Under Night In-Birth/UNI2/Kaguya

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Kaguya

Uni2 profile Kaguya.png
Health
10300
Prejump
4f
Backdash
31f (1-8 Full, 9-10 Throw)
Unique Movement Options
Command air dash
Fastest Attack
5A/2A (6f)
Reversals
623C (6f)

She watches. She watches her target as her bullet penetrates it. Her killing instinct is the
very reaper that disperses life to the winds. Her mind is etched with disturbing memories
of childhood. The time for farewells shall eventually come.

Story

Due to her exceptional combat prowess, Licht Kreis sends Kaguya on various missions all over the world.

Her next destination? Japan, where her best friend Orie is currently stationed.

Kaguya discovers that many other Licht Kreis commanding officers are gathered there, too, and becomes even more determined to protect her friends and the world.

I will fight my own fight. I will not back down.
Nobody will take my precious life away again.

Gameplay

Kaguya is a character that has tools to contest both mid and long-range spaces. Her specials provide maneuverability in the air, zoning, and strong oki options to give her flexibility in how she can play. She can play a passive, reactive style using her fast buttons and strong anti-air options like her Force Function and 4B normal. Alternatively, she has good enough pokes to hold her own against most of the cast and make her way in. Once she does get in, her grenades provide both great space denial and help to keep the opponent locked down in the corner.

Kaguya can make herself comfortable at any range and provides a good toolkit for players who want to play neutral their way, and still bully their poor opponents with corner mix-ups.

Strengths Weaknesses
  • Pressure: Kaguya has multiple command normals and a plus-on-block EX move (236C), allowing her to threaten frame traps while also pushing her opponent to the corner. She also gets corner combos from her throws, giving her rewarding mix even without Grenades.
  • Grenades: The bouncing projectiles from 214X are especially useful in the corner, where they can be used to keep the opponent blocking for a long time, allowing Kaguya to go for a plethora of mixups using assault, throw, and j236X.
  • Movement: Kaguya's j236X airdash is very useful for cancelling the recovery of her grenades, and also can be cancelled into a double jump.
  • Groundgame: Kaguya has good normals for stuffing an opponent's approach. 5C is disjointed and 10f startup, making it effective for whiff punishing. 4B is a fast anti-air, great for reacting to opponents trying to approach from the air. At long ranges, 236B can stop opponents from freely moving, and 236C is a fast full screen punish tool.
  • Defense: Kaguya's A normals are 6f startup, and she does not have a meterless reversal. 4B is a great anti-air, but is not cancellable on block, making it unsafe compared to other characters' anti-air Option Selects.
Unique Mechanics: Air Dash/Double Jump

Kaguya's air dash is a unique special move that not only moves her through the air, but gives her a double jump after using the move. She can use the double jump at any point after using her air dash while in the air, giving her increased aerial mobility and allowing for extended air combos.

Vorpal Trait

With Vorpal, Kaguya's Force Function follow-ups have their startup reduced by 2 frames.

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
190 Mid 6 2 13 -3
Kaguya kicks forward. Her fastest button at 6f startup, tied with 2A.
  • Decent range for a 5A, with a slight disjoint at the tip and unexposed hurtbox.
  • Its short total duration makes it one of her main options for rebeats alongside 2A.
  • Inputting 4A on block or hit will allow for multiple 5As to be used without going into Smart Steer.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B 490 Mid 8 2 20 -6
Kaguya shoots a gun forward. Good range and disjointed hitbox, a solid button for neutral. Also one of her better combos starters.
  • As part of a universal change to help make very disjointed buttons punishable on whiff, 5B has an extended hurtbox after the actives that reaches almost to the tip of the hitbox. Also has a bigger hurtbox on her legs to keep it in check.
  • Can be used twice in a single string on block or hit by going into Smart Steer, i.e 5B > 5BB > 5AA (turns into 5A 5B)
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5BB 490 Mid 17 3 30 -8
Kaguya hops forward and fires both guns. More range and disjoint than 5B, on top of having solid forward movement. A good button for neutral and pressure. Can be cancelled into if 5B whiffs.
  • Like 5B, has an extended hurtbox on recovery to make it easier to punish on whiff.
  • Kaguya's hop is considered airborne for a few frames, a property shared with 236AX~X and 236B~X. Can hop over very low hitboxes, as well as avoiding throws.
  • Shares the hit and blockstun of her C buttons, making it a potent button to rebeat in pressure, being -2 on 2A whiff.
  • 5B > 5BB is a natural frametrap on block.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 29 /Data#5B
5BB 49 /Data#5BB
5B :

5BB :

