|
|
Line 1,117: |
Line 1,117: |
| You can use 623K to interrupt [4]6P on block. | | You can use 623K to interrupt [4]6P on block. |
|
| |
|
| {{Navbox-DKG}} | | {{Navbox-TSS}} |
|
| |
|
| [[Category:Dan-Ku-Ga]] | | [[Category:Twinkle Star Sprites]] |
| [[Category:Kazuya (DKG)]] | | [[Category:ADK]] |
Revision as of 20:22, 24 March 2024
Load Ran
|
|
Speed |
2 Stars
|
Shot |
2 Stars
|
Story
Load Ran is an girl that uses her broom to fly and fight. She has a counterpart named Dark Ran and she plays the same as her and is only a palette change.
Gameplay Overview
One of the fastest characters of the game and also has some of the best defense because of it. Her high speed can be hard to control, but once you learn how to control her movement, she can be impossible to hit.
Strengths |
Weaknesses
|
- Speed: Load Ran is a pretty fast character to control, even at competitive skill level.
- Good Charge Attack: Load Ran has one of the best Charge Attacks in the game.
- Good EX Attack: Load Ran has one of the game's best EX attacks to exist, and it is very useful.
|
- Bomb Animation is Unsafe: Her Bomb Animations leaves her with less invul time to move around than other characters.
- Hard to Control: Her speed is a double edged sword, while she's one of the fastest, she can also be hard to control. Making minor adjustments during bullet hell moments can be harder than normal.
- Her Dark Counterpart Is Just A Palette Swap: Dark Ran plays exactly the same as Load Ran and is only really a palette change.
|
Normals
Standing
5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
4
|
5
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
Standard mashable jab. Prone to being low profiled, limiting its usefulness.
Crouched by Wulong, Liza.
|
|
n.5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
4
|
5
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
Same as above, but the hitbox is slightly higher.
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca.
Max activation range is 66px
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
4
|
8
|
+6
|
+4
|
HL
|
N
|
-
|
Reset
|
Fine ground poke, has good disjoint but pretty lame range.
Crouched by Liza (crouch blocks it).
|
|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
32
|
2
|
2
|
14
|
+2
|
±0
|
HL
|
Y
|
-
|
Reset
|
Kazuya does a sideways chop. Generally outclassed by n.5LK and n.5MK, but it might catch people jumping.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
Max activation range is 77px
|
|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
4
|
8
|
16
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
|
This has disjoint which is rare for a standing HP. Quick startup makes it a great anti-air for lower angles and a decent committal counter-poke. It can also be low profiled by some crouching pokes.
Crouched by Wulong, Liza.
|
|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
8+4(5)
|
128+32
|
6
|
2+8
|
12
|
+2
|
±0
|
HL
|
Y/N
|
-
|
Reset (x2)
|
A 2-hit punch that's pretty outclassed by n.5MK (better frames and cancellable for ground use) and f.5HP (gives you a reset instead of a KD on anti-air). Chances are you should only see this on accident.
Crouched by Wulong, Liza.
Max activation range is 66px
|
|
5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
4
|
4
|
4
|
+5
|
+3
|
HL
|
N
|
-
|
Reset
|
Kazuya leans back and kicks, mashable and pretty disjoined. Rarely comes out to contact due to n.5LK's large activation range, which is the normal you want for combos/pressure.
|
|
n.5LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4
|
32
|
3
|
3
|
4
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
Kazuya does a knee that's chainable and stupid plus. Link it into 2MK xx Genroudan, and apply liberally in pressure. By far his best light and arguably his best button up close.
Max activation range is 78px
|
|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
32
|
5
|
6
|
8
|
+4
|
+2
|
HL
|
N
|
-
|
Reset
|
Kazuya does a funny-looking kick. This is his farthest reaching disjointed normal, only outranged by 2MK and 2HK. It's not all too rewarding, though.
Crouched by Liza (crouch blocks it).
|
|
n.5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
32
|
4
|
5
|
6
|
+7
|
+5
|
HL
|
Y
|
-
|
Reset
|
A good meaty and all-purpose close normal. It's more active and vertical than n.5LK with a somewhat shitty grab OS, all in return for not being self-chainable.
