Samurai Shodown/Kazuki Kazama: Difference between revisions
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[[File:SS_Kazuki_Profile.png|<center><font size="4"><b>Kazuki Kazama</b></br>風間 火月, Kazama Kazuki</font></center>| | {| class="wikitable" style="float:right; margin-left:10px;" | ||
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|[[File:SS_Kazuki_Profile.png|350px|center|]] | |||
<center><font size="4"><b>Kazuki Kazama</b></br>風間 火月, Kazama Kazuki</font></center> | |||
|- | |||
| {{#lst:Samurai Shodown/System Data|Kazuki Data}} | |||
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{{TOClimit|2}} | {{TOClimit|2}} | ||
==Introduction== | ==Introduction== | ||
Kazuki is a hot-headed ninja that wields fire techniques and aggressively quick swordplay to create an explosively powerful bullying playstyle. | |||
Kazuki is a blend of a resource-building and rushdown character. His main strengths lie in his movement speed and his walljump, and a fairly decent poking game with his normals, many of which cover a relatively good amount of space and also come out relatively fast. His 2C is a great tool for stuffing air approaches, while his 5B and 2B work as excellent neutral checks, and his 66B helps him punish and convert into combos; his air normals generally cover a lot of space, contributing to the strength of his air game. He also has high damage with the right resources, specifically the use of ''Flames of Disaster'' to build up stocks that can be used to enhance the power of many of his special moves; with it, his ''Soul Burner'' can become a potent projectile that either stuffs enemy approaches cold or acts as a combo extender, and his ''Exploding Death'' hitgrab becomes a powerful combo ender that lets him set up more charges. The boosts from his empowered moves only get stronger when he's in Max Rage, and the speed and power of his WFT are extremely threatening when he can get setups for it, making him a great character for fighting up close and cranking out damage. | |||
However, Kazuki's aggressive gameplay style is offset by his lack of range; as good as his buttons are, he will still struggle against characters who are exceptionally good at keeping him spaced out. If Kazuki doesn't get time to charge fireball stocks, his damage and what zoning presence he does have become much less effective, and his flexibility suffers for it. Additionally, all his special moves, while powerful, tend to be unsafe on block, and using some of them in combos requires a good understanding of how and when to space them, or they'll whiff; using them carelessly or mismanaging his charges will result in getting punished a lot. | |||
For those that favor offensive approaches, lots of movement speed, and a few funny tricks to pull out every now and again, Kazuki's strengths are well-suited to you. | |||
{{ProConTable | {{ProConTable | ||
|intro=<center>[[File:SS_Kazuki_Icon.png|40px]] '''Kazuki Kazama''' is an aggressive, resource-based "power-up" character with explosive damage potential and flexible neutral.</center> | |||
|pros= | |pros= | ||
* Good mobility | * '''Good mobility:''' One of Kazuki's strongest points as a character is his high movement speed as well as his walljump--he can close distance incredibly quickly and change his jump arc whenever he's near the wall. | ||
* Good pokes, counterpokes, and air normals | * '''Good pokes, counterpokes, and air normals:''' Paired with his great movement options, Kazuki's buttons are quick and cover a variety of attack angles, allowing him to skitter in and hit his opponents or control the air space with aggressive, powerful swings. | ||
* High damage | * '''High damage:''' With stocks for combos, a full Rage meter, or both, Kazuki's damage is highly explosive, as many of his normals are cancelable into clean special move enders. | ||
* WFT has decent range and is fairly fast for its reach | * '''Strong WFT:''' Kazuki's WFT does a ton of damage, has decent range, and is fairly fast for its range and reach. Many of his cancelable normals will let you combo into it, and it even has some invulnerability to lows if timed well. | ||