  • Airborne during frames 4 to 14
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
680 Mid 10 3 22 -7
Kaguya takes a large step back and fires both pistols. The large hitboxes on both shots, good hitstun and backwards movement make it an effective whiff punish and corner control tool. Also the main otg pickup button in combos.
  • Very disjointed on both the higher and lower shot; solid button to bait and punish whiffs in neutral and pressure alike.
  • Shifts Kaguya backwards, as she starts from the right foot's position and ends on the left. Despite this, the hurtbox doesn't retract whatsoever. This is both a blessing and a curse, as while it can be good for neutral, the fact she doesn't step forward after can make its use in pressure awkward, as well as possibly hurting conversion potential.
  • Highest blockstun among her buttons, shared with 2C, 5BB and 6C. -2 on 2Aw.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
34 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
150 Low 6 2 12 -2
Standard low kick. Her fastest button at 6f startup, alongside 5A, with slightly shorter total duration. Hits low.
  • Her best rebeat button, but its low property makes it also preferred as a pressure starter, making 5A more commonly used for whiffs.
  • Kaguya gets very high damage off of her A starters. Confirming off single hits with them will be worthwhile to maximize her combo damage
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
450x2 Mid 8 5 24 -10
Nonstandard 2B. Kaguya fires both guns upwards, one after the other. Hits twice, the second shot being much bigger than the first. Long reach, but hits quite high, almost making it more of an antiair, but is still a decent poke for neutral.
  • The second hitbox is big and disjointed, but only reaches to about half of the length of the visual effect. Whiffs on all crouchers near its maximum range.
  • Perfectly angled to hit assaults; this on top of Kaguya's low and small hurtbox makes it a good but situational antiair option.
  • High base damage, good starter damage-wise. For the same combo, will actually deal more damage than a 5B starter most of the time.
  • That said, 2B also has a uniquely bad hitstun scaling value of 65, shared with Akatsuki's 2B, repeated twice. This limits its use as a starter, only giving barely more, if not worse timer than 2AA, and invalidating the previous point for longer combos. If possible, it's best to avoid letting both shots hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
260, 430 Low, Low 9 3 (10) 3 25 -10
Kaguya does a low sweeping kick and spins back around for a gunshot. Its fast startup, solid reach, good disjointed hitboxes and forward movement make it a strong tool for a number of uses, but has a long total duration and recovery to compensate. Also Kaguya's main launcher, being virtually omnipresent in her combos.
  • Both hits are low, and can be cancelled. The second hit is bigger and more disjointed on top of the step forward. Good button for pressure and rebeating, but it being her best launcher discourages using it early. Better to keep it for converting.
  • Extended hurtbox on recovery like her other gun normals, on top of staying in counterhit state for a long duration. Costly to whiff.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
48 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 High, Air Shield 8 3 15
[2 on landing
Varies
Average jA. Fast downwards kick, decent hitboxes. Good for air-to-air, and used in many combos. Also good for assault mix with cs, like other jAs.
  • With grenades out, Kaguya can convert off of assault jA without needing cs.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB 420 High, Air Shield 9 2 28
[3 on landing
Varies
Kaguya fires her guns on both sides. Very long reach and disjointed both forward and backwards, making it a strong air button in many situations. Also an important combo button.
  • Can chain to jBB on hit or block. Cancellable to buttons or specials otherwise.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jBB 610 High, Air Shield 16 3 16
[3 on landing
Varies
Followup to jB where Kaguya jumps behind her opponent for another gunshot. Mostly combo fodder despite seeming like a good crossup; it doesn't clear crossup protection yet has a contestable gap for reversals on block. One of the main components of her aerial combo strings. Special cancellable.
  • Good confirm for air-to-air jB, immediately stabilizing hits for a full combo.
  • Always puts Kaguya behind her opponent. Off of tip range 2C hits, jBB is preferred over jC > j236B for midscreen combos.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB 38 /Data#jB
jBB 34 /Data#jBB
jB :

jBB :

j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jC 590 High, Air Shield 12 3 35
[4 on landing
Varies
Kaguya swings her pistol in an arc while shooting. Hits everywhere below her, making it a good assault or jump-in button, and a common combo tool.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j[C] 770 High, Air Shield 19 3 35
[4 on landing
Varies
Increased version of jC. Same animation and hitbox, but slower to start up and spikes the opponent to the ground for a knockdown. Vital combo tool, usually transitioning to enders or other otg portions.
  • Can be used for fuzzies. Automatically timed to hit overhead while rising, and results in a high-damage combo.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 49 /Data#jC
j[C] 56 Knockdown /Data#j[C]
jC :

j[C] :