Max activation range is 78px
|
|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15*
|
128
|
6
|
3/3
|
16
|
±0
|
-2
|
HL
|
N
|
-
|
Reset
|
Your standard shoto standing HK. Can be used as an emergency anti-air - the more vertical close version helps with this. Don't even try to make this work as a poke. Usually won't hit for the first part, since n.5HK will activate, so it's usually +3/+1.
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Liza, Lihua, J. McCoy, Marco, Azteca.
|
|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
9+3(4)
|
128+32
|
5
|
6+2
|
15
|
+5
|
+3
|
HL
|
N
|
-
|
Reset (x2)
|
Kazuya does an axe kick, see above. No reason to press this vs a grounded opponent whatsoever.
Crouched by Liza (crouch blocks it).
Max activation range is 78px
|
|
Rolling Kick 6HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4+7(9)
|
32+96
|
6
|
5+5
|
26
|
-9
|
-11
|
HL
|
N
|
-
|
Reset (x2)
|
Would you use Ryu's rush punch to close distance if it had twice the recovery and awful frames? No? Well that's what we have here, unfortunately. It's nice that Kazuya has something like this to extend his normal range, but the absurd recovery means you have to be careful with it. At absolutely perfect spacing it's -5 on hit for fucks sake. It's a funny vertical anti-air, though good luck actually capitalizing on the reset.
|
|
Crouching
2LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
2
|
6
|
4
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
|
Generic low jab that's outclassed by n.5LK and 2LK for a variety of reasons, including their chaining into each other.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
9
|
32
|
3
|
4
|
6
|
+8
|
+6
|
HL
|
Y
|
-
|
Reset
|
Crouching punch of plus frames. Makes an easier link than n.5LK into 2MK xx Genroudan. Slightly better range too, obviously not self-chaining though. A solid button, applicable at slightly farther out than n.LK's advantages tend to shine.
|
|
2HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
128
|
4
|
3/8
|
15
|
-4
|
-6
|
HL
|
Y/N
|
-
|
Reset
|
Pretty good vertical anti-air normal. The first active part is cancellable, allowing for hilarious things like Gasaigeki for a reset into whatever if you AA with it. Or you could combo into THE Dankuuga.
|
|
2LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
3
|
32
|
1
|
6
|
4
|
+3
|
+1
|
L
|
Y
|
-
|
Reset
|
Kazuya's fastest normal, the generic low short. Does everything you'd want this button to do and more, even confirming into a BnB from close range due to its self-chain into n.5LK.
|
|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
10
|
64
|
4
|
6
|
8
|
+4
|
+2
|
L
|
Y
|
-
|
Reset
|
One of Kazuya's most useful normals. It hits low and low profiles while being his farthest reaching cancellable normal besides sweep, and always combos into Genroudan or DM, even at max range. You can link into it from n.LK, n.MK, or 2MP.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
96
|
5
|
5
|
23
|
KD
|
-8
|
L
|
Y
|
-
|
KD
|
Kazuya's sweep is notably long and good for ending combos or for catching divekicks (trip guard). Sucks on block but you can cancel it into fireball or Gasaigeki to make it safer. Or DM for a really goofy frametrap.
|
|
Jumping
j.LP neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
A jumping jab. Good air-to-air that pulls Kazuya's hurtbox back.
|
|
j.MP neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
64
|
4
|
18
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Almost identical range to j.LP but worse hurtbox and not active forever.
|
|
j.HP neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Big punch that reaches far below Kazuya, making for a fantastic jump-in. Your go-to for juggles since it deals more stun than j.HK.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
It might not look like it, but this jumping knee is Kazuya's most reliable crossup.
|
|
j8.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
4
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Kazuya sticks his leg up. Good defensive button.
