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 level 2 fireball charge.
Neutral
His mediums have amazing range and speed, they are great pokes to stop a dash-in. He could just zone on most of the character. He can throw fireball to prompt the opponent to jump and anti air with his 623S (now have full invul of air of all version), 2C, or 421S. His zone will work most of the time as with higher level of fireballs, it can go through other fireballs. His 66C is a great button that can anti air and beat other slower normals.
Okizeme
Kazuki doesn't have good Oki since he's supposed to charge when the opponent is knocked down. But he can dash over for a cross up on rolls, 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
|
Fast elbow attack and cancellable.
|
|
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
|
Fast poke with decent reach and cancellable.
|
|
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
|
Very fast heavy slash with below average reach.
|
|
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
|
Fast karate chop and cancellable.
|
|
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
|
Similar to 5B with a little extra range.
|
|
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's signature anti-air with fast start-up and great hit-box.
|
|
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
|
His main punish combo tool.
|
|
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
|
Fast heavy slash with 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
|
Knee attack which moves forward and cacellable. It dodges lows from frame 9 to 17 (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
|
Low kick with slow start up but cancellable for combo. (since version 1.70)
|
|
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
|
|
|
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
|
Slow sweep kick and quite punishable.
|
|
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
|
His main combo starter for long range punishing and throws follow up.
|
|
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
|
Fast running heavy slash, one of his best moves.
|
|
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
|
|
|
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
|
Neutral jump light slash.
|
|
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
|
Air karate chop, fast air to air attack.
|
|
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
|
Great air to air slash, since version 1.70 it can be used during straight up jump.
|
|
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
|
Fast heavy slash in the air with limited range.
|
|
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
|
Air to air 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
|
Fast elbow attack and safe on block.
|
|
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
|
Crouching karate chop and safe on block.
|
|
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
|
Starndard unarmed jump attack.
|
|
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
|
Starndard unarmed dash attack 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 (near wall)9 Burning Ninja Training Burning Ninja Training
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Kazuki can jump off walls. Doing so will increase jump height and change the 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
|
Since version 1.70, the neutral jump B becomes a command normal, which is good for jump in attack.
|
|
Special Moves
Soul Burner
Soul Burner 236A/B/C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Level 0 (A)
|
40
|
Mid
|
18
|
-
|
-
|
57
|
-7
|
-23
|
5
|
No
|
No
|
No
|
No
|
Level 1 (B)
|
50 (40,10)
|
Mid
|
18
|
-
|
-
|
50
|
+12
|
-12
|
6
|
No
|
No
|
No
|
No
|
Level 2 (D)
|
70 (40,20,10)
|
Mid
|
18
|
-
|
-
|
46
|
+24
|
±0
|
9
|
No
|
No
|
No
|
No
|
Level 3 (C)
|
220
|
Mid
|
16
|
-
|
-
|
128
|
KD(+27)
|
KD(-95)
|
15
|
No
|
No
|
No
|
No
|
Fast start up fireball, Each button determines how many stock of fireball to spend, Level 3 doesn't cancel out, not reflectable,
|
|
Exploding Death
Exploding Death 623A/B/C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Normal
|
110 / 150 / 200 / 260
|
Mid
|
10
|
-
|
-
|
57
|
KD(+82/+86/+94/+110)
|
32
|
0
|
No
|
No
|
No
|
No
|
Rage
|
168 / 216 / 264 / 336
|
Mid
|
10
|
-
|
-
|
57
|
KD(+77)
|
32
|
0
|
No
|
No
|
No
|
No
|
Hit grab. NOW ALL LEVELS are air invincible, 36/36/24/24. Normal 10,100 / 10,50,90 / 10,50,70x2 / 10,50x5 (same logic applies to Exploding Death)
|
|
Annihilating Flames
Annihilating Flames 421A/B/C/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
|
Self destruct by an explosion and then re-appears near the corner. It doesn't vary between different buttons. It has strike invincibility from frame 9 to 47, makes it a great anti-air and recoil cancel tool, but the opponent can still grab him since the start-up is slow. It deals ONLY 1 hit of chip damage on block from grounded opponents, difficult to punish, but it's more punishable if Kazuki explodes from center of the screen, or near the corner of his side, or if cross up explosion is blocked by wake-up opponents.
|
|
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
|
Kazuki can charge his fireball level up to 3 times, if he already has the max charge, he would surprise himself and it takes much longer to recover. The fireball enhances all his special movs except self destruction. This is very important to Kazuki's game, but it's only safe to charge when the opponent is knocked down or far away. Charged fireball level does carry to the next round.
Since Version 2.10, charges are A LOT faster.
|
|
Flaming Backdraft
Flaming Backdraft A+D when knocked down
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20 / 40 / 60
|
Mid
|
-
|
-
|
-
|
-
|
+15 / +15 / KD
|
+9 / +9 / +15
|
0
|
No
|
No
|
No
|
Yes
|
When Kazuki got knocked down, he can choose to spend ALL his charged fireball and send it towards the opponent. 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 interrupts opponent's meaty attack and allows follow up combo. 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
|
30
|
-
|
-
|
-
|
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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