|cons= | |cons= | ||
* | * '''Extremely short range:''' While his normals can cover a variety of angles, they're still relatively short in comparison to most other characters, so Kazuki often struggles to get in against characters with better buttons. | ||
* | * '''Punishable specials:''' Many of Kazuki's special moves either have a fair bit of recovery time or aren't super safe when blocked; misusing them can result in getting punished ''very'' badly if called out. | ||
* | * '''Resource-intensive:''' Kazuki loses out on some of his best damage if he doesn't have resources. In particular, ''Soul Burner'' isn't too useful as a combo or zoning tool without having charges on hand, and ''Exploding Death's'' damage cashout suffers greatly without having charges to burn. | ||
* | * '''Tricky spacing for combo stability:''' As a result of how short some of his buttons are, Kazuki needs to be at the right distance when attacking to combo into certain special moves (and sometimes even his WFT). Misreading the range of certain normals or specials will cause his combos to drop. | ||
}} | }} | ||
==Gameplan== | ==Gameplan== | ||
Line 30: | Line 37: | ||
===Neutral=== | ===Neutral=== | ||
His 5B and 2B are excellent poking tools and good checks for opponents that are trying to dash in, though against longer ranged opponents he'll have to be careful. His 66C is probably the next best move for distance closing and punishes if you don't need a combo from it, due to its reach, and it has some use as an anti-air if used carefully, albeit a risky one. He can also use fireballs as a zoning tool, though this is generally less helpful unless he has at least 1 meatball to boost his fireball with. For anti-airing, he can use 2C, 623S | His 5B and 2B are excellent poking tools and good checks for opponents that are trying to dash in, though against longer ranged opponents he'll have to be careful. His 66C is probably the next best move for distance closing and punishes if you don't need a combo from it, due to its reach, and it has some use as an anti-air if used carefully, albeit a risky one. He can also use fireballs as a zoning tool, though this is generally less helpful unless he has at least 1 meatball to boost his fireball with. For anti-airing, he can use 2C, 623S, or more rarely 421S if you need to force distance from the opponent. | ||
===Okizeme=== | ===Okizeme=== | ||
Line 82: | Line 89: | ||
|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
|description=Kazuki does an outward reverse-grip slash | |description=Kazuki does an outward reverse-grip slash. | ||
* Serves as a quick, cancelable poke with better range than 5A. | * Serves as a quick, cancelable poke with better range than 5A. | ||
}} | }} | ||
Line 866: | Line 873: | ||
|deflect= | |deflect= | ||
|unarmed=No | |unarmed=No | ||
|description= | |description=Universal Rage Explosion. Check the Mechanics page for more info. | ||
}} | }} | ||
}} | }} | ||
Line 891: | Line 898: | ||
|deflect= | |deflect= | ||
|unarmed=No | |unarmed=No | ||
|description= | |description=Universal Lightning Blade. Check the Mechanics page for more info. | ||
}} | }} | ||
}} | }} | ||
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|total= | |total= | ||
|blockAdv= | |blockAdv= | ||
|guardDmg=10 | |||
|cancel=No | |cancel=No | ||
|recoil=No | |recoil=No | ||
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==Special Moves== | ==Special Moves== | ||
As a general note: all of Kazuki's special moves, aside from 421S/D, 214D, and A+D, consume different amounts of charge. | As a general note: all of Kazuki's special moves, aside from 421S/D, 214D, and A+D, consume different amounts of charges, colloquially referred to as meatballs. | ||
The breakdown is as follows: | He gains one charge/meatball for every use of 214D, up to a maximum of 3. | ||
The breakdown for how his other special moves consume charge is as follows: | |||
* A: Level 0 (no charges consumed) | * A: Level 0 (no charges consumed) | ||
