somewhat dangerous.

  • Grenades stay out when Kaguya blocks, but not when she gets hit.
  • Cannot be used if any grenades are on the screen already.
214C
A Bloom in the Darkess: Lunar Blossom
Damage Guard Cancel Property Cost Attribute
598 (1273x2) - - - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+22 (4+39) 2 (15) 26 53 +35 ~ +51 -
Kaguya's only way to get more than two grenades on screen at once. Exceptionally useful as its total duration is much shorter than the meterless versions and it can be cancelled into from most of her special moves.
j.236X
Only in Dreams Does One Walk Diaphanous: Hazy Step
j236X
UNI Kaguya j236A.png
UNI Kaguya j236A hb.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
j.236A
Only in Dreams Does One Walk Diaphanous: Hazy Step
Damage Guard Cancel Property Cost Attribute
690 - - - - -
Startup Active Recovery Overall Advantage Invul
10 2 33 44 - -

Kaguya dashes forward in the air a short distance.

  • From full screen distance from opponent, gets a little bit under halfway towards opponent.
j.236B
Only in Dreams Does One Walk Diaphanous: Hazy Step
Damage Guard Cancel Property Cost Attribute
690 - - - - -
Startup Active Recovery Overall Advantage Invul
12 3 33 47 - -

Kaguya dashes forward in the air a medium distance.

  • From full screen distance from opponent, gets about halfway towards opponent.
j.236C
Only in Dreams Does One Walk Diaphanous: Hazy Step
Damage Guard Cancel Property Cost Attribute
690 - - - - -
Startup Active Recovery Overall Advantage Invul
16 4 35 54 - -

Kaguya dashes forward in the air a long distance.

  • From full screen distance from opponent, gets almost the full distance to the opponent.

Super Moves

Infinite Worth

Dance Elegantly in the Light: Moonlit Palette
在光中优雅起舞:月光调色板
(光の中で優雅に踊る 月明かりのパレット)
41236D
UNI2 Kaguya 41236D.png
UNI Kaguya 41236D hb.png
Hitboxes Off
Hitboxes On
41236D
Dance Elegantly in the Light: Moonlit Palette
Damage Guard Cancel Property Cost Attribute
3510 Mid - Wall Bounce, Knockdown 200 EXS -
Startup Active Recovery Overall Advantage Invul
1+8 3 (8) 5 31 55 -18 1~24 Full

Infinite Worth EXS

O Moon, Reflect the Night: Moonlit Night
月亮啊,映照夜色:月夜
(月よ、夜を映せ)
ABCD
UNI Kaguya ABCD.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
A+B+C+D
O Moon, Reflect the Night: Moonlit Night
Damage Guard Cancel Property Cost Attribute
3750 All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
1+14 - - 67 -25 1~26 Full
Highest damage super option for 200 meter.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B, 2B 5A -5
5B, 2B 2A -4
5BB, 5C, 2C 5A -3
5BB, 5C, 2C 2A -2
Gap Table
Attack Chain Frame Gap
5B 5BB 2f
5A, 2A 6C 6f
5B, 2B 6C 3f
5BB, 5C, 2C 6C 1f

Videos

Kaguya Basic Guide by LordKnight

External Links

Colors

Default Unlocks

001 Urbane Banisher
002 Blood Countess
003 Bouncing Yellow
004 Calm Atmosphere
005 Almost Night
006 Shady Chaser
007 Autumn Stroll
008 Special Gospel
009 Ice Dance
010 Witch of the Gun
011 Shrine Maiden
012 Striking Vermillion
013 Sour-Sweet Fruit
014 Light And Shadow
015 Sand Storm
016 Green Tea
017 Vampire Affectation
018 Tropical Lady
019 Call From Deep Sea
020 Miss Valentine
021 Dancing Dragon
022 Neighborhood Lady
023 Beat Angel
024 Berserk Gunner
025 Matcha to Anko
026 Deep Red Dress
027 Acquired Taste
028 Secret Business
029 Radiant Firearm
030 Spiral Pierce
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters