Chaos Code/Kagari

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Profile-kagari.jpg

Introduction

Story

Kagari, a secret agent for the anti Earth-Union organization 'KURENAI', lost her parents when she was a child due to the war the Earth Union had caused. Because of this, she formed a deep hatred for the Earth Union.

After her parents' deaths she was adopted by Kurenai, who is the leader of the self titled anti-Earth Union organization. Kurenai had given her unconditional love, that of which her parents would have given her.

She decided to work as an agent to repay Kurenai, and to avenge her parents' deaths.

Summary

Kagari is a very versatile character, with solid rushdown tactics, many combo powerful options, plenty of mobility, and defensive options that include her DP, her teleport counter, and air shuriken. On top of such, she is an easy character to pick up. Her weakness lies in not being able to be the best at everything, but with the right decision making, she is a very dangerous character.

Run vs Step

Run - Kagari has a very fast run speed, and seems to be the common choice among Japanese arcade players.


Step

Combos

These combos are not definitive, and can be altered to whatever works best for you. Feel free to omit certain normals if you think it will push you too far. Keep in mind you can add in j.C > j.D > as a starter for extra damage if you don't see the IAD j.C > j.D. Remember, you don't always have to start combos like that!

Remember A and C are punches (P) and B and D are kicks (K). Seeing "f." next to a normal means "far". Seeing "cl." means "close". A "dl." by a normal indicates some sort of delay. A numben parentheses like (2) indicate a number of hits, and something with "x" by it like x3 by it means repeat that many times.

"W!" is borrowed from Tekken, and used to represent some sort of wallbounce/splat in short.

Basic Combos

If you're just starting with the character, start with these!

2B > 2A > cl.5C(2) > 2D

2B > 2A > cl.5C(2) > 2B > f.5C > 2D

2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 214C [> 214214B]

  • If you start this combo from near to the corner to your back, the 214214B can wallsplat, allowing you to 2A > 2C > j.B(2) > 2D > Airthrow.

2B > 2A > cl.5C(2) > 5D > 3B > 236236B

2B > 2A > cl.5C(2) > 5D > 3B > 214C > 214C > 236236P or 236236K

2B > 2A > cl.5C(2) > 5D > 3B > 214A+C > 214A+C > 214A+C > (corner, ground bounce) > 2B > 5B > 5A > f.5C > sjc > j.B > j.C > j.D > Airthrow or j.214214B

Ryuusei Kyaku Combos

These combos involve comboing to 214214K early on, to utilize the wall bounce. The wall bounce occurs at a certain distance.

2D > 623A(1) > 214214D > Ending Combo

IAD > j.C > j.D > 2A > 2B > f.5C(2) > 5D > 3B > 236B(2) > 214214D > W! > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow


Manji Senkou Ha Combo Paths

Manji Senkou Ha at midscreen will carry your opponent to the corner, allowing some really powerful combos, and at the very least get you some corner carry.

IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2B > 2A > cl.5C(2) > 214C > 214C > 214C > (j.214214B)

IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2A > 2B > cl.5C(2) > 214C > 214C > 236236A/C

IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 5A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 2C > sjc > j.B(2) > j.D > Airthrow

IAD > j.C > j.D > 2B > 2A > cl.5C(2) > 5D > 3B > 2141236C > run, airdash > j.C > j.D > 2A > 2B > cl.5C(2) > 236B > 236236P (or 214214K)

IAD > j.C > j.D > 5A > 5B > 5C(2) > 3B > 2141236C > 214B > 214B > IAD > j.C > j.D > combo path of choice

IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 2141236C > IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 5B > 5A > 5B > 5C > 236A > 3B > 214C > 214C > 214C

  • This is a stun combo.

Corner Carry

These combos will usually utilize EX Rekkas for corner carry. Remember that the final hit causes groundbounce, and in the corner, do take advantage of that.

2B > 2A > cl.5C(2) > 214A+C > 214A+C > 214A+C > 2B > 5B > 5A > f.5C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214B


Corner

These combos can only be done in the corner.