* B: Level 1 (1 charge consumed) | * B: Level 1 (1 charge consumed) | ||
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|caption= | |caption= | ||
|name=Soul Burner | |name=Soul Burner | ||
|input= | |input=236X | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
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|caption= | |caption= | ||
|name=Exploding Death | |name=Exploding Death | ||
|input= | |input=623X | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=A | |version=A | ||
|damage= 110 (10,100) | |damage= 110 (10, 100) | ||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
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|description=A hitgrab and Kazuki's standard combo ender. | |description=A hitgrab and Kazuki's standard combo ender. | ||
* ''Blockable'', so be careful when using it. | * ''Blockable'', so be careful when using it. | ||
* Gives enough knockdown time to charge | * Gives enough knockdown time to get a charge with 214D. | ||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
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|unarmed=No | |unarmed=No | ||
|description= A super-charged version of whichever version of 623X you choose to use. | |description= A super-charged version of whichever version of 623X you choose to use. | ||
* When in doubt, use this to end your combos in Rage mode; even at level | * When in doubt, use this to end your combos in Rage mode; even at level 0, its damage output is significantly higher than the normal version. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=Annihilating Flames | |name=Annihilating Flames | ||
|input= | |input=421X | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
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|hitAdv=KD | |hitAdv=KD | ||
|total=70 | |total=70 | ||
|blockAdv=- | |blockAdv=-30 | ||
|guardDmg=10 | |guardDmg=10 | ||
|cancel=No | |cancel=No | ||
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|description=Kazuki takes a pose and summons a small fireball (if he has no charges) or makes his existing fireball bigger (if he has at least one charge already but isn't at max charge). The max charge is up to 3 stocks. | |description=Kazuki takes a pose and summons a small fireball (if he has no charges) or makes his existing fireball bigger (if he has at least one charge already but isn't at max charge). The max charge is up to 3 stocks. | ||
* This move gives Kazuki a charge stock for his special moves, and charged fireball levels carry over between rounds. | * This move gives Kazuki a charge stock for his special moves, and charged fireball levels carry over between rounds. | ||
* If Kazuki's already at | * If Kazuki's already at 3 meatballs, he'll do the pose, but get puzzled for a second instead of increasing his stocks, increasing the recovery time. | ||
* This move is very important to Kazuki's gameplan, but it's only safe to charge when the opponent is knocked down or far away. | * This move is very important to Kazuki's gameplan, but it's only safe to charge when the opponent is knocked down or far away. | ||
}} | }} | ||
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|damage=396 (462) | |damage=396 (462) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=1+19 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|deflect=No | |deflect=No | ||
|unarmed=No | |unarmed=No | ||
|description=Kazuki dashes full screen until he hits the opponent or reaches the corner, and hits the opponent with a huge explosion. | |description=Kazuki dashes full screen until he hits the opponent or reaches the corner, and hits the opponent with a huge explosion if the move connects. | ||
* Available only during Max Rage or Rage Explosion. Disarms on hit. | * Available only during Max Rage or Rage Explosion. Disarms on hit. | ||
* Although he falls down like level 3 fireball, it's super unsafe and can be punished by an SSM on block or whiff. | * Although he falls down like level 3 fireball, it's super unsafe and can be punished by an SSM on block or whiff. | ||
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===General=== | ===General=== | ||
