Chaos Code/NSC/Kagari
Introduction
Story
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.
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.
She decided to work as an agent to repay Kurenai, and to avenge her parents' deaths.
Summary
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.
Run vs Step
Run - Kagari has a very fast run speed, and seems to be the common choice among Japanese arcade players.
Step
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
Move List
Normal Moves
5A - Mid. Cancelable. Standing chop.
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2A - Mid. Cancelable. Crouching chop. Appears to be faster than 5A.
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cl.B - Low. Cancelable. Side kick.
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5B - Mid. Cancelable. Side kick. A pretty quick move, good for catching people when in range.
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2B - Low. Cancelable. Fast crouching low kick with decent range.
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cl.C - Mid. Cancelable. Two hit sword slash and stab. Can be jump and special cancelled after either hit.
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5C - Mid. Cancelable. Sword thrust, seems to have good range.
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2C - Mid. Cancelable. Sword swipe anti-air. Moves Kagari forward a bit.
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cl.D - Mid. Cancelable. Standing knee attack.
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5D - Mid. Not cancelable. Kagari leans to the floor and angles a kick up high. Anti-air looking move.
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2D - Low. Not cancelable. Standard sweep.
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j.A - High. Cancelable. Jumping horizontal chop like 2/5A.
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j.B - High. Cancelable. Two hit jumping move, one kick goes straight and the other slightly up.
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nj.C - High. Cancelable. Sword slash below.
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j.C - High. Cancelable. When jumping away or towards j.C becomes a sword stab move. Strong move, seems to be active a very long time.
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nj.D - High. Cancelable. Kagari does the jumping splits.
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j.D - High. Cancelable. When jumping away or towards j.D becomes a standard horizontal kick.
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Command Normals
3B - Low. Cancelable. Kagari scoots up a bit then does the splits. Combo extender, and can pick up wallbounces as well.
A+C - Airthrow. Combo ender, and can leave you in a knockdown position (or rather close to one) in the corner.
Special Moves
Kasumi Nagi - 214A/C (follow up two more times)
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.
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Shuriken - Senkou - 236A/C
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.
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Mugen - 236B/D (hold D for low attack for D ver)
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.
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Mugen - Utsuroi - 214B/D
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.
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Genjin - 623A/C
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.
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Extra Specials
Shuriken - Rakurai - j.236A/C
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.
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Kawarimi - Oboro - 22A/C
This is a counter move. When hit during the animation Kagari will teleport above with a random object she leaves behind on the ground.
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Ultimate Chaos
Ougi - Rasen - 236236B/D
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.
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Ougi - Manji Senkou Ha - 2141236A/C
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
Ougi - Harinezumi - 236236A/C
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.
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Ougi - Ryuusei Kyaku - 214214B/D (midair also)
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.
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Destruction Chaos
Hi Ougi - Ura Rasen - 2363214A+C
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 [1]. 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
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)