Command Normals

4B
4B
4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 Mid 8 2 26 -8 N, SP, EX, CS Strike 6~9 Head
Kaguya does a cool backflip while delivering a rising kick. Her dedicated antiair button, with a fast startup, good hitbox and early head invulnerability frames. -8 and completely uncancellable on block, sadly making it unusable in pressure. On hit, it can cancel to buttons or jump only once Kaguya lands.
  • Kaguya is airborne for duration of the flip.
  • On hit, launches the opponent straight up. Full untech on counter-hit, allowing for a followup of choice, but its short untech on normal hit can make it difficult to convert from on higher hits.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 /Data#4B
4B :
  • Airborne during frames 8 to 18
6C
6C
6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 Mid 18 8 15 -5 ~ +2 8~25 Foot
Kaguya does a cool forward flip while delivering an overhead kick. Hits mid despite the animation. A strong frametrap tool with its middling speed and airborne property, allowing it to hop over low abare and throw attempts for a solid counterhit, if not stuffing them outright. Also fairly active.
  • Kaguya moves forward during 6C on top of hopping.
  • Has a gap no matter which button it's cancelled into.
  • -5 on block, but can cancel to grounded specials. Cancelling to 236A as soon as possible is a frametrap, discouraging opponents from taking their turn back or punishing too eagerly.
  • Has two hitboxes. Hitting with the second one, later in its active frames, will actually improve frame advantage. In practical terms, the further away it's blocked, the better is it, going up to +2 at tip range.
  • On hit, tumbles the opponent and can cancel to air specials during the flip portion, or ground buttons, specials and jump after landing. Useful combo button in the corner, replacing jump cancels in many situations.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 Knockdown /Data#6C
6C :
  • Airborne during frames 5 to 25
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 Mid 14 2 26 -6
Kaguya demonstrates her long-range support abilities by doing a combat roll while shooting both guns point blank. Unique move in her kit which can go into multiple followups on hit or block. Launches and knocks down on hit. Mostly combo fodder, but has certain properties allowing for situational yolo uses in neutral.
  • Kaguya is airborne during the roll, which can avoid throws and low hitboxes situationally.
  • Significant forward movement. On a grounded hit or block, Kaguya will always land behind the opponent.
  • Has a stagger window to delay the followups.
  • Despite the sideswitch, none of the followups clear crossup protection.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 /Data#3C
3C :
  • Airborne during frames 9 to 23
3C~A
3C~A
3C~A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
710 Mid 4 3 23 -10
Followup to 3C, Kaguya does a second, smaller roll away from the opponent while shooting. Blazing fast at 4f, but this makes it unable to be staggered long enough to create a gap on normal block. Bounces the opponent on hit for a pick-up with other buttons. On block, 3C~A cannot be cancelled to anything other than cs and is the second most unsafe option out of 3C at -10, not helped by its very low pushback.
  • Solid conversion option midscreen when 2C is unavailable, will launch opponents without consuming a bounce and allow for the combo to continue mostly with 5B or 2B. However, it will sideswap.
  • Always switches the side Kaguya is facing. Can be used for easy sideswap enders instead of 3C~B, or circumvented midscreen by doing certain delays on airborne opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 Chip Damage /Data#3C~A
3C~A :
3C~B
3C~B
3C~B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
260, 430 Low, Low 8 3 (11) 4 20 -6
Followup to 3C, uses the same properties and animation as 2C with the key distinction that both guns are fired on the second hit for a needed stability boost against airborne opponents. Key combo tool used in 99% of enders, very stable to hit and cancel into both 623A and 236A to close combos out. Both hits are cancellable to specials on hit only, or ex moves and cs on block for safety.
  • -6 on block. 3C shouldn't be used much on block, but 3C~B is the safest option out of it.
  • Whereas 3C~A is used midscreen, 3C~B is the go-to conversion in the corner when 2C is unavailable due to its special cancel to 214B and the fact it won't sideswitch. Unfortunately too slow to avoid consuming a bounce against grounded opponents. 2C is preferred to both.
  • Hits fairly high, making it a stable combo ender both midscreen and in the corner. Usually cancelled to 623A for a hard knockdown, or 214A/B on the first hit for some grenade oki setups.
  • Strangely better hitboxes than 2C, but this never comes into play.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Chip Damage /Data#3C~B
3C~B :
3C~C
3C~C
3C~C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
598 Mid 21 2 39 -
Puzzlingly bad followup to 3C, essentially the exact same thing as 214A. Terrible move without much reason for existing due to many factors. Easily the worst way for Kaguya to put grenades on the screen.
  • Similarly to 214X, the strike portion of the move only comes out against opponents already in hitstun. On block, this leaves her with only the blockstun of 3C to work from. At its earliest cancel timing, 3C~C will leave Kaguya at a whopping -54 as she falls to her doom.
  • Occasionally even punishable on hit if the strike portion does not connect with the opponent.
  • Strictly worse than doing 3C~B(1) > 214A in all situations.
  • Should the opponent magnanimously not decide to use her as max damage combo practice, the grenades' detonation will leave Kaguya quite plus on block, letting her use better pressure options the next time.
  • Can mercifully be cancelled into cs after the grenades come out. Still a suboptimal use for it, and doesn't make 3C~C any good.
  • Will and should never be used.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Chip Damage /Data#3C~C
3C~C :
3C~66/44
3C~66/44
3C~66/(44)
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
Total 29 -20 1~2 Throw
The last followup to 3C, Kaguya does a flip to gain some distance from the opponent. Essentially a backdash that can be go either side, either reverting the sideswap (not recommended as it's very minus) or going further away from the opponent in the same direction. No invulnerability, but is airborne for a few frames. Although it has a long total duration, being unpredictable might make it hard to punish. Situtational move at best, can be used as an extra option to get out of the corner with the similarly risky abare 3C, or in the middle of a blockstring if the opponent's turn is over. Will not see much use, but it's always there.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 No Collision /Data#3C~66/44
3C~66/44 :
  • Airborne during frames 3 to 12
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
570 High, Air Shield 13 4 31
[4 on landing
Varies
Kaguya flips upside down and fires her guns to both sides. Similar to jB but covers different angles, and with smaller hitboxes. Mostly a combo tool.
  • Smaller than the effects would suggest.
  • Hits both sides, with a downwards angle on the forward shot making it a potential jump-in. However, it's the slowest of her air buttons.
  • Usually done in combos after a jA or before a jB, following the 214B.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
670 Low 10 12 14 -8 ~ +3
Fast-moving, very active slidekick that hits low and knocks down. Connecting the later active frames results in advantage ranging from hardly punishable at medium ranges to surprisingly plus at tip range. The generous special cancel window on block or hit makes even the unsafe ranges trickier to punish. Solid neutral tool.
  • +3 at tip range, which is roughly roundstart distance. Will catch opponents off guard. However, very slight differences in positioning, especially if the opponent walks forward before blocking, can make this advantage change enough to turn the tables. Mash judiciously.
  • Despite its very low animation, the hurtbox extends upwards quite a bit, making it a much worse low-profile attack than it seems. 66B can still reliably go under high attacks or projectiles, such as Merkava's standing buttons and Eltnum's 236C.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Knockdown /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
380*3 Mid 24 Total 35 +9
Kaguya takes an aiming stance and shoots a high-power gunshot reaching fullscreen instantly. Unique 66C and a key tool to her long-range game. Its slow startup makes it prone to being jumped over, but it has fairly short recovery to compensate. Very difficult to contest fullscreen. Also boasts very high damage, making it a powerful starter for reversal punishes everywhere on the screen.
  • Hits 3 times, will easily blow through most normal projectiles in the game and tip fireball wars in Kaguya's favor. On hit, wallbounces anywhere on the screen and launches the opponent directly in front of her for a full, high-damage combo.
  • At +9, blocking it isn't particularly favorable either. Successive 66Cs will hit faster than most fireballs can come out or finish, leaving the opponent no choice but to shield them, jump or bulldog in. Unfortunately, the slow startup and the shot's recoil limits 66C's use in pressure.
  • Only cancellable to cs on hit, block or whiff. While the latter is very useful, doing it on block or hit will be overkill due to its already great properties.
  • If you do, though, 66C>cs leaves Kaguya roughly +28 on block. Have fun.
  • Deals chip damage on block.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Wall Bounce, Chip Damage /Data#66C
66C :