* '''5A / 2A xx 623S''' <br>''Fastest close range punish combo.'' | * '''5A / 2A xx 623S''' <br>''Fastest close range punish combo.'' | ||
* '''5B / n.5B / 2B / 66B xx 623S / 236S / WFT''' <br>''Will mostly combo in close range. | * '''5B / n.5B / 2B / 66B xx 623S / 236S / WFT''' <br>''Will mostly combo in close range. All the meatball specific combos can work with a 2B starter instead of 5B, n.5B, or 66B, but only at close range (and not from a midscreen throw).'' | ||
===No Meatball=== | ===No Meatball=== | ||
* '''66C''' <br>''Long range punish for a knock down.'' | * '''66C''' <br>''Long range punish for a knock down.'' | ||
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** '''5B xx 623A / WFT''' <br>''Microwalk to connect, a little more damage than 66B.'' | ** '''5B xx 623A / WFT''' <br>''Microwalk to connect, a little more damage than 66B.'' | ||
** '''n.5B xx 623A / WFT''' <br>''Same as 66B, you will get this in corner.'' | ** '''n.5B xx 623A / WFT''' <br>''Same as 66B, you will get this in corner.'' | ||
** '''66C''' <br>''Less damage but can get a | ** '''66C''' <br>''Less damage but can get a knockdown.'' | ||
** '''5C''' <br>''Max damage but no | ** '''5C''' <br>''Max damage but no knockdown.'' | ||
===1 Meatball=== | ===1 Meatball=== | ||
* '''5B / n.5B / 2B / 66B xx 623B'''<br> ''Short, basic combo to burn 1 meatball.'' | |||
* '''66B / n.5B xx 236B xx 66C / Issen''' <br>''Works only in the corner.'' | * '''66B / n.5B xx 236B xx 66C / Issen''' <br>''Works only in the corner.'' | ||
===2 Meatballs=== | ===2 Meatballs=== | ||
* '''66B / n.5B xx 236D xx 66C / Issen''' <br>''Easier with level two fireball than one | * '''5B / n.5B / 2B / 66B xx 623D'''<br>''Basic 2 meatball combo.'' | ||
* '''66B / n.5B xx 236D xx 66C / Issen''' <br>''Easier with level two fireball than one. Can be done midscreen.'' | |||
* '''66B / n.5B xx 236B xx 66B xx 236B xx 66C / Issen''' <br>''Advanced corner only combo.'' | * '''66B / n.5B xx 236B xx 66B xx 236B xx 66C / Issen''' <br>''Advanced corner only combo.'' | ||
===3 Meatballs=== | ===3 Meatballs=== | ||
* '''66B / n.5B xx 236D | * '''5B / n.5B / 2B / 66B xx 236C/623C'''<br>''Basic 3 meatball combo, ending in either level 3 fireball or level 3 grab.'' | ||
* '''66B / n.5B xx 236D xx 66B xx 236B xx 66C / Issen''' <br>''Corner only combo with | * '''66B / n.5B xx 236D xx 66B xx 623A / 623B / WFT / Issen''' <br>''Works after throw; the 66B has to be in range for 623S or WFT to connect.'' | ||
* '''66B / n.5B xx 236D xx 66B xx 236B xx 66C / Issen''' <br>''Corner only combo with extreme damage damage.'' | |||
===Universal=== | ===Universal=== | ||
* ''' | * '''j.C...''' | ||
** '''Many of the 66B / n.5B combos from above can be used here.''' | |||
** '''5C / n.5C''' <br>''Universal combo after jump C deep hit.'' | ** '''5C / n.5C''' <br>''Universal combo after jump C deep hit.'' | ||
** '''Lightning Blade''' <br>''Issen combo.'' | ** '''Lightning Blade''' <br>''Issen combo.'' | ||
===Guard Crush=== | ===Guard Crush=== | ||
* '''n.5C / 5C...'''<br>''After recovery...'' | * '''n.5C / 5C...'''<br>''After recovery...'' | ||
** '''SSM''' <br>''SSM follow up. | ** '''SSM''' <br>''SSM follow up. Can be Rage Exploded by the opponent, so be careful.'' | ||
* '''n.5C / 5C...'''<br>''Cancel recovery...'' | * '''n.5C / 5C...'''<br>''Cancel recovery...'' | ||
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==Videos== | ==Videos== | ||
*[https://www.youtube.com/watch?v=R6KWgQC12yo Kazuki tutorial and combos] by LegendaryWolf Shirou | *[https://www.youtube.com/watch?v=R6KWgQC12yo Kazuki tutorial and combos] by LegendaryWolf Shirou | ||
*[https://www.youtube.com/watch?v=ZZPlwXljo-s&t=8035s Duston vs Gorro at Kit 2021] | |||
*[https://www.youtube.com/watch?v=mzhKJjh54fA&t=7883s Robertt vs HellaPlus at WNF Online] | |||
==Colors== | ==Colors== |
Latest revision as of 14:43, 21 June 2023
風間 火月, Kazama Kazuki |
|
Introduction
Kazuki is a hot-headed ninja that wields fire techniques and aggressively quick swordplay to create an explosively powerful bullying playstyle.
