Dan-Ku-Ga/Kazuya

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Fighting Style:
"Karate"

Introduction

"Too weak... Just way too weak, man! You and I are in different leagues!

Kaiser Knuckle's inexplicable poster boy, a rough-and-tumble karateka who enters the tournament because he thinks winning the grand prize will get him laid. A strong, consistent shoto who's comfortable in almost any situation.

Strengths Weaknesses
  • Solid, versatile toolkit
  • Reliable confirms
  • Great anti-airs
  • Awesome voice
  • Buttons are nothing to write home about
  • Detrimentally Horny

Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
3.000000 2.250000 2 frames 35 frames 1-11 invulnerable, 12-14 vulnerable 80px 4032 512


Normals

Standing

5LP
DKG kazuya 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 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
DKG kazuya nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 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
DKG kazuya 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 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
DKG kazuya nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 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
DKG kazuya 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 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. Also whiffs many crouchers.
Crouched by Wulong, Liza.

n.5HP
DKG kazuya n5HP.png
DKG kazuya n5HP2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
9+6 128+32 6 2+8 12 +2 ±0 HL Y,N - Reset/KD

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
DKG kazuya 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 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
DKG kazuya nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 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
DKG kazuya 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 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
DKG kazuya nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
12 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
DKG kazuya 5HK.png
DKG kazuya 5HK2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
16* 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
DKG kazuya n5HK.png
DKG kazuya n5HK2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10+5 128+32 5 6+2 15 +5 +3 HL N - Reset

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
DKG kazuya 6HK.png
DKG kazuya 6HK2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5+10 32+96 6 5+5 26 -9 -11 HL N - Reset

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
DKG kazuya 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 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
DKG kazuya 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 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
DKG kazuya 2HP.png
DKG kazuya 2HP2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 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
DKG kazuya 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 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
DKG kazuya 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 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
DKG kazuya 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 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
DKG kazuya jLP.png
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 2 Until landing - - - H Y - Reset

A jumping jab. Good air-to-air that pulls Kazuya's hurtbox back.

j.MP
DKG kazuya jMP.png
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
12 64 4 18 6 - - H Y - Reset

Almost identical range to j.LP but worse hurtbox and not active forever.

j.HP
DKG kazuya jHP.png
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
16 128 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
DKG kazuya j9LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 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
DKG kazuya j8LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 2 Until landing - - - H Y - Reset

Kazuya sticks his leg up. Good defensive button.

j.MK
DKG kazuya j9MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
12 32 4 18 6 - - H Y - Reset

Solid hitbox, but it's outclassed by either of j.LK for easier corssups or j.HK for damage.

j8.MK
DKG kazuya j8MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
12 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
DKG kazuya j9HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
16 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
DKG kazuya j8HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
16 128 6 8 6 - - H Y - Reset

Kazuya kicks while facing away. The long-reaching hitbox is harder to contest from below than above. This button will cause people to tilt.

Dive Kick
j.2LK+MK+HK
DKG kazuya j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 64 12 Until Landing 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
DKG kazuya MPthrow.png
Max range 50px
DKG kazuya MPthrow2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
18 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
DKG kazuya MKthrow.png
Max range 48px
DKG kazuya MKthrow2.png
ORA ORA ORA
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3*X 0 - - - - - - - - KD

Hilarious mashable throw that does poor damage, but stays on the same side.

Back Breaker
4/6HK
DKG kazuya MPthrow.png
Max range 50px
DKG kazuya HKthrow2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
18 16 - - - - - - - - KD

What is that animation? Switches sides, but recovers almost immediately for very good oki.

Special Moves

Ko'oh Ken
236P
DKG kazuya 236p.png
LP/MP Fireball
DKG kazuya 236hp.png
HP Fireball
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 10* 160 11 1 28 -3 -1 HL - - Reset
MP 10* 160 11 1 28 -3 -1 HL - - Reset
HP 12* 160 11 1 28 -3 -1 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.
It works perfectly with Kazuya's suite of options in concert, like his great DP and AA normals, and Genroudan or super to follow it in. All versions are susceptible to low profiles, especially Kazuya's own 214P. You can juggle into another fireball, but this is a timing mixup that divekicks can stall out.

Dankuuga
623K
DKG kazuya 623k.png
DKG kazuya 623k2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK 17/9 192/64 2 4(2)12 21 KD -19 HL - 6F KD
MK 17+9 192+64 2 4(2)18 28 KD -30 HL - 6F Y/KD
HK 17+9 192+64 2 4(2)24 34 KD -42 HL - 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*
DKG kazuya 214p.png
DKG kazuya 214p2.png
DKG kazuya 214p3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 6+12+6 32+128+48 6 10+2+16 15 KD -13 HL - 6F Y/Y/KD
MP 6+12+6 32+128+48 6 20+2+16 15 KD -13 HL - 6F Y/Y/KD
HP 6+12+6 32+128+48 6 30+2+16 15 KD -13 HL - 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.

Close(All) 12+6 128+48 1-4 2+16 15 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
DKG kazuya j214p.png
DKG kazuya j214p2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 12+6 128+47 0 2+16 varies (16 minimum)* KD varies (-12 at best) HL - - 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.
Recovery and advantage are based off the fastest backdash (21454P).

Gasaigeki
63214P
DKG kazuya 624p.png
DKG kazuya 624p2.png
DKG kazuya 624p3.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 6+18 32+192 16 4/4+15 8 - -3 H - - Y
MP 6+18 32+192 28 4/4+10 10 - ±0 H - - Y
HP 6+18 32+192 40 4/4+5 12 - +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
DKG kazuya super.png
ORAAAAAAAAA
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
34 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

  • 2MP 2HK
  • 2HP xx 623MK/HK
  • 2LK/n.5LK n.5LK 2MK xx 2146HP/412343MP+HP
  • n.5LK 2HP xx 2146HP/412343MP+HP
  • 2MP 2MK xx 2146HP/412343MP+HP
  • n.5MK 2MK xx 2146HP/412343MP+HP
  • 63214P 623HK/2146P/412343MP+HP
  • 63214P j.HP xx j.214HP
  • 63214P 2HP xx 623HK
guaranteed to stun all characters except Gonzales, Azteca, Wulong, and Lihua

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.

Strategy

General
FAQ
Controls
HUD
Mechanics
Characters
Kazuya
Barts
Gekkou
Wulong
Lihua
Liza
J. McCoy
Boggy
Marco
Gonzales
Azteca