While Kagura makes appearances earlier on as one of Nyamo's students, she does not become a true acquaintance of the group until sometime later, joining Yukari's class in the 2nd year (Yukari selects her as a ringer to win the school athletic competitions). She devotes most of her time to the swim team but is an all-around good athlete. She also has a one-sided rivalry with Sakaki and attempts to outdo her in all activities, whether it is playing softball, sprinting, or even eating lunch. This is how her character was introduced to the rest of the cast, when during 1st year's field day, she was defeated by Sakaki in a running event.
Normal
EX
Overview
Playstyle
Kagura is a very fast and flashy rushdown character with dodges to bait the opponent into pressing a button.
Pick if you like
Avoid if you dislike
Dodges: Kagura has an incredibly fast dodge that lets her move around the screen while being immune to attacks for a bit, she can also do a follow-up after the dodge to let her get free cross-ups.
Strong mix: She gets a lot of mix up options from stylish canceling her 214B and 214C since they put her in the air. She also has a proximity unblockable for some strike/throw mix.
Crash Counter: She can attempt to escape from combos with her unique crash attack, if the opponent blocks or gets hit by it she can get a conversion off of it.
Suffocating pressure: With how fast she is and having a tatsu that's safe on block without stylish cancel it can be really hard to get her off of you.
Extremely meter reliant: Kagura needs stylish cancels to do her combos (beyond just normals into a special) and a lot of her strong mix.
Stubby range: All of Kagura's normals are pretty small.
Character Traits
Unique Attributes
Dodge By pressing A+B Kagura can dodge attacks.
She can dodge left or right and follow-up with a counter attack by pressing C.
Crash Counter Instead of a normal Crash Attack Kagura has a combo breaker.
She can only use it during her standing heavy hurt animation or a stagger.
The move has armor that loses to grabs and lows but if she lands the move she gets a full combo.
Outburst
Buffed dodges Kagura's dodges become 3 times faster.
She can also cancel her normals into dodge.
She can also use her Crash Attack normally.
Move Descriptions
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A quick jab.
Extremely basic jab.
One of her better normals to throw out.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
A right hook.
Her second farthest reaching normal.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
An uppercut.
Very small, tends to whiff in combos.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A quick crouching jab.
Less range than 5A, generally just worse.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
An uppercut.
Fast anti-air normal.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep.
Kagura's farthest reaching normal.
Really slow recovery.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
A quick overhead punch.
Very active, good for jump-ins.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Basic kick.
Air-to-air and cross-up normal.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
High
-
-
-
-
A downward kick.
Combo filler mostly.
Command Normals
Dodge
Shisa Elbow 6A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Slow startup, basic overhead
When cancelled into via normal attack, the move loses its overhead property, starts up faster, pulls the opponent inward and becomes special cancellable.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
20
-
-
-
Throw
-
-
-
-
Kagura punches the opponent a bunch.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
42
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then does a rising uppercut.
The starter whiffs if the opponent isn't above Kagura.
Incredibly minus on hit if the opponent recovers.
Never use this ender.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
42
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then kicks the opponent to the wall.
Wallbounces.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then slams the opponent to the ground.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
Mid
-
-
-
-
Basic slash beat that ends with Kagura punching the opponent to the wall.
Wallbounces
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
47
-
-
-
Mid
-
-
-
-
Basic slash beat that ends with Kagura uppercutting the oppponent, allowing her to continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
20
-
-
-
Unblockable
-
-
-
-
This move can only be done when Kagura is in a standing heavy hurt animation or staggered.
Has armor during the start up, she can be grabbed out of it if the opponent reads it.
Wallsplats for a very long time, she can dash up and start a combo at any point in the screen.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Uses the second hit of her rekka.
Specials
Manhattan Drop
Shisa Hook 236B
Flicker
Flicker
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Mid
-
-
-
-
Very far reaching punch.
This is most of her mid-screen presence.
Very minus on block.
Leg Trip Enzuigiri
Shisa Impact 236B~236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
High
-
-
-
-
Overhead follow-up after 236B.
Punishable on hit.
