Chaos Code/NSC/Kagari
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 | 7f | +2 | HL | Yes | - | put words here |
2A | 6f | +4 | HL | Yes | - | put words here |
5B | 7f | +2 | HL | Yes | - | A pretty quick move, good for catching people when in range |
2B | 6f | +3 | L | Yes | - | Fast crouching low kick with decent range. |
cl.C | 13f | -2 | HL | Yes | Stagger | Hits twice, both hits are cancelable |
5C | 8f | -5 | HL | No | Stagger | Good range |
2C | 12f | -6 | HL | Yes | Stagger | Sword swipe anti-air. Moves Kagari forward a bit. |
cl.D | 9f | -3 | HL | Yes | Stagger | put words here |
5D | 10f | -5 | HL | No | Stagger | Good anti-air |
2D | 11f | -2 | L | No | Launch | Sweep |
j.A | 6f | - | H | Yes | - | put words here |
j.B | 6f | - | H | Yes | - | Hits twice |
j.C | 10f | - | H | Yes | Stagger | Lots of active frames, good jump-in |
nj.C | 8f | - | H | Yes | Stagger | put words here |
j.D | 7f | - | H | Yes | Stagger | put words here |
nj.D | 8f | - | H | Yes | Stagger | put words here |
Command Normals
Move | Startup | Block Adv | Guard | Cancel | CH Properties |
Notes |
---|---|---|---|---|---|---|
Grind Kick 3B |
11f | -3 | L | Yes | - | Combo extender, good for picking up off of throw and wall bounces as well. |
Airthow j.A+C |
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 |
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 |
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) |
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 |
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 |
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 |
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 |
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 |
- | -13 | HL | - | D version dashes up further, but both do the same amount of damage. |
Ougi - Manji Senkou Ha 2141236P | - | +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 |
- | -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) |
- | -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 |
- | -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
2A > 2B > cl.C > cl.D > 3B > 214C > 214C > 214C
Confirm into rekka, the string of normals before the rekka isn't super important, but you need to confirm that you're close enough for the rekka to connect.
2A > 2B > 2A > 2B > 2A > 2B > 5C > 236B
236B will work when you push yourself out in the confirm, or if you just start a string far away.
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > Air throw
Throw combo, use the whiff to make it easier to get the 3B to hit (don't forget that chaos code has an infinite buffer for held normals). Also, the first air series needs to be delayed a bit so that the opponent doesn't get floated too high for the rejump.
Throw > 236D > 2C > cl.D > sjc > j.B(1) > j.C > D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > j.236A > air throw > 236A
Corner only throw combo. The j.236A isn't needed, so just ignore it and go straight into airthrow if you didn't take that extra move.
CH 623A(1) > 2B > 2C > j.B(1) > j.C > j.D > air throw
Combo off DP. The situation may seem unlikely, but A DP will trade in a lot of situations and most trades will lead to this combo.
EX combos
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236B
simple confirm into EX rekka, will carry to the corner and let the opponent air tech out.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 2B > 236BD > jump > j.A > j.C > j.D > double jump > j.B(1) > j.C > j.D > 236A > air throw > 236A
ex rekka into ex mugen, full screen corner carry for 1 bar into an air throw.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 236A > air throw > 236A
Corner combo off ex rekka
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A
Corner combo using ex rekka and ex mugen, bit more damage for 50 more meter, also easier since it avoids the rejump.
Super combos
Throw > 5A/2A (whiff) > 3B > sjc > j.B(1) > j.C > j.D > land > jump > j.A > j.B(1) > j.C > j.D > double jump > j.A > j.B(1) > j.C > j.D > 214214D > land > 2A > 2C > sjc > j.A > j.B(1) > j.C > j.D > air throw
throw combo into divekick super.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 214214B > oki
after the super you can jump and input an air shuriken to meaty the opponent back into the corner.
2A > 2B > cl.C > cl.D > 3B > 214AC > 214P > 214P > 5B > 2C > 236BD > jump > j.B(1) > j.C > j.D > double jump > j.A > j.C > j.D > 236A > air throw > 236A > 214214D
for damage, it doesn't really matter what you start with, just know that you can cancel air shuriken into divekick super to kill for 2 bars
Colors
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.
- A Button: Normal version.
- B Button: Eva Unit 02 (Neon Genesis Evangelion)
- D Button: Nirvash (Eureka Seven)
- R1+B Buttons: Hyaku Shiki (Zeta Gundam)