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
32
|
4
|
18
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Solid hitbox, but it's outclassed by either of j.LK for easier crossups or j.HK for damage.
|
|
j8.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
11
|
64
|
4
|
18
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Kazuya sticks his leg out. Hitbox isn't great, use j8.LK - or j8.HK if you're confident - on defense.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
64
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Kazuya's big all-purpose button, though it's finicky to cross up with. Good for smacking people for throwing fireballs if you predict and jump, not wanting to risk a blocked Genroudan.
|
|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
15
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
|
|
Dive Kick j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
14
|
64
|
12
|
20
|
1 landing*
|
KD
|
Varies
|
H
|
-
|
-
|
KD
|
Divekick. Exactly what it says on the tin. It starts up reasonably fast and descends quickly at a 45° angle. A useful part of his kit, though easily anti-aired if you get predictable.
|
|
Throws
Shoulder Toss 4/6MP/HP Max range 50px Max range 50px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
17
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Kazuya tosses you to the opposite side of the screen. It loses momentum completely and doesn't OS with any anti-airs so you probably don't want to use this.
|
|
Sandal Strike 4/6MK Max range 48px Max range 48px ORA ORA ORA ORA ORA ORA
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
2*8 (16 max)
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Hilarious mashable throw that does poor damage, but they stay on the same side.
|
|
Back Breaker 4/6HK Max range 50px Max range 50px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
17
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
What is that animation? Switches sides, but recovers almost immediately for very good oki.
|
|
Special Moves
Ko'oh Ken 236P LP/MP Fireball LP/MP Fireball HP Fireball HP Fireball
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
10*
|
160
|
11
|
1
|
28
|
-1
|
-3
|
HL
|
-
|
-
|
Reset
|
MP
|
10*
|
160
|
11
|
1
|
28
|
-1
|
-3
|
HL
|
-
|
-
|
Reset
|
HP
|
12*
|
160
|
11
|
1
|
28
|
-1
|
-3
|
HL
|
-
|
-
|
Reset
|
The normal fireball with stupidly low recovery. The heavier the button, the faster the fireball. The heavy fireball has a unique graphic and a larger hitbox than the other two.
Kazuya's gameplan revolves around fireball, rounded out with tools his great DP and AA normals, as well as Genroudan or super to follow it in. All versions are susceptible to low profiles, especially Kazuya's own 214P. If they land on it, you can juggle 236P into another 236P, but this is a timing mixup that can be avoided - sometimes punished - by divekicks.
Keep in mind if someone jumps over your fireball, you can't throw another until it leaves the screen entirely, shown here.
|
|
Dankuuga 623K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
16/8
|
192/64
|
2
|
4(2)12
|
15+6 landing
|
KD
|
-19
|
HL
|
-
|
1-6F
|
KD
|
MK
|
16+6(8)
|
192+64
|
2
|
4(2)18
|
22+6 landing
|
KD
|
-30
|
HL
|
-
|
1-6F
|
Y,KD
|
HK
|
16+6(8)
|
192+64
|
2
|
4(2)24
|
28+6 landing
|
KD
|
-42
|
HL
|
-
|
1-6F
|
Y,KD
|
The titular DP. The LK version will knock down on first hit despite having two hitboxes, while MK and HK go higher and will juggle the first hit into the second for a massive total of 256 stun.
An incredible reversal and solid anti-air, though notably quite vulnerable in its second hitbox. Light Dankuuga can even be tricky to punish for certain characters if well spaced. Don't go too nuts with it, though... it's not exactly a Super Turbo DP.
|
|
Genroudan 214P/2146P*
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
5+8(11)+3(5)
|
32+128+48
|
6
|
10+2+16
|
11+4 landing
|
KD
|
-13/-11
|
HL
|
-
|
1-6F
|
Y,Y,KD
|
MP
|
5+8(11)+3(5)
|
32+128+48
|
6
|
20+2+16
|
11+4 landing
|
KD
|
-13/-11
|
HL
|
-
|
1-6F
|
Y,Y,KD
|
HP
|
5+8(11)+3(5)
|
32+128+48
|
6
|
30+2+16
|
11+4 landing
|
KD
|
-13/-11
|
HL
|
-
|
1-6F
|
Y,Y,KD
|
Grand Viper before Sol Badguy. Kazuya rushes forward a certain distance according to the button pressed - about halfscreen for LP, 3/4 screen for MP, fullscreen for HP - then follows up with an uppercut. He will follow up automatically when the rush hitbox makes contact no matter the button pressed or distance traveled.
