Kagura Mutsuki/Move List

CP= Kagura is a character with wide ranged-sweeping-normals and very high average damage. His Drive, Black Gale, allows him to transition to three different types of stances that each have three different moves that can be performed off of them, leading to a variety of combos, mixups and mindgames to be available at his disposal. His projectile and anti-air also provide some solid standard ground to work with, along with giving him a powerful wakeup offense game. With around 11,500 in total along with certain moves that grant him super armor, Kagura can also easily take a lot of punishment.

However, Kagura does have some flaws. First off, he is rather a bit sluggish via his poor mobility (despite his fairly quick backdash) and that some of his longer ranged normals are rather slow, making them difficult to chain into off of most normal attacks. He also lacks solid pokes that are far enough ranged to deal with most characters with solid footsies, and adding to that happens to be his difficulty in dealing with faster mixup characters. What's more, his combos are more effective in the corner than out in the open. It is due to this, Kagura is mainly a very heavy momentum-based character; either he maintains his very pressuring-mindgame lead, or he may get helplessly blown up should he fail to recover.

His Overdrive is Infinite Coupling/Vehemence Edge, which grants him the ability to infinitely perform multiple Drive stance transitions/cancels for the duration, as well as granting new hit effects on some of his stance-based moves (some of his normals also gain new properties as well).

As of Patch 1.1, Kagura has a taller hurtbox when getting hit by high-level attacks via his upper hitstun animation, and has increased Negative Penalty resistance by 2. His backdash cancels also have less duration from 30 frames to 25 frames.