IAD > j.C > j.D > 5B > cl.5C(2) > 2A > 2B > 5A > 5B > 5C > 236A > 3B > 214C > 214C > 214C [> 214214K]

IAD > j.C > j.D > 2A > 2B > cl.5C(2) > 2A > 2B > 2B > 2B > f.5C > 236A > 3B > 214C > 214C > 214C [> 214214K]

IAD > j.C > j.D > cl.5C(2) > 2B > f.5C > 236A+C > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow

IAD > j.C > j.D > 2B > cl.5C(2) > 2B > dl.cl.5D > dl.236A+C > 2C > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow

  • Bravo specific combo?


Throw Combos

Throws are an integral part of your game. Your throw alone won't do you much good, learn to combo from it.

Throw > f.5C > 623C

Throw > f.5C > Super of choice

Throw > f.5C > 2363214A+C

Throw > 2A > 2C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214K

Throw > j.A > j.B(1) > j.C > j.D > sjc > j.A > j.B (1) > j.C > j.D > Airthrow or 214214K

Throw > 214D > j.B(2) > j.D > 2C > sjc > j.B(1) > j.C > j.D > Airthrow or 214214K

Throw > whiff 2A > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump > j.A > j.B(1) > j.C > j.D > jc > j.B(1) > j.C > j.D > Airthrow

Chaos Cancel and Exceed Chaos Combos

These are the more advanced combos, and utilize Chaos Cancel (A+B cancel) and Exceed Chaos (B+C burst) to extend combos for a lot of damage. Exceed Chaos combos need three bars of meter. Chaos Cancel by itself uses a bar.

CC is for Chaos Cancel and EC is for Extend Chaos. Recall that you can change the trajectory or Kagari by holding a direction, like [6] for example. Looking at these combos really show how important the 214214K super is.


Chaos Cancel Combos

IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > (2A > 2C) > 5D > j.B(1) > j.C > j.D > Airthrow

IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B > A+B > 5D > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow

[Corner] IAD > jC > jD > 2B > 2A > cl.5C(2) > 5D > 3B > 236236B(1st hit) > A+B > 214B > 236[D] > 5D > sjc > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow



Exceed Chaos Combos

IAD j.C > j.D > 2A > 2B > cl.5C(2) > 5D > 3B > 214C x3 > EC > j.236C > 214214D > CC > 214214D > CC > j. 236C > 214214B > CC [6] > 623C(1) > 214214D > W! > 3B > sjc > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow

IAD j.C > j.D > 2A > 2B > cl.5C(2) > 5D > 3B > 236B(1) > EC > 2D > 623C(2) > 214214D > W! > 214A > 236236D(2) > CC > cl.5D > 236B(2) > 214214D > W! > j.B(1) > dl.j.C > dl.j.D > rejump j.A > j.B > j.C > j.D > jc > j.A > j.B > j.C > j.D > Airthrow

IAD j.C > j.D > 2A > 2B > cl.5C(2) > 2A > 2B > 5A > 5B > f.C > 236A > EC > 236D > 214214B > CC > W! > 214A > 236236B(2) > CC > cl.5D > 236B(1) > 236236B



Tactical Guard Combos

Tactical Guard is C+D, your "parry". This costs half a meter, so make it worth it by practicing these combos.

TG > 5B > IAD > j.C > j.C > cl.5D > sjc > j.B(1) > j.C > j.D > Airthrow

TG > cl.5C(1) > 236[D] > 2A > f.5C > 623C

Counterhit Combos

Counterhits happen quite often in the game and give quite a bit of time to react and do things you normally can't. Make sure you're prepared with these.

CH 623A(1) > 2B > 2C > j.B > j.C > j.D > Airthrow or 214214K

CH 2D > 2B > 2C > j.B > j.C > j.D > Airthrow or 214214K

Combo Videos

Any videos contain the above combos can be found here. If you are a visual learner, watch these, especially the Combo Tutorial by the top Kagari player Manji.