Universal Mechanics

Values in [brackets] are for Vorpal.

Force Function
Dance Without Rest: Flower of Overflowing Light
舞ひてしりぞき暇を待たず「翻閃華」
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C
1 GRD
Total 44 - 3~22 Strike
Spotdodge. Kaguya strikes a pose and dodges incoming attacks for a short duration. Can transition into one of two followups whether it catches an attack or not, but doing so ends the invulnerability. Invulnerability begins on frame 3, do not use on wakeup. Only strike-invuln, FF can still be thrown.
  • Costs half a GRD block to use, does not refund any on catch.
  • In vorpal, both followups have their startup reduced by 2 frames.
  • If FF catches an attack, a visual effect will show which indicates Kaguya can safely* go into followups.
  • Despite being beaten by throws, FF is immune to command throws specifically, as those are actually considered to be unblockable strikes. This makes it exceptionally useful as a defensive option against scary corner grapplers like Gordeau or Waldstein, and can also avoid their reversal EX throws on Kaguya's offense. Enkidu's 360C is the only exception to this.
  • Shrinks Kaguya's throw box for some reason as well.
  • Attacks caught by FF will count as whiffs, and will lose cancel properties accordingly. This naturally completely negates the pushback of an otherwise blocked move, especially useful on attacks with high pushback or frame advantage. The invulnerability is somewhat short though, making it risky to use against opponents with very active attacks, or meter to cancel to EX moves on whiff.
  • Disrespectful option to call out reversals on wakeup or mid-pressure. Won't give enough time to 66C after, but will still allow Kaguya to punish them easily.
  • Removes Kaguya's collision box; opponents can completely run past her while it's active, making certain forward-moving attacks sideswap for an easy punish. To add to the previous point, this will also completely beat out the very active reversals that might otherwise be problematic to FF, such as Byakuya's 236C or Merkava's 236C (though this one is inadvisable). Olé!
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C~X
1 GRD
880 Mid 11 [9] 3 31 -16 CS
Closer range followup to FF, can be done without having to catch an attack. Followups can be used with any button. The faster of the two followups, it's the one more fit to punishing buttons and mid-range moves. Shares its animation and movement properties with 5C, but has slightly different hitboxes.
  • Quick startup that can punish mostly anything it catches. Loses invulnerability on use, requiring good timing as a reversal.
  • Very minus and in counter-hit recovery. Carries the risk inherent to reversals.
  • Knocks down on hit.
  • Both followups can only be cancelled to cs on hit. This allows for a full combo, and with 5X's long untech time, is the easier of the two to convert from. Can be followed up from with 2C or even 66C.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C~6X
1 GRD
950 Mid 12 [10] - -18 CS
Long range followup to FF, can be done without having to catch an attack. Also can be used with any button, as long as 6 is held. The slower of the two followups, FF~6X instead shoots a laser beam that goes fullscreen, similar to 236B. Useful for fireball wars or punishing very long-range attacks.
  • Slower startup than 5X, but still fairly fast for a fullscreen option, and can punish a good number of projectiles and long pokes if used from midranges. Loses invulnerability on use, requiring good timing as a reversal.
  • Even more minus and still in counter-hit recovery. Carries the risk inherent to reversals.
  • Soft knockdown on hit, but with much less airtime than 5X.
  • Both followups can only be cancelled to cs on hit. This allows for a full combo, but with 6X's very short untech time, it is much harder to convert from with buttons, barely allowing for a 2C at closer ranges. Will and should be used from much further away anyways, where both 66C and 236C can combo if the cs is done immediately.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 44 No Collision, Counter State /Data#B+C
B+C~X 44 Knockdown /Data#B+C~X
B+C~6X Knockdown /Data#B+C~6X
B+C :