Invulnerable on startup but not while active, though it still low profiles like hell which is a large part of its use. It's also your go-to confirm move for its reach. More easily punishable than it looks at first glance.
Though you can execute this with 214P, it will overlap with Gasaigeki's input; if you input 2146P, you will always get Genroudan and not Gasaigeki.
Frame advantage on block is based on the 2nd/3rd hits.
Standing 3 hits: Kazuya, Liza, J. McCoy, Boggy, Azteca
Standing 2 hits: Barts, Gekkou, Wulong, Lihua, Marco, Gonzales
Crouching 2 hits: Everyone - Boggy and Wulong will block 3 hits if the switch from crouching to standing.
|
Close(All)
|
11+4(5)
|
128+48
|
1~4
|
2+16
|
11+4 landing
|
KD
|
-13
|
HL
|
-
|
1~4F
|
Y,KD
|
Note that when started from close enough, you'll skip the first hitbox entirely and varying amounts of the move's startup with it. You're still only invincible before hitboxes are out.
|
|
Shiten Kongouha j.214P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
11+4(5)
|
128+48
|
0
|
2+16
|
Varies (15 minimum) +1 landing*
|
KD
|
Varies (-12 at best)
|
HL
|
-
|
-
|
Y,KD
|
The Air DP, rounding out his total number of uppercuts to 3. No invulnerability, but it's active on the first frame and halts Kazuya's air momentum, making it a very unique and useful evasive tool. Somewhat useful for air-to-airing or escaping certain air resets, can also be performed out of a backdash if you really want to.
Air normals can be canceled into this. You can juggle if you manage to only connect the first hit. This basically sets itself up if you land a j.HP from high up against Kazuya, Wulong, Lihua, J.McCoy, Marco, Gonzales, but it's also possible to space it since the second hit has less hortizontal reach.
Recovery and advantage are based off the fastest backdash (21454P).
|
|
Gasaigeki 63214P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
5+13(17)
|
32+192
|
16
|
4/4+15
|
8
|
KD
|
-3
|
H
|
-
|
-
|
Y
|
MP
|
5+13(17)
|
32+192
|
28
|
4/4+10
|
10
|
KD
|
±0
|
H
|
-
|
-
|
Y
|
HP
|
5+13(17)
|
32+192
|
40
|
4/4+5
|
12
|
KD
|
+3
|
H
|
-
|
-
|
Y
|
Kazuya does some forward flips into an overhead punch. This grants you a generous juggle state on hit, opening up funny loops and guaranteed stun in the corner. While the LP version a hitbox on frame 17, it won't contact a crouching opponent until frame 25 at earliest. It can be hard to punish, with the HP version being +3 on block. It's easy to react and blow it up with an invulnerable move, though.
The various hitboxes can be a little confusing, but the first two are considered one hit. This move will only really hit twice as an anti-air, unless it's the heavy version, where the second hit starts late enough in the arc that it'll hit twice on grounded opponents.
|
|
Desperation
Gen'ei Koroudan 412343MP+HP ORAAAAAAAAA ORAAAAAAAAA
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
33
|
0
|
4
|
until stopped by wall/edge/opponent
|
20
|
KD
|
-1
|
HL
|
-
|
-
|
KD
|
Kazuya does a massive tiger-powered uppercut, one of the best supers in the game. It can be comboed into reliably from midscreen Gasaigeki or 2MK (4123MK43MP+HP is a handy input trick when confirming from n.LK or 2MP). Like Genroudan, it can be used to low profile or to follow in a fireball. The main difference here is that unlike Genroudan, the uppercut followup only comes out on hit, otherwise he simply stops short on block with massive pushback and blockstun, thus the whole thing is completely safe on block against anyone not named Lihua. Most easily punishable if you whiff into the corner. The other difference is that the hitbox kinda sucks, it can be crushed by disjointed normals and is extremely finicky (though still usable) to catch landings. This move has an odd quirk whereby it seemingly can't trade; when two Kazuyas super into each other Player 1 will always simply hit Player 2.
|
|
Combos
Midscreen
- 2LP (x2-3) xx 2146P
- 2LK n.5LK or n.5LK n.5MK/2MP or n.5MK/2MP(x2) 2HK
- In general n.5MK/2MP(x2) only works point-blank.