Kazuki is a blend of a resource-building and rushdown character. His main strengths lie in his movement speed and his walljump, and a fairly decent poking game with his normals, many of which cover a relatively good amount of space and also come out relatively fast. His 2C is a great tool for stuffing air approaches, while his 5B and 2B work as excellent neutral checks, and his 66B helps him punish and convert into combos; his air normals generally cover a lot of space, contributing to the strength of his air game. He also has high damage with the right resources, specifically the use of Flames of Disaster to build up stocks that can be used to enhance the power of many of his special moves; with it, his Soul Burner can become a potent projectile that either stuffs enemy approaches cold or acts as a combo extender, and his Exploding Death hitgrab becomes a powerful combo ender that lets him set up more charges. The boosts from his empowered moves only get stronger when he's in Max Rage, and the speed and power of his WFT are extremely threatening when he can get setups for it, making him a great character for fighting up close and cranking out damage.
However, Kazuki's aggressive gameplay style is offset by his lack of range; as good as his buttons are, he will still struggle against characters who are exceptionally good at keeping him spaced out. If Kazuki doesn't get time to charge fireball stocks, his damage and what zoning presence he does have become much less effective, and his flexibility suffers for it. Additionally, all his special moves, while powerful, tend to be unsafe on block, and using some of them in combos requires a good understanding of how and when to space them, or they'll whiff; using them carelessly or mismanaging his charges will result in getting punished a lot.
For those that favor offensive approaches, lots of movement speed, and a few funny tricks to pull out every now and again, Kazuki's strengths are well-suited to you.
Strengths | Weaknesses |
---|---|
|
|
Gameplan
Kazuki tends to play a sort of in-and-out game, but mostly prefers close range. When he's up close, n.5A, n.2A, and n.5B are all relatively oppressive tools that convert into 623S on hit, giving him a knockdown and time to charge a fireball with 214D. Since it moves him forward, his 5D can be used to annoy people much like Charlotte's can, but can also be canceled into special moves; a classic Kazuki gimmick is going into 421S after 5D in order to catch an opponent trying to mash out on you. He can also get a charge off of his 6D, though it being a bit slower makes this somewhat rare.
Kazuki also has excellent conversion options from throw; when at midscreen or even if he pushes the opponent to the corner, he can get a 66B and convert into 623S, or even into a longer combo provided he has two meatballs.
Neutral
His 5B and 2B are excellent poking tools and good checks for opponents that are trying to dash in, though against longer ranged opponents he'll have to be careful. His 66C is probably the next best move for distance closing and punishes if you don't need a combo from it, due to its reach, and it has some use as an anti-air if used carefully, albeit a risky one. He can also use fireballs as a zoning tool, though this is generally less helpful unless he has at least 1 meatball to boost his fireball with. For anti-airing, he can use 2C, 623S, or more rarely 421S if you need to force distance from the opponent.
Okizeme
Generally speaking, when Kazuki gets a knockdown he wants to charge up a fireball, so oftentimes his oki focuses on that. When opponents roll, though, he can use his run speed for crossups or ambiguous side swaps, as his normals have great speeds and his dash is extremely fast.