B+C~X :

B+C~6X :

Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1570 Unblockable 4 3 20 - Throw
Kaguya grabs the opponent and kicks them away. Her main mixup option. Wallbounces in the corner, making it one of the few combo throws in UNI. Harder to follow up to midscreen for oki, but the combos it allows for in the corner net fairly high damage relative to the rest of the combo throws. That said, due to its scaling, Kaguya's throw is the main way to set up creative and resourceless grenade oki, rather than trying to maximize damage.
  • The unique launch and untech timer lets Kaguya go for certain 214X oki setups, which are listed in the Combo section.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 Knockdown /Data#A+D
A+D :
Smart Steer
Smart Steer
Requires 1 GRD on longer combos
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1618 Mid 9 3 (8) 3 (17) 3 19 -4 (EX) (only IW or IWEXS), CS Strike
Autocombo ender to secure a knockdown from any hit. Generates GRD if used that way. Useful as a panic conversion to follow up to tip range 5C, on top of stabilizing certain CVO routes. Rarely used.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
61 Knockdown /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Standard guard cancel option, only usable with 100 meter and during blockstun. Uses 5B's animation, but with a much larger hitbox. One of Kaguya's main metered defensive options alongside 623C, to be used during suffocating pressure no one wants to deal with. As of UNI 2, Guard Thrust no longer GRD breaks/removes vorpal, although it does take away all of the user's GRD. Use it often.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236A
A Fleeting Beam of Light: Moonlight Flash
射し込む光のいとはかなき「月閃~一閃」
236A
Hitboxes Off
Hitboxes On
Kaguya quickly shoots her gun forward up to 3 times. The A version has shorter range, and acts more like a juiced up button than a projectile. Commonly called her rekka.
  • Despite not being a bona fide projectile, still destroys single-hit projectiles on all hits. For this purpose, though, 236A is largely less useful than 236B.
  • On hit, 236A is usually combo filler, mostly seeing use as an alternative, high damage ender with meter with 236AAA > 623C. None of the followups allow for combos after.
  • All followups have a decently large stagger window, allowing for mind games to make it harder to punish despite all 3 hits being unsafe to punishable. For this reason, 236A is mainly used as a special cancel to make her unsafe options much trickier to punish, typically after 66B or 6C. If cancelled as fast as possible, 236A~A~A is gapless.
  • Can cancel to the followups on whiff.
  • All hits can be cancelled to 236C for a full combo, or 214C in the corner if the third hit lands. Can also be cancelled to cs on hit, block or whiff.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 698 Mid 11 2 28 -6
Gunshot. First hit of her rekka series. Decently fast, mostly a special cancel to keep stagger mindgames going after a blocked move.
  • Least unsafe of the three at -6. Still turn-ending.
  • Good window for followups.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A~X 698 Mid 10 2 31 -7
Gunshot 2, the Sequel. Mostly the exact same as the first one, but with a little extra range.
  • Kaguya steps forward slightly with each followup.
  • More unsafe at -7, but pushback makes it more difficult to punish.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A~X~X 898 Mid 20 2 36 -15
Gunshot 3: the Complete Trilogy. Kaguya hops forward and delivers a shot with both pistols.
  • Very unsafe and punishable at -15. Avoid doing without resources to cancel. On block, 236C is the best option.
  • Kaguya's hop is considered airborne for a few frames, a property shared with 5BB and 236B~X. Can hop over very low hitboxes, as well as avoiding throws. By far the hardest of the three to use with intent, but can net some lucky dodges.
  • On hit, launches the opponent and makes them able to recover in the air. Cannot follow up to it with anything resourceless. With meter, goes into 236C midscreen for a decently strong combo, or 214C in the corner to convert from its strike thanks to the launch.
  • However, on counter-hit, the third hit specifically gives a hard knockdown that can be comboed from with an otg 2C. Still not recommended to use against an opponent that's already blocking.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 41 /Data#236A
236A~X 41 /Data#236A~X
236A~X~X 57 /Data#236A~X~X
236A :

236A~X :

236A~X~X :

