Kazuki Kazama
風間 火月, Kazama Kazuki
Introduction
In spirit, Kazuki hearkens back to his incarnation in Samurai Shodown V Special, having good movement speed, a fairly decent poking game, high damage with the right resources, and a powerful air game, as well as a few funny tricks in his back pocket. His transition over to this game has given him some improved ground normals, a very fast and semi-flexible WFT, and a great boost to his damage potential in Rage, making him a great character for fighting up close or even a little bit at midrange if you counterpoke well.
However, Kazuki still has a lot of the same weaknesses from VSP, too. If he's kept out of close range and doesn't have fireball charges, he has a fairly weak fireball game, and he's still a relatively close-range character. Though he can still do great damage without having fireball charges stocked, he's still dependent on them for some of his best damage, and almost all his special moves, while powerful, tend to be unsafe on block.
Strengths |
Weaknesses
|
- Good mobility
- Good pokes, counterpokes, and air normals
- High damage with Rage and or stocked up fireballs for combos
- WFT has decent range and is fairly fast for its reach
|
- Lacks range and can struggle to get in against characters with better buttons
- Specials highly punishable if misused, especially fireball charge
- Loses out on some of his best damage if he doesn't have resources
- Needs good spacing to confirm into combos or certain special moves
|
Data
- Damage Taken: 100%
- Rage Factor: 0.36 (Fastest Rage Gain)
- Rage Duration: 6 seconds (Shortest Duration)
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.35 (Fast)
- Back Walk Speed: 0.3 (Fast)
- Dash Speed: 1.4 (Extremely Fast)
- Back Dash: 28 frames
- Weapon Pickup / Drop: 40 / 56 frames
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 (which has invul against air attacks as of version 2.10), 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
16
|
+1
|
-2
|
5
|
Yes
|
No
|
No
|
No
|
Kazuki does a quick elbow jab.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11
|
-
|
-
|
34
|
-3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Kazuki does an outward reverse-grip slash
- Serves as a quick, cancelable poke with better range than 5A.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
260
|
Mid
|
18
|
-
|
-
|
60
|
-3
|
-16
|
25
|
No
|
Yes(+11)
|
Disarm
|
No
|
Kazuki does a strong slash forward.
- Fast, but has relatively short reach for a C button.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
18
|
+1
|
-2
|
5
|
Yes
|
No
|
No
|
No
|
Kazuki chops out with his leading hand.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
13
|
-
|
-
|
36
|
-3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
An outward slash similar to 5B.
- Has a bit of extra range since Kazuki leans a little farther forward.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Mid
|
12
|
-
|
-
|
43
|
-4
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Kazuki does an upward leaping slash from a crouching position.
- Acts as a powerful anti-air technique due to its fast startup and hitbox.
|
|
Near Slashes
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
-
|
31
|
-3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Kazuki slices inward with his sword.
- Cancelable.
- Works great as a punish combo starter.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220
|
Mid
|
15
|
-
|
-
|
45
|
-3
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Kazuki reaches forward and stabs downward with his sword.
- Very fast, and does above-average damage.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
9
|
5
|
-
|
26
|
-2~+2
|
-5~-1
|
5
|
Yes
|
No
|
No
|
Yes
|
Kazuki does a dashing knee attack.
- Cancelable.
- Frames 9 - 17 are invulnerable to low attacks, but it's not airborne.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Low
|
13
|
-
|
-
|
36
|
+1
|
-8
|
5
|
Yes
|
No
|
No
|
Yes
|
Kazuki does a low kick with his leading leg.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
-
|
-
|
19
|
-2
|
-5
|
5
|
No
|
No
|
No
|
Yes
|
Kazuki kicks out with his leading leg.
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
-
|
-
|
41
|
KD(+95)
|
-13
|
5
|
No
|
No
|
No
|
Yes
|
Kazuki sweeps his front leg to trip the opponent.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
7
|
-
|
-
|
30
|
-3
|
-8
|
5
|
No
|
No
|
No
|
No
|
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
9
|
-
|
-
|
32
|
-3
|
-35
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
A dashing version of n.5B.
- Great for punishing whiffed buttons or as a followup to a throw.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
9
|
-
|
-
|
49
|
KD(+95)
|
-18
|
20
|
No
|
No
|
Disarm
|
No
|
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
11
|
4
|
-
|
40
|
KD(+95)
|
-11~-8
|
5
|
No
|
No
|
No
|
Yes
|
Kazuki does a sliding kick.
|
|
Air Normals
j8.A
j8.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
Kazuki sticks his sword straight downward.
- Only comes out from a neutral jump.
|
|
j7/9.A
j7/9.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
Kazuki does a jumping version of his 2A.
- Primarily a quick air-to-air tool.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
Kazuki does an outward slash with his leading hand.
- Works great as an alternative to j.A air-to-air if you need a bit more reach.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
Kazuki slashes upward with his sword.
- Limited horizontal range, but still reaches up fairly high.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
Kazuki does a straight horizontal kick.