Normal Moves
Far Slashes
5A
5A
|
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5B
5B
|
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5C
5C
|
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2A
2A
|
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2B
2B
|
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2C
2C
|
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Near Slashes
n.5B
n.5B
|
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n.5C
n.5C
|
---|
Kicks
5D
5D
|
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6D
6D
|
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2D
2D
|
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3D
3D
|
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Dash Normals
66A
66A
|
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66B
66B
|
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66C
66C
|
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66D
66D
|
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Air Normals
j8.A
j8.A
|
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j7/9.A
j7/9.A
|
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j.B
j.B
|
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j.C
j.C
|
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j.D
j.D
|
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Unarmed Normals
u.5S
u.5S
|
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u.2S
u.2S
|
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ju.S
ju.S
|
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u.66S
u.66S
|
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Universal Mechanics
Guard Break
Guard Break (Throw)
|
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Surprise Attack
Surprise Attack (Overhead)
5B+C |
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Dodge
Dodge
5A+B |
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Stance Break
Stance Break
A+B during Just Defense |
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Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B |
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Rage Explosion
Rage Explosion
5A+B+C |
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Command Moves
Wall Jump
Wall Jump
9 (near a wall) |
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Blazing Fang
Blazing Fang
j.2B |
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Special Moves
As a general note: all of Kazuki's special moves, aside from 421S/D, 214D, and A+D, consume different amounts of charges, colloquially referred to as meatballs. He gains one charge/meatball for every use of 214D, up to a maximum of 3. The breakdown for how his other special moves consume charge is as follows:
- A: Level 0 (no charges consumed)
- B: Level 1 (1 charge consumed)
- D: Level 2 (2 charges consumed)
- C: Level 3 (3 charges consumed)
If Kazuki uses a move stronger than the number of charges he has available (e.g., 236D with a level 1 charge), the move used will go downward to the next closest level. Moves as listed below assume that for the matching level you have the correct number of charges.
Soul Burner
Soul Burner
236X |
---|
Exploding Death
Exploding Death
623X |
---|
Annihilating Flames
Annihilating Flames
421X |
---|
Flames of Disaster
Flames of Disaster
214D |
---|
Flaming Backdraft
Flaming Backdraft
A+D when knocked down |
---|
Supers
Weapon Flipping Technique
Exploding Flames
236B+C |
---|
Super Special Move
Eternal Inferno
641236C+D |
---|
Combos
General
- 5A / 2A xx 623S
Fastest close range punish combo. - 5B / n.5B / 2B / 66B xx 623S / 236S / WFT
Will mostly combo in close range. All the meatball specific combos can work with a 2B starter instead of 5B, n.5B, or 66B, but only at close range (and not from a midscreen throw).
No Meatball
- 66C
Long range punish for a knock down.
- 66B xx 623A
Long range max damage punish for a knock down.
- 5C / n.5C
Short to mid range punish with more damage but no knock down.
- 5CD / 4CD...
Throw...- 66B xx 623A / WFT
Standard throw combo. - 5B xx 623A / WFT
Microwalk to connect, a little more damage than 66B. - n.5B xx 623A / WFT
Same as 66B, you will get this in corner. - 66C
Less damage but can get a knockdown. - 5C
Max damage but no knockdown.
- 66B xx 623A / WFT
1 Meatball
- 5B / n.5B / 2B / 66B xx 623B
Short, basic combo to burn 1 meatball. - 66B / n.5B xx 236B xx 66C / Issen
Works only in the corner.
2 Meatballs
- 5B / n.5B / 2B / 66B xx 623D
Basic 2 meatball combo. - 66B / n.5B xx 236D xx 66C / Issen
Easier with level two fireball than one. Can be done midscreen. - 66B / n.5B xx 236B xx 66B xx 236B xx 66C / Issen
Advanced corner only combo.
3 Meatballs
- 5B / n.5B / 2B / 66B xx 236C/623C
Basic 3 meatball combo, ending in either level 3 fireball or level 3 grab. - 66B / n.5B xx 236D xx 66B xx 623A / 623B / WFT / Issen
Works after throw; the 66B has to be in range for 623S or WFT to connect. - 66B / n.5B xx 236D xx 66B xx 236B xx 66C / Issen
Corner only combo with extreme damage damage.
Universal
- j.C...
- Many of the 66B / n.5B combos from above can be used here.
- 5C / n.5C
Universal combo after jump C deep hit. - Lightning Blade
Issen combo.
Guard Crush
- n.5C / 5C...
After recovery...- SSM
SSM follow up. Can be Rage Exploded by the opponent, so be careful.
- SSM
- n.5C / 5C...
Cancel recovery...- Lightning Blade
Universal Issen combo.
- Lightning Blade
Videos
- Kazuki tutorial and combos by LegendaryWolf Shirou
- Duston vs Gorro at Kit 2021
- Robertt vs HellaPlus at WNF Online
Colors
External Links
- Twitter hashtag: #SS_KA