  • Airborne during frames 3 to 16
236B/C
A Fleeting Beam of Light: Moonlight Flash
射し込む光のいとはかなき「月閃~一閃」
236B/C
Hitboxes Off
Hitboxes On
Kaguya shoots a laser beam that reaches fullscreen, with a followup shooting another. One of Kaguya's three great tools for her long-range game, it can be a good on-demand harassment projectile, though it has weaknesses. Useful in fireball wars, and negates a hit of enemy projectiles. Comes with one followup as opposed to 236A's two.
  • On projectile clashes, lasers will not remain active. That said, 236B~X can be used on hit, block or whiff to keep harassing and even punish certain fireballs with good timing.
  • Actually does not go fullscreen on the first active on either version.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 798 All 17 3 29 -9
Single shot, simple and has moderately slow startup for a fireball, but still good considering it's a fullscreen laser. Can cancel to its followup on whiff. Launches on hit, knocking down grounded opponents. Both 236B and 236B~X can be cancelled to 236C for easy fullscreen combos.
  • Decently high recovery and -9 at all ranges, but can be difficult to contest.
  • Whiffs on crouch against the whole cast. Does not hit particularly high either when it comes to stopping jumps.
  • VERY short active frames; it's entirely possible for the opponent to avoid it completely in fireball wars just from doing their 236 input. In that case, it can be difficult to put the followup to use, and certain attacks like Kuon's 236X can punish it outright.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B~X 950 All 19 3 35 -15
Kaguya hops forward and shoots another fullscreen laser. Slower than the first shot, and has more recovery. Blows the opponent away on hit, wallbouncing if they're close to the corner. Both 236B and 236B~X can be cancelled to 236C for easy fullscreen combos, but 236B~X might be worth avoiding at longer ranges so the wallbounce doesn't limit followups.
  • Long stagger window to throw off shield and punish timings and keep the opponent on their toes.
  • Higher recovery, and at -15, is more punishable by certain characters' options. Keep matchups in mind.
  • Unlike 236B, 236B~X hits crouchers. However, this lower shot is easier to avoid by jumping.
  • Kaguya's hop is considered airborne for a few frames, a property shared with 5BB and 236AX~X. Can hop over very low hitboxes, as well as avoiding throws. Somewhat easier to make use of, but still situational.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
1990 All 4+8 Total 112 (hit), 63 (block) +9
Kaguya fires 3 fullscreen lasers in quick succession. Souped up version of 236B and all-around amazing move at all ranges. Very fast considering its many advantages, can immediately put fireball wars to an end. Overall a very good use of meter, it's hard to go wrong with it.
  • Wallbounces on hit at all ranges, putting the opponent right in front of Kaguya much like 66C, but from a higher point, turning any hit into a full, very damaging combo. Potentially her strongest starter, but most of the time a 66C combo ending in 236AAA > 623C will end up more damaging for 100 meter.
  • From longer ranges however, its great speed makes it a powerful punish tool for whiffs or very far-reaching attacks that would otherwise go unpunished. Quick reactions will keep the opponent disciplined with what they use in neutral.
  • Also similar to 66C, 236C is +9 on block, and is far more usable by virtue of being an EX move. Can turn any unsafe attack into a pressure reset on demand.
  • Only shoots three times on hit; on block, Kaguya will stop after the second one. This reduces the total duration of the move depending on its result. That said, the game will actually determine if 236C can punish an attack and let all hits come out if it can; for example, if an opponent's projectile negates the first 2 shots but is in recovery after the third one would've come, Kaguya will still fire again and punish it. Unlike 236B, does not whiff on crouch.
  • Hits 12 times, 6 times on block. However, each shot counts as one hit for projectile clashes as opposed to 3, making it hard to use against certain EX projectiles.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236B 48 /Data#236B
236B~X 56 /Data#236B~X
236C 112 (hit), 63 (block) /Data#236C
236B :

236B~X :

  • Airborne during frames 5-12

236C :

623X
Lack Leaves a Hole in the Heart: Rising Crescent
欠けたるは心の隙目なり「三日月昇」
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 1553 Mid 5 4 (2) 7 29 (Whiff, Block) -16 1~14 Head, 1~14 Dive
Kaguya's DP, having her perform a rising kick going fairly high at the expense of more limited horizontal range.

On hit, the A version ends in a downwards gunshot sending the opponent to the ground for a hard knockdown. 623A is Kaguya's main combo ender with its advantageous knockdown and decent corner carry. Very fast at 5f, and has head and throw invulnerability starting from frame 1, but is not a true reversal. Still a worthwhile antiair in situations where 4B can't be risked, especially on clutch cs.

