Samurai Shodown/Kazuki Kazama

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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
  • Rage Duration: 6 seconds (Fastest rage meter gain and shortest duration)
  • Jump: 46 frames (Average)
  • Dash Speed: 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 214K. 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

Okizeme

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 16 +1 -2 Yes No No No

Fast elbow attack and cancellable.

5B
5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 11 - - 34 -3 -12 Yes Yes Yes No

Fast poke with decent reach and cancellable.

5C
5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
260 Mid 18 - - 60 -3 -16 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 Cancel Recoil Deflectable Unarmed
30 Mid 7 - - 18 +1 -2 Yes No No No

Fast karate chop and cancellable.

2B
2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
90 Mid 13 - - 36 -3 -12 Yes Yes Yes No

Similar to 5B with a little extra range.

2C
2C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 Mid 12 - - 43 -4 -28 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 Cancel Recoil Deflectable Unarmed
80 Mid 8 - - 31 -3 -12 Yes Yes Yes No

His main punish combo tool.

n.5C
n.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
220 Mid 15 - - 45 -3 -28 No Yes Disarm No

Fast heavy slash with above average damage.

Kicks

5D
5D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 9 5 - 26 -2~+2 -5~-1 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 Cancel Recoil Deflectable Unarmed
50 Low 13 - - 36 +1 -8 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 Cancel Recoil Deflectable Unarmed
20 Low 5 - - 19 -2 -5 No No No Yes

Standard low kick.

3D
3D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 12 - - 41 KD(+95) -13 No No No Yes

Slow sweep kick and quite punishable.

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
40 Mid 7 - - 30 -3 -8 No No No No

Fast elbow attack.

66B
66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 9 - - 32 -3 -35 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 Cancel Recoil Deflectable Unarmed
140 Mid 9 - - 49 KD(+95) -18 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 Cancel Recoil Deflectable Unarmed
70 Low 11 4 - 40 KD(+95) -11~-8 No No No Yes

Standard slide kick.

Air Normals

j8.A
j8.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
40 High 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 Cancel Recoil Deflectable Unarmed
30 High 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 Cancel Recoil Deflectable Unarmed
100 High 8 - - - - - 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 Cancel Recoil Deflectable Unarmed
150 High 9 - - - - - 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 Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 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 Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 16 +1 -1 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 Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 18 +1 -1 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 Cancel Recoil Deflectable Unarmed
50 High 5 - - - - - No No No Only

Starndard unarmed jump attack.

u.66S
u.66S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 29 KD -7 No No No Only

Starndard unarmed dash attack that knocks down.

Universal Mechanics

Guard Break
Guard Break (Throw)
5C+D / 6C+D
4C+D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv 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
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 60 High 21 - - 45 +1 -12 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 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 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 Cancel Recoil Deflectable Unarmed
0 Mid 8 - - 52 KD -21 - - - Yes

Universal Stance Break which is 3 frames slower than average.

Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
Weapon Deflect
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv 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 10 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 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 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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv 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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv 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 Cancel Recoil Deflectable Unarmed
Level 0 (A) 40 Mid 18 - - 57 -7 -23 No No No No
Level 1 (B) 50 (40,10) Mid 18 - - 50 +12 -12 No No No No
Level 2 (D) 70 (40,20,10) Mid 18 - - 46 +24 ±0 No No No No
Level 3 (C) 220 Mid 16 - - 128 KD(+27) KD(-95) 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 Cancel Recoil Deflectable Unarmed
Normal 110 / 150 / 200 / 260 Mid 10 - - 57 KD(+82/+86/+94/+110) 32 No No No No
Rage 168 / 216 / 264 / 336 Mid 10 - - 57 KD(+77) 32 No No No No

Hit grab. Normal and Rage Level 3 has air invincible from 1~10, 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 Cancel Recoil Deflectable Unarmed
150 Mid 27 - - 70 - -30 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 4 hits of chip damage on block (total 24), makes it 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 Cancel Recoil Deflectable Unarmed
N/A - - - - 64 / 108 - - 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.

Flaming Backdraft
Flaming Backdraft
A+D when knocked down
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20 / 40 / 60 Mid - - - - +15 / +15 / KD +9 / +9 / +15 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 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 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.

Midscreen

Corner

Videos

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroGongsun LiHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuRuixiangShikiShizumaruSogetsuTam TamUkyoWan-FuWardenYashamaruYoshitora