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
16
|
+1
|
-1
|
5
|
No
|
No
|
No
|
Only
|
An elbow attack similar to 5A.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
18
|
+1
|
-1
|
5
|
No
|
No
|
No
|
Only
|
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
29
|
KD
|
-7
|
5
|
No
|
No
|
No
|
Only
|
A dashing version of u.5S that knocks down.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5C+D / 6C+D 5C+D / 6C+D 4C+D 4C+D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
71
|
74
|
+20
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Universal throw, can follow up with combos. Back throw has slower start up but better frame advantage. There is no throw tech, but throws are very punishable on whiff.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Armed Unarmed Unarmed
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
60
|
High
|
21
|
-
|
-
|
45
|
+1
|
-12
|
10
|
No
|
No
|
No
|
No
|
Universal overhead, dodges low attacks and throws. No longer knocks down the opponent since version 1.70.
|
Unarmed
|
60
|
High
|
21
|
-
|
-
|
45
|
KD
|
-12
|
10
|
No
|
No
|
No
|
Only
|
Universal unarmed overhead. Knocks down the opponent.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
N/A
|
-
|
1
|
16
|
22
|
38
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch 236A+B Weapon Deflect Weapon Deflect Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
-
|
-
|
-
|
-
|
-
|
No
|
Universal counter that works against mid-guard normal slashes. Upon successful counter, you can follow up with any attack except throws. The amount of time to follow up depends on timing and the strength of slash, and deflecting medium slashes staggering the opponent for longest amount of time. Additionally, if you deflect a heavy slash or running medium slash, the opponent will be disarmed.
|
Unarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
-
|
-
|
-
|
-
|
-
|
Only
|
Universal unarmed counter, works against the same slashes as counter. Upon successful blade catch, your will disarm your opponent and knock down the opponent to the corner, regardless of the strength of slash.
|
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
1
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
Activate the rage explosion gauge and push back the opponent, available once per match. In order to activate, the character must be on the ground with the weapon on hand. It can be activated during hit stun / throw staggering / weapon deflected / recoil cancel / normal cancel / blocking, but not during action recovery. It's nearly the same as max rage with extra damage buff (140% vs 120%), and it pauses the timer count down, also allows access to Lighting Blade. The less amount of health remaining when activates, the more amount of rage explosion gauge it begins with. Rage explosion ends if the gauge runs out, WFT connects, Lighting Blade used, or the round ended. Then the rage gauge disappears for the rest of match. The activation push back is unblockable, and its hit-box extends all the way up to top of the screen.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
-
|
-
|
-
|
No
|
Dashes full screen and slash across the opponent in classic style. It has full invincibility and can anti-air. Damage scales based on remaining rage explosion gauge.
|
|
Command Moves
Wall Jump
Wall Jump 9 (near a wall) Burning Ninja Training Burning Ninja Training
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Causes Kazuki to jump off of the back wall and go forward.
- Using walljump will increase your jump height and change your landing trajectory, making it difficult for the opponent to position and time an anti-air.
|
|
Blazing Fang
Blazing Fang j.2B Blazing Fang Blazing Fang
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
120
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Kazuki thrusts his sword straight downward and holds it in position.
- Extremely active and reaches fairly far down, making it a great jump-in attack.
|
|
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.
The breakdown 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 236S/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
40
|
Mid
|
18
|
-
|
-
|
57
|
-7
|
-23
|
5
|
No
|
No
|
No
|
No
|
Kazuki shoots a fireball. The worst version in terms of speed and damage, but has some use for zoning.
|
B
|
50 (40, 10)
|
Mid
|
18
|
-
|
-
|
50
|
+12
|
-12
|
6
|
No
|
No
|
No
|
No
|
Hits twice and is the chunkier version of his fireball. It moves relatively fast and strikes a decent balance between doing damage and spending fireball charges. It's also really good in the corner for combos due to the increased hitstun.
|
C
|
220
|
Mid
|
16
|
-
|
-
|
128
|
KD(+27)
|
KD(-95)
|
15
|
No
|
No
|
No
|
No
|
Kazuki fires a huge fireball and is knocked back from the recoil. It knocks down on hit and is exceedingly powerful, but has no real followups after it's used.
|
D
|
70 (40, 20, 10)
|
Mid
|
18
|
-
|
-
|
46
|
+24
|
±0
|
9
|
No
|
No
|
No
|
No
|
Hits three times and is even better than level 1 fireball. Its increase in hitstun from 236B makes it a potent tool for midscreen combos.
|
|
Exploding Death
Exploding Death 623S/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
110 (10,100)
|
Mid
|
10
|
-
|
-
|
57
|
KD(+82)
|
32
|
0
|
No
|
No
|
No
|
No
|
A hitgrab and Kazuki's standard combo ender--*it is blockable*, so be careful when using it. Gives enough knockdown time to charge a fireball.
|
B
|
150 (10,50,90)
|
Mid
|
10
|
-
|
-
|
57
|
KD(+86)
|
32
|
0
|
No
|
No
|
No
|
No
|
Adds another explosion for extra damage. Much like 236B, it's a decent economy ender if you don't want to spend too many charges.