  • 623A and B make Kaguya dash forward a small distance before starting. 623A has the shortest step of the two.
  • If used very early in a combo, 623A can actually be followed up to with an otg 2A. This is situational but can come in handy for stabilizing bad 4B normal hits into something more consistent. Note that this does not work if 623A is the starter.
  • Can be cancelled to j214C on block like other non-invulnerable DP-type moves. Not particularly useful.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 1677 10 3 (2) 10 32 (Whiff, Block) -16 3~24 Dive, 5~24 Head
On hit, the B versions transitions into a flurry of gunshots that leave the opponent in the air. Slower than the A version and with different invulnerable properties, but more active. Still not a true DP, its startup is not full invuln.
  • Does not knock down like 623A does, but has high untech time when used early in a combo or as a starter. Midscreen, this can mostly only go into 66B or 236C, but in the corner, it allows for a full combo. 623B will be the least used version of the move.
  • 623B has a more significant dash on startup, going slightly over one character distance forward.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100 EXS
2055 4+2 3 (2) 10 32 -23 1~16 Full
Kaguya does a rising, invulnerable kick. On hit, goes into a flurry of shots like 623B, and ending in the single shot of the A version, that also knocks down. 623C is Kaguya's only non-universal invulnerable reversal, on top of being a solid combo ender for higher damage.
  • Short-ish range and moves forward while in the iar. Even in the corner, it's possible to avoid a wakeup DP by jumping over it.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 46 (Whiff, Block) /Data#623A
623B 56 (Whiff, Block) /Data#623B
623C 52 (Whiff, Block) /Data#623C
623A :

623B :

623C :

214X
A Bloom in the Darkess: Lunar Blossom
闇の現に咲き示す「華月咲」
214X
Hitboxes Off
Hitboxes On
Grenades. Kaguya jumps and sends out two bouncing bombs that explode after a set delay, dealing good damage over its long active frames and providing great frame advantage. Combo and setplay tool with some extra movement capabilities. Generally not useful in neutral for various reasons, but can be used occasionally. 214X cannot be used again until all grenades are off the screen.
  • Grenades will only explode once they reach their destination. They will NOT explode on contact, nor will they trade with anything. Do not let Kaguya get away with using them in pressure.
  • Grenades do not go away on block, but disappear if Kaguya is hit or thrown. Opponents can force a throw tech to get rid of them instead of risking contesting them.
  • They will bounce on walls and adjust their positions based on the corner, but will always go to their final destination and explode there.
  • All grenade explosions will launch and can be comboed from, for great damage.
  • 214X has a strike portion that will only trigger against opponents already in hitstun. The moves will only launch grenades if the opponent isn't actively being comboed.
  • The air versions work the same as the ground ones, but have faster startup and somewhat alter the trajectories of the grenades due to the time needed for them to reach the ground.
  • Unfortunately not the crazy setplay tool they appear to be, but setups are being discovered constantly and will be listed in the Strategy section.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 598 (702x2) 22 (88) 2 (15) 35 -
j.214A 598 (702x2) 18 (87) 2 (15) 41 +35 ~ +61
The A version sends out grenades forward, while Kaguya bounces backwards. The grenades will bounce high up and end up close together around the point she was when using the move. 214A is the version most commonly used in corner oki setups.
  • Kaguya does not jump very high, but is unable to act until after she lands. With vorpal, 214A and its air version are cancellable to cs from the point the grenades are out.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B 598 (702x2) 32 (85) 2 (15) 34 +35 ~ +56
214[B] 598 (702x2) 38 (91) 2 (15) Total 67 +35 ~ +51
j.214B 598 (702x2) 21 (89) 2 (15) 48 +35 ~ +52
The B version sends out grenades behind Kaguya while she makes a large jump forwards. The grenades will then bounce back forwards in the same trajectory as Kaguya and explode around where she would land. Vital combo special, used in tons of midscreen and corner sequences. More limited setup use than 214A.
  • Unlike 214A, Kaguya jumps much higher and further, letting her act around the apex of her jump, making it safer but still not recommended to use outside of combos.
  • 214B has an increase version with a longer startup that makes Kaguya jump forward much further, while also slightly changing the trajectory of the grenades in consequence. Largely useless besides some very specific combo uses.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214C
100 EXS
598 (1273x2) 4+22 (4+39) 2 (15) 26 +35 ~ +51
j.214C
100 EXS
598 (1273x2) 4+13 (4+38) 2 (15) 35 +35 ~ +52
Kaguya jumps backwards similarly to 214A and launches one grenade where she started, and one nearly fullscreen away from her, which comes back all the way around before exploding. The C version is by far the best of the three, and the one most useful for oki thanks to its faster total duration and the very short delay for the grenades' detonation. It can be cancelled into from any 623A ender to immediately get grenade oki going and secure a mixup, though there is counterplay. Also can be used to convert from 236AAA in the corner.
  • EX grenades are counted as different from normal ones, and can be launched while there are already other ones on the screen, for up to 4 of them at once. j214A~214C is a useful way to lock down the opponent for a long time in certain oki setups.
  • On quick tech in the corner, 623A > j214C will have the first grenade meaty easily and lock the opponent down for a mixup, with only a tiny gap in between the explosions that is hard to make use of. However, there is a specific delay tech timing that allows them to avoid the first grenade entirely and dash out of range for the second one. Something to keep in mind during oki.
  • Similarly, j214A~214C locks down even better but many large, forward-moving reversals like Hyde's 236BC or Tsurugi's 623C can hit her as she's falling down and punish the setup.
  • Leads to very high damage if the explosions are not blocked.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 58 /Data#214A
214B 67 /Data#214B
214[B] 67 /Data#214[B]
214C 53 /Data#214C
j.214A 60 /Data#j.214A
j.214B 70 /Data#j.214B
j.214C 53 /Data#j.214C
214A :