Koppo-Ryu Palm
Shisa Machinegun 63214A (close)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Unblockable
-
-
-
-
Proximity unblockable.
The opponent can jump before the first hit which makes only the first 1 or 2 hits land consistently.
Shisa Kick
Shisa Kick 214C (air OK)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Mid
-
-
-
-
A lunging kick.
Starts the blender.
Can be Stylish Canceled for strong mix.
Shisa Attack
Shisa Attack 214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
15
-
-
-
High
-
-
-
-
Incredibly fast overhead.
Can be stylish canceled in a similar way to 214C.
Shisa Upper
Shisa Upper 22C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Armored uppercut.
Decent reversal but the armor doesn't work against lows and grabs.
Shisa Upper
Roll A+B or 4A+B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
-
-
-
-
N/A
-
-
-
-
Dodge
Very short amount of invuln.
Has two two different follow-ups, A+B > C and 4A+B > C.
A+B > C is performs an attack that pulls the opponent in and has a LOT of hitstop, allowing for a followup.
4A+B > C lunges Kagura forward where she performs an uppercut that launches the opponent on hit. Great for whiff punishes.
Can be used for combo loops and mix-ups movement since it it's fast sideswitches.
Can not be cancelled into normally (can be SC'd into).
Shisa Upper
Backfist A+B~C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
12
-
-
-
Mid
-
-
-
-
Cross up punch.
Special/Super cancellable.
Causes backturn state.
Vacuums opponent on hit, has a ridiculous amount of pushback on block.
Starts combos, also just has a lot of hitstun in general.
Shisa Upper
Straight to Upper 4A+B~C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Mid
-
-
-
-
Launches, can't combo after though.
Mostly used as a quick whiff punish if the opponent tries to swing on your back dodge.
Supers
Koyomi Special
Shisa Alpha 2141236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
64
-
-
-
Mid
-
-
-
-
Rush super.
Good combo ender.
Koyomi Carnival
Shisa Beta 214214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
55
-
-
-
N/A
-
-
-
-
Counter super
Launches the opponent up, can't combo after though.
Outburst!
Glasses Drive
Cloud of Ashes 228C (while in Outburst, during Shisa Beta)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
95
-
-
-
-
-
-
-
-
Awesome looking uppercut move.
Does a good amount of damage.
Strategy
Overview (EX)
Playstyle
EX Kagura is a rushdown character that has rekkas.
Pick if you like
Avoid if you dislike
Strong mix: She gets a lot of mix up options from stylish canceling her 214B and 214C since they put her in the air. She also has a proximity unblockable for some strike/throw mix.
Throw tech: EX Kagura is the only character in the game that can tech throws. Her throw tech is special in that it gives you a full 5 seconds to combo the opponent off of it.
Crash Counter: She can attempt to escape from combos with her unique crash attack, if the opponent blocks or gets hit by it she can get a conversion off of it.
Suffocating pressure: When EX Kagura gets in she's very hard to stop, her rekkas and stylish cancels keep her in your face for a very long time.
Easy infinite: EX Kagura has the easiest infinite in the game, only needing to press 6A over and over again.
Extremely meter reliant: EX Kagura usually needs Stylish Cancels to go into her infinite and a lot of her strong mix.
Stubby range: All of EX Kagura's normals are pretty small.
Linear: EX Kagura doesn't have a lot of unique ways of getting in like normal Kagura, mostly just relying on her fast run speed.
Character Traits (EX)
Unique Attributes
Crash Counter Instead of a normal Crash Attack Kagura has a combo breaker.
She can only use it during her standing heavy hurt animation or a stagger.
The move has armor that loses to grabs and lows but if she lands the move she gets a full combo.
Throw Tech EX Kagura can tech throws.
The timing is very strict but when she gets she can start her infinite.
Outburst
Kagura gets general improvements in her Outburst She gains a defense and damage buff.
She can also use her Crash Attack normally.
Move Descriptions (EX)
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A quick jab.
Extremely basic jab.
One of her better normals to throw out.
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
A right hook.
Her second farthest reaching normal.
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Mid
-
-
-
-
An uppercut.
