Chaos Code/NSC/Kagari: Difference between revisions

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[[Category:Chaos Code]]
[[Category:Chaos Code]]
[[Category: Kagari]]

Revision as of 16:23, 9 November 2019

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.

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.

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.

Move List

Normal Moves

Move Startup Block Adv Guard Cancel CH
Properties
Notes
5A
Kagari5a.png
7f +2 HL Yes - put words here
2A
Kagari2a.png
6f +4 HL Yes - put words here
5B
Kagari5b.png
7f +2 HL Yes - A pretty quick move, good for catching people when in range
2B
Kagari2b.png
6f +3 L Yes - Fast crouching low kick with decent range.
cl.C
KagariclC.png
13f -2 HL Yes Stagger Hits twice, both hits are cancelable
5C
Kagari5c.png
8f -5 HL No Stagger Good range
2C
Kagari2c.png
12f -6 HL Yes Stagger Sword swipe anti-air. Moves Kagari forward a bit.
cl.D
KagariclD.png
9f -3 HL Yes Stagger put words here
5D
Kagari5D.png
10f -5 HL No Stagger Good anti-air
2D
Kagari2D.png
11f -2 L No Launch Sweep
j.A
Kagarija.png
6f - H Yes - put words here
j.B
Kagarijb.png
6f - H Yes - Hits twice
j.C
Kagarijc.png
10f - H Yes Stagger Lots of active frames, good jump-in
nj.C
Kagarinjc.png
8f - H Yes Stagger put words here
j.D
Kagarijd.png
7f - H Yes Stagger put words here
nj.D
Kagarinjd.png
8f - H Yes Stagger put words here

Command Normals

Move Startup Block Adv Guard Cancel CH
Properties
Notes
Grind Kick
3B
Kagari3B.png
11f -3 L Yes - Combo extender, good for picking up off of throw and wall bounces as well.
Airthow
j.A+C
KagariAirThrow.png
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.

Special Moves

Move Startup Block Adv Guard CH
Properties
Notes
Kasumi Nagi
214P
Kagari214A.png
10f -10/-12
-6(A ender)
-8(C ender)
-8/-5/-15(ex)
HL(first 2 hits)
H(C ender)
- Three part rekka. Staple combo piece. A version ends in a teleport. C version ends with an overhead. Ex version ends with a ground bound and is Kagari's primary combo extender. Note that the ex version doesn't fully blockstring for the final hits.
Shuriken
236P
Kagari236A.png
10f - 9(A)
-6(C)
+8(ex)
HL - Pretty classic fireball. Good for controlling space and covering movement. A version is slow, C version is faster. EX version is real fast and hits 3 times. Frame advantage assumes point blank. EX version launches and can be combo'd off of in the corner.
Mugen
236K (Hold D for low)
Kagari236B.png
15f(B)
29f(D)
43f(hold D)
13f(ex)
-7(B)
-10(D)
-1(hold D)
-6(ex)
HL(B)
H(D/last hit of ex)
L(hold D/last hit of ex hold)
- Run up slash. B version is useful to cancel from since the first hit keeps the opponent grounded. D version has some use in combos and can be okay for resets, although it's a bit slow. EX version launches if it hits an airborne opponent.
Mugen - Utsuroi
214K
Kagari214B.png
24f(B)
26f(D)
23f(ex)
- - - Command dash, good for mix-ups and resets when you have respect. EX version can cross through cornered opponents. B and EX versions stay grounded. D version goes into the air.
Genjin
623P
Kagari623C.png
4f(A)
8f(C)
5f(ex)
-20(A)
-25(C)
-18(ex)
HL - Reversal. B version is invun until the first active frame, on trade you can pick up for a combo. C version is invun through active. EX version is not invun on startup and applies poison.

Extra Specials

Move Startup Block Adv Guard CH
Properties
Notes
Shuriken - Rakurai
j.234P
Kagarij236A.png
18f - HL - 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.
Kawarimi - Oboro
B+D
KagariBD.png
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

Move Startup Block Adv Guard CH
Properties
Notes
Ougi - Rasen
236236K
Kagari236236K.png
- -13 HL - D version dashes up further, but both do the same amount of damage.
Ougi - Manji Senkou Ha 2141236P
Kagari2141236P.png
- +12 HL - 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

Move Startup Block Adv Guard CH
Properties
Notes
Ougi - Harinezumi
236236P
Kagari236236P.png
- -11 HL - 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.
Ougi - Ryuusei Kyaku
214214K(air okay)
Kagari214214B.png
- -24 HL - DiveKick super, B version works better in combos, D version travels further in neutral.

Destruction Chaos

Move Startup Block Adv Guard CH
Properties
Notes
Hi Ougi - Ura Rasen
2363214A+C
Kagarilvl3.png
- -11 HL - 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

old combo archive based on the old version of the game, probably most don't work, but might be worth looking at anyway

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.

"These are the combos you need to play like Greats" - Greats

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

Notes:

  • 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.

Template:CCColors

  • A Button: Normal version.
  • B Button: Eva Unit 02 (Neon Genesis Evangelion)
  • D Button: Nirvash (Eureka Seven)
  • R1+B Buttons: Hyaku Shiki (Zeta Gundam)
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