Combo Tutorial

http://www.youtube.com/watch?v=YLPR4CqG9rs&feature=youtu.be

  • Highly recommended video.

Basic Combos

http://www.youtube.com/watch?v=s4TTBrdNTQg

Advanced Stun Combo

http://www.youtube.com/watch?v=BDuvzlxvhwg

Basic Combo Extensions

http://www.youtube.com/watch?v=-79omFdmhQE

Corner Carry Combos

http://www.youtube.com/watch?v=V-mo6OjnHWc

Chaos Shift and Exceed Chaos Examples

http://www.youtube.com/watch?v=cqM5lJ3Wt3Q

Move List

Normal Moves

5A - Mid. Cancelable. Standing chop.


2A - Mid. Cancelable. Crouching chop. Appears to be faster than 5A.


cl.B - Low. Cancelable. Side kick.


5B - Mid. Cancelable. Side kick. A pretty quick move, good for catching people when in range.


2B - Low. Cancelable. Fast crouching low kick with decent range.


cl.C - Mid. Cancelable. Two hit sword slash and stab. Can be jump and special cancelled after either hit.


5C - Mid. Cancelable. Sword thrust, seems to have good range.


2C - Mid. Cancelable. Sword swipe anti-air. Moves Kagari forward a bit.


cl.D - Mid. Cancelable. Standing knee attack.


5D - Mid. Not cancelable. Kagari leans to the floor and angles a kick up high. Anti-air looking move.


2D - Low. Not cancelable. Standard sweep.


j.A - High. Cancelable. Jumping horizontal chop like 2/5A.


j.B - High. Cancelable. Two hit jumping move, one kick goes straight and the other slightly up.


nj.C - High. Cancelable. Sword slash below.


j.C - High. Cancelable. When jumping away or towards j.C becomes a sword stab move. Strong move, seems to be active a very long time.


nj.D - High. Cancelable. Kagari does the jumping splits.


j.D - High. Cancelable. When jumping away or towards j.D becomes a standard horizontal kick.


Command Normals

3B - Low. Cancelable. Kagari scoots up a bit then does the splits. Combo extender, and can pick up wallbounces as well.


A+C - Airthrow. Combo ender, and can leave you in a knockdown position (or rather close to one) in the corner.

Special Moves

Kasumi Nagi - 214A/C (follow up two more times)

This is her three part rekka series. Very useful in combos, and your go to meterless combo tool. If you have a stock of meter, you can follow up the last hit with j.214214B.

  • A ver - travels the shortest distance.
  • C ver - travels longer than the A version.
  • EX ver (EX) - travels further and faster than both versions, and each part hits twice. Also allows for followups in the corner with its ground bounce.
Shuriken - Senkou - 236A/C

The ever useful shuriken. Useful for zoning/spacing and general annoyance. Builds a bit of meter when it hits, and a tiny bit on block.

  • A ver - slower projectile.
  • C ver - a little faster than the A version.
  • EX ver (EX) - shoots three shurikens, the last one knocks the opponent in the air, which is useful for corner combo extensions. Speed seems to be in between A and C versions.
Mugen - 236B/D (hold D for low attack for D ver)

Kagari runs forward and either swipes or hops with her sword. Builds meter on whiff but risky doing so. Could be useful for whiff punishing.

  • B ver - Kagari runs forward and swipes upward. Builds a fair amount of meter on whiff. Two hits and builds lots of meter on hit, and less on block.
  • D ver - Kagari runs forward and hops with a j.C attack. Builds lots of meter on whiff, and a lot on hit. Holding D will make her go low. On counterhit, the high will lead to an easy combo. The low version on counterhit will lead to a small pickup for a combo.
Mugen - Utsuroi - 214B/D

This is Kagari's command dash which helps her make up space, and useful for mixup on opponents who respect it. Does not build meter.