|
C
|
260 (10, 50x5)
|
Mid
|
10
|
-
|
-
|
57
|
KD(+110)
|
32
|
0
|
No
|
No
|
No
|
No
|
Adds even more explosions for extra damage. Good to cash in during shorter combos so that scaling doesn't kick in too hard.
|
D
|
200 (10, 50, 70x2)
|
Mid
|
10
|
-
|
-
|
57
|
KD(+94)
|
32
|
0
|
No
|
No
|
No
|
No
|
Adds two explosions for extra damage.
|
Rage
|
168 (A), 216 (B), 264 (D), 336 (C)
|
Mid
|
10
|
-
|
-
|
57
|
KD(+77)
|
32
|
0
|
No
|
No
|
No
|
No
|
When in doubt, use this to end your combos in Rage mode. Powerful.
|
|
Annihilating Flames
Annihilating Flames 421S/D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
27
|
-
|
-
|
70
|
KD
|
-20
|
10
|
No
|
No
|
No
|
No
|
Kazuki creates an exploding doppelganger and leaves his pants behind. It has strike invincibility from frame 9 to 47, making it a great anti-air and recoil cancel tool, but the opponent can still grab him since the start-up is slow. It's difficult to punish, but is less safe when Kazuki explodes in a position where he doesn't have the space to maneuver away (e.g., at midscreen, when he's in the corner, or if the opponent blocks a cross-up explosion).
|
|
Flames of Disaster
Flames of Disaster 214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
N/A
|
-
|
-
|
-
|
-
|
51 / 108
|
-
|
-
|
0
|
No
|
No
|
No
|
No
|
Meatball charge. This gives Kazuki a charge stock for his special moves, and charged fireball levels carry over between rounds. However, if he's already at maximum charge, he's briefly puzzled, 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.
The recovery frames were reduced in version 2.10, enabling him to recover even faster from it.
|
|
Flaming Backdraft
Flaming Backdraft A+D when knocked down
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Level 1
|
20
|
Mid
|
-
|
-
|
-
|
-
|
+15
|
+9
|
0
|
No
|
No
|
No
|
Yes
|
While knocked down, Kazuki can choose to spend ALL his charges to send his charges toward his opponent to explode. It can be done at any time from when he touches the ground until he wakes up or tech rolls. Although the fireball is slow and easy to block, it's a great interruption toward an opponent's meaty attacks.
|
Level 2
|
40
|
Mid
|
-
|
-
|
-
|
-
|
+15
|
+9
|
0
|
No
|
No
|
No
|
Yes
|
Level 3
|
60
|
Mid
|
-
|
-
|
-
|
-
|
KD
|
+15
|
0
|
No
|
No
|
No
|
Yes
|
The Level 3 fireball knocks down the opponent and allows follow up attack for a brief moment.
|
|
Supers
Weapon Flipping Technique
Exploding Flames 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
396 (462)
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-43
|
-
|
No
|
No
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. Kazuki dashes full screen until he hits the opponent or reaches the corner, and destroys the opponent with huge explosion. Although he falls down like level 3 fireball, it's super unsafe and SSM punishable on block or whiff. It dodges lows from frame 10 while dashing (but it's not airborne).
|
|
Super Special Move
Eternal Inferno 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
690
|
Mid
|
10+20
|
-
|
-
|
-
|
KD
|
-46
|
-
|
No
|
No
|
No
|
No
|
Available only once per match. Full invincible during frames 1~10. Standard SSM with decent reach.
|
|
Combos
List combos, use numpad notation.
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. Note: All the meatball specific combos can work with a 2B start up instead of a 5B, n.5B, or 66B, but only in close range (midscreen throw will not work).
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 knock down.
- 5C
Max damage but no knock down.
1 Meatball
- 66B / n.5B xx 236B xx 66C / Issen
Works only in the corner.
Can choose to do 5B / n.5B / 2B / 66B xx 623B but don't recommend, damage is far less.
2 Meatballs
- 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.
Can choose to do 5B / n.5B / 2B / 66B xx 623D but don't recommend, damage is far less.
3 Meatballs
- 66B / n.5B xx 236D (/ Issen) xx 66B xx 623A / 623B / WFT
The fast charge now makes using the last fireball more appealing. Works after throw, second medium 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 insane damage.
Can choose to do 5B / n.5B / 2B / 66B xx 623C / 236C but don't recommend, damage is far less.
Universal
- jump C (Deep hit)...
- 5C / n.5C
Universal combo after jump C deep hit.
- Lighting Blade
Issen combo.
Depends on the amount of meatballs can go for different 66B / n.5B combos.
Guard Crush
- n.5C / 5C...
After recovery...
- SSM
SSM follow up. (Be careful with opponent bursting to avoid it)
- Basically anything would work as long as it's in range and fast enough to connect.
- n.5C / 5C...
Cancel recovery...
- Lighting Blade
Universal Issen combo.
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