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.
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
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
7f
|
-
|
-
|
+2
|
Yes
|
-
|
|
|
2A
2A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
6f
|
-
|
-
|
+4
|
Yes
|
-
|
|
|
5B
5B
|
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
|
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
|
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
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
8f
|
-
|
-
|
-5
|
No
|
Stagger
|
|
|
2C
2C
|
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
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
9f
|
-
|
-
|
-3
|
Yes
|
Stagger
|
|
|
5D
5D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
10f
|
-
|
-
|
-5
|
No
|
Stagger
|
|
|
2D
2D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
11f
|
-
|
-
|
-2
|
No
|
Launch
|
|
|
j.A
j.A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
6f
|
-
|
-
|
-
|
Yes
|
-
|
|
|
j.B
j.B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
6f
|
-
|
-
|
-
|
Yes
|
-
|
|
|
j.C
j.C
|
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
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
8f
|
-
|
-
|
-
|
Yes
|
Stagger
|
|
|
j.D
j.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
7f
|
-
|
-
|
-
|
Yes
|
Stagger
|
|
|
nj.D
neutral jump D nj.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
8f
|
-
|
-
|
-
|
Yes
|
Stagger
|
|
|
Command Normals
Command Normals
3B
Grind Kick 3B
|
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
|
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
|
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
|
-
|
|
|
C+D
Tactical Guard CD
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
A+B
Roll AB
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Special Moves
Special Moves
214P
Kasumi Nagi 214P
|
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
|
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
|
-
|
-
|
|
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)
|
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
|
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
|
-
|
-
|
-
|
-
|
-
|
|
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
|
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
j.236P
Shuriken - Rakurai j.236P
|
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
|
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
|
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
|
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
236236P
Ougi - Harinezumi 236236P
|
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)
|
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
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-11
|
-
|
-
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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.
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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.
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.