- Note that n.5LK n.5MK/2MP 2HK requires microwalk against Azteca, other options push too far. Does the same damage as n.5MK 2MK xx 214HP, but gives less frame advantage on knockdown.
- 2HP xx 623MK/HK
- 2LK n.5LK 2MK xx 2146HP/412343MP+HP
- n.5LK n.5MK/2MP 2MK xx 2146HP/412343MP+HP
- Requires microwalk against Azteca.
- You actually do less damage with n.5LK n.5MK 2MK xx 214HP than n.5MK 2MK xx 214HP, but n.5LK is a frame faster and there's no chance you accidentally throw.
- j.HP 2HP xx 623MK/HK
- Stuns Gekkou, Liza, and Marco
- 63214P 623MK/HK/2146P/412343MP+HP
- 63214P j.HP xx j.214P
- 63214P 2HP xx 623MK/HK
- Guaranteed to stun all characters except Wulong, Lihua, Gonzales, and Azteca. CAN stun Lihua but the timing is tight, possibly frame perfect.
Wall Break
- 63214P j.214P(1) 2HP xx 623HK
- Stuns everyone, somewhat difficult
Corner only
- Stuns everyone, pretty easy to loop j.214P(1). Requires 1 extra j.214P or 623MK/HK to stun Gonzales.
- 63214P [j.214P(1)]x5 j.HP xx j.214P or 2HP xx 623MK/HK
- Redizzy on 512 stun and below if ending with j.HP xx j.214P, on everyone but Gonzales with 2HP xx 623MK/HK (hard).
Strategy
Post Genroudan setplay is simple enough. After landing 214P, whiff 5LP, jump forward and divekick, then meaty 2MK on landing. Changes sides depending on divekick timing.
Video example.
Genroudan Punishes
Examples of punishes against 214P on block.
Kazuya: walk 2HK, 214P, 412343MP+HP (not shown)
Barts: walk 2HK (not shown), 6HP, 6HK, [4]6LP/MP
Gekkou: 2HP
Wulong: 2HK (walk if 3 hits)
Lihua: 6HK, 2146P
Liza: walk 5HK, walk 2HK (not shown), [2]8LP/MP
J. McCoy: 3HK, [4]6MP/HP, [4]6K, [4]64P
Boggy: 2HP, walk 2HK, 2147K
Marco: 2HK, PPP
Gonzales: walk 5HK (doesn't work on 3 hits)
Azteca: 6HK, 2146P (not shown)
Gasaigeki Resets
Most characters can mash light or medium buttons to beat the second Gasaigeki, but they might trade depending on spacing. Heavy buttons are slightly too slow to work.
- Midscreen 63214LP, n.5HP/2HP xx 63214LP...
- You can get 1 loop into j.HP xx j.214P or 2 loops into 6HK to stun Kazuya... more info needed
- corner 63214LP, n.5MK/n.5HP/2MK xx 63214LP...
- Can repeat up to 5 times before it'll knock down. End with n.5HP/2HP xx 623HK. Choose n.5MK, 2MK, and n.5HP for about the same, a little, and a lot of stun respectively. Otherwise, n.5HP will stun in 3 or 4 loops for most characters.
Guard Cancel options
Kazuya has two fantastic reversals in 623K and 214P. You generally want to use 623MK/HK to interrupt blockstrings and 214MP/HP for punishes, as the former does more damage and the latter has much more range.
In some situations, Kazuya can also use his Desperation to punish moves like 214P in the mirror.
Kazuya punishing 2HK xx 236P with 214P in the mirror
Matchups
WIP
J. McCoy
You can use 623K to interrupt [4]6P on block.
General
|
|
|
Characters
|
|
|
Banned Characters
|
|