Very small, tends to whiff in combos.
Crouching Normals
2A
2A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
Mid
-
-
-
-
A quick crouching jab.
Less range than 5A, generally just worse.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
An uppercut.
Fast anti-air normal.
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep.
Kagura's farthest reaching normal.
Really slow recovery.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
A quick overhead punch.
Very active, good for jump-ins.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Basic kick.
Air-to-air and cross-up normal.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
High
-
-
-
-
A downward kick.
Combo filler mostly.
Command Normals
Dodge
Tooth Breaker 6A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
High
-
-
-
-
Lunging overhead.
Slow and reactable.
Has a lot of hitstun, allowing you to combo it into itself.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
20
-
-
-
Throw
-
-
-
-
Kagura punches the opponent a bunch.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
42
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then does a rising uppercut.
The starter whiffs if the opponent isn't above Kagura.
Incredibly minus on hit if the opponent recovers.
Never use this ender.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
42
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then kicks the opponent to the wall.
Wallbounces.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
High
-
-
-
-
Kagura punches the opponent a bunch and then slams the opponent to the ground.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
46
-
-
-
Mid
-
-
-
-
Basic slash beat that ends with Kagura punching the opponent to the wall.
Wallbounces
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
47
-
-
-
Mid
-
-
-
-
Basic slash beat that ends with Kagura uppercutting the oppponent, allowing her to continue with Skylab.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
20
-
-
-
Guard Break
-
-
-
-
This move can only be done when Kagura is in a standing heavy hurt animation or staggered.
Has armor during the start up, she can be grabbed out of it if the opponent reads it.
Wallsplats for a very long time, she can dash up and start a combo at any point in the screen.
Guard Push
Guard Push 6D while blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Uses the second hit of her rekka.
Specials
Manhattan Drop
Red Camellia: One 236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
Mid
-
-
-
-
Rekka starter
Kagura moves a little bit forward during this.
Leg Trip Enzuigiri
Red Camellia: Two 236C~236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
17
-
-
-
Mid
-
-
-
-
Follow-up after 236C.
This is the safest follow-up in the rekka.
Koppo-Ryu Palm
Red Camellia: Three 236C~236C~5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
24
-
-
-
Mid
-
-
-
-
Rekka ender.
Exclusively used to end combos.
Punishable on block.
BRP2
Back Red Plum: Two 236C~63214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Overhead rekka follow-up.
Creates a gap between this and 236C on block.
Shisaa Upper
Back Red Plum: Three 236C~63214C~5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
13
-
-
-
Mid
-
-
-
-
Rekka ender.
Ground bounces pretty high.
Manhattan Drop
Dark Red 623C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
14
-
-
-
Mid
-
-
-
-
DP
Manhattan Drop
Dark Red: Overcoating 623C~214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
19
-
-
-
Mid
-
-
-
-
DP follow-up
Can be done on whiff.
Wall bounces.
Shisa Attack
Shisa Attack 214B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
15
-
-
-
High
-
-
-
-
Incredibly fast overhead.
Koppo-Ryu Palm
Shisa Machinegun 63214A (close)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
16
-
-
-
Unblockable
-
-
-
-
Proximity unblockable.
The opponent can jump before the first hit which makes only the first 1 or 2 hits land consistently.
Supers
Koyomi Special
Zetsu Ichigeki 236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
89
-
-
-
Unblockable
-
-
-
-
Big slow punch.
Does a LOT of damage.
Really only useful after stun.
Armored. Gets beaten by grabs and lows.
Koyomi Carnival
Zetsu Rengeki j.236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
54
-
-
-
Mid
-
-
-
-
Rush super.
Decent combo ender when you aren't using the 6A infinite.
Outburst!
Glasses Drive
Crimson 2141236C (while in Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
106
-
-
-
Mid
-
-
-
-
Huge pillar that starts a rush.
Doesn't work as an anti-air.
Very consistent combo ender.
Strategy (EX)
Combos
Normal
EX
Palette 1, used by selecting Kagura with the light button.
Palette 2, used by selecting Kagura with the Stylish button.