  • B ver - Kagari dashes on the ground and can go through the opponent.
  • D ver - Kagari dashes on the ground and can pass through the opponent, but jumps straight up at the end. Doesn't cover as much distance as the B version.
Genjin - 623A/C

Typical Shoryuken attack. Does good bits of damage and good combo ender as well. Don't mash this out too much. Both versions build roughly the same amount of meter.

  • A ver - Kagari jumps straight up with her sword, good anti-air. Two hits.
  • C ver - Kagari steps forward and jumps up with her sword. Three hits.

Extra Specials

Shuriken - Rakurai - j.236A/C

A very useful special move to pick at character select do to the fact it gives Kagari more spacing control, and helping her build meter on hit while doing so.

  • A ver - Kagari throws the shuriken almost straight below her, at a very slight angle. Can be used for oki setups as it can cross up easily.
  • C ver - Kagari throws the shuriken at about a 45 degree angle.
Kawarimi - Oboro - 22A/C

This is a counter move. When hit during the animation Kagari will teleport above with a random object she leaves behind on the ground.

  • A ver - When Kagari is hit she will teleport above the opponent.
  • C ver - When Kagari is hit she will dash through the opponent.

Ultimate Chaos

Ougi - Rasen - 236236B/D

Kagari dashes forward to kick the opponent up in the air, following up with the beloved Izuna drop. Both versions seem to do the same amount of damage.

  • B ver A shorter dash than the D version.
  • D ver Kagari will dash a bit more forward that the B version.
Ougi - Manji Senkou Ha - 2141236A/C

Kagari creates a wave of energy with her sword. This super is a good combo extender. This move almost goes full screen. Both versions seem nearly identical.

Extra Ultimate Chaos

Ougi - Harinezumi - 236236A/C

One of the selectable supers. This one Kagari uses her "robo dreads" to pierce and punch the opponent and inflicting poison. A good combo ender as it deals a lot of damage.

  • A ver
  • C ver
Ougi - Ryuusei Kyaku - 214214B/D (midair also)

Probably the more popular super to choose, due to the fact that it's a great combo ender and when it wallsplats at a certain distance, Kagari can continue a small pickup combo afteward. Both versions seem to go the same distance, unless done in the air.

  • B ver - This version works more in combos.
  • D ver - This version when done in the air travels further and can hit full screen.

Destruction Chaos

Hi Ougi - Ura Rasen - 2363214A+C

Her most powerful super, it uses all three bars of meter. Kagari turns around and back bumps the opponent, and a seal appears while her armor disappears. She carries the opponent up and slams them against the walls for eight hits before coming down again.

This super is a very good punish at close range, and very easy to combo into. Don't be afraid to use it to get ahead and win.

Gameplay

Defense and Spacing

Offense, Mixup, and Knockdown

On knockdown, Kagari can try something like this [2]. When the opponent is knocked down, whiff a 2A to help with the timing. Immediately after, instant airdash and then hit j.A to stop your momentum. If you time it right, you will pass through the character and land on the opposite side. Try adjusting the timings to keep your opponent off guard. Not sure if its completely safe, but worth a try.

Also on knockdown, something as simple as jumping over/instant air dashing with the A Shuriken can be effective, since it too crosses up.

Colors

Notes:

  • PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.
A Button B Button C Button D Button
KagariA.png
KagariB.png
KagariC.png
KagariD.png
R1 + A Button R1 + B Button R1 + C Button R1 + D Button
KagariSA.png
KagariSB.png
KagariSC.png
KagariSD.png
  • A Button: Normal version.
  • B Button: Eva Unit 02 (Neon Genesis Evangelion)
  • D Button: Nirvash (Eureka Seven)
  • R1+B Buttons: Hyaku Shiki (Zeta Gundam)
Chaos Code
General

ControlsFAQTiersHUDSystemTrophies

Characters

BravoCait & SithCatherineCeliaCelia IICerberusCthyllaHermesHikaruKagariKudlak-SinMG HikaruRuiVeinLupinusRay