214B :

214[B] :

214C :

j.214A :

j.214B :

j.214C :

j.236X
Only in Dreams Does One Walk Diaphanous: Hazy Step
霞みてかかるは夢のごとし「朧月渉」
j236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j.236A 690 10 2 33 -
Command airdash. Kaguya dashes forward in the air after a short startup. The different versions only affect the startup and length of the dash, and there is no EX j236X. Mostly combo filler, being an important part in stabilizing and filling up aerial sequences, on top of generally being good for converting, but has its uses in neutral as much as any other airdash. Can be used to avoid certain attacks and for general movement, but its recovery might make this a little sluggish compared to more traditional airdashes or even assault.
  • Has a strike, but like 214X, the hitbox only comes out if the opponent is in hitstun. On block or in any other state, Kaguya will simply pass through the opponent.
  • On hit, Kaguya will always reappear at a set distance behind the opponent, no matter the version.
  • Can only be used once per jump, no matter the version.
The A version is the shortest airdash of the three, going around 4 character lengths forward. Mainly used in corner combos to have the same effect as the B version but a shorter total duration to follow up to.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j.236B 690 12 3 33 -
The medium airdash, still quite fast, but reaches further than j236A, going almost exactly roundstart distance. Most commonly used version for combos, both midscreen and in the corner.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j.236C 690 16 4 35 -
The longest airdash, but has a noticeably longer startup than the other two. Goes a little more than halfscreen. Least commonly used version in combos and neutral alike, but still just as useful.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j.236X~7/8/9 - -
Double jump followup to j236X, works like any other double jump. Goes rather low, giving it some unique uses. Can jump all 3 directions.
  • Can be used at any point after the airdash, not only during the move itself. Airdashing once gives you a double jump to use until you land.
  • Its low height can be used for tk airdash mixups under the cover of grenades; in UNI, rising air buttons are mids, but Kaguya's double jump reaches its apex fast enough that this can be tricky to react to, on top of allowing for falling buttons.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j.236A 44 /Data#j.236A
j.236B 47 /Data#j.236B
j.236C 54 /Data#j.236C
j.236X~7/8/9 /Data#j.236X~7/8/9
j.236A :

j.236B :

j.236C :

j.236X~7/8/9 :

Super Moves

Infinite Worth

Dance Elegantly in the Light: Moonlit Palette
Requires 200 EXS
光混じりて舞いし彩かな「月光彩」
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3510 Mid 1+8 3 (8) 5 31 -18 1~24 Full
Kaguya does two far reaching step kicks, transitioning on hit to a combo of devastating gunshots. High damage combo ender, like all other IW. The initial hit moves Kaguya forward quite a bit and is very active, giving it some uses in reversal scenarios. On block or whiff, will only do the first two kicks.
  • The comically high minimum damage on IW makes it an amazing combo ender to secure rounds, and will KO at more health thresholds than either player would expect. With vorpal, doing cs before using it on the first round can refund a lot of the meter used for it during the cinematic.
  • On hit, places Kaguya and the opponent about halfscreen away from each other.
  • The large step forward on the initial hit may require delays to combo into on certain enders, especially midscreen. In the corner, it's sufficiently active that it should hit no matter what without much in the way of timing adjustments.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
55 Wall Bounce, Knockdown /Data#41236D
41236D :

Infinite Worth EXS

O Moon, Reflect the Night: Moonlit Night
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
月やこの夜の鏡なるらむ「夜下月照」
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3750 All 1+14 Total 67 -25 Strike 1~26 Full
It's an IWEX. Needs 30% hp. Highest damage super option for 200 meter.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat table assumes the A normal is whiffed.

Rebeat Table
Attack Chain Advantage
5B, 2B 5A -5
5B, 2B 2A -4
5BB, 5C, 2C 5A -3
5BB, 5C, 2C 2A -2
Gap Table
Attack Chain Frame Gap
5B 5BB 2f
5A, 2A 6C 6f
5B, 2B 6C 3f
5BB, 5C, 2C 6C 1f

Videos

Under Night 2 Character Overview: Kaguya by Lid

External Links

Colors

Default Unlocks

001 Urbane Banisher
002 Blood Countess
003 Bouncing Yellow
004 Calm Atmosphere
005 Almost Night
006 Shady Chaser
007 Autumn Stroll
008 Special Gospel
009 Ice Dance
010 Witch of the Gun
011 Shrine Maiden
012 Striking Vermillion
013 Sour-Sweet Fruit
014 Light And Shadow
015 Sand Storm
016 Green Tea
017 Vampire Affectation
018 Tropical Lady
019 Call From Deep Sea
020 Miss Valentine
021 Dancing Dragon
022 Neighborhood Lady
023 Beat Angel
024 Berserk Gunner
025 Matcha to Anko
026 Deep Red Dress
027 Acquired Taste
028 Secret Business
029 Radiant Firearm
030 Spiral Pierce
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
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Strategy
Frame Data
Glossary
Resources and Links
Mechanics
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Damage and Combo System
Attack Attributes
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